Re: We are developing a fps audio game using 3D sound (HRTF)

2016-10-24 Thread AudioGames . net Forum — Developers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

It's official guys, Blackspace is finished and ready for download  I'll be making a post in the new releases section in a second with a link to the website where you can download the game, so head over there now!

URL: http://forum.audiogames.net/viewtopic.php?pid=283937#p283937





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-10-12 Thread AudioGames . net Forum — Developers room : alisson via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

hello! great news! i cant wait for play it!

URL: http://forum.audiogames.net/viewtopic.php?pid=282597#p282597





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-10-12 Thread AudioGames . net Forum — Developers room : Haramir via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Hello folks, and cant wait to play it! Best regards, Haramir.

URL: http://forum.audiogames.net/viewtopic.php?pid=282589#p282589





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-10-12 Thread AudioGames . net Forum — Developers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Hey guys.Just checking in to let you know that we will be releasing very soon. We have a definite release date of 26 October, although we may be releasing even sooner if possible. We are currently finishing up on level design and I am working on a tutorial level to introduce players to the game. I'm also working on getting the game properly packaged and ready for deployment to all you wonderful people. Can't wait for you guys to play the game! 

URL: http://forum.audiogames.net/viewtopic.php?pid=282584#p282584





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-19 Thread AudioGames . net Forum — Developers room : sanslash332 via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

hmmm can you show me your alsoft.ini?and your current distribution of the files?Respecting the api, of openal, and for the game. You can override the user settings directly from the game? For example. If the user doesn't have openalsoft installed, and doesn't habe the mhr files or the alsoft.ini  you can use a local openal32.dll placed in the folder of the game, with its corresponding ini an mhr without conflicting with the current settings of the user?Thanks for all!

URL: http://forum.audiogames.net/viewtopic.php?pid=279667#p279667





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-19 Thread AudioGames . net Forum — Developers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

I suppose it doesn't really matter where you put the mhr files as long as you give the correct location at hrtf-paths in the alsoft.ini

URL: http://forum.audiogames.net/viewtopic.php?pid=279594#p279594





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-19 Thread AudioGames . net Forum — Developers room : sanslash332 via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

First, thanks for the code, I'm gona try it. But if java doesn't work, I can tri using directly the  lib in c++Respect the folder... ¿are you sure?the alsoft.ini is placed on c:\users\user\appdata\roaming\alsoft.ini the tutorial say this. And the MHR file have to be at the same folder... or the tutorial is wrong and the mhr file have to be placed in a openal subfolder at roaming?hTanks for all!Respecting the tool, well, i have to send a issue to openalsoft github for that case will be checked :3thanks for all!

URL: http://forum.audiogames.net/viewtopic.php?pid=279563#p279563





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-16 Thread AudioGames . net Forum — Developers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Hi Sanslash.I admit I too had a bit of trouble figuring out if HRTF was indeed working at first. As far as I can tell that info tool doesn't actually seem to work, it still tells me "No HRTFs found". In the end the only way I was able to make absolutely certain that it was working was by querying the HRTF status within my actual program and having it print out to the console. This might be somewhat inconvenient for you if you don't typically write in Java and don't already have the latest LWJGL nightly build but the best I can do is paste you some code to run in your Java IDE of choice which will let you know for certain if you do indeed have HRTF installed.import org.lwjgl.BufferUtils;import org.lwjgl.openal.*;import org.lwjgl.openal.SOFTHRTF;import static org.lwjgl.openal.ALC10.*;import static org.lwjgl.system.MemoryUtil.*;import java.nio.ByteBuffer;import jav
 a.nio.IntBuffer;public class Main {    public static void main(String[] args) {        long device = alcOpenDevice((ByteBuffer) null);        if (device==NULL) {            throw new IllegalStateException("Error: failed to open the default device");        }        ALCCapabilities deviceCaps = ALC.createCapabilities(device);        IntBuffer contextBuf = (IntBuffer) BufferUtils.createIntBuffer(3).put(new int[]{SOFTHRTF.ALC_HRTF_SOFT, ALC_TRUE, 0}).flip();        System.out.println("OpenALC10: " + deviceCaps.OpenALC10);        System.out.println("OpenALC11: " + deviceCaps.OpenALC11);        System.out.println("caps.ALC_EXT_EFX = " + deviceCaps.ALC_EXT_EFX);  &
 nbsp;     System.out.println("\nNum HRTF specifiers = 2: " + (alcGetInteger(device, SOFTHRTF.ALC_NUM_HRTF_SPECIFIERS_SOFT) == 2));        long context = alcCreateContext(device, contextBuf);        alcMakeContextCurrent(context);        System.out.println("Sample rate: " + alcGetString(device, SOFTHRTF.ALC_HRTF_SPECIFIER_SOFT));        int response = alcGetInteger(device, SOFTHRTF.ALC_HRTF_STATUS_SOFT);        System.out.println("HRTF enabled: " + (response == SOFTHRTF.ALC_HRTF_ENABLED_SOFT || response == SOFTHRTF.ALC_HRTF_REQUIRED_SOFT));        System.out.println("HRTF state: 0x" + Integer.toHexString(response)+ "\n");        AL.createCapabilities(deviceCaps);        alcDestroyContext(context);    &
 nbsp;   alcCloseDevice(device);    }}I hope this is helpful.

URL: http://forum.audiogames.net/viewtopic.php?pid=279174#p279174





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-12 Thread AudioGames . net Forum — Developers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

No problem buddy! Just to update everyone, we are currently working on implementing the last few enemy types to be included in the game. We are aiming to finish with all the engine stuff by the end of this week and then we're just going to be focusing solely on level design. We are also planning to put up a trailer real soon, if not next week then the week after.Cheers folks!

URL: http://forum.audiogames.net/viewtopic.php?pid=278615#p278615





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-12 Thread AudioGames . net Forum — Developers room : sanslash332 via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

@CosmicNeanderthalThanks for the info!In personal, Java isn't one of my preferred develop environments, but I can achieve the same result using pyAl or some wraper for .net :3Thanks for the info! I will use this in the future!I

URL: http://forum.audiogames.net/viewtopic.php?pid=278584#p278584





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-07 Thread AudioGames . net Forum — Developers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

This article explains how you can get HRTF to work in games that use the OpenAL API.

URL: http://forum.audiogames.net/viewtopic.php?pid=278073#p278073





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-07 Thread AudioGames . net Forum — Developers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

I use LWJGL to access the OpenAL API. The LWJGL forums are very helpful if you want to learn about how to implement HRTF in your projects. This thread helped me get started a couple months back.

URL: http://forum.audiogames.net/viewtopic.php?pid=278072#p278072





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-07 Thread AudioGames . net Forum — Developers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

The standard OpenAL implementation does not support HRTF as far as I know, but the OpenAL Soft software implementation does. You can download it here. With OpenAL Soft you should be able to enable HRTF in all games that use OpenAL for sound. It's pretty awesome 

URL: http://forum.audiogames.net/viewtopic.php?pid=278070#p278070





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-05 Thread AudioGames . net Forum — Developers room : sanslash332 via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Well, your idea is definitelly awesome!Thanks for all, I'm waiting for tchec the final game!And I didn't know that openal supports HRTF X_X. I want use, a lot of time, hrtf on my progects, and I've tried open al sometimes,but I don't know that it supports hrtf rofl.Exist any tutorial or guide, on how to achieve efectiveli use of hrtf in a openal opogect? I know the listener, buffer an sources stuf, but no how to implement hrtf over your scene configuration :3Well, thanks for all. waiting for a result!

URL: http://forum.audiogames.net/viewtopic.php?pid=277839#p277839





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-04 Thread AudioGames . net Forum — Developers room : Ishan Dhami via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Hi cozmik!ausam! as you know the cozmik I mean a cozmik is developing and how it will be cool when a cozmik will look at the cozmik the cozmik is not that you are thinking but defenately you will get the idea. thanks for responding Ishan

URL: http://forum.audiogames.net/viewtopic.php?pid=277738#p277738





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-04 Thread AudioGames . net Forum — Developers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Hey Ishan, thanks for the warm welcome!We will be using TTS for a lot of the feedback. Stuff like navigating menus and checking how much ammo or health you have left will be dictated to you through TTS. That said we will have a small introductory sequence where there will be a voice over to give some exposition on the 'story' of the game. We're really focusing on game play here though, so don't expect to hear anything that sounds like Ridley Scott wrote it haha.

URL: http://forum.audiogames.net/viewtopic.php?pid=277697#p277697





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-04 Thread AudioGames . net Forum — Developers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Hey Ishan, thanks for the warm welcome!We will be using TTS for a lot of the feedback. Stuff like navigating menus and checking how much ammo or health you have left will be dictated to you through TTS. That said we will have a small introductory sequence where there will be a voice over to give some exposition on the 'story' of the game. We're really focusing on game play here though, so don't expect to hear anything that sounds like Ridley Scott wrote it or anything haha.

URL: http://forum.audiogames.net/viewtopic.php?pid=277697#p277697





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-03 Thread AudioGames . net Forum — Developers room : Ishan Dhami via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Hi cozmik! welcome to the forum! good luck with your game and yeah definitely I will try your game when it will be ready. I have one question do you use the TTS or human voice in this game? if the story has been voice over it will be the great as you see in shades of doom by ksapergia. as far as the navigational system goes it will be great if we can track the object in a particular area. ThanksIshan

URL: http://forum.audiogames.net/viewtopic.php?pid=277628#p277628





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-03 Thread AudioGames . net Forum — Developers room : nuno69 via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Hello!That would be really great!I am relaly interested in this game.

URL: http://forum.audiogames.net/viewtopic.php?pid=277520#p277520





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-03 Thread AudioGames . net Forum — Developers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Thanks Jones, good question. There are a few rules we follow when designing levels to make navigation as straightforward as possible. Firstly environmental/ambient space station sounds are almost always placed near doors, so that the player should be able to navigate the level fairly easily by simply following these atmospheric sounds. You can hear doors open when you are in range of them, and they close behind you once you have passed through, indicating that you have successfully left that room/passage. The levels are also designed to guarantee a lot of looping back and forth between areas, so if the player is paying attention he/she can easily get a good impression of the layout of the rooms and passages. We also make sure that each individual room or passage is fairly small, so it's not really possible to get hopelessly lost since there's not too much room to get lost in. The game is going more for an arcade-like approach than a strictly realistic one, 
 we don't generally place sounds in rooms just for the effect alone. Chances are if you can hear a sound, it's been strategically placed there to guide you.That said it is possible to get a bit confused at times and find yourself bumping into walls, but the game makes it very clear to you when this is happening by having your character make a recognisable "umph" sound, which I suppose could be considered a virtual cane of sorts. When this does happen, one should simply walk backwards or strafe out of that position and try to re-orientate him or herself.

URL: http://forum.audiogames.net/viewtopic.php?pid=277517#p277517





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-03 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Are you planning on implementing anything in particular to aid with navigation (EG sonars, virtual canes, sonifiers), or is that handled by environmental sounds and such?Something I've noticed is that the ability to snap to the cardinal directions is an excellent substitute for the ability to visually align to walls and the like, but it does somewhat clash with the idea of making the experience as immersive as possible. In reality, a blind person would align either to things they can touch, or things with an obvious and consistent direction (traffic, the sun, the fact that that army of crickets is probably in grass and not on the road, etc). I've found that doing it that way in audio games is trickier than reality (and in reality it's easier to misestimate how much you've turned); realistic virtual echolocation still isn't available, and if we're aligning by touch, we don't get to move arms or legs or canes to do so, so it's more like 
 bumper-cars. So if there aren't obvious environmental sounds to align to (and sometimes even then, depending on the soundscape), I generally find it easy to get hopelessly lost.I wouldn't suggest any method in particular, just that whatever it is, it's reasonably intuitive to the majority of players. (Disclaimer: I'm bad at picking methods which are intuitive to the majority of players.)

URL: http://forum.audiogames.net/viewtopic.php?pid=277515#p277515





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-03 Thread AudioGames . net Forum — Developers room : CosmicNeanderthal via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Hi guys! Nice to see we already have a few interested folks!We are planning on releasing a trailer to showcase the game real soon. I'll definitely keep you guys posted and let you know when that's available for listening.The game is being written in Java using LWJGL to access the OpenAL API. The 3D sound simulation is made possible entirely by the HRTF functionality present in the OpenAL Soft implementation. If you've ever listened to that virtual barbershop thing, that's basically the experience you'll get when playing the game. Stuff that's behind you will sound like it's behind you and you won't have much trouble figuring it out since it all seems pretty natural. It's actually pretty cool stuff so do read up on  it here if you're at all interested.I just realised that I never even gave the name of the game haha, it's Blacksp
 ace. Most of the sounds we are using in game have been sampled directly from the original Quake game, as well as a couple sounds downloaded from freesound.org.Keep on posting folks!

URL: http://forum.audiogames.net/viewtopic.php?pid=277512#p277512





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-02 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

What language will it be coded in? Maybe Peter Meijer's image to sound techniques could make an useful addon, depending on rendering output. I don't have a whole lot of experience in 3D but I have an open source prototype demonstrating the concept over here if your interested in having a look.

URL: http://forum.audiogames.net/viewtopic.php?pid=277431#p277431





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-02 Thread AudioGames . net Forum — Developers room : Haramir via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Hello folks! Yeah, welcome aboard! I thank you for this project, it reminds me of good old games I used to play with my dady. Can't wait to see it working. Best regards, Haramir.

URL: http://forum.audiogames.net/viewtopic.php?pid=277415#p277415





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Re: We are developing a fps audio game using 3D sound (HRTF)

2016-09-02 Thread AudioGames . net Forum — Developers room : Figment via Audiogames-reflector


  


Re: We are developing a fps audio game using 3D sound (HRTF)

Hello! And welcome to the audiogames.net forums!This game sounds like it's right up my alley. I prefer games that focus on exploration and puzzles solving over wall to wall battles. This game sounds like it will be somewhat like the Blindside game (http://www.blindsidegame.com/), which I thoughly enjoyed, even though it was short and was never finished, or at least none of the subsequent chapters of the story were never produced.If you are this close to release, do you perhaps have any recordings of the gameplay we could listen to?I like the idea of the game's proceeds benefiting the blind, I'd be more willing to buy games if more developers did something like that.Looking forward with eager, and sweaty hands for this game!

URL: http://forum.audiogames.net/viewtopic.php?pid=277401#p277401





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We are developing a fps audio game using 3D sound (HRTF)

2016-09-02 Thread AudioGames . net Forum — Developers room : CosmicNeanderthal via Audiogames-reflector


  


We are developing a fps audio game using 3D sound (HRTF)

First of all, apologies to all if this is the incorrect place to post this topic, I believed this to be the right place.As the topic says, we are a small team of developers/students from Cape Town South Africa who are currently developing a first person shooter audio game that features fully simulated 3 dimensional sound. The 3D sound capabilities are achieved through the use of the OpenAL Soft implementation of the OpenAL 3D audio API, specifically making use of the HRTF functionality.The game plays much like the original Doom video games developed by id Software in the nineties, although with less emphasis on shooting, and more on exploration of maze-like levels with some horror elements included. The player can move and rotate in any direction on the horizontal plane. That is to say that you can move forwards and backwards and side to side, but you may not look or move up and down.The game is currently in the final stages of development, and we are planning
  to release it some time in mid-October. We will be distributing the game on a donation basis from our dedicated website, which is not yet live at this time. All donations received will go directly to the Cape Town Society for the Blind.We are planning on releasing the game as open-source, and have constructed the game to be as mod friendly as possible. The levels are created in a floor-plan format using text-files, where certain characters represent different objects within the game (e.g '|' = wall, 'Z' = zombie). This means that anyone will quickly and easily be able to create their very own levels and play them, should they wish to do so.Below is a link to the Cape Town Society for the Blind website, as well as my email address if you'd like to contact me directly for whatever reason. Cape Town Society for the Blind: http://ctsb.co.za/My email: jackfor...@gmail.comPlease do let us know wha
 t you think, and watch this space for updates. Oh and feel free to read the cheesy game-play scenario below.  You take on the role of a lone survivor stranded on an abandoned space station where some sort of horribly catastrophic event has taken place, resulting in the deaths of all other personnel. You must navigate your way through the labyrinthine hallways of the space station, searching for key cards and fighting off all manner of foul creatures, in order to reach the last remaining escape pod. Armed with your trusty shotgun, you are ready to do what it takes to survive.

URL: http://forum.audiogames.net/viewtopic.php?pid=277394#p277394





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