Re: [Audyssey] games we'd like to play: dialogue flight simulator

2013-11-12 Thread Ken Downey
I think this would have a much steeper learning curve than TDV, although I 
think that some of these ideas could be used in a good flight sim. A true 
flight sim should have exactly the  number of buttons and sliders that a 
real plane would have, giving you a true, accurate experience of flying.


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- Original Message - 
From: Nicol nicoljaco...@telkomsa.net

To: gamers@audyssey.org
Sent: Monday, November 11, 2013 10:53 AM
Subject: [Audyssey] games we'd like to play: dialogue flight simulator



Hi all
For those of you who are looking for a new game concept to develop, I've
been thinking of a new kind of  flight simulator that is basically a 
massive

dialogue box with lots of buttons, radio buttons and sliders.
I remember when I was a kid, I was flying by plane to visit my parents in
the school holiday.
I asked the attendant during a certain flight  how a plane works, how the
pilot drives the plane.
And she told me that the pilot drives the plane by pressing lots of 
buttons

the whole time  during the flight.
The attendant told me that there is lots of buttons and levers on the 
pannel

in front of the pilot  and each button and lever has a color and size.
That was 30 years ago.
But I think  it would be a neat concept for someone who wish to develop a
flight simulator .
A flight simulator like three d  velocity have a very steep learning 
curve.

I think it would be fun to drive a plane by only pressing lots of buttons
the whole time.
I think that a dialogue box flight game would have a less steep learning
curve.
So basically this game is only a dialogue box.
For the beginner there is a training mode where the pilot is training a 
new

pilot.
So  the gamer navigates this dialogue box , like  all other dialogue 
boxes,

with the tab key.
Each button's name is a color.
Let's  say we  navigate with tab and our screen reader says  for example
small white button.
Now we press tab and the next button's name is large brown button. Etc.
The game then has at training mode where the pilot teaches the new pilot
which buttons to press to take off and land etc.
Lets say  for example the pilot says: to take off you need to press 5
buttons.  First you  need to find and  press the small white button and 
then

the brown large button.
Then you need to find and  press the second one  of a group of 5 blac 
radio

buttons.
Then you need to find and  pull a large black lever or  slider.
Then you  need to find and  pull a small white lever.
Then the plane successfully is taking off.
So now the challenge comes in for the gamer to navigate with tab  in time
until he finds the small white button etc. What can make this challenging 
is

to find the necessary buttons in a short amount of time.
Lets say the gamer have to press tab 7 times to get to the small white
button, then 5 times to get to the brown  large button. Then tab  8 times 
to

get to the group of black radio buttons. Etc.
So based on what the flight attendant told me when I was flying by plane 
30

years ago: this dialogue  box contains command buttons, radio buttons and
levers or sliders such as the sliders in the windows volume control.
The attendant told me that driving the plane requires  that the pilot
presses buttons and turning levers the whole time during the flight.
So lets  say the challenge comes in that, if the gamer takes too long  to
find and press a button or pull a lever, that something fatal happens for
example the plane falls to the ground.
I don't know how planes is driven in south africa these days.
I only recall what the attendant told me when I flown by plane 30 years 
ago.

I think this dialogue box  flight simulator will not only be fun but would
also teach a blind person new to the windows environment, to navigate in
dialogue boxes.
This kind of  game can also improve one's memory.
In dialogue boxes in windows programs  each  field in the dialogue has a 
hot

key.
So lets say that the group of black radio buttons has alt b as hot key.
Now the gamer first gets training mode where he explores all the buttons 
and

levers on the  pannel memorizing the hot keys.
So during an actual flight the gamer either have to press tab quickly to 
get

to the right button or lever, or the gamer have to remember that button or
slider's hot key.
Hot keys of fields in dialogue boxes always is the alt key together with a
letter key.


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Re: [Audyssey] games we'd like to play: dialogue flight simulator

2013-11-12 Thread shaun everiss

Hi nickel.
I understand where you are coming from.
Your idea as it is is um, well to put it politely rather jumbled and messsy.
Firstly a game like this could be made but people wouldn't like it.
You are thinking of something like flight simulator for ms.
I can see that now.
Unfortunately, have you had any idea how much time it would take to make that.
Ok we could make a room with different buttons to push and levers to 
pull but there has never been enough things or to many.

I am not sure how it would work.







At 04:53 AM 11/12/2013, you wrote:

Hi all
For those of you who are looking for a new game concept to develop, I've
been thinking of a new kind of  flight simulator that is basically a massive
dialogue box with lots of buttons, radio buttons and sliders.
I remember when I was a kid, I was flying by plane to visit my parents in
the school holiday.
I asked the attendant during a certain flight  how a plane works, how the
pilot drives the plane.
And she told me that the pilot drives the plane by pressing lots of buttons
the whole time  during the flight.
The attendant told me that there is lots of buttons and levers on the pannel
in front of the pilot  and each button and lever has a color and size.
That was 30 years ago.
But I think  it would be a neat concept for someone who wish to develop a
flight simulator .
A flight simulator like three d  velocity have a very steep learning curve.
I think it would be fun to drive a plane by only pressing lots of buttons
the whole time.
I think that a dialogue box flight game would have a less steep learning
curve.
So basically this game is only a dialogue box.
For the beginner there is a training mode where the pilot is training a new
pilot.
So  the gamer navigates this dialogue box , like  all other dialogue boxes,
with the tab key.
Each button's name is a color.
Let's  say we  navigate with tab and our screen reader says  for example
small white button.
Now we press tab and the next button's name is large brown button. Etc.
The game then has at training mode where the pilot teaches the new pilot
which buttons to press to take off and land etc.
Lets say  for example the pilot says: to take off you need to press 5
buttons.  First you  need to find and  press the small white button and then
the brown large button.
Then you need to find and  press the second one  of a group of 5 blac radio
buttons.
Then you need to find and  pull a large black lever or  slider.
Then you  need to find and  pull a small white lever.
Then the plane successfully is taking off.
So now the challenge comes in for the gamer to navigate with tab  in time
until he finds the small white button etc. What can make this challenging is
to find the necessary buttons in a short amount of time.
Lets say the gamer have to press tab 7 times to get to the small white
button, then 5 times to get to the brown  large button. Then tab  8 times to
get to the group of black radio buttons. Etc.
So based on what the flight attendant told me when I was flying by plane 30
years ago: this dialogue  box contains command buttons, radio buttons and
levers or sliders such as the sliders in the windows volume control.
The attendant told me that driving the plane requires  that the pilot
presses buttons and turning levers the whole time during the flight.
So lets  say the challenge comes in that, if the gamer takes too long  to
find and press a button or pull a lever, that something fatal happens for
example the plane falls to the ground.
I don't know how planes is driven in south africa these days.
I only recall what the attendant told me when I flown by plane 30 years ago.
I think this dialogue box  flight simulator will not only be fun but would
also teach a blind person new to the windows environment, to navigate in
dialogue boxes.
This kind of  game can also improve one's memory.
In dialogue boxes in windows programs  each  field in the dialogue has a hot
key.
So lets say that the group of black radio buttons has alt b as hot key.
Now the gamer first gets training mode where he explores all the buttons and
levers on the  pannel memorizing the hot keys.
So during an actual flight the gamer either have to press tab quickly to get
to the right button or lever, or the gamer have to remember that button or
slider's hot key.
Hot keys of fields in dialogue boxes always is the alt key together with a
letter key.


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Re: [Audyssey] games we'd like to play: dialogue flight simulator

2013-11-12 Thread shaun everiss

also there is a load of computer stuff.
we already have its your plane and ms flight sim if you really want 
to go down that hill.

I agree with the general concept of a flight sim.

At 05:06 AM 11/12/2013, you wrote:
Here are my first thoughts:  Far too much tabbing.  Very 
simplistic.  Also, to a lot of people who have never seen before, a 
color name is just that; a name.  Other than that, they mean nothing 
in the way of feedback.  While a sighted pilot sees all of the 
buttons, levers, and everything at a glance and does not have to 
hunt for controls, this would be very time consuming for a blind 
pilot, and you have to be quick to operate controls at times. Having 
to tab for everything would prevent this from being done in a smooth 
time frame.  This would result in a very tedious and not very 
realistic flight simulator game that, to me, would not be very entertaining.

- Original Message - From: Nicol nicoljaco...@telkomsa.net
To: gamers@audyssey.org
Sent: Monday, November 11, 2013 9:53 AM
Subject: [Audyssey] games we'd like to play: dialogue flight simulator



Hi all
For those of you who are looking for a new game concept to develop, I've
been thinking of a new kind of  flight simulator that is basically a massive
dialogue box with lots of buttons, radio buttons and sliders.
I remember when I was a kid, I was flying by plane to visit my parents in
the school holiday.
I asked the attendant during a certain flight  how a plane works, how the
pilot drives the plane.
And she told me that the pilot drives the plane by pressing lots of buttons
the whole time  during the flight.
The attendant told me that there is lots of buttons and levers on the pannel
in front of the pilot  and each button and lever has a color and size.
That was 30 years ago.
But I think  it would be a neat concept for someone who wish to develop a
flight simulator .
A flight simulator like three d  velocity have a very steep learning curve.
I think it would be fun to drive a plane by only pressing lots of buttons
the whole time.
I think that a dialogue box flight game would have a less steep learning
curve.
So basically this game is only a dialogue box.
For the beginner there is a training mode where the pilot is training a new
pilot.
So  the gamer navigates this dialogue box , like  all other dialogue boxes,
with the tab key.
Each button's name is a color.
Let's  say we  navigate with tab and our screen reader says  for example
small white button.
Now we press tab and the next button's name is large brown button. Etc.
The game then has at training mode where the pilot teaches the new pilot
which buttons to press to take off and land etc.
Lets say  for example the pilot says: to take off you need to press 5
buttons.  First you  need to find and  press the small white button and then
the brown large button.
Then you need to find and  press the second one  of a group of 5 blac radio
buttons.
Then you need to find and  pull a large black lever or  slider.
Then you  need to find and  pull a small white lever.
Then the plane successfully is taking off.
So now the challenge comes in for the gamer to navigate with tab  in time
until he finds the small white button etc. What can make this challenging is
to find the necessary buttons in a short amount of time.
Lets say the gamer have to press tab 7 times to get to the small white
button, then 5 times to get to the brown  large button. Then tab  8 times to
get to the group of black radio buttons. Etc.
So based on what the flight attendant told me when I was flying by plane 30
years ago: this dialogue  box contains command buttons, radio buttons and
levers or sliders such as the sliders in the windows volume control.
The attendant told me that driving the plane requires  that the pilot
presses buttons and turning levers the whole time during the flight.
So lets  say the challenge comes in that, if the gamer takes too long  to
find and press a button or pull a lever, that something fatal happens for
example the plane falls to the ground.
I don't know how planes is driven in south africa these days.
I only recall what the attendant told me when I flown by plane 30 years ago.
I think this dialogue box  flight simulator will not only be fun but would
also teach a blind person new to the windows environment, to navigate in
dialogue boxes.
This kind of  game can also improve one's memory.
In dialogue boxes in windows programs  each  field in the dialogue has a hot
key.
So lets say that the group of black radio buttons has alt b as hot key.
Now the gamer first gets training mode where he explores all the buttons and
levers on the  pannel memorizing the hot keys.
So during an actual flight the gamer either have to press tab quickly to get
to the right button or lever, or the gamer have to remember that button or
slider's hot key.
Hot keys of fields in dialogue boxes always is the alt key together with a
letter key.


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[Audyssey] games we'd like to play: dialogue flight simulator

2013-11-11 Thread Nicol
Hi all
For those of you who are looking for a new game concept to develop, I've
been thinking of a new kind of  flight simulator that is basically a massive
dialogue box with lots of buttons, radio buttons and sliders.
I remember when I was a kid, I was flying by plane to visit my parents in
the school holiday.
I asked the attendant during a certain flight  how a plane works, how the
pilot drives the plane.
And she told me that the pilot drives the plane by pressing lots of buttons
the whole time  during the flight.
The attendant told me that there is lots of buttons and levers on the pannel
in front of the pilot  and each button and lever has a color and size.
That was 30 years ago.
But I think  it would be a neat concept for someone who wish to develop a
flight simulator .
A flight simulator like three d  velocity have a very steep learning curve.
I think it would be fun to drive a plane by only pressing lots of buttons
the whole time.
I think that a dialogue box flight game would have a less steep learning
curve.
So basically this game is only a dialogue box.
For the beginner there is a training mode where the pilot is training a new
pilot.
So  the gamer navigates this dialogue box , like  all other dialogue boxes,
with the tab key.
Each button's name is a color.
Let's  say we  navigate with tab and our screen reader says  for example
small white button.
Now we press tab and the next button's name is large brown button. Etc.
The game then has at training mode where the pilot teaches the new pilot
which buttons to press to take off and land etc.
Lets say  for example the pilot says: to take off you need to press 5
buttons.  First you  need to find and  press the small white button and then
the brown large button.
Then you need to find and  press the second one  of a group of 5 blac radio
buttons.
Then you need to find and  pull a large black lever or  slider.
Then you  need to find and  pull a small white lever.
Then the plane successfully is taking off.
So now the challenge comes in for the gamer to navigate with tab  in time
until he finds the small white button etc. What can make this challenging is
to find the necessary buttons in a short amount of time.
Lets say the gamer have to press tab 7 times to get to the small white
button, then 5 times to get to the brown  large button. Then tab  8 times to
get to the group of black radio buttons. Etc. 
So based on what the flight attendant told me when I was flying by plane 30
years ago: this dialogue  box contains command buttons, radio buttons and
levers or sliders such as the sliders in the windows volume control.
The attendant told me that driving the plane requires  that the pilot
presses buttons and turning levers the whole time during the flight.
So lets  say the challenge comes in that, if the gamer takes too long  to
find and press a button or pull a lever, that something fatal happens for
example the plane falls to the ground.
I don't know how planes is driven in south africa these days.
I only recall what the attendant told me when I flown by plane 30 years ago.
I think this dialogue box  flight simulator will not only be fun but would
also teach a blind person new to the windows environment, to navigate in
dialogue boxes. 
This kind of  game can also improve one's memory.
In dialogue boxes in windows programs  each  field in the dialogue has a hot
key.
So lets say that the group of black radio buttons has alt b as hot key.
Now the gamer first gets training mode where he explores all the buttons and
levers on the  pannel memorizing the hot keys.
So during an actual flight the gamer either have to press tab quickly to get
to the right button or lever, or the gamer have to remember that button or
slider's hot key.
Hot keys of fields in dialogue boxes always is the alt key together with a
letter key.


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Re: [Audyssey] games we'd like to play: dialogue flight simulator

2013-11-11 Thread Charles Rivard
Here are my first thoughts:  Far too much tabbing.  Very simplistic.  Also, 
to a lot of people who have never seen before, a color name is just that; a 
name.  Other than that, they mean nothing in the way of feedback.  While a 
sighted pilot sees all of the buttons, levers, and everything at a glance 
and does not have to hunt for controls, this would be very time consuming 
for a blind pilot, and you have to be quick to operate controls at times. 
Having to tab for everything would prevent this from being done in a smooth 
time frame.  This would result in a very tedious and not very realistic 
flight simulator game that, to me, would not be very entertaining.
- Original Message - 
From: Nicol nicoljaco...@telkomsa.net

To: gamers@audyssey.org
Sent: Monday, November 11, 2013 9:53 AM
Subject: [Audyssey] games we'd like to play: dialogue flight simulator



Hi all
For those of you who are looking for a new game concept to develop, I've
been thinking of a new kind of  flight simulator that is basically a 
massive

dialogue box with lots of buttons, radio buttons and sliders.
I remember when I was a kid, I was flying by plane to visit my parents in
the school holiday.
I asked the attendant during a certain flight  how a plane works, how the
pilot drives the plane.
And she told me that the pilot drives the plane by pressing lots of 
buttons

the whole time  during the flight.
The attendant told me that there is lots of buttons and levers on the 
pannel

in front of the pilot  and each button and lever has a color and size.
That was 30 years ago.
But I think  it would be a neat concept for someone who wish to develop a
flight simulator .
A flight simulator like three d  velocity have a very steep learning 
curve.

I think it would be fun to drive a plane by only pressing lots of buttons
the whole time.
I think that a dialogue box flight game would have a less steep learning
curve.
So basically this game is only a dialogue box.
For the beginner there is a training mode where the pilot is training a 
new

pilot.
So  the gamer navigates this dialogue box , like  all other dialogue 
boxes,

with the tab key.
Each button's name is a color.
Let's  say we  navigate with tab and our screen reader says  for example
small white button.
Now we press tab and the next button's name is large brown button. Etc.
The game then has at training mode where the pilot teaches the new pilot
which buttons to press to take off and land etc.
Lets say  for example the pilot says: to take off you need to press 5
buttons.  First you  need to find and  press the small white button and 
then

the brown large button.
Then you need to find and  press the second one  of a group of 5 blac 
radio

buttons.
Then you need to find and  pull a large black lever or  slider.
Then you  need to find and  pull a small white lever.
Then the plane successfully is taking off.
So now the challenge comes in for the gamer to navigate with tab  in time
until he finds the small white button etc. What can make this challenging 
is

to find the necessary buttons in a short amount of time.
Lets say the gamer have to press tab 7 times to get to the small white
button, then 5 times to get to the brown  large button. Then tab  8 times 
to

get to the group of black radio buttons. Etc.
So based on what the flight attendant told me when I was flying by plane 
30

years ago: this dialogue  box contains command buttons, radio buttons and
levers or sliders such as the sliders in the windows volume control.
The attendant told me that driving the plane requires  that the pilot
presses buttons and turning levers the whole time during the flight.
So lets  say the challenge comes in that, if the gamer takes too long  to
find and press a button or pull a lever, that something fatal happens for
example the plane falls to the ground.
I don't know how planes is driven in south africa these days.
I only recall what the attendant told me when I flown by plane 30 years 
ago.

I think this dialogue box  flight simulator will not only be fun but would
also teach a blind person new to the windows environment, to navigate in
dialogue boxes.
This kind of  game can also improve one's memory.
In dialogue boxes in windows programs  each  field in the dialogue has a 
hot

key.
So lets say that the group of black radio buttons has alt b as hot key.
Now the gamer first gets training mode where he explores all the buttons 
and

levers on the  pannel memorizing the hot keys.
So during an actual flight the gamer either have to press tab quickly to 
get

to the right button or lever, or the gamer have to remember that button or
slider's hot key.
Hot keys of fields in dialogue boxes always is the alt key together with a
letter key.


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Re: [Audyssey] games we'd like to play: dialogue flight simulator

2013-11-11 Thread Thomas Ward
Hi Nicol,

I appreciate the suggestion, but to be honest it is far too simplistic
to be a true flight simulator.

To begin with while it is true that a standard cockpit has many
buttons and switches to raise/lower the flaps, to start and shut off
the engines, to raise/lower the landing gear, whatever there is still
plenty of manual control required by the flight stick and the peddles
on the floor. Assuming the pilot isn't using the autopilot he or she
will have to move the stick left/right  to bank the plane in that
direction, pull back the stick to gain altitude, and push the stick
forward to dive. So point being if a flight simulation was to be at
all realistic the game by rights should have joystick control and
allow the blind gamer the ability to steer the plane and take off and
land using his/her flight controller.

The next issue is timing. In your suggestion a person has to tab
around the screen looking for buttons. This is very slow and a bit
tedious. A Sighed pilot can merely look at the buttons and press the
one he or she needs. The way your suggestion works a blind gamer would
have to tab around several times to get the right button which is much
slower than just pressing the proper button. Therefore some sort of
hot key would be the only way to give the player the same timing and
control over the planes electronics as a real pilot would have.

Finally, in your suggestion you mentioned using colored buttons like
red, green, white, black, whatever. That might be fine if the game
were designed for sighted gamers, but we aren't talking about sighted
players. Most people on this list have little to no vision so colors
don't mean a lot to them. It would make more sense to simply label the
buttons Start Engines, Landing Gear Up, Landing Gear Down, Flaps Up,
Flaps Down, or something like that. In other words give the buttons
useful names rather than simply give them colors that have to be
looked up in a manual.

Cheers!

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Re: [Audyssey] games we'd like to play: dialogue flight simulator

2013-11-11 Thread dark
Using hotkeys as you describe is actually just what zero sight does. When 
taking off you have to for instance press f for the flaps and once in the 
air g to retract landing gear (it's  a pain if you forget this since it 
pretty much dooms your game, well up until parashoot jumps were introduced 
in the zero sight extention.


All the best,

Dark. 



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All messages are archived and can be searched and read at
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