Re: [Audyssey] MindCraft for the blind.

2014-01-10 Thread shaun everiss
I would be interested to know more about tereria and what would be 
needed to get this going for the blind in a what if type of scenario.

I need as much detail as I can get though.
I know that reality gaming studios is full up right now but I could 
put it in the ideas cue.

thanks

At 06:21 AM 1/9/2014, you wrote:

Hi guys.

First of all, there's a sort of minimalist trend in the sighted gaming
community. There're a lot of fake 8-bit offerings and offerings with
minimal sound and graphics, primarily because independent developers
and very small studios are really driving the community at this point.
Minecraft was developed by, I think, five guys or so. It's made them
millionaires many times over, and frankly I don't like the concept. I
rather like Terraria, and I wish more people played it. It's different
from Minecraft, the music and feeling of the game are different, the
mechanics are different.
Will we ever be able to play this precise kind of game? No. There're
too many chances of missing something important, but there are other
and varied ways to make the same thing work.Soundscaping, terrain
blocks making different sounds, adaptive music, etc.
If someone wanted me to brainstorm for them on how to make a game like
Terraria work for the blind, I will happily do so. I don't have the
coding skills to actually make it work (my best and only computer game
to date is a crappy port of Lunar Lander I put together in a C-Sharp
class).
I have the knowledge of what is possible to code and a vague idea of
how to do it though, so I probably wouldn't be asking for anything too
radical.
I'm eager for this style of game, among others. I've talked to a
couple of developers privately about them, but nothing has panned out.
I wish someone would play to my strengths and recruit me for ideas,
story, and a bit of pseudocode.

The offer is open.


On 1/8/14, dark d...@xgam.org wrote:
 Hi jim.

 That reminds me of the old Amigar workbench  synthesisor. Again it wasn't a

 screen reader but could read out what you typed, and also be 
recorded if you


 were programming for the  Amigar and ddn't want to use a full size sound
 sample which obvious took up lots of memory at the time.

 Workbench sounds pretty dire compared to sapi, and I never actually used it

 to do any serious computer things myself me being about 8-11 when 
we had the


 Amigar and never having used a propper computer, but I do remember playing
 some public domain games that used the synth in some fun ways.

 There was a port of the old (and very difficult), platformer 
hunchback which


 had a sampled version of the music with Workbench wrapping quasy modo is a

 nice man, quasy modo is a nice man which was funny, (it also had lots of
 amusing game text before levels too).

 Probably the best use I saw of workbench was in a public domain game called

 war.  This was a mix of stratogy and action. So you would have a map with
 planets to move to, resources to build fleets, research etc, however
 whenever you got a battle you'd  have to physically fight it in a 2D
 spaceship game style. Actually thinking about it it   would make a pretty
 awsome audio game :D.

 The thing I remember best is that the amigar workbench voice was used to
 play the evil aliens, the Zargans who were fighting against the  player
 controled vaigans, and so when it was your turn to place fleets or alocate
 resources it'd say things like try your best hu mon (and yes, it did say
 Hu mon well before Quark in ds9), or over to you,embryo head

 the best was when you lost battles however as the voice would make comments

 like the Vaigan fleet has been destroyed, I am so sad I think I 
will commit


 suicide  or the vaigan fleet has been destroyed, ha ha ha

 or even the vaigan fleet has been destroyed, I think your joystic is made
 of concrete

 What was so funny about  these is they were all in a dead flat, 
very robotic


 monotone, which  naturally made them very hilarious to hear.

 My brother also claimed that if you destroyed enough  enemy 
fleets  it'd say


 the zargan fleet has been  destroyed you bastard but I never heard this
 myself.

 Very much a case though of a bad synth actually being hilarious in the way
 it contributed to the game.

 Beware the grue!

 Dark.


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Re: [Audyssey] MindCraft for the blind.

2014-01-10 Thread Bryan Peterson
That depends onwhich Speak and Spell you had. I know of at least two models. 
Tere was one that hada voice that never used contractions. Youare right, 
that is correct, that sort of tin. THen there was another one that did use 
them. THis second onehad a game calledLetter Stumper that I used to love. It 
was basically Simon but with letters.




Pinky, are you pondering what I'm pondering?
-Original Message- 
From: Ken Downey

Sent: Thursday, January 09, 2014 7:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MindCraft for the blind.

My fave was SAM, a synth made for the c64. It sounded betterr than some I've
heard since, that's for sure, but still quite 8-bit. My other favorite was
the speak and spell voice.
Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook,
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: dark Gamers@audyssey.org
Sent: Thursday, January 09, 2014 11:58 AM
Subject: Re: [Audyssey] MindCraft for the blind.



Hi Dark,

I don't think that I have ever heard or heard of the Amigar workbench 
synthesizer.  Sounds like you have fun with it and that it made some games 
fun to play.  I do think that it would be fun to have some old synthesizer 
speech in some games.


BFN

Jim

Taglines...one line freedom of speech!

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] MindCraft for the blind.

2014-01-09 Thread Jim Kitchen

Hi Dark,

I don't think that I have ever heard or heard of the Amigar workbench  
synthesizer.  Sounds like you have fun with it and that it made some games fun 
to play.  I do think that it would be fun to have some old synthesizer speech 
in some games.

BFN

Jim

Taglines...one line freedom of speech!

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
---
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Re: [Audyssey] MindCraft for the blind.

2014-01-09 Thread Ken Downey
My fave was SAM, a synth made for the c64. It sounded betterr than some I've 
heard since, that's for sure, but still quite 8-bit. My other favorite was 
the speak and spell voice.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: dark Gamers@audyssey.org
Sent: Thursday, January 09, 2014 11:58 AM
Subject: Re: [Audyssey] MindCraft for the blind.



Hi Dark,

I don't think that I have ever heard or heard of the Amigar workbench 
synthesizer.  Sounds like you have fun with it and that it made some games 
fun to play.  I do think that it would be fun to have some old synthesizer 
speech in some games.


BFN

Jim

Taglines...one line freedom of speech!

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
---
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Re: [Audyssey] MindCraft for the blind.

2014-01-08 Thread Jim Kitchen

Hi Ken,

When you say, a c64, was that the Commodore 64?  I heard that the Commodore 64 had a 
built in synthesizer.  I was given a program named Sams for the Atari 800 XL that 
would talk.  It was not a screen reader, but would say what ever you typed in.  It 
would even make the sound of any thing that you typed in.  Kind of wish that sapi5 
would still do that. grin

BTW the Atari 800 XL was out at the same time as the Commodore 64 and had the 
same amount of ram etc.

At the time I was not happy going from the Atari 800 XL to an IBM PC because 
the Atari 800 XL had four sound channels with effects and the PC only had one.  
Just didn't seem to be the way to go for creating games with cool sounds.

BFN

Jim

The command prompt is our friend.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] MindCraft for the blind.

2014-01-08 Thread Dennis Towne
Shaun,

Minecraft is actually an excellent game, and the music and sounds make
sense if you have vision and can see the graphics.  However, it's not
a game that the blind can effectively play, and it's not a game that
can be made accessible - the graphics are what make it awesome.  Being
able to see in the distance and maybe pick out a weird configuration
of blocks that might be a buried castle, being able to build
structures that you can look at, making some goofy monument that
spells out your mom's name in block letters - those are the things you
do with your time there.

It's not a regular game with quests and an end.  It's more like a
giant sandbox for people to find and build gigantic 3d objects, often
in complete silence.

-dentin

Alter Aeon MUD
http://www.alteraeon.com


On Tue, Jan 7, 2014 at 7:57 PM, shaun everiss sm.ever...@gmail.com wrote:
 Well I played minecraft with my cousin on his xbox 360.
 Firstly the music is utter crap.
 It may have improved in the pc version but it made my ears want to drop off
 after just a minute of listening.
 The sound  fx sounded like they were coming out of a crappy sound box kids
 use.
 Now I am not saying sound boxes are crap I have 2 of them but I wouldn't
 concidder them worthy of playing games with.
 There is supposed to be more sounds that are better.
 But unless minecraft was made tesxt based or something I think I'd get bored
 after 5 minutes of play,  I quit using it.

 At 04:17 PM 1/7/2014, you wrote:

 Hi listers
 Minecraft itself was quite cheap, considering the price of 15 euros when I
 purchased it. But as those guys are actually pushing the limits of Java, the
 humble talking about accessibility of mine fell on deaf ears, but so long
 it's ok, my relatives are playing under my account and enjoying it
 immensely. Minecraft as a matter of fact doesn't even have a ton of sounds
 attached to it, if not talking about mods. The only thing that needs to be
 realised here is that I think we are coming to the point where people are
 not afraid any more having a 100x100 map layed out before them and
 navigating it if sufficient data is provided. David Greenwood with his
 T.O.T. managed to make a small incursion into the land of such big maps and
 I hope that when T.O.T. gets updated it gets much more into it. But this is
 generally more to speaking about the strategy games.
 Was there anything so difficult about mortal kombat? No. The answer is
 simple, the playroom is small, so moving is limited, but what really gave
 the game it's replayability was the intelligent AI and the fact that you
 needed to act fast as hell, thereby producing huge amounts of adrenaline.
 Mortal kombat was easily beatable by anyone without sight. Now coming to the
 new mortal kombats on consoles or the last one on pc, than the story modes
 and such puzzles would need some tweaks for those who can't see, but it's
 all a question of making it. At this point I would think it could be easier
 to program a game similar to minecraft or civilisation, because before civ4,
 even they didn't make heavy use of sounds and background music.
 Thousand thanks for reading
 with kind regards
 Dengo Jürgen

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Re: [Audyssey] MindCraft for the blind.

2014-01-08 Thread dark

Hi jim.

That reminds me of the old Amigar workbench  synthesisor. Again it wasn't a 
screen reader but could read out what you typed, and also be recorded if you 
were programming for the  Amigar and ddn't want to use a full size sound 
sample which obvious took up lots of memory at the time.


Workbench sounds pretty dire compared to sapi, and I never actually used it 
to do any serious computer things myself me being about 8-11 when we had the 
Amigar and never having used a propper computer, but I do remember playing 
some public domain games that used the synth in some fun ways.


There was a port of the old (and very difficult), platformer hunchback which 
had a sampled version of the music with Workbench wrapping quasy modo is a 
nice man, quasy modo is a nice man which was funny, (it also had lots of 
amusing game text before levels too).


Probably the best use I saw of workbench was in a public domain game called 
war.  This was a mix of stratogy and action. So you would have a map with 
planets to move to, resources to build fleets, research etc, however 
whenever you got a battle you'd  have to physically fight it in a 2D 
spaceship game style. Actually thinking about it it   would make a pretty 
awsome audio game :D.


The thing I remember best is that the amigar workbench voice was used to 
play the evil aliens, the Zargans who were fighting against the  player 
controled vaigans, and so when it was your turn to place fleets or alocate 
resources it'd say things like try your best hu mon (and yes, it did say 
Hu mon well before Quark in ds9), or over to you,embryo head


the best was when you lost battles however as the voice would make comments 
like the Vaigan fleet has been destroyed, I am so sad I think I will commit 
suicide  or the vaigan fleet has been destroyed, ha ha ha


or even the vaigan fleet has been destroyed, I think your joystic is made 
of concrete


What was so funny about  these is they were all in a dead flat, very robotic 
monotone, which  naturally made them very hilarious to hear.


My brother also claimed that if you destroyed enough  enemy fleets  it'd say 
the zargan fleet has been  destroyed you bastard but I never heard this 
myself.


Very much a case though of a bad synth actually being hilarious in the way 
it contributed to the game.


Beware the grue!

Dark. 



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Re: [Audyssey] MindCraft for the blind.

2014-01-08 Thread Dakotah Rickard
Hi guys.

First of all, there's a sort of minimalist trend in the sighted gaming
community. There're a lot of fake 8-bit offerings and offerings with
minimal sound and graphics, primarily because independent developers
and very small studios are really driving the community at this point.
Minecraft was developed by, I think, five guys or so. It's made them
millionaires many times over, and frankly I don't like the concept. I
rather like Terraria, and I wish more people played it. It's different
from Minecraft, the music and feeling of the game are different, the
mechanics are different.
Will we ever be able to play this precise kind of game? No. There're
too many chances of missing something important, but there are other
and varied ways to make the same thing work.Soundscaping, terrain
blocks making different sounds, adaptive music, etc.
If someone wanted me to brainstorm for them on how to make a game like
Terraria work for the blind, I will happily do so. I don't have the
coding skills to actually make it work (my best and only computer game
to date is a crappy port of Lunar Lander I put together in a C-Sharp
class).
I have the knowledge of what is possible to code and a vague idea of
how to do it though, so I probably wouldn't be asking for anything too
radical.
I'm eager for this style of game, among others. I've talked to a
couple of developers privately about them, but nothing has panned out.
I wish someone would play to my strengths and recruit me for ideas,
story, and a bit of pseudocode.

The offer is open.


On 1/8/14, dark d...@xgam.org wrote:
 Hi jim.

 That reminds me of the old Amigar workbench  synthesisor. Again it wasn't a

 screen reader but could read out what you typed, and also be recorded if you

 were programming for the  Amigar and ddn't want to use a full size sound
 sample which obvious took up lots of memory at the time.

 Workbench sounds pretty dire compared to sapi, and I never actually used it

 to do any serious computer things myself me being about 8-11 when we had the

 Amigar and never having used a propper computer, but I do remember playing
 some public domain games that used the synth in some fun ways.

 There was a port of the old (and very difficult), platformer hunchback which

 had a sampled version of the music with Workbench wrapping quasy modo is a

 nice man, quasy modo is a nice man which was funny, (it also had lots of
 amusing game text before levels too).

 Probably the best use I saw of workbench was in a public domain game called

 war.  This was a mix of stratogy and action. So you would have a map with
 planets to move to, resources to build fleets, research etc, however
 whenever you got a battle you'd  have to physically fight it in a 2D
 spaceship game style. Actually thinking about it it   would make a pretty
 awsome audio game :D.

 The thing I remember best is that the amigar workbench voice was used to
 play the evil aliens, the Zargans who were fighting against the  player
 controled vaigans, and so when it was your turn to place fleets or alocate
 resources it'd say things like try your best hu mon (and yes, it did say
 Hu mon well before Quark in ds9), or over to you,embryo head

 the best was when you lost battles however as the voice would make comments

 like the Vaigan fleet has been destroyed, I am so sad I think I will commit

 suicide  or the vaigan fleet has been destroyed, ha ha ha

 or even the vaigan fleet has been destroyed, I think your joystic is made
 of concrete

 What was so funny about  these is they were all in a dead flat, very robotic

 monotone, which  naturally made them very hilarious to hear.

 My brother also claimed that if you destroyed enough  enemy fleets  it'd say

 the zargan fleet has been  destroyed you bastard but I never heard this
 myself.

 Very much a case though of a bad synth actually being hilarious in the way
 it contributed to the game.

 Beware the grue!

 Dark.


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Re: [Audyssey] MindCraft for the blind.

2014-01-08 Thread Dallas O'Brien
hi. well put. my girlfriend plays minecraft all the time, and yes, the sounds 
could be better. but they aren't the point of the game. lol. many sighted games 
have horrible sounds. because, to put it quite simply, they don't care about 
sounds much. it's only in expensive, highly complex and emersive games, where 
the sounds are very important too.
Dallas


 On 9 Jan 2014, at 2:27, Dennis Towne s...@xirr.com wrote:
 
 Shaun,
 
 Minecraft is actually an excellent game, and the music and sounds make
 sense if you have vision and can see the graphics.  However, it's not
 a game that the blind can effectively play, and it's not a game that
 can be made accessible - the graphics are what make it awesome.  Being
 able to see in the distance and maybe pick out a weird configuration
 of blocks that might be a buried castle, being able to build
 structures that you can look at, making some goofy monument that
 spells out your mom's name in block letters - those are the things you
 do with your time there.
 
 It's not a regular game with quests and an end.  It's more like a
 giant sandbox for people to find and build gigantic 3d objects, often
 in complete silence.
 
 -dentin
 
 Alter Aeon MUD
 http://www.alteraeon.com
 
 
 On Tue, Jan 7, 2014 at 7:57 PM, shaun everiss sm.ever...@gmail.com wrote:
 Well I played minecraft with my cousin on his xbox 360.
 Firstly the music is utter crap.
 It may have improved in the pc version but it made my ears want to drop off
 after just a minute of listening.
 The sound  fx sounded like they were coming out of a crappy sound box kids
 use.
 Now I am not saying sound boxes are crap I have 2 of them but I wouldn't
 concidder them worthy of playing games with.
 There is supposed to be more sounds that are better.
 But unless minecraft was made tesxt based or something I think I'd get bored
 after 5 minutes of play,  I quit using it.
 
 At 04:17 PM 1/7/2014, you wrote:
 
 Hi listers
 Minecraft itself was quite cheap, considering the price of 15 euros when I
 purchased it. But as those guys are actually pushing the limits of Java, the
 humble talking about accessibility of mine fell on deaf ears, but so long
 it's ok, my relatives are playing under my account and enjoying it
 immensely. Minecraft as a matter of fact doesn't even have a ton of sounds
 attached to it, if not talking about mods. The only thing that needs to be
 realised here is that I think we are coming to the point where people are
 not afraid any more having a 100x100 map layed out before them and
 navigating it if sufficient data is provided. David Greenwood with his
 T.O.T. managed to make a small incursion into the land of such big maps and
 I hope that when T.O.T. gets updated it gets much more into it. But this is
 generally more to speaking about the strategy games.
 Was there anything so difficult about mortal kombat? No. The answer is
 simple, the playroom is small, so moving is limited, but what really gave
 the game it's replayability was the intelligent AI and the fact that you
 needed to act fast as hell, thereby producing huge amounts of adrenaline.
 Mortal kombat was easily beatable by anyone without sight. Now coming to the
 new mortal kombats on consoles or the last one on pc, than the story modes
 and such puzzles would need some tweaks for those who can't see, but it's
 all a question of making it. At this point I would think it could be easier
 to program a game similar to minecraft or civilisation, because before civ4,
 even they didn't make heavy use of sounds and background music.
 Thousand thanks for reading
 with kind regards
 Dengo Jürgen
 
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 If you have any 

Re: [Audyssey] MindCraft for the blind.

2014-01-07 Thread Jim Kitchen

Hi Ken,

I did not do as well as you did at Donkey Kong.  Not sure that I ever even beat 
level one.

Pole Position might have been my favorite as well.  Pretty sure that I used to 
get pole position.  I even liked the time trial or practice mode.  I would 
practice taking the best lines through the turns etc.  You know trying to get 
better and better lap times.

I forget though which Atari games were for my 2600 and which were for my 800 XL 
home computer.

BFN

Jim

Ohio is so friendly that Hi is it's middle name.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] MindCraft for the blind.

2014-01-07 Thread Dakotah Rickard
Hi guys.
I'm not sure how open this topic is anymore, but there's another game
that I think you guys should be aware of. It's a bit like Minecraft,
but it's in a 2d setting, a side scroller.
That would be both a lot more doable and a lot easier to actually pull
off as an accessible game.

I'm not suggesting that we could play Terraria either, but it's a
concept worth looking at, and frankly I think it's a much better game
than Minecraft.

On 1/7/14, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Ken,

 I did not do as well as you did at Donkey Kong.  Not sure that I ever even
 beat level one.

 Pole Position might have been my favorite as well.  Pretty sure that I used
 to get pole position.  I even liked the time trial or practice mode.  I
 would practice taking the best lines through the turns etc.  You know trying
 to get better and better lap times.

 I forget though which Atari games were for my 2600 and which were for my 800
 XL home computer.

 BFN

  Jim

 Ohio is so friendly that Hi is it's middle name.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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-- 
Signed:
Dakotah Rickard

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Re: [Audyssey] MindCraft for the blind.

2014-01-07 Thread Jürgen Dengo

Hello,
I'd forgotten Terraria completely! Terraria is also a similar game but 
as it was said, only in 2d. The question is, is there anyone, who knows 
the game good enough to, and would be willing to start to think on a 
concept similar to that.

Lugupidamisega
Jürgen

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Re: [Audyssey] MindCraft for the blind.

2014-01-07 Thread shaun everiss

Well I played minecraft with my cousin on his xbox 360.
Firstly the music is utter crap.
It may have improved in the pc version but it 
made my ears want to drop off after just a minute of listening.

The sound  fx sounded like they were coming out of a crappy sound box kids use.
Now I am not saying sound boxes are crap I have 2 
of them but I wouldn't concidder them worthy of playing games with.

There is supposed to be more sounds that are better.
But unless minecraft was made tesxt based or 
something I think I'd get bored after 5 minutes of play,  I quit using it.


At 04:17 PM 1/7/2014, you wrote:

Hi listers
Minecraft itself was quite cheap, considering 
the price of 15 euros when I purchased it. But 
as those guys are actually pushing the limits of 
Java, the humble talking about accessibility of 
mine fell on deaf ears, but so long it's ok, my 
relatives are playing under my account and 
enjoying it immensely. Minecraft as a matter of 
fact doesn't even have a ton of sounds attached 
to it, if not talking about mods. The only thing 
that needs to be realised here is that I think 
we are coming to the point where people are not 
afraid any more having a 100x100 map layed out 
before them and navigating it if sufficient data 
is provided. David Greenwood with his T.O.T. 
managed to make a small incursion into the land 
of such big maps and I hope that when T.O.T. 
gets updated it gets much more into it. But this 
is generally more to speaking about the strategy games.
Was there anything so difficult about mortal 
kombat? No. The answer is simple, the playroom 
is small, so moving is limited, but what really 
gave the game it's replayability was the 
intelligent AI and the fact that you needed to 
act fast as hell, thereby producing huge amounts 
of adrenaline. Mortal kombat was easily beatable 
by anyone without sight. Now coming to the new 
mortal kombats on consoles or the last one on 
pc, than the story modes and such puzzles would 
need some tweaks for those who can't see, but 
it's all a question of making it. At this point 
I would think it could be easier to program a 
game similar to minecraft or civilisation, 
because before civ4, even they didn't make heavy 
use of sounds and background music.

Thousand thanks for reading
with kind regards
Dengo Jürgen

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Re: [Audyssey] MindCraft for the blind.

2014-01-06 Thread shaun everiss
. and it really doesn't have to be that way. even if we
don't quite work the same way as mainstream, games shouldn't have just
a few levels, and that's it. specially when the price is up over 30
bucks. even TDV isn't outside my complaints. yes, it has a cool
mission mode. and don't get me wrong, they've done a fantastic job on
it. but, ... it's a single mission. once I've completed it, that will
be it. that function will be of less use to me. now, of course, they
are working on the online side of things, and that offers far greater
possibilities. and I think this will be the saving grace for TDV. the
online side. because, and I'm not joking here, sighted players have
been playing with, and against, their friends online, for over 15!
years! lol. it's time we caught up. playing against a computer is one
thing. it's mostly predictable. but playing against a human, is far
more interesting, and replayable.
I'm not saying that the devs out there aren't doing a good job with
what they are making. I'm simply saying, it's time to bring these
games up with the times, and at least provide online play. that solves
a lot of the problems when it comes to predictable maps, and computer
players.
and truthfully, online play is what I look for. not how many times can
I shoot x, y, z, computer player. that's, frankly, boring.
However, as Thomas has said, the biggest problem, is to make a really
good game, costs money. and most blind people will not pay such prices
for a game. and I'm afraid it has less to do with whether or not they
can afford it, it has more to do with, do they want to. I'd guess that
most players, could afford one or two games of such prices, if they
saved up for it. but they simply refuse to, and want the prices to be
lower, expecting devs to get along with a very low income from the
game that they have spent a huge amount of time on. and to those who
say they really can't, well, I'm sorry. but, sighted players have to
save up for a game too, you know. so get over it, and save up, and pay
a normal price for a good game. we aren't the only ones that have low
funds. yet sighted gamers manage to save up and buy one or two games
as well.
and to those who really can not afford it, I'm sorry. and I know how
it feels. however, sighted people, if they can't afford a game, ...
guess what? ... they don't buy it. they don't expect the game makers
to say, oh, I'm sorry, here, I'll lower the cost just for you. no, the
game makers simply can't. it costs to much to make the games. they
can't afford to lower it.

Hope this all made some kind of sense. lol. it's just that I've seen
it way too often, and I'm guessing people like Thomas have seen the
hole I can't afford that, thing come up again and again.
as I have said. I am more then willing to throw a bit of money into a
good game. but unfortunately, I think I'm one of the few.
Dallas


On 01/01/2014, dark d...@xgam.org wrote:
  Hi Tom.
 
  While I agree mainstream console or pc games are much more
 expensive, at the
 
  same time audio games are actually about average for indi
 developed stuff at
 
  least on pc.
 
  Look at the smugglers games for 25 usd as an example, and for
 simpler arcade
 
  titles the price is far less, especialy for games without complex
  graphics
  or sound.
 
  I don't myself find audio game prices unreasonable, but equally
 as with lots
 
  of things I don't think mainstream comparisons to games that are sold
  in
  shops with tax and markup are reasonable either.
 
  Beware the grue!
 
  Dark.
  - Original Message -
  From: Thomas Ward thomasward1...@gmail.com
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Wednesday, January 01, 2014 1:20 AM
  Subject: Re: [Audyssey] MindCraft for the blind.
 
 
  Hi Shaun:
 
  Well, you might be willing to pay $200 for a good game, but I am
  certainly not willing to spend that on a game. Any audio game
  regardless of the replay value. I suspect many other audio gamers
  would not either.
 
  However, as to the issue of cost you are right that many audio games
  are $30or less. However, that is actually much cheaper than a lot of
  mainstream games sell for. Just recently I was looking for some new
  games for my son's Wii U, and a lot of them were up around $40 or
  more. So we should consider ourselves lucky that Shades of Doom, Tank
  Commander, and Time of Conflict which are almost mainstream quality
  aren't as expensive as your average PC or console game.
 
  Cheers!
 
  On 12/31/13, Shaun Everiss sm.ever...@gmail.com wrote:
  Well there are exchane rates and the like to.
  I'd pay 200 for a game if I knew it would be good quality.
  Most games are 30 or so bucks unless its a pack.
  There have been a few acceptions ofcause.
  entombed and tdv being really large games actually are worth a lot
  more but even so.
  In the shops prices do drop as games get older, etc.
  I am not going to suggest we should drop our prices, but to be honest
  blind games really have not bar a few had really

Re: [Audyssey] MindCraft for the blind.

2014-01-06 Thread shaun everiss
well with the demise of xp and direct sound I do hope we will be able 
to do more with newer technologies.

Ofcause each new stuff has its querks.
fsl which uses open al echoes when away from objects and only sounds 
them right when you are right in front of them.

You can't adjust music volumes all that well, and also, panning is nonexistant.
Once a sound say is at its loudest  it can go in your right or left 
ear you can jump.
Sound does not gradually go in front of you but it will jump 
positions so if you were not watching it your pit could jump 
right  in front of you.

its something we will have to get used to.
There is a lot of focus into  editing sounds to.
with something like fsl you don't need to have the sounds that good.
Not that loud or soft but whatever.
have them as mono, and they play.
Or have them nice and loud and it matters not.
I didn't know that open al was that powerfull till I began designing 
sounds for reality game studios.

Its something the blind have never gone into.
Its sertainly possible now to make a simple 3d fps by not doing much, 
most sound is calculated.

What is geing done is quite simple but there is potentual.
Things like hearing bullets wizzing buy and other things could be a reality.
We have  online games now and other such things.
You can actually feel like you are in a game now.
Saying that getting used to all the extra echo fx and tuning out only 
what is needed is a small issue.
So far coordinates are used to find things and I rely on these a lot 
more than the sound since things will echo a lot but you get used to 
it and you will find it rather cool.


At 11:45 PM 1/4/2014, you wrote:

Hi:

Yes, once again I find myself in agreement with Dallas. While it is
certainly true audio is limiting to a point it doesn't mean that it
has to be simplistic as it all too often tends to be with audio games.

For example, one genre or style of games that is way over represented
is the Space Invaders type arcade game. Just your basic 2d arcade game
with ships falling or landing and you have to move left and right and
shoot them out of the sky. That's alright as far as it goes, but the
truth is we could do so much more with the game idea than has been
done.

One way is rather than a simple 2d game why not have a 3d arcade game
where you fly a ship around a 3d grid up, down, left, right, forward,
and backwards while shooting enemy spaceships. With libraries like
OpenAL its entirely possible to do a pretty fair representation of
your position in 3d space, and you would end up with a far more
complex audio game. While still having a pretty cool arcade
shoot-m-up.

The thing is that  so much more can be done with audio than has been
tried or is being done, and while there are certainly times when a
developer might not want a full on 3d audio environment it would
greatly enhance many existing audio games just by adding some extra
complexity to the game.

Cheers!


On 1/2/14, Dallas O'Brien dallas.r.obr...@gmail.com wrote:
 no shaun. we perhaps aren't mainstream. but yes, there its lots that
 can be done in sound. i agree, there are limits to sound over visual
 elements, but it actually doesn't have to be as simplistic as it
 currently tends to be.
 as for the online thing, well, i'm sorry, but if you look at the
 amount of people playing online, to the amount that don't, the online
 stuff is the thing now. agreed, there are those who don't. but
 generally, online play is where it's at now.
 dallas

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Re: [Audyssey] MindCraft for the blind.

2014-01-06 Thread Jim Kitchen

Hi Thomas,

I have not played a main stream game since the mid eighties.  So I have even 
less experience than you do.  And it has been even longer since I played a main 
stream game.

The games that I remember playing are Pole Position, Donkey Kong, Pong, Pacman, 
Space Invaders, Missile Command, baseball, football and bowling.

BFN

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] MindCraft for the blind.

2014-01-06 Thread Thomas Ward
Hi Shaun:

OpenAL, the library FSL uses for audio, has many third-party
extensions for many languages. There is Joal for Java, Pyopenal for
Python, and OpenAL .NET for .NET languages. Those are just a few I can
think of off the top of my head so you are by no means limited to C,
C++, or Pure Basic.

The echoing issue you speak of must  be specific to FSL as that does
not happen with any other implimentation of OpenAL I have tried.
Remember I used it in MOTA beta 15 or beta 16 via SFML, and I did not
have any issues with echoing on Windows 7.


On 1/5/14, shaun everiss sm.ever...@gmail.com wrote:
 I agree with you on the sound front at least.
 Fsl is a powerfull language library for sound.
 however bar c and pure basic I have not seen a implimentation for
 other languages.
 True 3d sound is a step foreward, all effects are handled for the
 computer and  buy the computer.
 win7 is needed for best results or higher as xp has issues rendering
 all sounds and all 3d fx right.
 win7 and up will also have echoing with environmental sounds a thing
 to get used to.
 Right now the games I do so far are walk round find things, fight a
 few monsters and go home but all sound is basically done by the computer.
 Its a step foreward.
 aslo on the online front there is hope with tdv, where you can verse
 online and buy time, packs and other customisations.
 I have never been the pay for online and downloadable content
 probably because I have never been one of those serious hard core
 play all day gamer types though my cousin does play online on his
 xbox and uses up bandwidth in loads, also buys and downloads a lot of
 dlc, but he is getting to be at least some of the time one of those
 hard core gamers.

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Re: [Audyssey] MindCraft for the blind.

2014-01-06 Thread Thomas Ward
Hi Jim:


Yeah, that is pretty limited experience alright. Although, those were
some cool games for the time. I think I played all of those pretty
regularly in the mid 80's. Although, I never did get very far with
Donkey Kong.

On 1/6/14, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 I have not played a main stream game since the mid eighties.  So I have even
 less experience than you do.  And it has been even longer since I played a
 main stream game.

 The games that I remember playing are Pole Position, Donkey Kong, Pong,
 Pacman, Space Invaders, Missile Command, baseball, football and bowling.

 BFN

  Jim

 Kitchen's Inc, for games that are up to 110 percent funner to play.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] MindCraft for the blind.

2014-01-06 Thread Ken Downey
Pole Position was my favorite, and once i even qualified in the number 2 
slot. As far as Donkey Kong, I could get to the third or fourth floor before 
I bit the dust. those hammers were quite nice.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
Also, check out, The Believer and Skeptic Show, at iTunes!
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 06, 2014 4:40 AM
Subject: Re: [Audyssey] MindCraft for the blind.



Hi Jim:


Yeah, that is pretty limited experience alright. Although, those were
some cool games for the time. I think I played all of those pretty
regularly in the mid 80's. Although, I never did get very far with
Donkey Kong.

On 1/6/14, Jim Kitchen j...@kitchensinc.net wrote:

Hi Thomas,

I have not played a main stream game since the mid eighties.  So I have 
even
less experience than you do.  And it has been even longer since I played 
a

main stream game.

The games that I remember playing are Pole Position, Donkey Kong, Pong,
Pacman, Space Invaders, Missile Command, baseball, football and bowling.

BFN

 Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] MindCraft for the blind.

2014-01-06 Thread Jürgen Dengo

Hi listers
Minecraft itself was quite cheap, considering the price of 15 euros when 
I purchased it. But as those guys are actually pushing the limits of 
Java, the humble talking about accessibility of mine fell on deaf ears, 
but so long it's ok, my relatives are playing under my account and 
enjoying it immensely. Minecraft as a matter of fact doesn't even have a 
ton of sounds attached to it, if not talking about mods. The only thing 
that needs to be realised here is that I think we are coming to the 
point where people are not afraid any more having a 100x100 map layed 
out before them and navigating it if sufficient data is provided. David 
Greenwood with his T.O.T. managed to make a small incursion into the 
land of such big maps and I hope that when T.O.T. gets updated it gets 
much more into it. But this is generally more to speaking about the 
strategy games.
Was there anything so difficult about mortal kombat? No. The answer is 
simple, the playroom is small, so moving is limited, but what really 
gave the game it's replayability was the intelligent AI and the fact 
that you needed to act fast as hell, thereby producing huge amounts of 
adrenaline. Mortal kombat was easily beatable by anyone without sight. 
Now coming to the new mortal kombats on consoles or the last one on pc, 
than the story modes and such puzzles would need some tweaks for those 
who can't see, but it's all a question of making it. At this point I 
would think it could be easier to program a game similar to minecraft or 
civilisation, because before civ4, even they didn't make heavy use of 
sounds and background music.

Thousand thanks for reading
with kind regards
Dengo Jürgen

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Re: [Audyssey] MindCraft for the blind.

2014-01-06 Thread Thomas Ward
Hi Dengo:

Thanks for this well worded post. You are right that Minecraft pushes
Java gaming to the limits, and is relatively inexpensive compared to
other mainstream games. Although, it is actually written by an indie
developer and is pretty much comparable in price with other indie
mainstream games.

As far as accessibility goes I don't know the game well enough to make
a surefire statement of how easy or how hard it would to be made
accessible. As far as the game play itself goes sure I am certain we
could do that easy enough. However, as for the world building that
would probably require more experimentation, testing, and development.

Cheers!


On 1/6/14, Jürgen Dengo jyrgen.de...@gmail.com wrote:
 Hi listers
 Minecraft itself was quite cheap, considering the price of 15 euros when
 I purchased it. But as those guys are actually pushing the limits of
 Java, the humble talking about accessibility of mine fell on deaf ears,
 but so long it's ok, my relatives are playing under my account and
 enjoying it immensely. Minecraft as a matter of fact doesn't even have a
 ton of sounds attached to it, if not talking about mods. The only thing
 that needs to be realised here is that I think we are coming to the
 point where people are not afraid any more having a 100x100 map layed
 out before them and navigating it if sufficient data is provided. David
 Greenwood with his T.O.T. managed to make a small incursion into the
 land of such big maps and I hope that when T.O.T. gets updated it gets
 much more into it. But this is generally more to speaking about the
 strategy games.
 Was there anything so difficult about mortal kombat? No. The answer is
 simple, the playroom is small, so moving is limited, but what really
 gave the game it's replayability was the intelligent AI and the fact
 that you needed to act fast as hell, thereby producing huge amounts of
 adrenaline. Mortal kombat was easily beatable by anyone without sight.
 Now coming to the new mortal kombats on consoles or the last one on pc,
 than the story modes and such puzzles would need some tweaks for those
 who can't see, but it's all a question of making it. At this point I
 would think it could be easier to program a game similar to minecraft or
 civilisation, because before civ4, even they didn't make heavy use of
 sounds and background music.
 Thousand thanks for reading
 with kind regards
 Dengo Jürgen

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Re: [Audyssey] MindCraft for the blind.

2014-01-04 Thread Dallas O'Brien
 it comes to predictable maps, and computer
players.
and truthfully, online play is what I look for. not how many times can
I shoot x, y, z, computer player. that's, frankly, boring.
However, as Thomas has said, the biggest problem, is to make a really
good game, costs money. and most blind people will not pay such prices
for a game. and I'm afraid it has less to do with whether or not they
can afford it, it has more to do with, do they want to. I'd guess that
most players, could afford one or two games of such prices, if they
saved up for it. but they simply refuse to, and want the prices to be
lower, expecting devs to get along with a very low income from the
game that they have spent a huge amount of time on. and to those who
say they really can't, well, I'm sorry. but, sighted players have to
save up for a game too, you know. so get over it, and save up, and pay
a normal price for a good game. we aren't the only ones that have low
funds. yet sighted gamers manage to save up and buy one or two games
as well.
and to those who really can not afford it, I'm sorry. and I know how
it feels. however, sighted people, if they can't afford a game, ...
guess what? ... they don't buy it. they don't expect the game makers
to say, oh, I'm sorry, here, I'll lower the cost just for you. no, the
game makers simply can't. it costs to much to make the games. they
can't afford to lower it.

Hope this all made some kind of sense. lol. it's just that I've seen
it way too often, and I'm guessing people like Thomas have seen the
hole I can't afford that, thing come up again and again.
as I have said. I am more then willing to throw a bit of money into a
good game. but unfortunately, I think I'm one of the few.
Dallas


On 01/01/2014, dark d...@xgam.org wrote:
  Hi Tom.
 
  While I agree mainstream console or pc games are much more
 expensive, at the
 
  same time audio games are actually about average for indi
 developed stuff at
 
  least on pc.
 
  Look at the smugglers games for 25 usd as an example, and for
 simpler arcade
 
  titles the price is far less, especialy for games without complex
  graphics
  or sound.
 
  I don't myself find audio game prices unreasonable, but equally
 as with lots
 
  of things I don't think mainstream comparisons to games that are sold
  in
  shops with tax and markup are reasonable either.
 
  Beware the grue!
 
  Dark.
  - Original Message -
  From: Thomas Ward thomasward1...@gmail.com
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Wednesday, January 01, 2014 1:20 AM
  Subject: Re: [Audyssey] MindCraft for the blind.
 
 
  Hi Shaun:
 
  Well, you might be willing to pay $200 for a good game, but I am
  certainly not willing to spend that on a game. Any audio game
  regardless of the replay value. I suspect many other audio gamers
  would not either.
 
  However, as to the issue of cost you are right that many audio games
  are $30or less. However, that is actually much cheaper than a lot of
  mainstream games sell for. Just recently I was looking for some new
  games for my son's Wii U, and a lot of them were up around $40 or
  more. So we should consider ourselves lucky that Shades of Doom, Tank
  Commander, and Time of Conflict which are almost mainstream quality
  aren't as expensive as your average PC or console game.
 
  Cheers!
 
  On 12/31/13, Shaun Everiss sm.ever...@gmail.com wrote:
  Well there are exchane rates and the like to.
  I'd pay 200 for a game if I knew it would be good quality.
  Most games are 30 or so bucks unless its a pack.
  There have been a few acceptions ofcause.
  entombed and tdv being really large games actually are worth a lot
  more but even so.
  In the shops prices do drop as games get older, etc.
  I am not going to suggest we should drop our prices, but to be honest
  blind games really have not bar a few had really good replay value.
  Even shades of doom for me after I played it several times I only do
  every so often.
  And for a lot of games you get used to how things will be.
  Even in the games I am helping with even with the real sound engine
  that is used you do know where things are.
  Stuff like entombed  or tdv well there is a lot of random things to.
 
  ---
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  gamers-unsubscr...@audyssey.org.
  You can make changes or update your subscription via the web, at
  http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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  http://www.mail-archive.com/gamers@audyssey.org.
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  list,
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Re: [Audyssey] MindCraft for the blind.

2014-01-04 Thread Thomas Ward
Hi:

Yes, once again I find myself in agreement with Dallas. While it is
certainly true audio is limiting to a point it doesn't mean that it
has to be simplistic as it all too often tends to be with audio games.

For example, one genre or style of games that is way over represented
is the Space Invaders type arcade game. Just your basic 2d arcade game
with ships falling or landing and you have to move left and right and
shoot them out of the sky. That's alright as far as it goes, but the
truth is we could do so much more with the game idea than has been
done.

One way is rather than a simple 2d game why not have a 3d arcade game
where you fly a ship around a 3d grid up, down, left, right, forward,
and backwards while shooting enemy spaceships. With libraries like
OpenAL its entirely possible to do a pretty fair representation of
your position in 3d space, and you would end up with a far more
complex audio game. While still having a pretty cool arcade
shoot-m-up.

The thing is that  so much more can be done with audio than has been
tried or is being done, and while there are certainly times when a
developer might not want a full on 3d audio environment it would
greatly enhance many existing audio games just by adding some extra
complexity to the game.

Cheers!


On 1/2/14, Dallas O'Brien dallas.r.obr...@gmail.com wrote:
 no shaun. we perhaps aren't mainstream. but yes, there its lots that
 can be done in sound. i agree, there are limits to sound over visual
 elements, but it actually doesn't have to be as simplistic as it
 currently tends to be.
 as for the online thing, well, i'm sorry, but if you look at the
 amount of people playing online, to the amount that don't, the online
 stuff is the thing now. agreed, there are those who don't. but
 generally, online play is where it's at now.
 dallas

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Re: [Audyssey] MindCraft for the blind.

2014-01-04 Thread Thomas Ward
Hi Dark:

Well, I certainly see where you are going with this, and you
definitely have raised some good points. However, I find myself
inescapably coming back to the issue of know-how and experience. Both
of which may be lacking from a lot of our audio game developers.

Let's start with the issue of experience. I've been listening to you
suggest a number of suggestions based on your experience with Super
Mario, Super Metroid, Megaman, etc. They are all good ideas accept the
average blind gamer, and I suspect many blind game developers, has
never picked up and played one of those games in their life. Therefore
you have something they do not, and that is experience. You can't
expect someone who has never played a mainstream game like Mario
Brothers to come up with equivalent game mechanics etc unless they
themselves have some experience to compare it too.

In fact, I personally use to play many games from the Atari, NES, and
Super NES era and many of the suggestions had not occurred to me until
you brought them up. I know that might sound strange considering I
have some experience, some history with mainstream games, but the fact
still remains that at the time I played those games I was basically a
kid and I didn't think about  how this or that game worked. All I
cared about was playing it and the mechanics meant nothing to me at
the time. Now, twenty-some years later I am trying to think back how
this or that worked and don't clearly remember specific details like
how high or far Mario could jump. At the time details like that were
simply unimportant so I wasn't paying attention to things like that.

Which brings me to another point. While experience is important it
also helps depending on how current that experience is. I take it you
play mainstream games fairly regularly and I would not at all be
surprised you have played them in the last year or so. That's a
completely different situation from someone like myself who went blind
in the mid 90's and haven't play said games for the last twenty years.
So while I generally know what you are talking about when you remind
me of them in one of your e-mails I don't necessarily recall those
things when I am home alone working on some game or another.

Take for instance the differences between Mario and Luiji in Mario
Brothers. To be honest it has been so long since I played the game
that I didn't even know there was a difference in how the game handled
those two characters. I would have assumed, wrongly of course, that
the mechanics were the same for both characters , and the primary
reason was I have forgotten the specific differences in how each
character moves, jumps, and handles over all. So without a reminder
such as yours I am afraid my experience doesn't mean much in the
scheme of things, because it has been too long since I have played a
game with those sorts of game mechanics.

The other important issue is know-how. By know-how I am not just
talking programming, but some basic understanding of mathematics and
physics. If someone isn't very good with math or physics then chances
are they will implement some rudimentary game mechanics absent of
physics. Therefore if you run, jump, whatever instead of sliding to a
stop, decelerating, etc you just stop because the game developer
doesn't have the mathematical know-how to implement a better more
realistic system.

¿Still, you are right. It would be nice to see more advanced design
mechanics, different types of enemies, a greater variety of enemy
types, etc. I think the only solution is if people such as yourself
e-mail the various game developers with your suggestions, thoughts,
and concerns and make them aware of what they can do to improve game
x. After all, if they are unaware of how a similar mainstream game
would implement this or that they can't attempt it in their audio
game.

On 1/2/14, dark d...@xgam.org wrote:
 Well Tom, while I agree an understandable lack of experience might be behind

 the changes, at the same time there are some very basic things which could
 be done to improve the players interaction with a game.

 One example is character movement. In a game like shades, you move at a
 fixed speed, turn at a fixed speed etc. One of the hardest things in Super
 marrio brothers is simply the act of jumping, since marrio's jumps require
 handling and marrio's walking and running speeds both have different
 accelleration, much like a car in a racing game. You can see this when
 playing as Luiji, who's over all hight and distance are greater but who's
 handling is worse.

 yet I've not seen an audio game use this sort of character handling to
 enhance difficulty. Even when audio games feature two movement speeds such
 as walking and running, stopping is instantanius and jump mechanics are
 pretty stable.

 The second is environment. Most audio games happen on a flat plane, either a

 mostly 1 dimentional strip, or a 2D area seen in the first person. Yet, even

 a game like original marrio had far 

Re: [Audyssey] MindCraft for the blind.

2014-01-04 Thread dark

Hi Tom.

I recognize the experience issue, which is precisely why I try to analyse 
the factors which make a game like marrio brothers, (simple though it is), 
more  addictive and entertaining to play than a game like Q9, and then 
analise these factors in detail so that my experience is at least sshared.


I do still certainly play mainstream games, indeed I've just reconnected my 
megadrive (genesis), this morning and was having a bash at streets of rage 
2, however as an adult I can break that experience down and analyse it, and 
then share my thoughts which I do hope are helpful.


Regarding  mathematics, well that is a good point, though perhaps that is an 
area where experienced programers could offer some explanation.


For example, I do  not precisely know the  relative walking speeds, jump 
hights or stopping distances of characters in   any game, and thus can only 
guess at the numbers (2.5 marrio hights is only a rough guess).


perhaps however, since the physics is not at rock bottom that complex, 
someone who does have that understanding such as yourself or che martin 
could write some information that other programmers could examine, since 
it'd make a major difference to an audio game just to  get this factor 
sorted out.


Imagine a 1D side scroller like Q9, but with knockback when hit, analogue 
jumps and correct accelleration. You'd have something miles harder, without 
including any new tricks of viewpoint or methods of conveying information in 
audio.


Beware the grue!

Dark. 



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Re: [Audyssey] MindCraft for the blind.

2014-01-02 Thread dark
Well Tom, while I agree an understandable lack of experience might be behind 
the changes, at the same time there are some very basic things which could 
be done to improve the players interaction with a game.


One example is character movement. In a game like shades, you move at a 
fixed speed, turn at a fixed speed etc. One of the hardest things in Super 
marrio brothers is simply the act of jumping, since marrio's jumps require 
handling and marrio's walking and running speeds both have different 
accelleration, much like a car in a racing game. You can see this when 
playing as Luiji, who's over all hight and distance are greater but who's 
handling is worse.


yet I've not seen an audio game use this sort of character handling to 
enhance difficulty. Even when audio games feature two movement speeds such 
as walking and running, stopping is instantanius and jump mechanics are 
pretty stable.


The second is environment. Most audio games happen on a flat plane, either a 
mostly 1 dimentional strip, or a 2D area seen in the first person. Yet, even 
a game like original marrio had far more to play with in this respect. 
Marrio could jump approximately two and a half times his own hight, and the 
screen was roughly 6 marrio hights high, with each level being very very 
long (I don't know the precise distance inved but I'd guess it's somewhere 
in the region of  500 Mario standing spaces).


This gave lots of room for environmemntal hazards and puzzles which, when 
combined with character handling made even the land scape difficult, indeed 
in some games, prince of persia, ice climbers and not a few sections of MEga 
man negotiating the land scape itself could proove a hazard.


I have seen some approaches to this, such as the pits in some side 
scrollers, but not really anything that had a complexity which affected 
character movement, indeed probably the most difficult pure landscape puzzle 
I can think of is the second plane jumping level of Jim Kitchin's awsome 
homer game, since that rquired judging of position of two ledges and 
tracking character jumps, though even again you didn't have movement 
independent of the ledge.


Of course, lack of vertical audio view restricts this somewhat, but at the 
same time, thereis more that could be done. Swamp has started this with the 
maps for buildings and the different surfaces, but more could be done, eg, 
surfaces that affect the players' walking speed, or objects that provide 
degrees of cover from enemies (the bushes did this in Gma tank commander but 
again this was just one factor).


The third factor is enemy design and behaviour. Even in original marrio 
brothers which has perhaps 10 sorts of over land enemy (and that is counting 
the flame bars and shooting podobu fireballs and counting the two different 
sorts of cooper para troopers separately), most enemies had something 
different about them, not just altered movement speed and hp.


For example, the green cooper trooper had the same walking speed as a 
goomba, however knocking it on the head made it retreat into it's shell, and 
the shell could be kicked across the screen which could be either a good 
thing, (when taking out enemies behind it), or a bad thing, since you could 
risk kicking the shell into a block behind and having it rebound and hit 
marrio. Indeed, it's not surprising the shell sort of became Marrio's weapon 
of choice in future games in the series.


I've not seen an audio game enemy with this sort of behavioural interaction 
with either the environment, or with the players acts upon it.


This would be simple to add, say for example that the cyborgs in shades of 
doom rather than just dying exploded in a large explosion, meaning that you 
had to kill them at a distance.


Then of course, there is the fact of enemy behaviour itself. In Metroid 2 
Return of Samus, the ost common bosses were alpha metroids. Their only 
attack was running  straight into Samus directly. What however made them 
challenging was that since Samus could only fire in four directions, the 
metroids had a nasty habbit of attacking at diagonals, meaning the player 
always had to be on the move.


that brings me onto a last factor, character weapons. I've noticed in audio 
games with a few exceptions such as the Gma tank commander shell, the sniper 
scope in Swamp or torpedos in Zero site or Lone wolf, weapons tend to all 
hit instantly and do a fixed amount of damage. yet, one simple way is to 
change the hit properties, meaning that a player needs to anticipate enemy 
movement in order to nale them.


Another is to alter rate of fire, rather than having a weapon instantly 
activate everytime the player hits the button, have some cool down so that 
the player doesn't just hammer the button constantly, but needs to wait for 
the enemy to be in range, attack, and then re adjust for the next attack 
since she/he can't attack constantly. This was certainly true with missiles 
in the first two metroid games 

Re: [Audyssey] MindCraft for the blind.

2014-01-01 Thread dark

Hi Tom.

While I agree mainstream console or pc games are much more expensive, at the 
same time audio games are actually about average for indi developed stuff at 
least on pc.


Look at the smugglers games for 25 usd as an example, and for simpler arcade 
titles the price is far less, especialy for games without complex graphics 
or sound.


I don't myself find audio game prices unreasonable, but equally as with lots 
of things I don't think mainstream comparisons to games that are sold in 
shops with tax and markup are reasonable either.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 01, 2014 1:20 AM
Subject: Re: [Audyssey] MindCraft for the blind.



Hi Shaun:

Well, you might be willing to pay $200 for a good game, but I am
certainly not willing to spend that on a game. Any audio game
regardless of the replay value. I suspect many other audio gamers
would not either.

However, as to the issue of cost you are right that many audio games
are $30or less. However, that is actually much cheaper than a lot of
mainstream games sell for. Just recently I was looking for some new
games for my son's Wii U, and a lot of them were up around $40 or
more. So we should consider ourselves lucky that Shades of Doom, Tank
Commander, and Time of Conflict which are almost mainstream quality
aren't as expensive as your average PC or console game.

Cheers!

On 12/31/13, Shaun Everiss sm.ever...@gmail.com wrote:

Well there are exchane rates and the like to.
I'd pay 200 for a game if I knew it would be good quality.
Most games are 30 or so bucks unless its a pack.
There have been a few acceptions ofcause.
entombed and tdv being really large games actually are worth a lot
more but even so.
In the shops prices do drop as games get older, etc.
I am not going to suggest we should drop our prices, but to be honest
blind games really have not bar a few had really good replay value.
Even shades of doom for me after I played it several times I only do
every so often.
And for a lot of games you get used to how things will be.
Even in the games I am helping with even with the real sound engine
that is used you do know where things are.
Stuff like entombed  or tdv well there is a lot of random things to.


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list,
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Re: [Audyssey] MindCraft for the blind.

2014-01-01 Thread Dallas O'Brien
 for a game too, you know. so get over it, and save up, and pay
a normal price for a good game. we aren't the only ones that have low
funds. yet sighted gamers manage to save up and buy one or two games
as well.
and to those who really can not afford it, I'm sorry. and I know how
it feels. however, sighted people, if they can't afford a game, ...
guess what? ... they don't buy it. they don't expect the game makers
to say, oh, I'm sorry, here, I'll lower the cost just for you. no, the
game makers simply can't. it costs to much to make the games. they
can't afford to lower it.

Hope this all made some kind of sense. lol. it's just that I've seen
it way too often, and I'm guessing people like Thomas have seen the
hole I can't afford that, thing come up again and again.
as I have said. I am more then willing to throw a bit of money into a
good game. but unfortunately, I think I'm one of the few.
Dallas


On 01/01/2014, dark d...@xgam.org wrote:
 Hi Tom.

 While I agree mainstream console or pc games are much more expensive, at the

 same time audio games are actually about average for indi developed stuff at

 least on pc.

 Look at the smugglers games for 25 usd as an example, and for simpler arcade

 titles the price is far less, especialy for games without complex graphics
 or sound.

 I don't myself find audio game prices unreasonable, but equally as with lots

 of things I don't think mainstream comparisons to games that are sold in
 shops with tax and markup are reasonable either.

 Beware the grue!

 Dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 01, 2014 1:20 AM
 Subject: Re: [Audyssey] MindCraft for the blind.


 Hi Shaun:

 Well, you might be willing to pay $200 for a good game, but I am
 certainly not willing to spend that on a game. Any audio game
 regardless of the replay value. I suspect many other audio gamers
 would not either.

 However, as to the issue of cost you are right that many audio games
 are $30or less. However, that is actually much cheaper than a lot of
 mainstream games sell for. Just recently I was looking for some new
 games for my son's Wii U, and a lot of them were up around $40 or
 more. So we should consider ourselves lucky that Shades of Doom, Tank
 Commander, and Time of Conflict which are almost mainstream quality
 aren't as expensive as your average PC or console game.

 Cheers!

 On 12/31/13, Shaun Everiss sm.ever...@gmail.com wrote:
 Well there are exchane rates and the like to.
 I'd pay 200 for a game if I knew it would be good quality.
 Most games are 30 or so bucks unless its a pack.
 There have been a few acceptions ofcause.
 entombed and tdv being really large games actually are worth a lot
 more but even so.
 In the shops prices do drop as games get older, etc.
 I am not going to suggest we should drop our prices, but to be honest
 blind games really have not bar a few had really good replay value.
 Even shades of doom for me after I played it several times I only do
 every so often.
 And for a lot of games you get used to how things will be.
 Even in the games I am helping with even with the real sound engine
 that is used you do know where things are.
 Stuff like entombed  or tdv well there is a lot of random things to.

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Re: [Audyssey] MindCraft for the blind.

2014-01-01 Thread Thomas Ward
Hi Dark:

That is true. Our prices for audio games are more or less what one
would pay for an average indie developed game for PC or Mac. However,
that is sort of missing the point.

The basic point was compared to a lot of mainstream games, by that big
name games for console and PC, our games are over all cheaper than
most. Plus indie games tend to be less complex, less in depth, in some
ways to big name console games. I suppose one reason console games are
so expensive is you are also paying for the physical media such as the
DV D or blue ray disk it is burned on, and a printed manual which
jacks up the price. Most indie games are sold online and are
downloadable which cuts out the cost for physical media and printed
manuals thus cutting costs.

Cheers!


On 1/1/14, dark d...@xgam.org wrote:
 Hi Tom.

 While I agree mainstream console or pc games are much more expensive, at the

 same time audio games are actually about average for indi developed stuff at

 least on pc.

 Look at the smugglers games for 25 usd as an example, and for simpler arcade

 titles the price is far less, especialy for games without complex graphics
 or sound.

 I don't myself find audio game prices unreasonable, but equally as with lots

 of things I don't think mainstream comparisons to games that are sold in
 shops with tax and markup are reasonable either.

 Beware the grue!

 Dark.

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Re: [Audyssey] MindCraft for the blind.

2014-01-01 Thread Thomas Ward
Hi Dallas:

That is quite true. the majority of accessible games aren't on par
with mainstream games, and those that are tend to be on par with
mainstream games 20 to 30 years ago. Certainly not on par with
anything more recent.

What you say about random levels etc is also true. What makes audio
games so uninteresting, lacks replay value, is even a relatively good
game like Shades of Doom or Tank Commander are too static. Once you
know your way around the levels, have beaten the game once or twice,
it looses its replay value. Where as if a game had random mazes,
random levels, it would have unlimited replay value because in some
sense it would be a new game each and every time for the player.

Plus as you pointed out a number of mainstream game developers even
indie developers make money off of selling game packs. Unfortunately,
as happens all to often in the audio games community game x is
released and besides minor updates like bug fixes there aren't any new
levels, extra weapons, or anything else to really continue interest in
said game. It is just what you see is what you get.

The only developer that has tried something like this is Draconis.
They had Pinball Extreme, and then the Pinball Extreme Party Pack. I
think they could have done more with that idea, and maybe they will.
However, we frankly need more games that can be expanded and have
add-ons the way Pinball Extreme did. Many mainstream games such as
Minecraft are in constant development and there is new content coming
out all the time. I don't see why we can't do so with audio games too
since it is easier to create an add-on than an entirely new game from
scratch.

Cheers!

On 1/1/14, Dallas O'Brien dallas.r.obr...@gmail.com wrote:
 ahh yes, but we are forgetting one thing here. I am sorry to the devs
 out there, but most games we have, are no! where, near, main stream.
 it's just a fact. so yes, we pay about what sighted people do. but the
 replay ability of a game they buy, tends to be miles higher. how ever,
 as has already been stated, the audio game creators, are making games
 for a limited market. I think this is why audio games on iPhone have
 taken off, partly because it's not just us that play them. so the
 market is larger. so a 5 dollar purchase for their games, may seem
 like a relatively low amount to us, but the amount of purchases they
 get, makes that price quite effective.

 now, as for an example given earlier, lets take tank commander. you
 say this is nearly main stream? I say, not even close. I mean, just 7
 or 8 levels? most tank games you get out there, even for free! have
 like, thousands of levels. let alone the fact that the games are
 fairly graphically intense, they have huge replay ability, because of
 random map creation, random things happening, and so on. so in stead
 of having level 1 being one map, and you know it all the time, you
 might start the game, and yes, you'd be on level 1, but the map would
 be different every time. small things like that, make things far more
 interesting, and replayable. having the same map over and over, makes
 it way too easy for people to know exactly how to get through that
 level. makes it more interesting if there is some kind of randomness
 to  it. sure, make it so that you start on the south side, and you
 have to make it to the north side somewhere to level up, ... but other
 then that, the map in between is random, and you really don't know
 what you will be coming up against. so in stead of full speed ahead,
 you'd have to be more careful, and investigate the area you are
 working through.
 so on and so forth. there are many reasons why things like tank
 commander and other such games, are not replayable past a certain
 point. and of course, the other options for game devs, is to bring out
 a game at  a nice low price, and yes, you'd be able to play it, and
 it's a full game in and of itself, but perhaps they could sell packs
 that add functions to it, or adds new weapons / enemies, and so on.
 and perhaps each pack would only cost maybe 5 bucks. lets say the game
 also costs 5 bucks. if those packs add new functions, I'd be buying
 the packs. now lets say I have had tank commander for a year. well? so
 what. I've already beat it, and it's useless to me. now lets say that
 David came out with a pack, an add-on, that would add another 50
 levels. or new weapons to my tank. new enemies I have to fight, random
 effects happening to my tank to bring me to a standstill while I
 repair it, ... so on. that would drastically increase the replay
 ability of the game. right now, tank commander is useless to me, as I
 have completed it.
 and, mind you, it took me all of 3 days to complete. so, was the price
 really worth it? not really. but that's what we have to deal with at
 the moment. and it really doesn't have to be that way. even if we
 don't quite work the same way as mainstream, games shouldn't have just
 a few levels, and that's it. specially when the price is up over 

Re: [Audyssey] MindCraft for the blind.

2014-01-01 Thread Shaun Everiss

Well I only get on average of 2 games a year maybe 3 and not often.
I got tdv and entumbed, at that time 40 bucks for entombed was at 
least 60 and tdv about the same with the taxes and stuff when it came 
it  ended up as at least 75 dollars each.

I don't have that kind of cash.
I struggle to upgrade my equipment only doing so when I need to.
Some of it is funded, some of it is from presents.
Some of the stuff I get is from departed family members.
But its never secure.
Family incomes change and I may not be as free as I once was.
I doubt vary much that I will be able to replace this new win7/8 box vary soon.
and if I do it may be the last thing I do actually replace so I have 
to be carefull.


At 08:50 a.m. 1/01/2014, you wrote:

Hi Dallas:

That's definitely a good point. Since the majority of blind gamers are
on fixed incomes like SSI, SSDI, and similar government disability
incomes they don't want to spend a great deal of money on audio games.
That's understandable, but it is also crippling when it comes to
producing top notch games for the blind.

Asking about $50 for a really good audio game isn't out of line
considering the amount of work that goes into a game like Call of Duty
or Minecraft not to mention the sounds, music, and voice acting is
also fairly expensive too.  The problem weather the game is worth that
or not I am guessing most blind gamers won't pay it. They'd rather
quibble about the price or will outright pirate the game because it is
always easier to steel someone's hard work than it is to pay the
developer what he or she is owed for producing that high quality game.

What they don't realize or particularly consider is that if they truly
want a Call of Duty game or something like Minecraft they are going to
have to be willing to pay a bit more than they do now to have such a
game created. Not just for the developer's time and energy, which
would be considerable, but sound libraries, the game's musical score,
and voice acting aren't cheap either. Some people might get by using
volunteer work, but in my opinion that is sort of hit and miss and
unreliable. Volunteer work for sounds, music, and voice acting is
probably alright for a low budget game but for something truly
professionally done it requires the hire end professional work done by
experts who do that stuff for a living. However, if the money isn't in
it from the community then a developer isn't going to go that extra
mile to use top notch quality sounds, music, and acting which is
really a disservice to the game.

Cheers!


On 12/31/13, Dallas O'Brien dallas.r.obr...@gmail.com wrote:
 hi. it's not only  that Thomas, the question has to be begged. how
 much are people willing to pay for such games? i mean, if they think
 they are cheap in the sighted world, think again. call of duty, every
 time a new one comes out, is like, 50 bucks. or more. lol. so i mean,
 at the least, you'd have to charge 50 to 100 for such a game, to even
 begin to pay yourself back for all the work you do alone. now
 personally, if you were to make such a game, like minecraft, or
 something similar, or perhaps call of duty, i'd lay down 50 bucks for
 it. no problems.  as long as it's high quality, and has huge
 replayability, i'd go for it for sure. but most people in the blind
 community won't pay that much. hell, they quibble over 10 bucks for a
 game on iOS. lol. so what do you imagine they'd do if you suddenly
 came out with, oh, i have a new game guys. .. by the way, that'll be
 50 dollars, please. lol. they'd shy away from that to be sure. so from
 that point of view alone, let alone the facter of much fewer, gamers
 in the audio games community to create for, puts a damper on major
 game creation. not that i am saying don't do such a thing, but i can
 see where it's hard for you guys. you have to live, after all. that
 tends to cost money, and lots of it. specially these days. lol.
 Dallas

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Re: [Audyssey] MindCraft for the blind.

2014-01-01 Thread Dallas O'Brien
well, shaun, i'm afraid then, you may have to go without games. i
mean, what's more important. living, or gaming. lol. i know a lot of
sighted people who game, and that can't always afford the new game
that has just come out, and have to go without, untill it's either
gifted to them, or has come down in price.
the blind community is just way too used to the idea that they, as a
low income group, should be getting ?X, Y, Z, program / game for
cheap, or for free. sorry, but we are hardly the only ones on a low
income. i am on a low income. and i have managed to once again, pay
for flights over to england. so, it's possible. you just need to save
up, or learn to go without things untill you can afford them.
Dallas


On 01/01/2014, Shaun Everiss sm.ever...@gmail.com wrote:
 Well I only get on average of 2 games a year maybe 3 and not often.
 I got tdv and entumbed, at that time 40 bucks for entombed was at
 least 60 and tdv about the same with the taxes and stuff when it came
 it  ended up as at least 75 dollars each.
 I don't have that kind of cash.
 I struggle to upgrade my equipment only doing so when I need to.
 Some of it is funded, some of it is from presents.
 Some of the stuff I get is from departed family members.
 But its never secure.
 Family incomes change and I may not be as free as I once was.
 I doubt vary much that I will be able to replace this new win7/8 box vary
 soon.
 and if I do it may be the last thing I do actually replace so I have
 to be carefull.

 At 08:50 a.m. 1/01/2014, you wrote:
Hi Dallas:

That's definitely a good point. Since the majority of blind gamers are
on fixed incomes like SSI, SSDI, and similar government disability
incomes they don't want to spend a great deal of money on audio games.
That's understandable, but it is also crippling when it comes to
producing top notch games for the blind.

Asking about $50 for a really good audio game isn't out of line
considering the amount of work that goes into a game like Call of Duty
or Minecraft not to mention the sounds, music, and voice acting is
also fairly expensive too.  The problem weather the game is worth that
or not I am guessing most blind gamers won't pay it. They'd rather
quibble about the price or will outright pirate the game because it is
always easier to steel someone's hard work than it is to pay the
developer what he or she is owed for producing that high quality game.

What they don't realize or particularly consider is that if they truly
want a Call of Duty game or something like Minecraft they are going to
have to be willing to pay a bit more than they do now to have such a
game created. Not just for the developer's time and energy, which
would be considerable, but sound libraries, the game's musical score,
and voice acting aren't cheap either. Some people might get by using
volunteer work, but in my opinion that is sort of hit and miss and
unreliable. Volunteer work for sounds, music, and voice acting is
probably alright for a low budget game but for something truly
professionally done it requires the hire end professional work done by
experts who do that stuff for a living. However, if the money isn't in
it from the community then a developer isn't going to go that extra
mile to use top notch quality sounds, music, and acting which is
really a disservice to the game.

Cheers!


On 12/31/13, Dallas O'Brien dallas.r.obr...@gmail.com wrote:
  hi. it's not only  that Thomas, the question has to be begged. how
  much are people willing to pay for such games? i mean, if they think
  they are cheap in the sighted world, think again. call of duty, every
  time a new one comes out, is like, 50 bucks. or more. lol. so i mean,
  at the least, you'd have to charge 50 to 100 for such a game, to even
  begin to pay yourself back for all the work you do alone. now
  personally, if you were to make such a game, like minecraft, or
  something similar, or perhaps call of duty, i'd lay down 50 bucks for
  it. no problems.  as long as it's high quality, and has huge
  replayability, i'd go for it for sure. but most people in the blind
  community won't pay that much. hell, they quibble over 10 bucks for a
  game on iOS. lol. so what do you imagine they'd do if you suddenly
  came out with, oh, i have a new game guys. .. by the way, that'll be
  50 dollars, please. lol. they'd shy away from that to be sure. so from
  that point of view alone, let alone the facter of much fewer, gamers
  in the audio games community to create for, puts a damper on major
  game creation. not that i am saying don't do such a thing, but i can
  see where it's hard for you guys. you have to live, after all. that
  tends to cost money, and lots of it. specially these days. lol.
  Dallas

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All messages 

Re: [Audyssey] MindCraft for the blind.

2014-01-01 Thread dark

Hi Tom.

I agree that both addons and random content would be good, though Draconis 
isn't the only audio game developer who have tried this, look at Zero site 
and the addon for the game (an addon which actually adds randomly generating 
missions).


I will say however there is another serious factor in audio games which 
removes replay value.


There are mainstream games like super metroid  ormega man x that I have 
played innumerable times, know where every item is etc, yet I find I replay 
them far more than something like shades or Gma tank commander, and a game 
like Marrio brothers I am still! going back to occasionally just to see if I 
can  finish the levels I've not done yet.


When I ask myself what makes a game like marrio brothers more replayable 
than something like Shades, the answer I come up with is design mechanics.


One faq writer (brian sulpher, who's name gamefaqs devotees may recognize), 
once said of the game Donkey Kong  Country 2 on the snes something like 
even though I've been through this game hundreds of times, I find myself 
being surprised by enemies, needing to really practice to get past a boss or 
being taken by surprise (it's in his dkc2 faq if people want to check).


This to me is part of the appeal of mechanically well designed games, that 
they have a game engine nd mechanics which are like a sport or a musical 
instrument. They require the player not merely to learn and react to 
stimulai, but to train  her/his reflexes up to a point that the character 
movement and engine are mentally ingraned. This is one arguement I've heard 
from retro gamers as well, that games these days are easier because they 
require less split second judgement in the game.


Some audio games have of course come close to this sort of mechanic, 
particularly games like lone wolf or swamp, however many haven't.  though I 
regard Shades of doom as a completely well designed game, once you know 
where monsters are and can turn and attack them quickly your pretty much 
through. There is no need for example to adjust to the way your own 
character moves,to assess monster movements in different areas, or to allow 
weapon fire time to hit a given monster.


this is because fundamentally with the lack of information available in 
audio most of the games have worked on a stimulus response model, and also 
why most of the audio games I find myself replaying and being surprised by 
are not action titles but games like castaways, time of conflict or entombed 
that do not basically require the players reflexes.



Beware the grue!

Dark. 



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Re: [Audyssey] MindCraft for the blind.

2014-01-01 Thread shaun everiss
 up for it. but they simply refuse to, and want the prices to be
lower, expecting devs to get along with a very low income from the
game that they have spent a huge amount of time on. and to those who
say they really can't, well, I'm sorry. but, sighted players have to
save up for a game too, you know. so get over it, and save up, and pay
a normal price for a good game. we aren't the only ones that have low
funds. yet sighted gamers manage to save up and buy one or two games
as well.
and to those who really can not afford it, I'm sorry. and I know how
it feels. however, sighted people, if they can't afford a game, ...
guess what? ... they don't buy it. they don't expect the game makers
to say, oh, I'm sorry, here, I'll lower the cost just for you. no, the
game makers simply can't. it costs to much to make the games. they
can't afford to lower it.

Hope this all made some kind of sense. lol. it's just that I've seen
it way too often, and I'm guessing people like Thomas have seen the
hole I can't afford that, thing come up again and again.
as I have said. I am more then willing to throw a bit of money into a
good game. but unfortunately, I think I'm one of the few.
Dallas


On 01/01/2014, dark d...@xgam.org wrote:
 Hi Tom.

 While I agree mainstream console or pc games are much more 
expensive, at the


 same time audio games are actually about average for indi 
developed stuff at


 least on pc.

 Look at the smugglers games for 25 usd as an example, and for 
simpler arcade


 titles the price is far less, especialy for games without complex graphics
 or sound.

 I don't myself find audio game prices unreasonable, but equally 
as with lots


 of things I don't think mainstream comparisons to games that are sold in
 shops with tax and markup are reasonable either.

 Beware the grue!

 Dark.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, January 01, 2014 1:20 AM
 Subject: Re: [Audyssey] MindCraft for the blind.


 Hi Shaun:

 Well, you might be willing to pay $200 for a good game, but I am
 certainly not willing to spend that on a game. Any audio game
 regardless of the replay value. I suspect many other audio gamers
 would not either.

 However, as to the issue of cost you are right that many audio games
 are $30or less. However, that is actually much cheaper than a lot of
 mainstream games sell for. Just recently I was looking for some new
 games for my son's Wii U, and a lot of them were up around $40 or
 more. So we should consider ourselves lucky that Shades of Doom, Tank
 Commander, and Time of Conflict which are almost mainstream quality
 aren't as expensive as your average PC or console game.

 Cheers!

 On 12/31/13, Shaun Everiss sm.ever...@gmail.com wrote:
 Well there are exchane rates and the like to.
 I'd pay 200 for a game if I knew it would be good quality.
 Most games are 30 or so bucks unless its a pack.
 There have been a few acceptions ofcause.
 entombed and tdv being really large games actually are worth a lot
 more but even so.
 In the shops prices do drop as games get older, etc.
 I am not going to suggest we should drop our prices, but to be honest
 blind games really have not bar a few had really good replay value.
 Even shades of doom for me after I played it several times I only do
 every so often.
 And for a lot of games you get used to how things will be.
 Even in the games I am helping with even with the real sound engine
 that is used you do know where things are.
 Stuff like entombed  or tdv well there is a lot of random things to.

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Re: [Audyssey] MindCraft for the blind.

2014-01-01 Thread Thomas Ward
Hi Dark:

To be honest I have never tried Zero Site, but I take your point. I
guess others have tried creating random levels/missions, and of course
a number of accessible games do have add-ons of one kind or another.
Lone Wolf has about a hundred extra missions besides those that ship
with the game, Rail Racer had a track editor and various user created
tracks, and of course Top Speed had a number of user created add-ons
as well.

However, you are right. A lot of replay value and challenge comes from
good design mechanics. That's precisely where a lot of audio game
developers are very weak. Most of them are very amateur programmers at
best, and even worse many of them have never played a mainstream game
themselves so have no idea how to compare their work to a game like
Super Metroid or Megaman. They just don't have the prerequisite
experience to judge such a thing themselves.

Even for those of us who have played such games aren't necessarily
able to come up with some design mechanics as good as those in some
mainstream games. I am not saying it can't be done, it certainly can,
only that I have a college education, took classes on computer
programming, but I was never given a crash course in designing game
mechanics. I've read some game programming books, of course, but those
examples were simple examples to illustrate a point rather than to
educate the new programmer how to truly get the same design mechanics
of Mario Brothers, Megaman, Metroid, or any other classic game. I
guess it is left up to the developer to figure that out on his or her
own.

The point I'm getting at here is a educational one. There are plenty
of people willing to make audio games, and although they try they just
don't know enough to create a game as good as some other mainstream
games you find more challenging and more competitive. Not sure what
the answer is, but I think that is a fair assessment of the problem.

On 1/1/14, dark d...@xgam.org wrote:
 Hi Tom.

 I agree that both addons and random content would be good, though Draconis
 isn't the only audio game developer who have tried this, look at Zero site
 and the addon for the game (an addon which actually adds randomly generating

 missions).

 I will say however there is another serious factor in audio games which
 removes replay value.

 There are mainstream games like super metroid  ormega man x that I have
 played innumerable times, know where every item is etc, yet I find I replay

 them far more than something like shades or Gma tank commander, and a game
 like Marrio brothers I am still! going back to occasionally just to see if I

 can  finish the levels I've not done yet.

 When I ask myself what makes a game like marrio brothers more replayable
 than something like Shades, the answer I come up with is design mechanics.

 One faq writer (brian sulpher, who's name gamefaqs devotees may recognize),

 once said of the game Donkey Kong  Country 2 on the snes something like
 even though I've been through this game hundreds of times, I find myself
 being surprised by enemies, needing to really practice to get past a boss or

 being taken by surprise (it's in his dkc2 faq if people want to check).

 This to me is part of the appeal of mechanically well designed games, that
 they have a game engine nd mechanics which are like a sport or a musical
 instrument. They require the player not merely to learn and react to
 stimulai, but to train  her/his reflexes up to a point that the character
 movement and engine are mentally ingraned. This is one arguement I've heard

 from retro gamers as well, that games these days are easier because they
 require less split second judgement in the game.

 Some audio games have of course come close to this sort of mechanic,
 particularly games like lone wolf or swamp, however many haven't.  though I

 regard Shades of doom as a completely well designed game, once you know
 where monsters are and can turn and attack them quickly your pretty much
 through. There is no need for example to adjust to the way your own
 character moves,to assess monster movements in different areas, or to allow

 weapon fire time to hit a given monster.

 this is because fundamentally with the lack of information available in
 audio most of the games have worked on a stimulus response model, and also
 why most of the audio games I find myself replaying and being surprised by
 are not action titles but games like castaways, time of conflict or entombed

 that do not basically require the players reflexes.


 Beware the grue!

 Dark.

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Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread dark

Hi Darren.

Game editers for 2D maps are fine, howeve rht eproblem with minecraft is 
that what is done is essntially closer to painting or building abstractly, 
rather like using virtual lego bricks in a 3D space.


While i can quite imagine some sort of 2D sim building game, that sort of 
visual, virtual control of objects in space is just not something I can 
imagine having access too, not at least without some major changes in 
technology anyway.


Beware the grue!

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 30, 2013 4:54 PM
Subject: Re: [Audyssey] MindCraft for the blind.



Hi Tom,

Correct me if I'm wrong, but isn't any game world regardless of game no 
more than a map? Assuming that is the case, could we not just have like a 
map editor in the game? Four example you can have various selections. You 
would choose, whether you would have a 10 x 10 grid orate 100 x 100 great. 
Then you would choose various terrain types. Good something along those 
lines not work?


Sent from my iPhone


On 30 Dec 2013, at 16:38, Thomas Ward thomasward1...@gmail.com wrote:

Hi Michael:

No, so far as I know there is nothing accessible remotely close to
Mindcraft. Besides I'm not sure how one would go about making a game
like that accessible given that it is highly visual. One aspect of the
game is constructing your own worlds using textured cubes in a 3d
procedurally generated environment. Meaning besides gathering
resources, combat, etc a key component of the game is drawing your own
game worlds and playing in them. I don't see how we could do that and
make it accessible.

Cheers!



On 12/30/13, michael barnes c...@samobile.net wrote:
Hello.

I have notice that everybody that I know is playing this very popular
game call MindCraft.
I would like to give this game a play, but sadly enough I am not able
because I am blind.
So I am wondering if there is an accessible version of the game, or a
game simular to it?

Thanks!

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Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread dark
Myself, before minecraft, which seems to  be as much about visual appeal and 
artistic creation of structures as it is the sim resource gathering and 
civilization building, I'd rather see a serious colonization and 
civilization game such as dwarf fortress of the type we've been discussing 
on list for a while.


Castaways and time of conflict both gave some ideas of how such a game might 
be designed, it's just now a question of a developer putting time and 
trouble into such a project.


Beware the grue!
Dark. 



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Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread Thomas Ward
Hi Dark:

Thanks for that explanation. I was trying to think of a way to convey
the reason why a 2d map editor wouldn't work, and your's is the best
way to put it.

As you said the 3d cubes are a bit like using virtual legos to build a
3d world. You can drag and drop them where you want them with the
mouse or game controller, and that is more like drawing or painting
rather than using a map editor. The closest thing that would work for
a game like this is something like the defunked Audio Games Maker
where you would drag and drop game objects around on the grid and drop
them where you want them. Accept with AGM it only dealt with a 2d
world rather than a 3d FPS environment.

Cheers!


On 12/31/13, dark d...@xgam.org wrote:
 Hi Darren.

 Game editers for 2D maps are fine, howeve rht eproblem with minecraft is
 that what is done is essntially closer to painting or building abstractly,
 rather like using virtual lego bricks in a 3D space.

 While i can quite imagine some sort of 2D sim building game, that sort of
 visual, virtual control of objects in space is just not something I can
 imagine having access too, not at least without some major changes in
 technology anyway.

 Beware the grue!

 Dark.

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Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread Thomas Ward
Hi Dallas:

That's definitely a good point. Since the majority of blind gamers are
on fixed incomes like SSI, SSDI, and similar government disability
incomes they don't want to spend a great deal of money on audio games.
That's understandable, but it is also crippling when it comes to
producing top notch games for the blind.

Asking about $50 for a really good audio game isn't out of line
considering the amount of work that goes into a game like Call of Duty
or Minecraft not to mention the sounds, music, and voice acting is
also fairly expensive too.  The problem weather the game is worth that
or not I am guessing most blind gamers won't pay it. They'd rather
quibble about the price or will outright pirate the game because it is
always easier to steel someone's hard work than it is to pay the
developer what he or she is owed for producing that high quality game.

What they don't realize or particularly consider is that if they truly
want a Call of Duty game or something like Minecraft they are going to
have to be willing to pay a bit more than they do now to have such a
game created. Not just for the developer's time and energy, which
would be considerable, but sound libraries, the game's musical score,
and voice acting aren't cheap either. Some people might get by using
volunteer work, but in my opinion that is sort of hit and miss and
unreliable. Volunteer work for sounds, music, and voice acting is
probably alright for a low budget game but for something truly
professionally done it requires the hire end professional work done by
experts who do that stuff for a living. However, if the money isn't in
it from the community then a developer isn't going to go that extra
mile to use top notch quality sounds, music, and acting which is
really a disservice to the game.

Cheers!


On 12/31/13, Dallas O'Brien dallas.r.obr...@gmail.com wrote:
 hi. it's not only  that Thomas, the question has to be begged. how
 much are people willing to pay for such games? i mean, if they think
 they are cheap in the sighted world, think again. call of duty, every
 time a new one comes out, is like, 50 bucks. or more. lol. so i mean,
 at the least, you'd have to charge 50 to 100 for such a game, to even
 begin to pay yourself back for all the work you do alone. now
 personally, if you were to make such a game, like minecraft, or
 something similar, or perhaps call of duty, i'd lay down 50 bucks for
 it. no problems.  as long as it's high quality, and has huge
 replayability, i'd go for it for sure. but most people in the blind
 community won't pay that much. hell, they quibble over 10 bucks for a
 game on iOS. lol. so what do you imagine they'd do if you suddenly
 came out with, oh, i have a new game guys. .. by the way, that'll be
 50 dollars, please. lol. they'd shy away from that to be sure. so from
 that point of view alone, let alone the facter of much fewer, gamers
 in the audio games community to create for, puts a damper on major
 game creation. not that i am saying don't do such a thing, but i can
 see where it's hard for you guys. you have to live, after all. that
 tends to cost money, and lots of it. specially these days. lol.
 Dallas

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Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread Cara Quinn
HI Thomas and all;

Let me just present once again and ad infinitum actually, ;) the example of 
Audio Quake.

There is a level design language associated with AQ which allows blind and 
visually impaired players to design / create their own maps which can then be 
used in the game. Since the game can be played by sighted players as they are 
used to playing it as well as blind players in an accessible format, the idea 
that there is accessible and inaccessible and never the twain shall meet is one 
which has its days numbered in my admittedly hopeful view. :)

Thanks and super happy new year to you all!

Smiles,

Cara :).
---
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---
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http://www.onemodelplace.com/CaraQuinn

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On Dec 30, 2013, at 2:50 PM, Thomas Ward thomasward1...@gmail.com wrote:

Hi all:

I find myself in full agreement with Dennis on this issue. Minecraft
is an FPS game, but the way it is designed it would take a massive
rewrite to make it accessible and by doing so it would largely change
the game for everyone involved. This is a case where someone would be
better off taking away the relevant concepts and writing their own
game rather than trying to make Minecraft itself accessible.

Cheers!


On 12/30/13, Dennis Towne s...@xirr.com wrote:
 Charles,
 
 There is no effective way to make minecraft blind accessible without
 changing the game into something entirely different.  A good way to
 think about it is to compare swamp to the original unreal tournament;
 they are both FPS games, but that is where the similarity ends.  There
 is no way whatsoever for a visually impaired person to be competitive
 in UT, and no way to change it to make it so without destroying the
 game.
 
 Don't bug the developer.  You'd be better off grabbing the relevant
 concepts and trying to make a new game from the ground up.
 
 Dennis Towne
 
 Alter Aeon MUD
 http://www.alteraeon.com

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Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread Cara Quinn
Hi Thomas, the Audio Quake level design I mentioned earlier is accomplished 
with an XML parser so it is platform independent.

Yes, this type of access may be out of the 'norm' of a mainstream game for the 
moment, but it is definitely doable.

Smiles,

Cara :)
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On Dec 30, 2013, at 3:29 PM, Thomas Ward thomasward1...@gmail.com wrote:

Hi Charles:

Makes sense. Although, perhaps you should have checked Wikipedia or
something about the game before suggesting Michael contact the
developers as Minecraft is a fairly complex game and while I think a
game similar to it in concept can be made accessible I know of no
effective way to make the actual game itself accessible. Especially,
considering it has been ported to many different platforms from
Windows, Mac, Linux, iOS, and the XBox to name a few. With greater
cross-platform support the more difficult it is to add accessibility
because the access for each platform is different and ranges from very
good to absolutely none.

Cheers!


On 12/30/13, Charles Rivard wee1s...@fidnet.com wrote:
 I think the fault was mine.  I think that, usually, when you come across a
 game that is not playable by blind people, your first step would be to
 contact the developer, explain the problem, and maybe give suggestions on
 the solution.  Michael has asked questions on the list that had very simple
 
 solutions if he had looked just a bit farther, or that he would have been
 able to resolve by applying the obvious first steps.  I saw his post about
 this game, and it was just like all of the others.  No details are given
 about what his problem is.  I had not heard of the game, and he said nothing
 
 about it other than the fact that a blind person cannot play it and he wants
 
 to.  I sent my post based on the fact that he probably had not done the
 obvious before asking list members.  That was my mistake.
 
 ---
 Be positive!  When it comes to being defeated, if you think you're finished,
 
 you! really! are! finished!

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Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread dark

Hi Kara.

audio quake is a great example of what can be done, however one thing that 
struck me about the game when I played it is that access would only work in 
specifically designed maps.


I did deathmatch with some bots and tried your starwars mod, however when I 
tried to play the main quake game I found it wasn't possible with the access 
tools. This might have been me I don't know.


So, while I perfectly agree with you that holding a black and white scale of 
accessibility is a bad idea, at the same time there do seem to be 
limitations even when very successful access tools are created for a game.


Beware the grue!

Dark. 



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Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread Shaun Everiss

Well there are exchane rates and the like to.
I'd pay 200 for a game if I knew it would be good quality.
Most games are 30 or so bucks unless its a pack.
There have been a few acceptions ofcause.
entombed and tdv being really large games actually are worth a lot 
more but even so.

In the shops prices do drop as games get older, etc.
I am not going to suggest we should drop our prices, but to be honest 
blind games really have not bar a few had really good replay value.
Even shades of doom for me after I played it several times I only do 
every so often.

And for a lot of games you get used to how things will be.
Even in the games I am helping with even with the real sound engine 
that is used you do know where things are.

Stuff like entombed  or tdv well there is a lot of random things to.

At 08:21 p.m. 31/12/2013, you wrote:

hi. it's not only  that Thomas, the question has to be begged. how
much are people willing to pay for such games? i mean, if they think
they are cheap in the sighted world, think again. call of duty, every
time a new one comes out, is like, 50 bucks. or more. lol. so i mean,
at the least, you'd have to charge 50 to 100 for such a game, to even
begin to pay yourself back for all the work you do alone. now
personally, if you were to make such a game, like minecraft, or
something similar, or perhaps call of duty, i'd lay down 50 bucks for
it. no problems.  as long as it's high quality, and has huge
replayability, i'd go for it for sure. but most people in the blind
community won't pay that much. hell, they quibble over 10 bucks for a
game on iOS. lol. so what do you imagine they'd do if you suddenly
came out with, oh, i have a new game guys. .. by the way, that'll be
50 dollars, please. lol. they'd shy away from that to be sure. so from
that point of view alone, let alone the facter of much fewer, gamers
in the audio games community to create for, puts a damper on major
game creation. not that i am saying don't do such a thing, but i can
see where it's hard for you guys. you have to live, after all. that
tends to cost money, and lots of it. specially these days. lol.
Dallas


On 31/12/2013, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Mike:

 I think the principle problem is time. A game of any serious
 complexity takes time that people either don't have to begin with, or
 they could spend that time working on two or three smaller projects
 instead of one very complex one. I'm sure I have the skills to write
 something like Minecraft, Call of Duty, etc, but I simply don't have
 the time right now to put in to a game of that complexity. I'd say
 that there are plenty of other audio game developers that similarly
 are unable to do anything that complex do to time constraints as well.

 I know when I started USA Games I had all kinds of game ideas of doing
 something like the mainstream. Basically, converting all of my
 favorite mainstream games into audio games. The reality is that while
 it is a nice idea I don't have all day every day to spend working on
 those ideas, to work on programming said games, and that is what it
 might take to bring some very complex audio games into existence. Plus
 the reality is that even if I did spend a couple of years slaving to
 create such a game I wouldn't make much money off of it. I'd be better
 off creating an actual video game and selling it to the general market
 than slaving for the audio games community.

 Cheers!


 On 12/30/13, Mike Reiser mikereise...@gmail.com wrote:
 Hopefully someone will consider making a game like that. I personally am
 tired of the usual stuff we get, and would like to see some
 out-of-the-box
 thinking. For example, I really want to see a call of duty type of game.
 Or
 something like Rise son of Rome.  I'm not saying that it's easy of
 course,
 as I know nothing of development. I just would like to see us catch up
 with
 the mainstream in terms of game titles.  And game types. Another example
 I
 think would be a game similar to something called world of tanks. I saw a
 commercial for that's this weekend, and really wish I could play.

 Mike


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Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread Thomas Ward
Hi Shaun:

Well, you might be willing to pay $200 for a good game, but I am
certainly not willing to spend that on a game. Any audio game
regardless of the replay value. I suspect many other audio gamers
would not either.

However, as to the issue of cost you are right that many audio games
are $30or less. However, that is actually much cheaper than a lot of
mainstream games sell for. Just recently I was looking for some new
games for my son's Wii U, and a lot of them were up around $40 or
more. So we should consider ourselves lucky that Shades of Doom, Tank
Commander, and Time of Conflict which are almost mainstream quality
aren't as expensive as your average PC or console game.

Cheers!

On 12/31/13, Shaun Everiss sm.ever...@gmail.com wrote:
 Well there are exchane rates and the like to.
 I'd pay 200 for a game if I knew it would be good quality.
 Most games are 30 or so bucks unless its a pack.
 There have been a few acceptions ofcause.
 entombed and tdv being really large games actually are worth a lot
 more but even so.
 In the shops prices do drop as games get older, etc.
 I am not going to suggest we should drop our prices, but to be honest
 blind games really have not bar a few had really good replay value.
 Even shades of doom for me after I played it several times I only do
 every so often.
 And for a lot of games you get used to how things will be.
 Even in the games I am helping with even with the real sound engine
 that is used you do know where things are.
 Stuff like entombed  or tdv well there is a lot of random things to.

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Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread Thomas Ward
Hi Cara:

Yeah, I am aware of the xml parser you speak of. I've looked at the
Audio Quake source and design in the past. Although, that is a bit of
a different idea as to how Minecraft works which is really my point
earlier on in the thread.

Minecraft has a number of 3d cubes, think of them as virtual Lego
blocks, that you can drag and drop on the screen with the joystick and
mouse to build stuff. There presently is not any accessible way to do
something like this in audio that I know of as it is more like drawing
rather than coding. Does that make sense?

Discussing level editors, parsers, etc are all good ideas. All
possibilities, but not the same thing in concept as to how Minecraft
actually works which is the issue here.

Cheers!


On 12/31/13, Cara Quinn caraqu...@caraquinn.com wrote:
 Hi Thomas, the Audio Quake level design I mentioned earlier is accomplished
 with an XML parser so it is platform independent.

 Yes, this type of access may be out of the 'norm' of a mainstream game for
 the moment, but it is definitely doable.

 Smiles,

 Cara :)

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Re: [Audyssey] MindCraft for the blind.

2013-12-31 Thread Thomas Ward
Hi Cara:

I have a lot of respect for Audio Quake, and the work you and others
have done on it, but I feel as though you are comparing apples to
oranges and calling them equal. Yes, I am aware that there is a level
design language in Audio Quake that allows a V.I. gamer to design his
or her own levels, but that is a totally different concept than the
one Minecraft uses which is really the issue here.

In Minecraft, as I understand it, it doesn't have a level editor,
level design language, or anything like that. Instead you are
presented with 3d cubes, world objects, which you drag around and
build mountains, trees, rivers, etc. the issue here is that I am not
sure that we, as blind users, can have a tool equal to that where we
drag and drop level building blocks around the screen with the mouse,
resize them, fit them together, etc the way a sighted user does. Yeah,
we might be able to replace that functionality with a parser, a design
language, but already you are adding complexity to something that is
fairly simple for a sighted gamer to do with his/her mouse or joystick
just by pointing and clicking. Does that make sense?

I guess the issue here has less to do with accessibility than practicality.
There is now doubt you or I could create a game with a level parser, a
map editor, where someone codes the levels by hand, but can we make a
tool that works exactly as well as the graphical tools where people
drag and drop world objects with the mouse and can resize them etc by
clicking on them?

Cheers!


On 12/31/13, Cara Quinn caraqu...@caraquinn.com wrote:
 HI Thomas and all;

 Let me just present once again and ad infinitum actually, ;) the example of
 Audio Quake.

 There is a level design language associated with AQ which allows blind and
 visually impaired players to design / create their own maps which can then
 be used in the game. Since the game can be played by sighted players as they
 are used to playing it as well as blind players in an accessible format, the
 idea that there is accessible and inaccessible and never the twain shall
 meet is one which has its days numbered in my admittedly hopeful view. :)

 Thanks and super happy new year to you all!

 Smiles,

 Cara :).

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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread michael barnes

Hey.

I made a mistake it's call Minecraft.

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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Christina
Hi.  The only thing I've found that's even remotely similar is Revelation.
In that one, you combine two items to create other items.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of michael
barnes
Sent: Monday, December 30, 2013 11:15 AM
To: gamers@audyssey.org
Subject: [Audyssey] MindCraft for the blind.

Hello.

I have notice that everybody that I know is playing this very popular 
game call MindCraft.
I would like to give this game a play, but sadly enough I am not able 
because I am blind.
So I am wondering if there is an accessible version of the game, or a 
game simular to it?

Thanks!

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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Thomas Ward
Hi Michael:

No, so far as I know there is nothing accessible remotely close to
Mindcraft. Besides I'm not sure how one would go about making a game
like that accessible given that it is highly visual. One aspect of the
game is constructing your own worlds using textured cubes in a 3d
procedurally generated environment. Meaning besides gathering
resources, combat, etc a key component of the game is drawing your own
game worlds and playing in them. I don't see how we could do that and
make it accessible.

Cheers!


On 12/30/13, michael barnes c...@samobile.net wrote:
 Hello.

 I have notice that everybody that I know is playing this very popular
 game call MindCraft.
 I would like to give this game a play, but sadly enough I am not able
 because I am blind.
 So I am wondering if there is an accessible version of the game, or a
 game simular to it?

 Thanks!

 ---
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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Darren Harris
Hi Tom,

Correct me if I'm wrong, but isn't any game world regardless of game no more 
than a map? Assuming that is the case, could we not just have like a map editor 
in the game? Four example you can have various selections. You would choose, 
whether you would have a 10 x 10 grid orate 100 x 100 great. Then you would 
choose various terrain types. Good something along those lines not work?

Sent from my iPhone

 On 30 Dec 2013, at 16:38, Thomas Ward thomasward1...@gmail.com wrote:
 
 Hi Michael:
 
 No, so far as I know there is nothing accessible remotely close to
 Mindcraft. Besides I'm not sure how one would go about making a game
 like that accessible given that it is highly visual. One aspect of the
 game is constructing your own worlds using textured cubes in a 3d
 procedurally generated environment. Meaning besides gathering
 resources, combat, etc a key component of the game is drawing your own
 game worlds and playing in them. I don't see how we could do that and
 make it accessible.
 
 Cheers!
 
 
 On 12/30/13, michael barnes c...@samobile.net wrote:
 Hello.
 
 I have notice that everybody that I know is playing this very popular
 game call MindCraft.
 I would like to give this game a play, but sadly enough I am not able
 because I am blind.
 So I am wondering if there is an accessible version of the game, or a
 game simular to it?
 
 Thanks!
 
 ---
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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Charles Rivard
Have you contacted the developer and given the reasons that a blind person 
cannot play the game, and suggestions on how the game can be made 
accessible?


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Monday, December 30, 2013 10:15 AM
Subject: [Audyssey] MindCraft for the blind.



Hello.

I have notice that everybody that I know is playing this very popular game 
call MindCraft.
I would like to give this game a play, but sadly enough I am not able 
because I am blind.
So I am wondering if there is an accessible version of the game, or a game 
simular to it?


Thanks!

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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Dennis Towne
Charles,

There is no effective way to make minecraft blind accessible without
changing the game into something entirely different.  A good way to
think about it is to compare swamp to the original unreal tournament;
they are both FPS games, but that is where the similarity ends.  There
is no way whatsoever for a visually impaired person to be competitive
in UT, and no way to change it to make it so without destroying the
game.

Don't bug the developer.  You'd be better off grabbing the relevant
concepts and trying to make a new game from the ground up.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com

On Mon, Dec 30, 2013 at 9:56 AM, Charles Rivard wee1s...@fidnet.com wrote:
 Have you contacted the developer and given the reasons that a blind person
 cannot play the game, and suggestions on how the game can be made
 accessible?

 ---
 Be positive!  When it comes to being defeated, if you think you're finished,
 you! really! are! finished!
 - Original Message - From: michael barnes c...@samobile.net
 To: gamers@audyssey.org
 Sent: Monday, December 30, 2013 10:15 AM

 Subject: [Audyssey] MindCraft for the blind.


 Hello.

 I have notice that everybody that I know is playing this very popular game
 call MindCraft.
 I would like to give this game a play, but sadly enough I am not able
 because I am blind.
 So I am wondering if there is an accessible version of the game, or a game
 simular to it?

 Thanks!

 ---
 Gamers mailing list __ Gamers@audyssey.org
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 list,
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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Thomas Ward
Hi all:

I find myself in full agreement with Dennis on this issue. Minecraft
is an FPS game, but the way it is designed it would take a massive
rewrite to make it accessible and by doing so it would largely change
the game for everyone involved. This is a case where someone would be
better off taking away the relevant concepts and writing their own
game rather than trying to make Minecraft itself accessible.

Cheers!


On 12/30/13, Dennis Towne s...@xirr.com wrote:
 Charles,

 There is no effective way to make minecraft blind accessible without
 changing the game into something entirely different.  A good way to
 think about it is to compare swamp to the original unreal tournament;
 they are both FPS games, but that is where the similarity ends.  There
 is no way whatsoever for a visually impaired person to be competitive
 in UT, and no way to change it to make it so without destroying the
 game.

 Don't bug the developer.  You'd be better off grabbing the relevant
 concepts and trying to make a new game from the ground up.

 Dennis Towne

 Alter Aeon MUD
 http://www.alteraeon.com

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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Charles Rivard
I think the fault was mine.  I think that, usually, when you come across a 
game that is not playable by blind people, your first step would be to 
contact the developer, explain the problem, and maybe give suggestions on 
the solution.  Michael has asked questions on the list that had very simple 
solutions if he had looked just a bit farther, or that he would have been 
able to resolve by applying the obvious first steps.  I saw his post about 
this game, and it was just like all of the others.  No details are given 
about what his problem is.  I had not heard of the game, and he said nothing 
about it other than the fact that a blind person cannot play it and he wants 
to.  I sent my post based on the fact that he probably had not done the 
obvious before asking list members.  That was my mistake.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: Dennis Towne s...@xirr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 30, 2013 3:07 PM
Subject: Re: [Audyssey] MindCraft for the blind.



Charles,

There is no effective way to make minecraft blind accessible without
changing the game into something entirely different.  A good way to
think about it is to compare swamp to the original unreal tournament;
they are both FPS games, but that is where the similarity ends.  There
is no way whatsoever for a visually impaired person to be competitive
in UT, and no way to change it to make it so without destroying the
game.

Don't bug the developer.  You'd be better off grabbing the relevant
concepts and trying to make a new game from the ground up.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com

On Mon, Dec 30, 2013 at 9:56 AM, Charles Rivard wee1s...@fidnet.com 
wrote:
Have you contacted the developer and given the reasons that a blind 
person

cannot play the game, and suggestions on how the game can be made
accessible?

---
Be positive!  When it comes to being defeated, if you think you're 
finished,

you! really! are! finished!
- Original Message - From: michael barnes c...@samobile.net
To: gamers@audyssey.org
Sent: Monday, December 30, 2013 10:15 AM

Subject: [Audyssey] MindCraft for the blind.



Hello.

I have notice that everybody that I know is playing this very popular 
game

call MindCraft.
I would like to give this game a play, but sadly enough I am not able
because I am blind.
So I am wondering if there is an accessible version of the game, or a 
game

simular to it?

Thanks!

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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Thomas Ward
Hi Darren:

Not for something like Minecraft. Minecraft has a very huge game
world, and something like a 10x10 grid or even something as large as
100x100 isn't big enough for the game world. In Minecraft the game's
over world contains various types of terrain and areas such as
forests, deserts, mountains, etc on what I assume to be a very large
grid. I suppose in theory a level editor would be possible, but it
would be a lot more complex than just dragging and dropping the
various elements of the game world on the grid.

I'd have to put more thought into a project like that. I am sure
something like Minecraft is doable, but it would have to be done
differently from the mainstream version. It is a fairly complex game
where you gather resources like wood, stone, ore, etc and then craft
tools and weapons. You can build houses and other structures while
trying to fend off giant spiders, skeletons, zombies, and other
monsters. In short, it is a complex piece of software to write and
even more complex to make fully accessible.

Cheers!


On 12/30/13, Darren Harris darren_g_har...@btinternet.com wrote:
 Hi Tom,

 Correct me if I'm wrong, but isn't any game world regardless of game no more
 than a map? Assuming that is the case, could we not just have like a map
 editor in the game? Four example you can have various selections. You would
 choose, whether you would have a 10 x 10 grid orate 100 x 100 great. Then
 you would choose various terrain types. Good something along those lines not
 work?

 Sent from my iPhone

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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Thomas Ward
Hi Charles:

Makes sense. Although, perhaps you should have checked Wikipedia or
something about the game before suggesting Michael contact the
developers as Minecraft is a fairly complex game and while I think a
game similar to it in concept can be made accessible I know of no
effective way to make the actual game itself accessible. Especially,
considering it has been ported to many different platforms from
Windows, Mac, Linux, iOS, and the XBox to name a few. With greater
cross-platform support the more difficult it is to add accessibility
because the access for each platform is different and ranges from very
good to absolutely none.

Cheers!


On 12/30/13, Charles Rivard wee1s...@fidnet.com wrote:
 I think the fault was mine.  I think that, usually, when you come across a
 game that is not playable by blind people, your first step would be to
 contact the developer, explain the problem, and maybe give suggestions on
 the solution.  Michael has asked questions on the list that had very simple

 solutions if he had looked just a bit farther, or that he would have been
 able to resolve by applying the obvious first steps.  I saw his post about
 this game, and it was just like all of the others.  No details are given
 about what his problem is.  I had not heard of the game, and he said nothing

 about it other than the fact that a blind person cannot play it and he wants

 to.  I sent my post based on the fact that he probably had not done the
 obvious before asking list members.  That was my mistake.

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 Be positive!  When it comes to being defeated, if you think you're finished,

 you! really! are! finished!

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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Charles Rivard

You're absolutely right.  I blowed it.  Heh heh heh.

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you! really! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 30, 2013 5:29 PM
Subject: Re: [Audyssey] MindCraft for the blind.



Hi Charles:

Makes sense. Although, perhaps you should have checked Wikipedia or
something about the game before suggesting Michael contact the
developers as Minecraft is a fairly complex game and while I think a
game similar to it in concept can be made accessible I know of no
effective way to make the actual game itself accessible. Especially,
considering it has been ported to many different platforms from
Windows, Mac, Linux, iOS, and the XBox to name a few. With greater
cross-platform support the more difficult it is to add accessibility
because the access for each platform is different and ranges from very
good to absolutely none.

Cheers!


On 12/30/13, Charles Rivard wee1s...@fidnet.com wrote:
I think the fault was mine.  I think that, usually, when you come across 
a

game that is not playable by blind people, your first step would be to
contact the developer, explain the problem, and maybe give suggestions on
the solution.  Michael has asked questions on the list that had very 
simple


solutions if he had looked just a bit farther, or that he would have been
able to resolve by applying the obvious first steps.  I saw his post 
about

this game, and it was just like all of the others.  No details are given
about what his problem is.  I had not heard of the game, and he said 
nothing


about it other than the fact that a blind person cannot play it and he 
wants


to.  I sent my post based on the fact that he probably had not done the
obvious before asking list members.  That was my mistake.

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finished,


you! really! are! finished!


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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Mike Reiser
Hopefully someone will consider making a game like that. I personally am tired 
of the usual stuff we get, and would like to see some out-of-the-box thinking. 
For example, I really want to see a call of duty type of game. Or something 
like Rise son of Rome.  I'm not saying that it's easy of course, as I know 
nothing of development. I just would like to see us catch up with the 
mainstream in terms of game titles.  And game types. Another example I think 
would be a game similar to something called world of tanks. I saw a commercial 
for that's this weekend, and really wish I could play.

Mike

 On Dec 30, 2013, at 4:24 PM, Thomas Ward thomasward1...@gmail.com wrote:
 
 Hi Darren:
 
 Not for something like Minecraft. Minecraft has a very huge game
 world, and something like a 10x10 grid or even something as large as
 100x100 isn't big enough for the game world. In Minecraft the game's
 over world contains various types of terrain and areas such as
 forests, deserts, mountains, etc on what I assume to be a very large
 grid. I suppose in theory a level editor would be possible, but it
 would be a lot more complex than just dragging and dropping the
 various elements of the game world on the grid.
 
 I'd have to put more thought into a project like that. I am sure
 something like Minecraft is doable, but it would have to be done
 differently from the mainstream version. It is a fairly complex game
 where you gather resources like wood, stone, ore, etc and then craft
 tools and weapons. You can build houses and other structures while
 trying to fend off giant spiders, skeletons, zombies, and other
 monsters. In short, it is a complex piece of software to write and
 even more complex to make fully accessible.
 
 Cheers!
 
 
 On 12/30/13, Darren Harris darren_g_har...@btinternet.com wrote:
 Hi Tom,
 
 Correct me if I'm wrong, but isn't any game world regardless of game no more
 than a map? Assuming that is the case, could we not just have like a map
 editor in the game? Four example you can have various selections. You would
 choose, whether you would have a 10 x 10 grid orate 100 x 100 great. Then
 you would choose various terrain types. Good something along those lines not
 work?
 
 Sent from my iPhone
 
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Re: [Audyssey] MindCraft for the blind.

2013-12-30 Thread Thomas Ward
Hi Mike:

I think the principle problem is time. A game of any serious
complexity takes time that people either don't have to begin with, or
they could spend that time working on two or three smaller projects
instead of one very complex one. I'm sure I have the skills to write
something like Minecraft, Call of Duty, etc, but I simply don't have
the time right now to put in to a game of that complexity. I'd say
that there are plenty of other audio game developers that similarly
are unable to do anything that complex do to time constraints as well.

I know when I started USA Games I had all kinds of game ideas of doing
something like the mainstream. Basically, converting all of my
favorite mainstream games into audio games. The reality is that while
it is a nice idea I don't have all day every day to spend working on
those ideas, to work on programming said games, and that is what it
might take to bring some very complex audio games into existence. Plus
the reality is that even if I did spend a couple of years slaving to
create such a game I wouldn't make much money off of it. I'd be better
off creating an actual video game and selling it to the general market
than slaving for the audio games community.

Cheers!


On 12/30/13, Mike Reiser mikereise...@gmail.com wrote:
 Hopefully someone will consider making a game like that. I personally am
 tired of the usual stuff we get, and would like to see some out-of-the-box
 thinking. For example, I really want to see a call of duty type of game. Or
 something like Rise son of Rome.  I'm not saying that it's easy of course,
 as I know nothing of development. I just would like to see us catch up with
 the mainstream in terms of game titles.  And game types. Another example I
 think would be a game similar to something called world of tanks. I saw a
 commercial for that's this weekend, and really wish I could play.

 Mike


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