Re: Introducing: Out of Sight Games

2017-01-10 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Assault: Yes, I did, just haven't had the chance to respond. Tonight, hopefully.

URL: https://forum.audiogames.net/viewtopic.php?pid=293275#p293275





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Re: Introducing: Out of Sight Games

2017-01-10 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

I admit I don't have quite the same difficulties that Leron does with games such as Swamp, but I do think there are audio cues that could be considered for future titles that are more action oriented. Shadow Line's system of using different tones to signify whether a possible threat is behind you or off to the side is one of the most inovative things I've seen. Also, for Joseph, did you receive my email?

URL: https://forum.audiogames.net/viewtopic.php?pid=293252#p293252





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Re: Introducing: Out of Sight Games

2017-01-10 Thread AudioGames . net Forum — General Game Discussion : Muhammad Hajjar via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

I'm totally agree with Lirin.

URL: https://forum.audiogames.net/viewtopic.php?pid=293256#p293256





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Re: Introducing: Out of Sight Games

2017-01-10 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

bryanP: The thing about making RPGs is they're probably the most content-heavy genre of game. Linear games like a conventional FPS, you just have to worry about level design; in an RPG you have to worry about world-building. It's definitely a lot to do - even if you do have the chops to program the underlying mechanics (which I do not - that's why pairing up with Ian has been so wonderful).Lirin: To be fair, when you're walking around, you're able to notice whether things are behind you because we perceive front back sound through microscopic head movements. If your head is perfectly still and a sound plays in front of you or behind you, it's actually next to impossible to tell.So even with HRTF support, it can still be difficult to tell if a sound is in front of you or behind you, unless you're moving. But the good thing is that in this particular game, you don't actually need that information too much. The way navigation work
 s in the game, such as with controls to automatically turn you to face units or containers, and the fact that you don't need to be able to spatially locate enemies in combat, means that this shortcoming of game audio really isn't too much of a handicap. Whereas in a game with FPS-style combat, not knowing whether a zombie is in front of you or behind you can be deadly.

URL: https://forum.audiogames.net/viewtopic.php?pid=293250#p293250





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Re: Introducing: Out of Sight Games

2017-01-10 Thread AudioGames . net Forum — General Game Discussion : Lirin via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Back to the nav:I looked at the recordings and if the game will have HRTF (and it will as far as I know!) it sounds much much better. Very often the FPS style in audio games is just bad presented (Swamp the best example) I'll try to compare this situation to the real life:When I'm just walking around I haven't any problems finding places etc as naturally I can hear everything around. In the games like Swamp, Shades of doom and so on there's still stereo output what makes things more complicated. I can hear an object behind me? in the practice not really, it's in the center of the panorama and that's it, I haven't an audio information where it exactly is.This is why in typical 2d games navigation works way better and ingames like Shadow line I can move around fast and without any problems. I can understand how Swamp works but I can't feel it. I'm moving around the 3d space but can't hear it's 3d. I hope A H
 ero's Call will solve this problem which most of games suffers a lot.

URL: https://forum.audiogames.net/viewtopic.php?pid=293225#p293225





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Re: Introducing: Out of Sight Games

2017-01-10 Thread AudioGames . net Forum — General Game Discussion : Muhammad Hajjar via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

I'm totally agree with Lirin.

URL: http://forum.audiogames.net/viewtopic.php?pid=293256#p293256





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Re: Introducing: Out of Sight Games

2017-01-10 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

I admit I don't have quite the same difficulties that Leron does with games such as Swamp, but I do think there are audio cues that could be considered for future titles that are more action oriented. Shadow Line's system of using different tones to signify whether a possible threat is behind you or off to the side is one of the most inovative things I've seen. Also, for Joseph, did you receive my email?

URL: http://forum.audiogames.net/viewtopic.php?pid=293252#p293252





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Re: Introducing: Out of Sight Games

2017-01-10 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

bryanP: The thing about making RPGs is they're probably the most content-heavy genre of game. Linear games like a conventional FPS, you just have to worry about level design; in an RPG you have to worry about world-building. It's definitely a lot to do - even if you do have the chops to program the underlying mechanics (which I do not - that's why pairing up with Ian has been so wonderful).Lirin: To be fair, when you're walking around, you're able to notice whether things are behind you because we perceive front back sound through microscopic head movements. If your head is perfectly still and a sound plays in front of you or behind you, it's actually next to impossible to tell.So even with HRTF support, it can still be difficult to tell if a sound is in front of you or behind you, unless you're moving. But the good thing is that in this particular game, you don't actually need that information too much. The way navigation work
 s in the game, such as with controls to automatically turn you to face units or containers, and the fact that you don't need to be able to spatially locate enemies in combat, means that this shortcoming of game audio really isn't too much of a handicap. Whereas in a game with FPS-style combat, not knowing whether a zombie is in front of you or behind you can be deadly.

URL: http://forum.audiogames.net/viewtopic.php?pid=293250#p293250





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Re: Introducing: Out of Sight Games

2017-01-10 Thread AudioGames . net Forum — General Game Discussion : Lirin via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Back to the nav:I looked at the recordings and if the game will have HRTF (and it will as far as I know!) it sounds much much better. Very often the FPS style in audio games is just bad presented (Swamp the best example) I'll try to compare this situation to the real life:When I'm just walking around I haven't any problems finding places etc as naturally I can hear everything around. In the games like Swamp, Shades of doom and so on there's still stereo output what makes things more complicated. I can hear an object behind me? in the practice not really, it's in the center of the panorama and that's it, I haven't an audio information where it exactly is.This is why in typical 2d games navigation works way better and ingames like Shadow line I can move around fast and without any problems. I can understand how Swamp works but I can't feel it. I'm moving around the 3d space but can't hear it's 3d. I hope A H
 ero's Call will solve this problem which most of games suffers a lot.

URL: http://forum.audiogames.net/viewtopic.php?pid=293225#p293225





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Re: Introducing: Out of Sight Games

2017-01-09 Thread AudioGames . net Forum — General Game Discussion : BryanP via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Well from what little I've heard I like the audio ambiance, particularly in the town with the horses and people walking by. I've toyed with the idea of developing RPG's since I agree we have two few in English (three in fact), but I have no skill at programming and my mathematical skills or more accurately my lack thereof virtually guarantee that I'm not likely to learn to program anytime soon. And yes, I have tried at various times.

URL: http://forum.audiogames.net/viewtopic.php?pid=293214#p293214





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Re: Introducing: Out of Sight Games

2017-01-06 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

We'll probably have the collector's edition (which includes the soundtrack and bonus item pack) available for purchase after the campaign, because we have to order the components in bulk. If we wind up selling out of the collector's edition, then the KS campaign is currently the only planned way of getting the bonus item pack. The soundtrack will most likely be available through iTunes as well. Hope that helps :-)

URL: http://forum.audiogames.net/viewtopic.php?pid=292653#p292653





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Re: Introducing: Out of Sight Games

2017-01-06 Thread AudioGames . net Forum — General Game Discussion : staindaddict via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

@Joseph Westhouse:Will I be able to get the game with the soundtrack, and the unlockable bonus package through purchasing the game? I don't have the money to donate right now, but I'd like the soundtrack, and the extra content. Can you make this available through other methods other than donating?

URL: http://forum.audiogames.net/viewtopic.php?pid=292643#p292643





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Re: Introducing: Out of Sight Games

2017-01-05 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

It's possible - honestly not sure yet. We've gone back and forth about whether or not we want to release a demo, and we're still on the fence about it.

URL: http://forum.audiogames.net/viewtopic.php?pid=292507#p292507





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Re: Introducing: Out of Sight Games

2017-01-05 Thread AudioGames . net Forum — General Game Discussion : Sean-Terry01 via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Is there any way that there might be a possible demo to play a little bit of at some point?

URL: http://forum.audiogames.net/viewtopic.php?pid=292494#p292494





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Re: Introducing: Out of Sight Games

2017-01-05 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Part of it has to do with familiarity. I know some of our testers grumbled about our nav system initially, but every one of them emailed back after using it for a while and said they were navigating like a pro. So sometimes it just has to do with what you're familiar with. People also have different degrees of "spatial intelligence" meaning some people are just better at orienting themselves in that way than others. My hope is that the turn-by-turn beacons and some other features will make the game playable for those who don't do as well with this sort of navigation, but that those who really enjoy this kind of navigation will really be able to set out on their own and enjoy the thrill of exploring an immersive environment.

URL: http://forum.audiogames.net/viewtopic.php?pid=292464#p292464





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Re: Introducing: Out of Sight Games

2017-01-05 Thread AudioGames . net Forum — General Game Discussion : FabiG94 via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

HiI agree with SLJ For example in Paladin the steps are not sonorized, I do not say that this is bad, but I can not understand that there are people who get lost in Swamp.greetings and thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=292462#p292462





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Re: Introducing: Out of Sight Games

2017-01-05 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hi.Regarding navigation systems: This is difficult, because people are using different ways to navigate. I'm pretty okay at navigating, so I can get used to almost everything. But people who are less good at navigation or people who just navigates in other ways than me might need other navigation system.So, what is that great regarding navigation in Paladin of the sky and Manamon which you don't find in a heros call? Can you describe more about what confuses you while navigating, or how you would like a great navigation system for you?You'll get exactly the same navigation system in Swamp and all other first person games, if you keep track of what direction you're phasing, and you can sidestep. So I don't understand why you find a first person game that difficult to navigate. I would gladly add a new topic regarding navigation in the different games if that would help. Maybe people just don't get how the navigation system works, I
 39;m not sure.

URL: http://forum.audiogames.net/viewtopic.php?pid=292431#p292431





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Re: Introducing: Out of Sight Games

2017-01-05 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

I think what we're seeing here is that neither style is superior, and it ultimately comes down to player preference. This has probably been the case every time video games underwent a major shift in perspective, too, such as the move to 3-D. Ultimately, the strengths and weaknesses of the navigation styles we're discussing have to do with the style of gameplay and type of experience. For us, immersion is a key goal of the game, meaning the sense of actually being present in the game world. For that reason we chose a first-person perspective, which is the most immersive. Whether someone prefers this or not will vary from gamer to gamer, which isn't something we can control - so all we can do is choose the option that best suits our overall intent for the style of game and type of experience. :-)

URL: http://forum.audiogames.net/viewtopic.php?pid=292423#p292423





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Re: Introducing: Out of Sight Games

2017-01-05 Thread AudioGames . net Forum — General Game Discussion : Muhammad Hajjar via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

And that's the problem in my opinion. The need for beacons means that the navigation system needs full attention from you, which might complicates you. But when you navigate according to the map itself like in VGStorm's navigation system and shadow line's, you'll simulate the mainstream games as sighted people always look around at the map (the place they're currently in generally) to navigate and find out where should they go and where will they head to.

URL: http://forum.audiogames.net/viewtopic.php?pid=292422#p292422





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Re: Introducing: Out of Sight Games

2017-01-05 Thread AudioGames . net Forum — General Game Discussion : blindndangerous via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

I disagree with you about swamp's navigation system, it's extremely simple.  I never get lost while playing it, especially with the beacons system.

URL: http://forum.audiogames.net/viewtopic.php?pid=292413#p292413





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Re: Introducing: Out of Sight Games

2017-01-05 Thread AudioGames . net Forum — General Game Discussion : Muhammad Hajjar via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

HiWell I agree with Lirin that we need a good navigation system like in paladin of the sky, manamon and shadow line. Each one of them represents a simple and easy navigation system to deal with. Unlike swamp's one, which is very difficult and complicated.

URL: http://forum.audiogames.net/viewtopic.php?pid=292402#p292402





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Re: Introducing: Out of Sight Games

2017-01-04 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

It's here! I've posted a separate thread specifically for the Kickstarter campaign, but here's the link as well: https://www.kickstarter.com/projects/11 … =discoveryPlease do me a favor and keep questions or comments about the campaign itself over on the other thread. I'll keep an eye on this thread as well and will continue to use it to discuss general things about the game and Out of Sight Games as a whole. Thank you all for your interest, feedback, support and patience thus far - we have only just begun!

URL: http://forum.audiogames.net/viewtopic.php?pid=292317#p292317





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Re: Introducing: Out of Sight Games

2017-01-04 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Alright everyone - we will be launching at 4:30 CST - that's just over three hours away! I won't be able to share the link until a little bit after we launch, as I'll still be at work, but expect links here very soon after we launch.

URL: http://forum.audiogames.net/viewtopic.php?pid=292288#p292288





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Re: Introducing: Out of Sight Games

2017-01-04 Thread AudioGames . net Forum — General Game Discussion : blindndangerous via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Somewhere else to post guys would be Reddit, as their is at least one subreddit for audiogames, and plenty for games in general.  That would help spread the word further.

URL: http://forum.audiogames.net/viewtopic.php?pid=292266#p292266





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Re: Introducing: Out of Sight Games

2017-01-04 Thread AudioGames . net Forum — General Game Discussion : FabiG94 via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hi@Lirin I do not agree at all.   Personally I think Swamp uses an excellent 3D. shadow line Use the best navigation, that is true, but swamp also is Excellent for browsing and exploring. greetings and thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=292254#p292254





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Re: Introducing: Out of Sight Games

2017-01-04 Thread AudioGames . net Forum — General Game Discussion : Lirin via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Yeah, you're right. The problem is we haven't really a true First person title represented by sound. To immerse yourself in the world using this method it is highly required to have 3d (binaural) audio so you could exacly say where you are and what is around you.The best examples of FPS? papa sangre, nightjar etc. These examples showed me it is possible and I really hat fun playing these games where everything was represented just perfect!I hate games where you actually can hear a object in front of you but it's actually behind (SWamp, shades of doom and the many others) can be examples of this situation. To be fair, there's only one game where I am not lost and everything is really clear, it's Legacy and this is really, really fantastic masterpiece.Well, hard to tell before trying your game, I'll say more when I'll put my hands on it.I'm experienced player who played many, many video games from years and many of t
 he audio games lacks the real immersion just because the audio is screwed up so very often it's more frustrating than fun and entertaining, atleast for me. 

URL: http://forum.audiogames.net/viewtopic.php?pid=292250#p292250





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Re: Introducing: Out of Sight Games

2017-01-04 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Guys Unless something strange happens between now and then, the Kickstarter project will launch tonight!!! Stay tuned for links!Lyron, I'm not sure what you mean exactly, so I apologize if I haven't been clear. You're right, Swamp isn't technically 3-D as there's only a flat plane - and in fact, I'm not sure there ever has been, or ever will be, a truly 3-D audio game. The difference between Swamp and, say, Entombed is that Swamp is first person and Entombed is top-down. So in Swamp, all objects are represented in space as if you were standing there listening to them, either in front of you, behind you, to your left or to your right. So in terms of the 2-D plane, the X axis would be left and right, and the Y axis would be forward and backward. In something like Entombed it's still a 2-D X/Y system, but the Y axis is up and down, which is represented by arbitrary audio cues since our ears can't actually detect "up" and 
 uot;down" from sound.So our game falls into the Swamp category, where sounds are represented realistically as if you're walking through the game world. We find this creates the most immersive experience, as you can imagine you're actually in the world of the game. If you've had navigation troubles with Swamp this may be a problem for you - but then again, it may not, as our radar system is very different from Swamp, and we also have a beacon system that leads you turn-by-turn, rather than taking you in a straight line, even if that line passes through obstacles. So hopefully you'll find that this game is easier for you to navigate than other first-person games you've played. We also have the ability to check your coordinates, and to pull up a top-down map to look at your surroundings from a top-down perspective if that's easier for you - though personally I almost never use either of these features; still, they may be useful to you.

URL: http://forum.audiogames.net/viewtopic.php?pid=292241#p292241





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Re: Introducing: Out of Sight Games

2017-01-04 Thread AudioGames . net Forum — General Game Discussion : Lirin via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Oh damn, so, 3d without 3d? Swamp isn't 3d game to be fair. I can't imagine a 3d game without 3d audio presentation.This is why I prefer games like Shadow line where I haven't any navigational issues and problems. I remember when I wanted to play games like Swamp, Shades of doom etc and I was always lost there haha, because of the stupid coords system. I believe audio should represend everything if we are talking about 3d than looking on the numbers to see where you are. Shadow line is more like a classic RPG in style of Final fantasy V / VI for SNES and it's so fantastic, of course there is real-time battle and in FF turn-based. Hopefully Your game will be MUCH DIFFEREND from the above examples of well, 3d games... Now I'm pretty sure I want to try it out before donating.

URL: http://forum.audiogames.net/viewtopic.php?pid=292233#p292233





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Re: Introducing: Out of Sight Games

2017-01-03 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hey guys - quick announcement then answers to your questions:The other members of the team (the sighted ones who don't have to deal with screen readers that hate Kickstarter's editing interface) are doing a final review of the project. As soon as they do, we'll submit it to Kickstarter for review - should have it submitted tonight!!!Simba: Great question - we will have graphics, though at this point it remains to be seen how sophisticated those graphics will be. For example, we don't know whether characters will be represented by fully animated 3-D models, or more simple sprites, or just generic shapes that are used to represent the figures. What we can say is that we're committed to playing a game that is not only fully accessible to blind gamers, but is also fully visually accessible. We just talked tonight about wanting to get out a demo video of our graphics sometime in the next month or so. Hopefully we'll be able to get that done.<
 /p>Lyron, regarding 3D vs. top-down exploration - it's sort of a complicated answer. Graphically the game will support two views - a top-down view and a first-person view. However all audio in the game is from a first-person perspective, so sighted players will probably stick with the first-person graphics, but gamers with limited vision may find that the top-down mode is more useful. So to compare the audio perspective to existing games, it's more like Swamp than Entombed in terms of how you navigate and hear your surroundings. I hope that helps, but feel free to ask for clarification.

URL: http://forum.audiogames.net/viewtopic.php?pid=292167#p292167





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Re: Introducing: Out of Sight Games

2017-01-03 Thread AudioGames . net Forum — General Game Discussion : Lirin via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Joseph:I read through everything about this project as a big fan of all RPGs and especially old console games like JRPGs.Can you actually confirm / answer a few questions?As it's stated in the interview with your sound designer, the game will have two types of exploration, 3d and top down, is it true? I hope yes as I'll choose top-down for SURE.Hopefully the game will contain the chars dialogues also when you're battling, good example of it is the last FF XV or even some older games from this series.Finally, I think it will be really great if you can post a prototype or the demo when the KCK campaign will be posted. It's something popular in the last time and can give a lot to your players before donating.Thanks and be sure to get me in when the KCK will be ready, I'll help by donating and spreading the word!

URL: http://forum.audiogames.net/viewtopic.php?pid=292159#p292159





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Re: Introducing: Out of Sight Games

2017-01-03 Thread AudioGames . net Forum — General Game Discussion : Lirin via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Joseph:I read through everything this project as a big fan of all RPGs and especially old console games like JRPGs.Can you actually confirm / answer a few questions?As it's stated in the interview with your sound designer, the game will have two types of exploration, 3d and top down, is it true? I hope yes as I'll choose top-down for SURE.Hopefully the game will contain the chars dialgues also when yu're battling, good example of it is the last FF XV or even some older games from this series.Finally, I think it will be really great if you can post a prototype or the demo when the KCK campaign will be posted. It's something popular in the last time and can give a lot to your players before donating.Thanks and be sure to get me in when the KCK will be ready, I'll help by donating and spreading the word!

URL: http://forum.audiogames.net/viewtopic.php?pid=292159#p292159





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Re: Introducing: Out of Sight Games

2017-01-03 Thread AudioGames . net Forum — General Game Discussion : simba via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hi.Something I don|t get.Is this thing just a blind exclusive, or does this one have graphics, or how does this play out?Greetings Moritz.

URL: http://forum.audiogames.net/viewtopic.php?pid=292151#p292151





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Re: Introducing: Out of Sight Games

2017-01-03 Thread AudioGames . net Forum — General Game Discussion : Sean-Terry01 via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

I'll be sharing the link with all my social circles.

URL: http://forum.audiogames.net/viewtopic.php?pid=292148#p292148





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Re: Introducing: Out of Sight Games

2017-01-03 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

I will share the link to more than 2000 people world wide.

URL: http://forum.audiogames.net/viewtopic.php?pid=292141#p292141





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Re: Introducing: Out of Sight Games

2017-01-03 Thread AudioGames . net Forum — General Game Discussion : simba via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hi.Sure thing, just post the link when it is ready and we will do it like we were spreading news in a ancient town, put it up everywhere and shout it throughout the streets xD.Greetings Moritz.

URL: http://forum.audiogames.net/viewtopic.php?pid=292139#p292139





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Re: Introducing: Out of Sight Games

2017-01-03 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

That's exactly it. For example, I just did some simple math, and if every person I'm Facebook friends with donates just $10, we'll be well over our funding goal. Now obviously that won't happen - lots won't donate, and some will donate more - but it shows how easy it could be to meet this goal. Suppose just ten of you from this forum shared the project with 300 people on Facebook - even if only one in ten people who see the link donate an average of $10, we'll be fully funded. The more people who see it, the lower the proportion becomes - so the more people you share with, the better our odds of getting funded will be, even if people are doing very small donations.So yes, I'll definitely be sharing the link here, and I will appreciate it so much if any of you can plaster it all over the place, as blindndangerous so eloquently put it.

URL: http://forum.audiogames.net/viewtopic.php?pid=292133#p292133





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Re: Introducing: Out of Sight Games

2017-01-01 Thread AudioGames . net Forum — General Game Discussion : blindndangerous via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Awesome to hear, just make sure to plaster that kickstarter link everywhere guys, help them out as much as we can, along with them doing as much as they can to push it as far out on to places as they can.  That's the thing with Indie projects, they hhave to get noticed by as many as they can.

URL: http://forum.audiogames.net/viewtopic.php?pid=291881#p291881





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Re: Introducing: Out of Sight Games

2016-12-30 Thread AudioGames . net Forum — General Game Discussion : toto via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

hiI greatly welcome Joseph and I look forward to when you can try this wonderful game and I promise to support project

URL: http://forum.audiogames.net/viewtopic.php?pid=291538#p291538





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Re: Introducing: Out of Sight Games

2016-12-30 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Well hopefully we have a couple of things going in our favor in terms of getting the game funded. First off, we're just raising funding for voice actor compensation, not the full development of the game, as the game is for the most part already done. So our funding goal will be significantly lower than some of the projects you've mentioned - I've seen games looking to raise anywhere from $8,000 to $20k and I can understand why they've had a hard time.Another thing that I hope will help is the fact that we've made a very intentional decision to not pursue this as strictly an audio game. Our goal is to make an accessible experience for both blind and sighted gamers that can be enjoyed equally by both parties. We want to show that if you are thinking about accessibility from the ground up, a game doesn't have to be either/or, but can actually be well-designed for both audiences. We have a member of our team whose sole focus is on implementing the 
 game's visuals, with the intent of making it playable and enjoyable without any TTS or other audio cues that blind players rely on but sighted players would find annoying. So all that is to say, I think we have a much broader target audience than some audio-only games, and may be able to appeal to more people in the indy gaming community at large.We're also counting on the fact that, in addition to the audio game community, our sound designer's contacts in the indy gaming world and our preliminary voice cast's contacts mean that we will already have a large network of people interested in the game. Hopefully this will all come together to mean that we'll get enough interest to meet our funding goal.In fact, I'm hoping we not only meet it, but blow the top off of it. We've set up the minimum amount we need to compensate voice actors for the current dialogue, at the lowest compensation rate we'd feel comfortable with. But if we can
  raise more than we're anticipating, then the possibilities are endless - we could pay for more dialogue which would mean more side quests, characters, and deeper character development; we could invest more into the game's visuals, making it a more visually rewarding game and therefore more attractive to sighted players; and so on. Anyway, I'm excited. My hope is that we'll all be able to get together within the week and get the project submitted.Oh and you've all been mentioning the demo material - I guess now's a good time to tell you that if you've enjoyed what we've provided thus far, you're really going to enjoy the material that's provided with the Kickstarter campaign. Be sure to check out the page when it's posted, even if you can't donate, just to listen to the demos!

URL: http://forum.audiogames.net/viewtopic.php?pid=291533#p291533





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Re: Introducing: Out of Sight Games

2016-12-29 Thread AudioGames . net Forum — General Game Discussion : grryfindore via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Ahoy there.Looking forward to this, and indeed from all that I have heard in the demo specially the battle sequence alone makes this game worth backing and I do hope this happens to be one of those kickstarters that actually achieve its goal. along the lines of audiogamehub and... (shit the name of the other one just flew out of my mind.)and not similar to Audiodefence, that one honestly still makes me rather sad that it wasn't funded and just the intro of the game shows you what it could have been besides from what it is now.Good luck! and I hope people back this when it starts up,because this game  certainly deserves it.grryf

URL: http://forum.audiogames.net/viewtopic.php?pid=291444#p291444





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Re: Introducing: Out of Sight Games

2016-12-29 Thread AudioGames . net Forum — General Game Discussion : blindndangerous via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Good to hear.  If what we've got in the demo posts stays, as well as it being a nicely long game, you've got me as a backer.

URL: http://forum.audiogames.net/viewtopic.php?pid=291424#p291424





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Re: Introducing: Out of Sight Games

2016-12-29 Thread AudioGames . net Forum — General Game Discussion : Lirin via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Great news Joseph. Hopefully  the game will be funded but as I observed through the years and KCK projects regarding games for the blind people just don't want to support it. The weird is also fact, the blind people are not using KCK so oftne and many projects died.

URL: http://forum.audiogames.net/viewtopic.php?pid=291401#p291401





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Re: Introducing: Out of Sight Games

2016-12-29 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Awesome. Thanks a lot for the news. 

URL: http://forum.audiogames.net/viewtopic.php?pid=291367#p291367





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Re: Introducing: Out of Sight Games

2016-12-29 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hey all,Sorry I've been quiet through December - it's a ridiculously busy time of year for me. Great news - we have everything we need to finalize our Kickstarter project! We Long story short - we had a great idea (I think) for a physical product to include as a donation incentive, but were waiting on a quote from the people who would be producing part of what we needed, so that we would know how much it would cost. Well, we now have that quote! So as soon as all the team is back from traveling all over the place for the holidays, we will do a final review of the Kickstarter campaign and submit it for review. I don't know how long Kickstarter takes to review projects, but it can't be too long - I guess we'll see. I'll definitely be posting here and on Twitter when the campaign is approved, and will provide links and so on.

URL: http://forum.audiogames.net/viewtopic.php?pid=291357#p291357





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Re: Introducing: Out of Sight Games

2016-12-05 Thread AudioGames . net Forum — General Game Discussion : FabiG94 via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

HiI do the same question.how it is the development of the game?greetings and thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=288410#p288410





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Re: Introducing: Out of Sight Games

2016-12-04 Thread AudioGames . net Forum — General Game Discussion : toto via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

himaybe there is news about the game?thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=288318#p288318





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Re: Introducing: Out of Sight Games

2016-10-08 Thread AudioGames . net Forum — General Game Discussion : G-Rad via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

I listen to the OST of those games often  SO many memories...

URL: http://forum.audiogames.net/viewtopic.php?pid=281922#p281922





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Re: Introducing: Out of Sight Games

2016-10-08 Thread AudioGames . net Forum — General Game Discussion : devinprater via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Ah Chrono Trigger. If only.

URL: http://forum.audiogames.net/viewtopic.php?pid=281864#p281864





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Re: Introducing: Out of Sight Games

2016-10-07 Thread AudioGames . net Forum — General Game Discussion : G-Rad via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

You got that right.     Square and Nintendo merged together to make SMRPG.  Now, if they could make that game accessible, I'd about be married to it, that and any of the FF games I listed above, which is completely possible, ujust time consuming.     And I forgot to mention Chrono Trigger. LOL  How could I forget that one.BTW I sent you a PM.

URL: http://forum.audiogames.net/viewtopic.php?pid=281829#p281829





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Re: Introducing: Out of Sight Games

2016-10-07 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

I didn't have a SNES when I was a kid but I had a friend who did, and playing Super Mario RPG was one of my favorite things about going over to his house. And I don't think it's possible to make a fantasy RPG without inheriting something from Final Fantasy.

URL: http://forum.audiogames.net/viewtopic.php?pid=281822#p281822





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Re: Introducing: Out of Sight Games

2016-10-07 Thread AudioGames . net Forum — General Game Discussion : G-Rad via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

To list a few:Final Fantasy IV + The After YearsFinal Fantasy VIFinal Fantasy VIIDisgaeaDragon QUestRockman Dash (AKA Megaman Legends)Guitar Hero/Rock BandZelda Link to the PastSuper MetroidSuper Mario RPGMegaman Series These stayed in regular rotation for me.

URL: http://forum.audiogames.net/viewtopic.php?pid=281794#p281794





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Re: Introducing: Out of Sight Games

2016-10-01 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Sounds like we have similar backgrounds. What were some of your favorite mainstream games?

URL: http://forum.audiogames.net/viewtopic.php?pid=280981#p280981





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Re: Introducing: Out of Sight Games

2016-10-01 Thread AudioGames . net Forum — General Game Discussion : G-Rad via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

I hope to get my hands on it whenever it's done.  Coming from the mainstream scene, losing my vision, and playing RPG's, this seems like the kinda thing my friends, that are sighted, and myself can possibly get into.

URL: http://forum.audiogames.net/viewtopic.php?pid=280980#p280980





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Re: Introducing: Out of Sight Games

2016-09-30 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

There really isn't much similarity to Tactical Battle, despite the fact that Ian adapted a lot of ideas from that game in the creation of the engine for this one. The combat in Tactical Battle involves movement and positioning, and leads to much longer and more involved fights - this is rightfully so, since the battles are all that happens in TB. In this game, when an encounter triggers it's understood that everyone is already engaged in combat, so it's just a matter of each unit performing a skill on their turn.

URL: http://forum.audiogames.net/viewtopic.php?pid=280881#p280881





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Re: Introducing: Out of Sight Games

2016-09-27 Thread AudioGames . net Forum — General Game Discussion : Lirin via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

And one more thing here: I'm still waiting for the coop in audio games. It's something we're missing a lt and when it's nothing ground breaking on video gaming scene it's something what can give a lot for us.

URL: http://forum.audiogames.net/viewtopic.php?pid=280547#p280547





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Re: Introducing: Out of Sight Games

2016-09-26 Thread AudioGames . net Forum — General Game Discussion : zub0 via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

hello, this is so exciting! I really hope you get throug h with this. Last tiem i got excited i was disappointed as the developers didn't get enough for their kickstarter and scrapped the entire project. I love rpg and will be happy to play what ever you give out. One question, considering it is turned base, will it be anything like tactical battle?

URL: http://forum.audiogames.net/viewtopic.php?pid=280506#p280506





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Re: Introducing: Out of Sight Games

2016-09-26 Thread AudioGames . net Forum — General Game Discussion : blindndangerous via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

I'd love to be able to play something like the mass effect series, or things fro the tales series.  So many good JRPG's like star ocean or xenosaga.  Or even KH, even though I can mostly play that except for tiny pieces here and there.

URL: http://forum.audiogames.net/viewtopic.php?pid=280466#p280466





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Re: Introducing: Out of Sight Games

2016-09-26 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

KotOR is probably one of my three biggest influences, when it comes to game design. Obviously this is our first project and isn't going to come anywhere near the scope of something like that (which is arguably one of the definitive console RPGs of our generation), but those are the kinds of experiences we want to give blind gamers - because those are the kind of experiences we feel like we're missing out on.As far as the graphics are concerned, I can tell you right now that the intent is to have the game playable to the point that a sighted player doesn't feel like they're having to relearn everything. It's easy to talk about game accessibility for the blind - but the truth is that traditional audio games are not very accessible for the sighted because they are so unused to processing information that way. So we don't expect a visually stunning game - the graphics won't be anything to brag about, most likely - but we want to be sure that a
  sighted gamer can sit down and play without feeling like they're at a serious disadvantage. I think we're well on the way to getting that accomplished.I should mention that this discussion about visuals represents a development in our overall philosophy and mission with our games that has really taken shape over the last couple of months. Of course if we didn't want to do anything with graphics at all, and release games just for the blind, we could finish more quickly, and spend less money. But I think the time, and cost, is an investment worth making, especially if it can start to bring together these two gaming audiences who have been separate for so long. Maybe if you and your sighted friends can talk about the same RPG, that's a tiny step toward helping bigger developers realize that it's not that impractical to make games that are accessible to a wider audience.

URL: http://forum.audiogames.net/viewtopic.php?pid=280401#p280401





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Re: Introducing: Out of Sight Games

2016-09-25 Thread AudioGames . net Forum — General Game Discussion : dan_c via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

I am so happy the game will have graphics.  I would love to talk about the same rpgs as my sighted friends for a change.Hopefully I'll be able to do that with star traders two, but that won't be for a while either, so having more than one would be fantastic!  Keep up the awesome work.  I always think it's incredibly beneficial if a developer has had experiences with mainstream games. I would so love to learn how to code one day.  There are so many mainstream experiences that I would  love to recreate in an accessible form of that I for some reason couldn't play.  knights of the old republic being chief among them.

URL: http://forum.audiogames.net/viewtopic.php?pid=280367#p280367





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Re: Introducing: Out of Sight Games

2016-09-25 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Thanks, Lukas. I do want to ask for everyone's patience and (for those who are praying people) prayers, as one of our team members is currently going through a difficult personal situation. I don't know what sort of delays, if any, it will actually result in - but more importantly, it's really not a good situation for this individual, and I know he would appreciate your thoughts and prayers.Oh by the way, in happier news, we recently gave the thumbs-up for a company logo. Not a big deal for those of you who can't see it, but it's still an important part of our branding, and an exciting step towards establishing Out of Sight Games as a legitimate game developer. And since part of our intent with this game, and future releases, is to provide an experience that can be enjoyed by sighted and blind gamers alike, and start bridging the gap between "games for the blind" and "games for everyone else", the visual aspects are definitely im
 portant. Anyway, we've been working with an artist to design a company logo and some cover art for our upcoming game, and he recently submitted what will probably be the final draft of the Out of Sight Games logo. I'll be sure to share the logo, with a written description, once we get the final file.

URL: http://forum.audiogames.net/viewtopic.php?pid=280322#p280322





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Re: Introducing: Out of Sight Games

2016-09-25 Thread AudioGames . net Forum — General Game Discussion : lukas via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Why should it not be? You just saw Joseph's most recent posts. :-)Just because a dev goes silent for longer than they originally estimated doesn't mean the project has died, as long as the silence lasts only a few weeks or months but not say half a year or longer. As far as I have got to know Joseph and Ian, I dare say they would at least be decent enough to properly explain the reasons for a hypothetical hault of the project if it did in deed happen. At the moment, this seems extremely unlikely to me, now that things are actually starting to progress faster than before. :-)Lukas

URL: http://forum.audiogames.net/viewtopic.php?pid=280299#p280299





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Re: Introducing: Out of Sight Games

2016-09-25 Thread AudioGames . net Forum — General Game Discussion : Naruto via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

so, i take it then, that the project is still on? epic!

URL: http://forum.audiogames.net/viewtopic.php?pid=280280#p280280





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Re: Introducing: Out of Sight Games

2016-09-14 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Thanks for the kind words as always, SLJ. Yeah, Drew is great, and we're very glad to be working with him. As for voice actors - yes, we've done initial casting for a few characters, in order to get some promotional material ready for the campaign. Very excited about the talent we've found, and also very grateful that they're willing to do a little bit of work for free in the hopes of garnering enough attention to get the game funded.

URL: http://forum.audiogames.net/viewtopic.php?pid=278868#p278868





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Re: Introducing: Out of Sight Games

2016-09-14 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hi.It's so great to hear that you're still working on the project. Just a small progress is better than none progress, so this is great news...[[wow]], Drew is really, really awesome. This is fantastic that he as a sighted person wanna join team of an audiogame and put that much work into this. This is so fantastic, and I'm sure people are going to love it more than they can describe by words. Have you found real voice acters as well, and how many? I'm so excited...I look so much forward to the campaign as well, and I'll donate as much as possible. This game needs to be fonded. Keep up the fantastic job. 

URL: http://forum.audiogames.net/viewtopic.php?pid=278852#p278852





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Re: Introducing: Out of Sight Games

2016-09-13 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Oh hey by the way - our sound designer, Drew Becker, has recently redesigned his website (www.beckersound.com). If you go to the "Sound Design For Games" page, there is a demo reel featuring just a small sampling of the sounds he's been working on for A Hero's Call. Please feel free to check it out - you definitely hear a lot more variety in this reel than you do in any of my little demos, and it may give you an idea of the amount of work this dude's been putting in. So glad to have him as part of the team!

URL: http://forum.audiogames.net/viewtopic.php?pid=278795#p278795





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Re: Introducing: Out of Sight Games

2016-09-13 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

First, before anything else - I'm sorry there's been such a long silence from me on this thread. Lots of reasons, and no excuses, so I'll just get right to responses:First off, regarding the big milestone we were hoping for this summer...this is the reason I was so hesitant to talk about firm dates. On the one hand, we have no frame of reference to know how long things are going to take since we're new to this kind of project; on the other hand, we are constantly in situations where we have to wait on others in order to accomplish things. That's not a criticism - we're getting to work with some incredibly talented people in a variety of capacities, and I couldn't be more grateful. But it does introduce an element of unpredictability into our timetable. Anyway, things continue to progress, but slowly - due in part to the fact that we're trying to lay the groundwork to broaden the audience for this game beyond simply the niche audio gam
 es market. More on that later...Jade, all of those are great ideas, and good food for thought for me and the rest of the team. Thank you!Interesting to hear so many people recommending Indigogo over Kickstarter. We discussed this very question early on, and are still open to changing, but initially we decided to go with Kickstarter for a couple of reasons. First, while it's true that if you don't meet your funding goal, you get nothing - if you DO meet your goal, you pay less of a percentage to Kickstarter than to Indigogo or Gofundme. So if we're looking at a minimum price point at which we can accomplish what we want to, we'd rather do it on Kickstarter, because our target will be the lowest, giving us the best chance of raising enough money. That's the other point: we don't want to arrive at that awkward moment where we have half of the money we need to do what we want, but not really any good way to spend it since it isn't enough.
  With Kickstarter's "all-or-nothing" model, at least then we don't have to worry about putting ourselves - or our donors - in that position. Then there's the fact that Kickstarter seems to have the most visibility of any of the platforms, which is definitely a plus.Anyway, those were just the reasons we discussed initially, but here in the next couple of weeks we will be discussing that more, and coming to a final decision, and we'll be sure to take your recommendations into consideration. I can't overstate how much we appreciate input from the community - that's why we posted this thread (and why we need someone more responsible than me to check it, haha...)Oh and speaking of Kickstarter...we are close. We are working on something that we need to get done before we can launch a campaign...not telling what it is, but I will tell you I'm very excited about it, and I hope it'll be worth the wait.

URL: http://forum.audiogames.net/viewtopic.php?pid=278794#p278794





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Re: Introducing: Out of Sight Games

2016-09-05 Thread AudioGames . net Forum — General Game Discussion : blindndangerous via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

stirlock wrote:Protip. Do not. I repeat, do not, use kickstarter. You won't be able to keep anything if the project fails to get funded. Use indigogo instead, that way you can keep anything you receive.Really I'm wary of any sites like Kickstarter or indiegogo as their is no guarantee that youll make anything from either.  Look at what happened with Colors.  That game got nowhere on kickstarter.  If you don't have a huge following, you're going to fail at your campaign.  It's going to be even harder with an audiogame.  I'm looking forward to this though, hope it actually comes out.  Guess we'll see.

URL: http://forum.audiogames.net/viewtopic.php?pid=277790#p277790





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Re: Introducing: Out of Sight Games

2016-08-25 Thread AudioGames . net Forum — General Game Discussion : connor142 via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

hello, from what I've read in this topic when it was still active, a release was set for this summer, or at least a major announcement, but there has been nothing. What's the status of the project

URL: http://forum.audiogames.net/viewtopic.php?pid=276026#p276026





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Re: Introducing: Out of Sight Games

2016-06-08 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

I agree regarding Indiegogo.

URL: http://forum.audiogames.net/viewtopic.php?pid=263652#p263652





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Re: Introducing: Out of Sight Games

2016-06-08 Thread AudioGames . net Forum — General Game Discussion : Ishan Dhami via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hi joseph do take your time. there are various RPG games available if you like you can inspire from that. I am not agree with KS so I will not suggest you to start a KS campaign. It is very fatiguing to write everyone's answer if you are a game developer. even if you have 200 posts. So, do you have any other members for this forum who can answer  everyone's question? Good luck with your game. ThanksIshan

URL: http://forum.audiogames.net/viewtopic.php?pid=263650#p263650





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Re: Introducing: Out of Sight Games

2016-06-08 Thread AudioGames . net Forum — General Game Discussion : FabiG94 via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hii am totally agree with stirlockgreetings and thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=263646#p263646





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Re: Introducing: Out of Sight Games

2016-06-08 Thread AudioGames . net Forum — General Game Discussion : stirlock via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Protip. Do not. I repeat, do not, use kickstarter. You won't be able to keep anything if the project fails to get funded. Use indigogo instead, that way you can keep anything you receive.

URL: http://forum.audiogames.net/viewtopic.php?pid=263629#p263629





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Re: Introducing: Out of Sight Games

2016-06-08 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

I must say, this is the game which I'm looking mostly forward to play. I have the time to wait, but I look so much forward to it. I agree that no rush should be made to head for an early release and then end up releasing something bad. This is going to be the most awesome game experience for rpg fans, I think.Is it possible to announce how much money you need for the Kickstarter campaign before the campaign starts? I mean, quite often, people say they don't have more money the rest of the month, or they haven't saved up enough money for this... So, if you could give an announcement of how much money you need, people could start saving up.Maybe you could make a fake Kickstarter where you post information on your website about the game, post some videos, trailers, the already made recordings etc. so people can get excited before the Kickstarter is ready. In this way, you can get more time than the Kickstarter runs for to make some public announcements. Wha
 t do you think about this? Sometimes, people complain that the Kickstarter campaigns are too short.

URL: http://forum.audiogames.net/viewtopic.php?pid=263608#p263608





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Re: Introducing: Out of Sight Games

2016-06-08 Thread AudioGames . net Forum — General Game Discussion : aaron via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Basically, the same as assault's latest post. I say take as long as you need with this project though, it's important for something like this not to be rushed, especially if you want it to be immersive.

URL: http://forum.audiogames.net/viewtopic.php?pid=263540#p263540





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Re: Introducing: Out of Sight Games

2016-06-08 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

No worries, I definitely get where you're coming from. I wasn't necessarily trying to say you should do exactly the same thing as a big game studio does, just that those were some options to look at... and frankly, if push comes to shove I'd rather see a game released later than rushed, that's for sure! And while it's true that a lot of studios do announce games with tentative release dates, it's usually a relatively small time frame... q2 2017, just throwing one out there, and that doesn't stay for long... the release date is usually announced some time soon after that, up to six months before release. But i definitely understand not having the history and the like to make predictions. And I don't think I would say that the only reason fighting games can release character trailers is because it doesn't spoil things... on the contrary, I think that actually does ruin a lot of surprises. But many rpg titles, particularly out of Japan usu
 ally have one trailer come out every so often, sometimes it's just the player wandering a new location or getting into a random battle with a mob, or a fragment of a story cutscene that contains no spoilers. I actually avoid watching fighting game character reveals every month, and thank God it's only every month, because that does actually ruin the experience for me when the game finally comes out.. but when it's a trailer that has a super combo compilation, or story clips, I definitely do watch it... even in character reveals a lot of stuff is left out since most of them is clips of them fighting against other characters. But I understand what you're saying, and I have no problem with waiting as long as it takes... I'm just saying that there are some people who might appreciate more regular updates on game progress, whatever form that takes. It's a fine line but I think you've by far done a great job at walking it, I would just have rathered 10 s
 horter clips over a few months than the three demos we got back, I don't even remember when, despite how long they were. I actually wouldn't mind some previews of some of the skills, attacks etc, maybe without the names being read out and the efffect, just what they sound like in a battle context, or some of the interactivity possible in the game. But that's all in your own time, and my post wasn't meant to sound critical, either, and I appologize if it did. It's just my point of view as someone who's observed the business models of most of the well known game studios out there from a gamer's perspective, and I want this game's interest not to die down. I'm looking forward to whatever comes next!

URL: http://forum.audiogames.net/viewtopic.php?pid=263507#p263507





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Re: Introducing: Out of Sight Games

2016-06-07 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

(Preface: I hope this reply doesn't sound terse. It's not meant to...I'm just really tired, and sometimes that means I'm not a good judge of tone.)Assault: I totally get what you're saying. We went a long time keeping things very quiet, not mentioning that we were working on a game, for the exact reasons you mention. When it came time to start talking about it, we recognized that some people would get impatient, and that's okay. But I'm not sure your comparison to what triple-A studios do is entirely fair. First of all, there are plenty of times when a game studio will announce that they've "begun development" on a title, without any sort of release date - or with a very tentative date ("sometime in 2018" for example).But as for the three options you suggest, I'd never want to commit to an uneducated release date and then release an incomplete game. Anyone who's played a title that was rushed out o
 f production just to make a particular release date (I'm looking at you, KotOR II) knows how upsetting this is. As for waiting to announce the game until we could say for sure when it'd release...you guys would've gotten about two weeks of hype. Because we just don't have the framework to predict anything with more accuracy than that - we don't have the experience, or the history, to make more educated predictions. Maybe we should've just waited - but then we wouldn't have had the opportunity to interact with the community in the meantime, which has been very beneficial.As for Option 3 - providing regular clips and the like - that was sort of the intent, and we've tried to provide updates when it seems reasonable. There are probably a few reasons those updates haven't been as frequent as you could expect from something like a triple-A studio, though, some of which include:- We aren't a triple-A studio. Some weeks, I migh
 t not be able to find more than an hour or two to work on the game. When I have such limited time, I'm forced to prioritize between working on the game, and working on publicity for the game - and in cases like that, I tend to want to spend my time working on the game itself.- This isn't a fighting game: In a fighting game, you can demo a new character every week without spoiling a significant portion of the experience for players. In a game that's about story and exploration, it's a little harder to find things to demo that won't then rob players of the enjoyment of discovering or experiencing those things themselves for the first time. Obviously there are ways around this - but at the same time, I sometimes struggle with knowing what things would make an interesting demo. I would love to provide more regular little clips of gameplay, but I have a hard time knowing what sorts of things I should do demos of.- The kind of progress we're makin
 g doesn't demo well - Other than Drew working on creating the myriad of sounds you'll hear in combat, most of what we're working on right now are things like rewriting how the game handles saved data so that updates are more stable, or changing how it randomly populates containers so that item gathering feels more balanced, or playing with the balance of different effects and armor properties to improve combat balance, or messing with the levels at which certain enemies show up so that combat remains challenging at higher levels while also feeling rewarding when you level up. Obviously those aren't the sorts of things we can make a little video of ("Hey guys...check out how smoothly this game loads. Uh...ok. Bye!")- The stuff that's done doesn't demo well without complete sound design - One of the biggest road bumps in our production process was the growing sound design needs of the game, which were way more than Ian and I were up to. We
  struggled finding a sound designer who was in a position to take on the needed work. So while Drew is turning out plenty of quality work, he's also playing catch-up, and in the meantime there are plenty of gaps in our sound design that limit what we can do interesting demos for.So all that is to say - we're doing our best to make the best game we can, for all of you. And while we appreciate your eagerness, and can also understand your need for confirmation after so many projects have been announced, only to crash and burn, our first priority is to create the best gameplay experience we can - and to preserve as much of the joy of that experience for you, the player. We're obviously not striking the perfect balance between giving you a taste of the game without spoiling it all, and I'd like to hear more about the sorts of updates that will be interesting and beneficial to you, so we can try to do better.

URL: http://forum.audiogames.net/viewtopic.php?pid=263442#p263442





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Re: Introducing: Out of Sight Games

2016-06-06 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

I think, as much as I understand the reluctance to disappoint fans or to make a release date you can't keep, the problem with announcing a game with an indefinite release date, especially among the blind community, is that you will get reactions like this from the people who just don't understand production timelines and business practices. But on the other hand, if a game was announced to the mainstream and no release date was set with the same reasons you just gave, there would be those who would say that you should either decide on a release day and try your best to keep to it, releasing the game as complete as possible, after all that's what dlc and updates are for, announce the game only when you have a reasonably sure assumption about the release date, or, the best option in my opinion, tease samples and clips from the game to show that progress is still happening. I love discussing new and upcoming games as much as anyone else, but 200 posts or more and only 
 two or three clips of the game since its announcement is a little unreasonable to me. Fighting game developers release new trailers every month, most of which are one or two minutes to show off a new character, mode selections or their best gameplay mechanics. And I think, especially if you don't have a guaranteed release window, this is the best way to go. Of course I understand life gets in the way, which is why I haven't been doing as much with translating the japanese games as I should be, given that I'm reasonably confident that among the people who are working on the translations, I'm one of two people that work on the translations who actually speaks and understands, deeply, both english and Japanese, not just one or the other. I'm not saying the tclips and demos have to be long, even a 1 minute clip of a fight, special event, or a boss would do... but if you're trying to deliver a mainstream game of the scope that this seems like it will be, the
 n information and progress should be kept up to date, at least reasonably... hence why I said clips and trailers, similar to what the big tripple A developers do.

URL: http://forum.audiogames.net/viewtopic.php?pid=263239#p263239





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Re: Introducing: Out of Sight Games

2016-06-05 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Aaron, thanks for your words in our defense. I appreciate it - especially the sentiment that waiting for a quality game is sometimes worth it. I agree, and hope that the wait is worth it. I should also mention that Ian and I held off on talking about this project for a very long time because we didn't want to talk about it way too early and then leave you all feeling like no progress was being made. Unfortunately progress lately has been a little slower than we'd like, but it's certainly better than if we'd announced this when the game was in its concept stage, rather than now what is a full-fledged beta state.To answer your question, Avidgamer: I'm holding off on promising a release window for the exact reason that I don't want to say "the game WILL release this year" and then find that in the interest of making the best game possible, it can't happen. We had an intended release date of this summer/early fall, but due to some si
 gnificant delays, and the fact that certain things just take longer than we expect, we've had to push that back. The truth is, we have such a poor gauge for predicting how long certain tasks will take, as the production schedule is partially dependent on our own work, school, and other obligations, and then there's the fact that we just haven't done something of this scope before. I don't mean for that to sound like excuses - I just want people to understand that our reluctance to commit to a date is because we can't make that prediction accurately, and don't want to do you the disservice of saying it'll release at a certain time and then backing of our word. I certainly hope it'll still release this year, and if it doesn't, I can't see any reason it wouldn't be able to release in 2017. That's about all I can say.*Ishan Dhami: It will not be a horror game. It will be in the fantasy adventure RPG genre. The Elder Scro
 lls and Final Fantasy series have both influenced the game somewhat, if that provides you with any sort of frame of reference...*Two quick additional notes about our timetable. One is that we're still figuring out all the tax issues involved with releasing a game commercially with a multi-person team. Depending how this unfolds, it could have the potential to affect our timetable - such as if it we were ready to release in October 2016, but then learn that it would be to our advantage to release in January 2017 at the start of a new tax year. I have no idea if this'll be the case, but it's the sort of thing we can't predict at this point.On the flip side, however, we did have a "team meeting" yesterday, and took some valuable steps toward pursuing some more consistency in our progress and a little more structure in how we work on the next steps toward releasing the game. I'm sure there'll still be road bumps, but I do think we
 39;re going to see some major progress soon.

URL: http://forum.audiogames.net/viewtopic.php?pid=263119#p263119





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Re: Introducing: Out of Sight Games

2016-06-05 Thread AudioGames . net Forum — General Game Discussion : aaron via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

@avidgamer: would you rather see a release of a game to the public with rubbish features, or would you rather see the release of a game that has had the community talking, for 200 posts or more, giving feedback to the developer, who has been interacting and explaining a very large development process? This isn't just some tarzan junior. This is, by all accounts, a relatively large project and the developer seems new and probably wants our feedback, it's why he started this topic in the first place. In fact I bet when this game is ready the discussion will probably move to a different topic. This is also the difference now. In the past, we heard about games, and couldn't even discuss them, they were just left to die. Now we can discuss these projects that are in development and a lot of the time the finished product is more epic as a result.

URL: http://forum.audiogames.net/viewtopic.php?pid=263091#p263091





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Re: Introducing: Out of Sight Games

2016-06-05 Thread AudioGames . net Forum — General Game Discussion : avidgamer via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

will this title be out this year or will it be a few more years in development? i'd rather see posts anouncing its releasing than 200 pkus posts talking about a game that still isn't out. that's just my view.

URL: http://forum.audiogames.net/viewtopic.php?pid=263049#p263049





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Re: Introducing: Out of Sight Games

2016-06-05 Thread AudioGames . net Forum — General Game Discussion : Ishan Dhami via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hi joseph take your time and give the best game. well is this a horrer game? ThanksIshan

URL: http://forum.audiogames.net/viewtopic.php?pid=263041#p263041





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Re: Introducing: Out of Sight Games

2016-05-30 Thread AudioGames . net Forum — General Game Discussion : kyles . supernova via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=262392#p262392





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Re: Introducing: Out of Sight Games

2016-05-30 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Bruno, SLJ, Thanks for the kind words. Regarding getting the game translated by human beings, we appreciate the offers, and may very well be in touch, since human translation will always be superior - however, it's also going to be an enormous amount of work just because the volume of text, so we're pretty excited to at least have this on-demand option for now. Plus Ian tells me that getting the game set up for on-demand translation has helped him with some certain things in the engine that will make it easier to implement written translations down the road.kyles.supernova - Regarding your question, we'll definitely be building off of this engine to create future titles from Out of Sight Games. As for whether or not the engine will be available to end-users for their own projects - that's a question I can't answer. The truth is that most people who are looking for an "engine" to build their game don't realize that an engine is really 
 only designed to handle basic mechanics - figuring out where sounds should play, doing math, getting things to move properly, and so on. Most of your higher-level information really needs to be game-specific. I'd recommend that any questions about the engine itself, and its availability for future projects, should be directed to Ian.

URL: http://forum.audiogames.net/viewtopic.php?pid=262388#p262388





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Re: Introducing: Out of Sight Games

2016-05-30 Thread AudioGames . net Forum — General Game Discussion : kyles . supernova via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

this is vary good curiously is the would the rpg engine still be used to construct and or run more rpg games.

URL: http://forum.audiogames.net/viewtopic.php?pid=262384#p262384





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Re: Introducing: Out of Sight Games

2016-05-27 Thread AudioGames . net Forum — General Game Discussion : mr . brunete via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

so, for all of you to know, i talked to joseph by e-mail some months ago, offering translation to spanish, and i have to say two things.1). He was very quick to answer questions, and he was open minded to read my suggestions.2). he said to me something like: ian is working on something but i can't promess anything yet, but we want to have some feature to translate if possible, for the release date.I'm saying this, because sincerity and comunication with consumers can be decisive sometimes, and in this case, as a consumer, i'm more than happy.I'll buy the game, not only because i like rpgs, also because these kind of developers deserves all the support we can give to them. Furthermore, the feature is imlemented, and the game has not been released yet. definitely guys, you've done a great job in the consumer department haha.keep up the great work!Day one buy for me!

URL: http://forum.audiogames.net/viewtopic.php?pid=261993#p261993





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Re: Introducing: Out of Sight Games

2016-05-27 Thread AudioGames . net Forum — General Game Discussion : nuno69 via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hello,I can translate the game to Polish if you want

URL: http://forum.audiogames.net/viewtopic.php?pid=261917#p261917





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Re: Introducing: Out of Sight Games

2016-05-06 Thread AudioGames . net Forum — General Game Discussion : nuno69 via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

No, unfortunatelly it isn't accessible.

URL: http://forum.audiogames.net/viewtopic.php?pid=259598#p259598





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Re: Introducing: Out of Sight Games

2016-05-06 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

[[wow]]. Is it fully accessible? If so, it sounds well worth checking out, and I'm surprised I hadn't heard of it...

URL: http://forum.audiogames.net/viewtopic.php?pid=259583#p259583





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Re: Introducing: Out of Sight Games

2016-05-06 Thread AudioGames . net Forum — General Game Discussion : nuno69 via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

@josef: About Gothic: This game is fully dialogued. This game was made by Piranha bytes. gothic 2 came in 2002, and Gothic 2: Night Of The Raven came in 2003.

URL: http://forum.audiogames.net/viewtopic.php?pid=259537#p259537





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Re: Introducing: Out of Sight Games

2016-05-05 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Definitely agree with you there. Jrpgs, even modern ones, seem to be keeping to the unvoiced formula almost as a genre classic staple, which I would agree with. There's just something about those scrolling dialog boxes... especially speaking as someone who grew up playing almost all mainstream games. lol And you did mention the western rpg market specifically... but frankly, I usually look at games from both western and eastern market. And better is definitely better! 

URL: http://forum.audiogames.net/viewtopic.php?pid=259492#p259492





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Re: Introducing: Out of Sight Games

2016-05-05 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

We had a rough timetable of when we were trying to see it released, but we haven't been able to keep up with it. We still have a rough timetable in mind but I'm hesitant to say any more, just because I don't want to make promises we can't kee. Even if I say, "We hope to release by X", but say it's not set in stone, then I know people will be disappointed if we don't release by X, so I'd just as soon wait and see. If we get to a point that we're comfortable making a more specific prediction, though, I'll definitely let you all know.

URL: http://forum.audiogames.net/viewtopic.php?pid=259473#p259473





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Re: Introducing: Out of Sight Games

2016-05-05 Thread AudioGames . net Forum — General Game Discussion : sswwaaiikkee via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

hi Josephmaybe you already have set timetables for when they will take this game,?thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=259472#p259472





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Re: Introducing: Out of Sight Games

2016-05-05 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hey Assault,In my experience, unvoiced NPCs are quickly becoming a thing of the past in the mainstream market - but my experience is admittedly limited. But when you look at games by Bethesda and Bioware, who I'd say are two of the biggest players in the western RPG market right now, they've had full dialogue for a long time.That said, we're not too concerned with trying to copy anything mainstream games are doing - after all, they have funding and resources we could only dream of. What we want to do is say, "What experience do we want players to have in this game?" Immersion - a sense of actually entering the world and taking part in it - was way up there on our list. And in our testing, it's become very clear to us just how much more immersive it is if people actually speak to you. That's really the driving force behind what we're doing.Couldn't agree more about quality vs. quantity. More isn't always better,
  but better is always better!

URL: http://forum.audiogames.net/viewtopic.php?pid=259471#p259471





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Re: Introducing: Out of Sight Games

2016-05-05 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

To be fair, most npcs in mainstream rpgs do not have voiced dialog... if you play any games like yakuza, my favorite action rpg series, outside of the main characters, all of the npcs are voiceless except maybe, maybe, in some cutscenes. Shadow Line, my example rpg of choice from the audiogames market, is similar. Not every one of the interactable npcs in the game has a voice. Just a thought.  Quantity does not always equal quality... and I'll take 40 npcs and a well made game over hundreds of mpcs and amazing audio design with lackluster gameplay.

URL: http://forum.audiogames.net/viewtopic.php?pid=259461#p259461





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Re: Introducing: Out of Sight Games

2016-05-05 Thread AudioGames . net Forum — General Game Discussion : Joseph Westhouse via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Thanks for the questions, guys - let's see what I can answer:nuno69: Can you clarify what you mean by subtitles? Do you mean having the game speak in one language, but then having some sort of screen-reader-interactible text in a different language? I'm just not sure what exactly you're envisioning, so I don't want to give a misleading answer. We are however working toward a way that players can listen to the English voice acting but also have access to a text version of the voice caption, in whatever other languages are supported. That's all in the beginning stages, though, so I'm not promising anything.Regarding the question about updates and DLC - I'm actually very excited about this, as one of the major projects Ian has bee working on recently is improving the way we handle saved games so that we can in fact distribute updates to fix bugs and add content without breaking people's saves. At this point we don't have any s
 pecific DLC plans though I do have a couple of ideas for DLC packs that I'd be open to depending on the success of the game and how much interest there was in the community. But we'll definitely be able to update the game if people discover bugs, or if we find that something is seriously out of balance. Ian is awesome, and deserves a lot of credit for making this possible.As for the number of NPCs - no offense taken, and I'm not being defensive, I'm just curious: in this game you mention, are the NPCs fully voiced, or is their dialogue TTS? Are they all unique, or are they generic (a half dozen "Townsfolk" for example)? Can you actually have conversations with all of them? I definitely feel like our cast of characters is as large and well-developed as anything I've encountered in an accessible game, but I certainly haven't played everything that's out there. And we're always looking for games that can provide us with examples 
 of how we can improve. But that said, the cost of hiring voice-actors does create certain limitations, as the more NPCs you have, the more expensive things get. So if we get a ton more funding than we're expecting, you'll probably see a bump in the number of NPCs, as well as an increase in the complexity of their dialogue options - after all, every place that an NPC reacts differently depending on how you speak to them, or depending on certain actions you've taken earlier in the game, is just more dollar signs on the price tag of getting high-quality voice recording.Speaking of funding, a little update on that. I know I said we were working toard a Kickstarter project - and that's still in the works. But let me tell you the reason it's happening so much later than we expected. Basically, we've had to re-think our target audience. The truth is, we expect that a lot of blind players are going to be interested in the game and (hopefully) willing to 
 donate - and that's great. But as we all know, blind gamers make up a small percentage of the market. So what we really want to do is to get sighted people excited about what we're trying to do as well. A big part of that is getting a good promo video. Well, we're a couple of blind guys halfway across the country from one another - so obviously making any sort of video, let alone one of sufficient quality to attract donors, is something of a challenge. So we're working on trying to get something who can help us put something together, and then making it happen, so that we can run a campaign with the best chance of success.That's sort of the moral of the story with this game. I know some people are impatient, and I keep reminding them that nobody's more impatient than us. But our real desire is to take a step towards bridging the gap between accessible games and "mainstream" independent offerings - and that means we would much rather do 
 things well, and take a little more time, than do things in a hurry and risk the quality of the finished product. Time will tell if the wait pays off, but at least you know our philosophy.Ok, that turned into a really long post. Sorry. Keep the questions and input coming - it actually does wonders to keep us motivated to get as much work done as quickly as possible.

URL: http://forum.audiogames.net/viewtopic.php?pid=259443#p259443





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Re: Introducing: Out of Sight Games

2016-05-05 Thread AudioGames . net Forum — General Game Discussion : simba via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hi.I have a question for the developer team of this game. If the game gets released, will there be updates with bug fixing and new features maybe? I often have seen developers release a game, and just leaving it at it's current state, so I just wanna make sure this thing gets cared for.And at the guy with the last three posts, you know, there is an edit funktion under every post? Makes it much better to read all in one post than having something split up over three posts or so.

URL: http://forum.audiogames.net/viewtopic.php?pid=259397#p259397





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Re: Introducing: Out of Sight Games

2016-05-05 Thread AudioGames . net Forum — General Game Discussion : nuno69 via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Sory for tripplebosting: But, will the game will have subtitles? I prefer reading english, than listening.

URL: http://forum.audiogames.net/viewtopic.php?pid=259391#p259391





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Re: Introducing: Out of Sight Games

2016-05-05 Thread AudioGames . net Forum — General Game Discussion : nuno69 via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hi! I juct came out with an idea. Can you release some DLcs which will affect the story, give new quest ETC ETC. I don't want to be offensive, but 40 NPCs? It is verry small value.Gothic 2 atton night of the Raven added 100 NPCs, so... You know what I want to say 

URL: http://forum.audiogames.net/viewtopic.php?pid=259390#p259390





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Re: Introducing: Out of Sight Games

2016-05-05 Thread AudioGames . net Forum — General Game Discussion : nuno69 via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Hi, question from post 70 something, that I want to answer. I love warriors, and I hate thieves!

URL: http://forum.audiogames.net/viewtopic.php?pid=259388#p259388





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Re: Introducing: Out of Sight Games

2016-05-02 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Introducing: Out of Sight Games

Thanks for the update. Keep up the great work.

URL: http://forum.audiogames.net/viewtopic.php?pid=259141#p259141





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