Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread shaun everiss
hmmm so  will we have one class at one time then upgrade as we 
progress in the game to higher classes or what.

At 04:09 p.m. 10/06/2010, you wrote:

Hi Shaun,
I haven't decided how many ships the game will be able to support, but
I am going to aim for at least 10 to 12 ships for each side for the
new version of the game.
As I said before the new STFC isn't at all like Trek 2000 or even STFC
1.0.  It is more of a strategy game along the lines of Galaxy
Civilization only set in the Star Trek universe. You might start out
with the Constitution-Class ships of the classic Star Trek era,  and
upgrade through the various classes between that and the
Sovereign-Class such as the Excelcior-Class, Ambassador-Class,
Nebula-Class,  Galaxy-Class, and so on.  With technology upgrades come
better classes of ships and weapons. Instead of photons the
Sovereign-Class will cary the Quantom torpedoes which are far more
powerful. Same goes for the Defiant-Class.  Plus better classes of
ships will have better warp drive systems. For example, the
Intrepid-Class, like Voyager, can do speeds of warp 9.975  where the
classic Enterprise, a Constitution-Class ship, could really only hold
a speed of warp 8 for long distances. Definitely a huge tactical
difference in speed and firepower.



On 6/9/10, shaun everiss shau...@xtra.co.nz wrote:
 will you be limited to just 5 ships?
 I suppose you could add the cloak capability in later tom.

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Re: [Audyssey] accessible game companies with offices

2010-06-10 Thread dark

Hi tom.

It's funny you mention colour blindness. As you know, I am registered blind 
here in the uk, however I have a small amount of vision. My vision is by no 
means great, but I have been playing graphical games with it for years.


Just as I do with other games, i also look at low vision access,  for 
instance, I currently am playing the roguelike Angband thanks to several 
graphical tweaks and a large set of graphic tyles, using Hal to read in game 
messages (I'm also discussing some extra look and coordinates options for 
the game to allow full access without reference to graphics as well)..


usually though,  if someone sticks  visual access aides in games, they tend 
to stop  at colour blindness changes. they don't for instance make it 
possible to change in game options by altering a conf fil which is readable 
by screen reading  programs, or allow the game speed to be slowed to 
compensate for lowered field of vision issues.


this is odd, sinse my colour perception is about the  bit of my vision which 
works correctly ;D.


People don't seem to considder this aspect of visual access however, which 
is strange.


As regards my  deffinition, well thiIn terms of my deffinition, another 
issue i see with the social ctheory of disability and the idea that 
disability is a purely social catagory, is it doesn't take into account  un 
diagnosed disabilities, or occasions when a disability is very specific to 
only one thing.


Take an allergy for instance. A person allergic to honey is unable, ie, 
disabled, to eat honey, which restricts their choice of food at a 
restaurant.


Mental issues are even more problematic, sinse somethingg like clinical 
depression can stop a person doing many things and leading a normal life, 
however they're site, hereing and physical movement can be completely fine.


My own deffinition therefore is entirely based on factors intrinsic to a 
persons' physical or mental self which adversely affect their qualitiy of 
life, ie, their ability to fulfill certain desires or choice of what desires 
to fulfill, rather than being based on purely social catagories such as 
blindness, deafness etc.


Of course, people's atitudes and the  general setup of society can have huge 
effects, but by separating this affect from the identity of the disability 
itself, i'm hoping to say more specifically what access is, what assistance 
is, and hopefully establish some reasonable ground work for making laws or 
access changes.


One particularly interesting piece of work I had to do was come up with an 
actual deffinition of normality which i was interesting, sinse very few 
people  seem to have even attempted it.


Anyway this is getting severely ot and very long so i'll stop.

Beware the grue!

Dark.





s is why  rather than 



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[Audyssey] Thursday's Out of Sight events

2010-06-10 Thread Charles Rivard
Here are the events scheduled for Thursday, June 10th:
 
 
Word Burst

6:30 PM eastern

Hosted by Kathy Mertz

Location:  Games Anyone

Do you love to play Outburst? Do you love words? Let's put the two together and 
play Word Burst! Word Burst is the same as Outburst, except that you don't call 
out items in categories, such as Elvis hits or makes of cars. Instead, the 
members of each team call out anagrams of the word I will give you. So come in 
and find the words within a word. Hope to see you there. 

 
 
Sounds of Music
8:00 PM eastern
Hosted by James
Location:  Games Anyone
Do you like music? Do you think you are pretty good at identifying songs? If 
you are, come in to Games Anyone tonight at 8:00 P M Eastern for Sounds
of Music where your host James will play the tunes and you'll guess the title 
and artist.  It's men against women so come on in and we'll have a great
time.
 
 
Out of Sight Movie
10:00 PM eastern
Hosted by Jim Wilson
Location:  Entertainment Center
Join Jim this evening as he streams a great movie.  Don't forget to bring your 
popcorn!
 
 
Have a fantastic day!


The Out of Sight main site is at:
 
http://www.out-of-sight.net
 
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[Audyssey] Advice on gamepads

2010-06-10 Thread Lori Duncan
Hi I would like to be able to play Pipe2 Blastchamber using a joystick or game 
controler, but I'd need one which has quite big easy to feel buttons, what is 
the best one to go for?  I'm based in the UK, but not sure if play.com would 
have any.  I'm using my laptop to play Pipe2, and the really anoying thing are 
the F number keys for killing spiders.  There's another key yu've to hold down 
while hitting the f1 key or any of the F keys, so I struggle to do that and 
keep trying to fit my pipes at the same time.  I wonder if someone could help 
me with how to set up a joystick as I don't know the first thing about them.  
Smile  Many thanks from Lori.  
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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread Dakotah Rickard
I like the sound of the new game, but I'm really going to miss some
aspects of the turn based stuff.

I suppose you could just call me nostalgic.

I'm sure it'll be fun, and maybe the things I'm seeing in my head for
turn based combat could be the impetous I need to bury my nose in a
programming book.

Signed:
Dakotah Rickard

On 6/10/10, shaun everiss shau...@xtra.co.nz wrote:
 hmmm so  will we have one class at one time then upgrade as we
 progress in the game to higher classes or what.
 At 04:09 p.m. 10/06/2010, you wrote:
Hi Shaun,
I haven't decided how many ships the game will be able to support, but
I am going to aim for at least 10 to 12 ships for each side for the
new version of the game.
As I said before the new STFC isn't at all like Trek 2000 or even STFC
1.0.  It is more of a strategy game along the lines of Galaxy
Civilization only set in the Star Trek universe. You might start out
with the Constitution-Class ships of the classic Star Trek era,  and
upgrade through the various classes between that and the
Sovereign-Class such as the Excelcior-Class, Ambassador-Class,
Nebula-Class,  Galaxy-Class, and so on.  With technology upgrades come
better classes of ships and weapons. Instead of photons the
Sovereign-Class will cary the Quantom torpedoes which are far more
powerful. Same goes for the Defiant-Class.  Plus better classes of
ships will have better warp drive systems. For example, the
Intrepid-Class, like Voyager, can do speeds of warp 9.975  where the
classic Enterprise, a Constitution-Class ship, could really only hold
a speed of warp 8 for long distances. Definitely a huge tactical
difference in speed and firepower.



On 6/9/10, shaun everiss shau...@xtra.co.nz wrote:
  will you be limited to just 5 ships?
  I suppose you could add the cloak capability in later tom.

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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread Thomas Ward
Hi Dakotah,
To tell the truth I sort of miss the turn-based style of play myself.
As it stands now the game doesn't offer you much control over the
ships once you asign them their patrol route, and it lacks the hands
on strategy value the previous game had. So I'd really be interested
in hearing your thoughts on this.
Basicly, I'd like to know if people are more in favor of the classic
turn-based style of game play or would really want real time strategy.
There are advantages/disadvantages of both styles of game play. I
could really go either way at this point since I'm in the process of
converting the game from .Net to C++ anyway.


On 6/10/10, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 I like the sound of the new game, but I'm really going to miss some
 aspects of the turn based stuff.

 I suppose you could just call me nostalgic.

 I'm sure it'll be fun, and maybe the things I'm seeing in my head for
 turn based combat could be the impetous I need to bury my nose in a
 programming book.

 Signed:
 Dakotah Rickard

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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread Thomas Ward
Hi Shaun,
To be honest I'm not quite sure of all of the details yet. As I have
said many times most of this is on the drawing board so to speak.
Things can change a lot between now and a beta release. In fact, a lot
of what I have just mentioned on list hasn't been implemented yet, are
things I'd like to do, but haven't done because of lack of time. Case
in point.
Although, I'd certainly like to add the ability to select the class of
starship at present that feature isn't available. When I first began
the STFC 2 project I was strictly thinking of TNG era ships such as
the Galaxy-Class and Nebula-Class ships seen on the television series.
As a result you started out with ships like the Enterprise, Lexington,
Monitor, and Sutherland. Optionally you can build the phoenix,
Faragut, Odyssey, and  Venture. After a while though I realized I
could expand the game to be more like SoundRTS where you could begin
with say the Constitution-Class of the classic Star Trek television
series and research and build everything up to the Sovereign-Class of
Star Trek 8, 9, and 10. In order to do this the game requires a major
rewrite which will take months if not a year or more to complete.
Basicly, the game I now plan on releasing is fundimentally different
than the one I started writing months ago, and needs to be majorly
rewritten before I release a beta. I really can't say what features I
will eventually settle on for the beta release as it is going to be
considerably harder to write than the previous versions of the game.





On 6/10/10, shaun everiss shau...@xtra.co.nz wrote:
 hmmm so  will we have one class at one time then upgrade as we
 progress in the game to higher classes or what.

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Re: [Audyssey] Advice on gamepads

2010-06-10 Thread The Kolesar Brothers
Hi Lori, from Ron and leader dog Boz.
I am using the following game pad.
Philips retractable game controller model 2909. I heard that there's now a 
2910 out now but don't know what the differences would be.
I too am looking to up grade my gamepad.
I never could get it to work with blast chamber.
But if you're looking for help via the keyboard?
Let me know.
We had a blast beta testing that game out.
Just curious if you've defused the bomb yet. SMILES.
If you have a question and I can answerit for you, the address is at the 
bottom of the letter.
Are you into flight simulators?
There are two blind friendly flight simulators out there and  one is free 
and the second one is getting the bugs worked out of it as we speak.
The first one is called puppy one and it is free.
Go to
www.kitchensinc.net
Jim Kitchen is blind andwriteswindow games for free.
The second simulator is called three D velocity.
This is still a beta but I think you'll enjoy it.
The address is
www.bpcprograms.com
Then go to down loads, then to the games down load then to the threeD 
velocity folder then to the down load button.
Hope this helps.
Ron who also is looking for a new game pad that would work with the hand to 
ear flight simulators and as many of the hand to ear games as possible.

Have a good day,
From the Kolesar brothers and our puppies
kolesar16...@roadrunner.com

- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 11:11 AM
Subject: [Audyssey] Advice on gamepads


Hi I would like to be able to play Pipe2 Blastchamber using a joystick or 
game controler, but I'd need one which has quite big easy to feel buttons, 
what is the best one to go for?  I'm based in the UK, but not sure if 
play.com would have any.  I'm using my laptop to play Pipe2, and the really 
anoying thing are the F number keys for killing spiders.  There's another 
key yu've to hold down while hitting the f1 key or any of the F keys, so I 
struggle to do that and keep trying to fit my pipes at the same time.  I 
wonder if someone could help me with how to set up a joystick as I don't 
know the first thing about them.  Smile  Many thanks from Lori.
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Re: [Audyssey] Advice on gamepads

2010-06-10 Thread Scott Chesworth
Hi Lori,

Though it pains me to praise Microsoft, the Xbox 360 pads are the best
designs I've seen in quite a few years. Enough buttons to cover almost
any eventuality, well pronounced spaces between them considering how
many there are, and all of the buttons triggers joysticks and d-pad
are snappy and responsive.
Unless you're really into the idea of some extra tweaking though, I'd
save yourself a few quid and a headache by going with the wired USB
version. Wireless pads are cool yes, but in this particular case the
drivers that ship with them are naff.

Assuming Pipe 2 has support for pads you should be well away. If not,
there is a neat little utility called JoyToKey that you can google for
which will allow you to map keyboard keys to specific buttons on your
gamepad and set the repeat rate. I've used it to play games like GMA
Tank Commander that don't have pad support, takes a bit of fiddling on
initial design but once it's done it's done.

So there's one option for you. Pop into almost any game shop and
they'll have one out on display for you to hold, should set you back
somewhere around 15 maybe 20 quid at the worst. No doubt other people
will chime in on this though, people's choice of pads are quite
subjective.

Hth
Scott

On 6/10/10, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi I would like to be able to play Pipe2 Blastchamber using a joystick or
 game controler, but I'd need one which has quite big easy to feel buttons,
 what is the best one to go for?  I'm based in the UK, but not sure if
 play.com would have any.  I'm using my laptop to play Pipe2, and the really
 anoying thing are the F number keys for killing spiders.  There's another
 key yu've to hold down while hitting the f1 key or any of the F keys, so I
 struggle to do that and keep trying to fit my pipes at the same time.  I
 wonder if someone could help me with how to set up a joystick as I don't
 know the first thing about them.  Smile  Many thanks from Lori.
 ---
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[Audyssey] startrek games

2010-06-10 Thread dark
Personally, as far as star trek games go, I'd love to see essentially 
something similar to lw, where you command a single ship carrying out 
various missions in the trek universe, sinse afterall, while a full scale 
battle against various huge fleets is fun, it'd really give the trek feeling 
to have a mission to go and patrol the neutral zone, seak and destroy a 
specific targit, like a borg cube or dominian shipyard, or go to a specific 
point in space to look what is there.

as fun as a stratogy game is, essentially lw in space would personally be my 
choice for a startrek game.

Beware the grue!

Dark.

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[Audyssey] MK trailer and news

2010-06-10 Thread Orin
Hey all,

Anyone hear this brand new trailer and news of the next MK, MK9, released in 
March 2011? It's gonna be sweet, Tag Team Mode FTW...



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Re: [Audyssey] [Odyssey] disability definition - was (accessible game companies with offices)

2010-06-10 Thread Castanedagarcia_Alfredo
Is this game related?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On 
Behalf Of Eleanor
Sent: Thursday, June 10, 2010 3:30 PM
To: gamers@audyssey.org
Subject: [Audyssey] disability definition - was (accessible game companies with 
offices)

The United States government in the census data I used for the white 
paper defines a person with one or more disabilities as a person who 
REPORTS they have one or more disability.  I'm sure there are 
definitions when you are trying to get into an assistance program, but 
they are perfectly happy to use self reporting for the census information.

I think anyone who requires some accommodation to complete normal tasks 
have some degree of disability.  This means people with injuries have a 
temporary disability until they can resume normal activities.  It is 
my contention that most games can have some accommodations built into 
them to allow more people to access them.  Not all games can be made 
blind accessible.  For example, one of our games - Word Jungle - is a 
hidden word puzzle.  It consists of a large grid that contains words in 
three directions and randomized letters between.  The object is to find 
all the hidden words.  That is not rated blind accessible since it would 
change the game too much to do so.  But - with reasonable adaptations, 
adequate sound augmentation to the graphics, variable speed settings, 
controls that can be read by screen readers etc, many games could be 
made blind accessible if there was an interest to do so.

Vision deteriorates as people get older.  Macular degeneration is a 
disease of old age.  Many people will no longer be able to play 
non-accessible games as they used to.  This might help developers 
realize there is a market - which incidentally can also mean 
accessibility for younger VI and blind gamers.

The main thing is to build the ability to change as many parameters as 
possible into games and other software to let people adjust it so they 
can use it.  There are some that say that dumbs down a game.  I don't 
see that at all.  If someone can successfully play the game at half 
speed, what is the problem with having a setting that allows that?

Anyhow - off my soapbox!  Thanks Dark and Thomas for some interesting 
observations.

Eleanor Robinson
7-128 Software




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[Audyssey] disability definition - was (accessible game companies with offices)

2010-06-10 Thread Eleanor
The United States government in the census data I used for the white 
paper defines a person with one or more disabilities as a person who 
REPORTS they have one or more disability.  I'm sure there are 
definitions when you are trying to get into an assistance program, but 
they are perfectly happy to use self reporting for the census information.


I think anyone who requires some accommodation to complete normal tasks 
have some degree of disability.  This means people with injuries have a 
temporary disability until they can resume normal activities.  It is 
my contention that most games can have some accommodations built into 
them to allow more people to access them.  Not all games can be made 
blind accessible.  For example, one of our games - Word Jungle - is a 
hidden word puzzle.  It consists of a large grid that contains words in 
three directions and randomized letters between.  The object is to find 
all the hidden words.  That is not rated blind accessible since it would 
change the game too much to do so.  But - with reasonable adaptations, 
adequate sound augmentation to the graphics, variable speed settings, 
controls that can be read by screen readers etc, many games could be 
made blind accessible if there was an interest to do so.


Vision deteriorates as people get older.  Macular degeneration is a 
disease of old age.  Many people will no longer be able to play 
non-accessible games as they used to.  This might help developers 
realize there is a market - which incidentally can also mean 
accessibility for younger VI and blind gamers.


The main thing is to build the ability to change as many parameters as 
possible into games and other software to let people adjust it so they 
can use it.  There are some that say that dumbs down a game.  I don't 
see that at all.  If someone can successfully play the game at half 
speed, what is the problem with having a setting that allows that?


Anyhow - off my soapbox!  Thanks Dark and Thomas for some interesting 
observations.


Eleanor Robinson
7-128 Software




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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread shaun everiss

hmmm
well I like turn based myself realtime is good as long as you can 
handle it I have played soundrts with a one column map but any bigger 
than 4 columns and rows I find it hard to track or keep track.
on the other hand if  I know I have 12 ships I can have 2 of each say 
going round the various enemy star systems say covering each of the 3 
main oponents, have a couple or maybe 1 at each station and one or 2 
at the shipyards or one on the shipyards and one on the borders.

though turn based means I need to think ahead.
right now I pull all my forces together and send defient at any 
cardations or wait  for these to hit stations.

once I have the fleet I have 2 ships hit klingon and 2 hit romulan.
targets.
Ofcause usually the fleet have to handle these targets first, 
sometimes my stations get it but I like running in deep space rather 
than relying on my stations as long as I have one left.

At 05:51 a.m. 11/06/2010, you wrote:

Hi Dakotah,
To tell the truth I sort of miss the turn-based style of play myself.
As it stands now the game doesn't offer you much control over the
ships once you asign them their patrol route, and it lacks the hands
on strategy value the previous game had. So I'd really be interested
in hearing your thoughts on this.
Basicly, I'd like to know if people are more in favor of the classic
turn-based style of game play or would really want real time strategy.
There are advantages/disadvantages of both styles of game play. I
could really go either way at this point since I'm in the process of
converting the game from .Net to C++ anyway.


On 6/10/10, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 I like the sound of the new game, but I'm really going to miss some
 aspects of the turn based stuff.

 I suppose you could just call me nostalgic.

 I'm sure it'll be fun, and maybe the things I'm seeing in my head for
 turn based combat could be the impetous I need to bury my nose in a
 programming book.

 Signed:
 Dakotah Rickard

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Re: [Audyssey] startrek games

2010-06-10 Thread shaun everiss
thats a point dark I'd like a series of missions and maybe like 
lonewolf the ability to make my own missions.

Thats one reason I am attracted to games like eleteforce and bridge commander.
all the missions follow in a series eventually ending at a storyline 
which is is as complex as a book.

At 06:44 a.m. 11/06/2010, you wrote:

Personally, as far as star trek games go, I'd love to see essentially
something similar to lw, where you command a single ship carrying out
various missions in the trek universe, sinse afterall, while a full scale
battle against various huge fleets is fun, it'd really give the trek feeling
to have a mission to go and patrol the neutral zone, seak and destroy a
specific targit, like a borg cube or dominian shipyard, or go to a specific
point in space to look what is there.

as fun as a stratogy game is, essentially lw in space would personally be my
choice for a startrek game.

Beware the grue!

Dark.

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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread shaun everiss

I'll miss that to but hopefully we can keep stfc1 and 2 on the same system.
sertainly if we can choose what the folder is called for program and 
start menu group I will keep both.

At 05:29 a.m. 11/06/2010, you wrote:

I like the sound of the new game, but I'm really going to miss some
aspects of the turn based stuff.

I suppose you could just call me nostalgic.

I'm sure it'll be fun, and maybe the things I'm seeing in my head for
turn based combat could be the impetous I need to bury my nose in a
programming book.

Signed:
Dakotah Rickard

On 6/10/10, shaun everiss shau...@xtra.co.nz wrote:
 hmmm so  will we have one class at one time then upgrade as we
 progress in the game to higher classes or what.
 At 04:09 p.m. 10/06/2010, you wrote:
Hi Shaun,
I haven't decided how many ships the game will be able to support, but
I am going to aim for at least 10 to 12 ships for each side for the
new version of the game.
As I said before the new STFC isn't at all like Trek 2000 or even STFC
1.0.  It is more of a strategy game along the lines of Galaxy
Civilization only set in the Star Trek universe. You might start out
with the Constitution-Class ships of the classic Star Trek era,  and
upgrade through the various classes between that and the
Sovereign-Class such as the Excelcior-Class, Ambassador-Class,
Nebula-Class,  Galaxy-Class, and so on.  With technology upgrades come
better classes of ships and weapons. Instead of photons the
Sovereign-Class will cary the Quantom torpedoes which are far more
powerful. Same goes for the Defiant-Class.  Plus better classes of
ships will have better warp drive systems. For example, the
Intrepid-Class, like Voyager, can do speeds of warp 9.975  where the
classic Enterprise, a Constitution-Class ship, could really only hold
a speed of warp 8 for long distances. Definitely a huge tactical
difference in speed and firepower.



On 6/9/10, shaun everiss shau...@xtra.co.nz wrote:
  will you be limited to just 5 ships?
  I suppose you could add the cloak capability in later tom.

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Re: [Audyssey] disability definition - was (accessible game companieswith offices)

2010-06-10 Thread dark
True enough, however current deffinitions of disabilities generally such as 
the world health organization tend to work on a tick box basis as far as 
normal activities go, and do not considder factors such as how much effort 
a person takes, what normal amounts of effort are taken to do something, 
how a person's capacity can alter on a dayly basis etc.


Part of the deffinition i'm working on actually covers game accessibility 
specifically, sinse if disability is broardly catagorized as a physical or 
psychological condition which serves to make carrying out certain desires 
more difficult, one way of aleviating it's effect is changing the conditions 
under which those desires are carried out, - ie, changing the normal 
rules, such as having access settings in games rather than insisting on a 
set difficulty.


Btw, while there are certainly games which, even given theoretical amounts 
of inexhaustible resources and developement time litle or no access option 
is conceiveable such as boulderdash or rocks n diamonds type games, you 
might want to have a look at bg boggle from spoonbil software for an 
accessible grid based word search type game where you attempt to find words 
horizontally and vertically in a grid of letters for ideas in case you might 
want to look at accessibility options for word jungle at some point in the 
future.


Beware the grue!

Dark. 



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Re: [Audyssey] MK trailer and news

2010-06-10 Thread clement chou
That so-called trailor is apparently something to sell WB with... unless 
there's another one up.
- Original Message - 
From: Orin orin8...@gmail.com

To: brandonsl...@freelists.org
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 3:03 PM
Subject: [Audyssey] MK trailer and news



Hey all,

Anyone hear this brand new trailer and news of the next MK, MK9, released 
in March 2011? It's gonna be sweet, Tag Team Mode FTW...




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list,
please send E-mail to gamers-ow...@audyssey.org. 



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Re: [Audyssey] MK trailer and news

2010-06-10 Thread Liam Erven
nope.  there is a game launch trailer, and it's been confirmed they're
working on it.
really excited about this.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of clement chou
Sent: Wednesday, June 09, 2010 7:54 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MK trailer and news

That so-called trailor is apparently something to sell WB with... unless
there's another one up.
- Original Message -
From: Orin orin8...@gmail.com
To: brandonsl...@freelists.org
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 3:03 PM
Subject: [Audyssey] MK trailer and news


 Hey all,

 Anyone hear this brand new trailer and news of the next MK, MK9, 
 released in March 2011? It's gonna be sweet, Tag Team Mode FTW...



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Re: [Audyssey] startrek games

2010-06-10 Thread Thomas Ward
Hi Dark,
H...This is something that has been suggested before, and I
certainly could do it. I guess it all depends on how many people would
be in favor of that style of game. I think you are right that a Lone
Wolf style Star Trek game would be infinitely more cool than a
strategy game like STFC.
For one thing in light of recent discussions of expantion packs etc
this is the perfect style of game to do it in. The game could ship
with 10 to 15 missions initially and I could add missions to it here
and there giving it nearly unlimited replay value in the process.
Like Lone Wolf over time it could end up having a hundred or more
missions to choose from.
Another way to add replay value to the game is to allow you to select
a specific ship and class from the game setup menu. That way you could
technically play the same mission multiple times trying out various
different classes of ships in the Federation fleet. One time you might
select a Defiant-Class ship, another time a Galaxy-Class, another time
a Nebula-Class, etc. The replay value of this feature alone is huge.
So your idea has maret.
So my question to the rest of the list is what do you say. Should we
abandon the fleet strategy game and go with a Lone Wolf style
simulation where you take on individual missions and campaigns, or
should we proceed with the real time strategy game in production now?

On 6/10/10, dark d...@xgam.org wrote:
 Personally, as far as star trek games go, I'd love to see essentially
 something similar to lw, where you command a single ship carrying out
 various missions in the trek universe, sinse afterall, while a full scale
 battle against various huge fleets is fun, it'd really give the trek feeling
 to have a mission to go and patrol the neutral zone, seak and destroy a
 specific targit, like a borg cube or dominian shipyard, or go to a specific
 point in space to look what is there.

 as fun as a stratogy game is, essentially lw in space would personally be my
 choice for a startrek game.

 Beware the grue!

 Dark.

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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread Thomas Ward
Hi Shaun,
I don't see any reason why you couldn't install STFC 1.x and STFC 2.0
side by side. Inno Setup lets you rename the install directory and
start menu groups if need be. However, as soon as 2.0 is released STFC
1.0 and 1.2 will be considered abandonware. I'm not supporting any of
my .Net based projects in any way, shape, or form.
As it happens I pretty much figure fans of the STFC games will likely
want both I can easly have it install to USA Games\Final Conflict II
which is a completely different installation directory by default from
the original STFC games.

On 6/10/10, shaun everiss shau...@xtra.co.nz wrote:
 I'll miss that to but hopefully we can keep stfc1 and 2 on the same system.
 sertainly if we can choose what the folder is called for program and
 start menu group I will keep both.

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Re: [Audyssey] startrek games

2010-06-10 Thread Allen
Hi, Thomas,

I would love an LW style of Star Trek game.  LoneWolf was one of my favorite 
games so a Star Trek style would be awesome and one I'd definitely have no 
problem waiting a while for.

Allen
 
On Jun 10, 2010, at 7:06 PM, Thomas Ward wrote:

 Hi Dark,
 H...This is something that has been suggested before, and I
 certainly could do it. I guess it all depends on how many people would
 be in favor of that style of game. I think you are right that a Lone
 Wolf style Star Trek game would be infinitely more cool than a
 strategy game like STFC.
 For one thing in light of recent discussions of expantion packs etc
 this is the perfect style of game to do it in. The game could ship
 with 10 to 15 missions initially and I could add missions to it here
 and there giving it nearly unlimited replay value in the process.
 Like Lone Wolf over time it could end up having a hundred or more
 missions to choose from.
 Another way to add replay value to the game is to allow you to select
 a specific ship and class from the game setup menu. That way you could
 technically play the same mission multiple times trying out various
 different classes of ships in the Federation fleet. One time you might
 select a Defiant-Class ship, another time a Galaxy-Class, another time
 a Nebula-Class, etc. The replay value of this feature alone is huge.
 So your idea has maret.
 So my question to the rest of the list is what do you say. Should we
 abandon the fleet strategy game and go with a Lone Wolf style
 simulation where you take on individual missions and campaigns, or
 should we proceed with the real time strategy game in production now?
 
 On 6/10/10, dark d...@xgam.org wrote:
 Personally, as far as star trek games go, I'd love to see essentially
 something similar to lw, where you command a single ship carrying out
 various missions in the trek universe, sinse afterall, while a full scale
 battle against various huge fleets is fun, it'd really give the trek feeling
 to have a mission to go and patrol the neutral zone, seak and destroy a
 specific targit, like a borg cube or dominian shipyard, or go to a specific
 point in space to look what is there.
 
 as fun as a stratogy game is, essentially lw in space would personally be my
 choice for a startrek game.
 
 Beware the grue!
 
 Dark.
 
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Allen
allen.j...@foxvalley.net




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Re: [Audyssey] [Odyssey] disability definition - was (accessible game companies with offices)

2010-06-10 Thread Hayden Presley
Hi,
Please, don't put [Odyssey] in your messages. It's not necessary.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Castanedagarcia_Alfredo
Sent: Thursday, June 10, 2010 4:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] [Odyssey] disability definition - was (accessible
game companies with offices)

Is this game related?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Eleanor
Sent: Thursday, June 10, 2010 3:30 PM
To: gamers@audyssey.org
Subject: [Audyssey] disability definition - was (accessible game companies
with offices)

The United States government in the census data I used for the white 
paper defines a person with one or more disabilities as a person who 
REPORTS they have one or more disability.  I'm sure there are 
definitions when you are trying to get into an assistance program, but 
they are perfectly happy to use self reporting for the census information.

I think anyone who requires some accommodation to complete normal tasks 
have some degree of disability.  This means people with injuries have a 
temporary disability until they can resume normal activities.  It is 
my contention that most games can have some accommodations built into 
them to allow more people to access them.  Not all games can be made 
blind accessible.  For example, one of our games - Word Jungle - is a 
hidden word puzzle.  It consists of a large grid that contains words in 
three directions and randomized letters between.  The object is to find 
all the hidden words.  That is not rated blind accessible since it would 
change the game too much to do so.  But - with reasonable adaptations, 
adequate sound augmentation to the graphics, variable speed settings, 
controls that can be read by screen readers etc, many games could be 
made blind accessible if there was an interest to do so.

Vision deteriorates as people get older.  Macular degeneration is a 
disease of old age.  Many people will no longer be able to play 
non-accessible games as they used to.  This might help developers 
realize there is a market - which incidentally can also mean 
accessibility for younger VI and blind gamers.

The main thing is to build the ability to change as many parameters as 
possible into games and other software to let people adjust it so they 
can use it.  There are some that say that dumbs down a game.  I don't 
see that at all.  If someone can successfully play the game at half 
speed, what is the problem with having a setting that allows that?

Anyhow - off my soapbox!  Thanks Dark and Thomas for some interesting 
observations.

Eleanor Robinson
7-128 Software




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Re: [Audyssey] startrek games

2010-06-10 Thread Hayden Presley
Hi Thomas,
Just my humble opinion, but I feel we could go ahead with the current
strategy game, and possibly do something like that when you have spare time
(wonder when that will be?)
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, June 10, 2010 7:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] startrek games

Hi Dark,
H...This is something that has been suggested before, and I
certainly could do it. I guess it all depends on how many people would
be in favor of that style of game. I think you are right that a Lone
Wolf style Star Trek game would be infinitely more cool than a
strategy game like STFC.
For one thing in light of recent discussions of expantion packs etc
this is the perfect style of game to do it in. The game could ship
with 10 to 15 missions initially and I could add missions to it here
and there giving it nearly unlimited replay value in the process.
Like Lone Wolf over time it could end up having a hundred or more
missions to choose from.
Another way to add replay value to the game is to allow you to select
a specific ship and class from the game setup menu. That way you could
technically play the same mission multiple times trying out various
different classes of ships in the Federation fleet. One time you might
select a Defiant-Class ship, another time a Galaxy-Class, another time
a Nebula-Class, etc. The replay value of this feature alone is huge.
So your idea has maret.
So my question to the rest of the list is what do you say. Should we
abandon the fleet strategy game and go with a Lone Wolf style
simulation where you take on individual missions and campaigns, or
should we proceed with the real time strategy game in production now?

On 6/10/10, dark d...@xgam.org wrote:
 Personally, as far as star trek games go, I'd love to see essentially
 something similar to lw, where you command a single ship carrying out
 various missions in the trek universe, sinse afterall, while a full scale
 battle against various huge fleets is fun, it'd really give the trek
feeling
 to have a mission to go and patrol the neutral zone, seak and destroy a
 specific targit, like a borg cube or dominian shipyard, or go to a
specific
 point in space to look what is there.

 as fun as a stratogy game is, essentially lw in space would personally be
my
 choice for a startrek game.

 Beware the grue!

 Dark.

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Re: [Audyssey] [Odyssey] disability definition - was (accessiblegame companies with offices)

2010-06-10 Thread Bryan Peterson
I've told him this as well. It's one thing to do something like that right 
at first (I did), but sooner or later you should realize it's not necessary 
since the list automatically puts Audyssey at the beginning of whatever 
subject line you type. I remember I did that once or twice when I first 
subscribed to BSC's Game Talk list (do they even run that list anymore?) but 
I quickly figured out it wasn't necessary since it automatically does this.

We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 6:18 PM
Subject: Re: [Audyssey] [Odyssey] disability definition - was 
(accessiblegame companies with offices)




Hi,
Please, don't put [Odyssey] in your messages. It's not necessary.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Castanedagarcia_Alfredo
Sent: Thursday, June 10, 2010 4:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] [Odyssey] disability definition - was (accessible
game companies with offices)

Is this game related?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Eleanor
Sent: Thursday, June 10, 2010 3:30 PM
To: gamers@audyssey.org
Subject: [Audyssey] disability definition - was (accessible game companies
with offices)

The United States government in the census data I used for the white
paper defines a person with one or more disabilities as a person who
REPORTS they have one or more disability.  I'm sure there are
definitions when you are trying to get into an assistance program, but
they are perfectly happy to use self reporting for the census information.

I think anyone who requires some accommodation to complete normal tasks
have some degree of disability.  This means people with injuries have a
temporary disability until they can resume normal activities.  It is
my contention that most games can have some accommodations built into
them to allow more people to access them.  Not all games can be made
blind accessible.  For example, one of our games - Word Jungle - is a
hidden word puzzle.  It consists of a large grid that contains words in
three directions and randomized letters between.  The object is to find
all the hidden words.  That is not rated blind accessible since it would
change the game too much to do so.  But - with reasonable adaptations,
adequate sound augmentation to the graphics, variable speed settings,
controls that can be read by screen readers etc, many games could be
made blind accessible if there was an interest to do so.

Vision deteriorates as people get older.  Macular degeneration is a
disease of old age.  Many people will no longer be able to play
non-accessible games as they used to.  This might help developers
realize there is a market - which incidentally can also mean
accessibility for younger VI and blind gamers.

The main thing is to build the ability to change as many parameters as
possible into games and other software to let people adjust it so they
can use it.  There are some that say that dumbs down a game.  I don't
see that at all.  If someone can successfully play the game at half
speed, what is the problem with having a setting that allows that?

Anyhow - off my soapbox!  Thanks Dark and Thomas for some interesting
observations.

Eleanor Robinson
7-128 Software




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If you want to 

Re: [Audyssey] [Odyssey] disability definition - was (accessiblegame companies with offices)

2010-06-10 Thread Hayden Presley
Hi Brian,
Oh, they do. Just recently we've had some guy calling himself Jack F posting
record times. No matter how many times Charles and myself asked, he just
kept posting times. Grin
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Thursday, June 10, 2010 7:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] [Odyssey] disability definition - was
(accessiblegame companies with offices)

I've told him this as well. It's one thing to do something like that right 
at first (I did), but sooner or later you should realize it's not necessary 
since the list automatically puts Audyssey at the beginning of whatever 
subject line you type. I remember I did that once or twice when I first 
subscribed to BSC's Game Talk list (do they even run that list anymore?) but

I quickly figured out it wasn't necessary since it automatically does this.
We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 6:18 PM
Subject: Re: [Audyssey] [Odyssey] disability definition - was 
(accessiblegame companies with offices)


 Hi,
 Please, don't put [Odyssey] in your messages. It's not necessary.
 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Castanedagarcia_Alfredo
 Sent: Thursday, June 10, 2010 4:48 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] [Odyssey] disability definition - was (accessible
 game companies with offices)

 Is this game related?

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Eleanor
 Sent: Thursday, June 10, 2010 3:30 PM
 To: gamers@audyssey.org
 Subject: [Audyssey] disability definition - was (accessible game companies
 with offices)

 The United States government in the census data I used for the white
 paper defines a person with one or more disabilities as a person who
 REPORTS they have one or more disability.  I'm sure there are
 definitions when you are trying to get into an assistance program, but
 they are perfectly happy to use self reporting for the census information.

 I think anyone who requires some accommodation to complete normal tasks
 have some degree of disability.  This means people with injuries have a
 temporary disability until they can resume normal activities.  It is
 my contention that most games can have some accommodations built into
 them to allow more people to access them.  Not all games can be made
 blind accessible.  For example, one of our games - Word Jungle - is a
 hidden word puzzle.  It consists of a large grid that contains words in
 three directions and randomized letters between.  The object is to find
 all the hidden words.  That is not rated blind accessible since it would
 change the game too much to do so.  But - with reasonable adaptations,
 adequate sound augmentation to the graphics, variable speed settings,
 controls that can be read by screen readers etc, many games could be
 made blind accessible if there was an interest to do so.

 Vision deteriorates as people get older.  Macular degeneration is a
 disease of old age.  Many people will no longer be able to play
 non-accessible games as they used to.  This might help developers
 realize there is a market - which incidentally can also mean
 accessibility for younger VI and blind gamers.

 The main thing is to build the ability to change as many parameters as
 possible into games and other software to let people adjust it so they
 can use it.  There are some that say that dumbs down a game.  I don't
 see that at all.  If someone can successfully play the game at half
 speed, what is the problem with having a setting that allows that?

 Anyhow - off my soapbox!  Thanks Dark and Thomas for some interesting
 observations.

 Eleanor Robinson
 7-128 Software




 ---
 Gamers mailing list __ Gamers@audyssey.org
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 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the 
 list,
 please send E-mail to gamers-ow...@audyssey.org.



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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread Thomas Ward
Hi Shaun,
Right. I use the Defiant quite a lot myself to run hit and run attacks
against the enemy forces.  I generally use the other ships of the
fleet to draw the enemy Romulans and Klingons out of hiding and then
unload on them. Usually it results in serious damage to the enemy
fleet.
Anyway, regarding the style of game play after reading Dark's post I
wonder if Final Conflict 2.0 should be a fleet strategy game at all.
Dark's idea is to make the game more like Lone Wolf where you command
one ship and carry out a number of missions in real time. I have to
say I'm rather excited about the concept and wonder what others think
about it. If enough people are interested I can quite easily rewrite
the game to use the genesis Engine to make a real time action game
like Bridge Commander or something like that. Now, that sounds cool to
me.

On 6/10/10, shaun everiss shau...@xtra.co.nz wrote:
 hmmm
 well I like turn based myself realtime is good as long as you can
 handle it I have played soundrts with a one column map but any bigger
 than 4 columns and rows I find it hard to track or keep track.
 on the other hand if  I know I have 12 ships I can have 2 of each say
 going round the various enemy star systems say covering each of the 3
 main oponents, have a couple or maybe 1 at each station and one or 2
 at the shipyards or one on the shipyards and one on the borders.
 though turn based means I need to think ahead.
 right now I pull all my forces together and send defient at any
 cardations or wait  for these to hit stations.
 once I have the fleet I have 2 ships hit klingon and 2 hit romulan.
 targets.
 Ofcause usually the fleet have to handle these targets first,
 sometimes my stations get it but I like running in deep space rather
 than relying on my stations as long as I have one left.

---
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Re: [Audyssey] MK trailer and news

2010-06-10 Thread clement chou
Huh. Well, this should definitely be interesting to see.. any other details 
aside from tag mode?
- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 3:46 PM
Subject: Re: [Audyssey] MK trailer and news



nope.  there is a game launch trailer, and it's been confirmed they're
working on it.
really excited about this.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of clement chou
Sent: Wednesday, June 09, 2010 7:54 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MK trailer and news

That so-called trailor is apparently something to sell WB with... unless
there's another one up.
- Original Message -
From: Orin orin8...@gmail.com
To: brandonsl...@freelists.org
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 3:03 PM
Subject: [Audyssey] MK trailer and news



Hey all,

Anyone hear this brand new trailer and news of the next MK, MK9,
released in March 2011? It's gonna be sweet, Tag Team Mode FTW...



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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread clement chou
I think this might be better. The lonewolf idea, that is. This way if you 
plan to implement multiplayer it might be easier to deal with things. But 
I'm happy with either one.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 4:24 PM
Subject: Re: [Audyssey] Star Trekk Games,both Final Conflict and Trekk 
2000...




Hi Shaun,
Right. I use the Defiant quite a lot myself to run hit and run attacks
against the enemy forces.  I generally use the other ships of the
fleet to draw the enemy Romulans and Klingons out of hiding and then
unload on them. Usually it results in serious damage to the enemy
fleet.
Anyway, regarding the style of game play after reading Dark's post I
wonder if Final Conflict 2.0 should be a fleet strategy game at all.
Dark's idea is to make the game more like Lone Wolf where you command
one ship and carry out a number of missions in real time. I have to
say I'm rather excited about the concept and wonder what others think
about it. If enough people are interested I can quite easily rewrite
the game to use the genesis Engine to make a real time action game
like Bridge Commander or something like that. Now, that sounds cool to
me.

On 6/10/10, shaun everiss shau...@xtra.co.nz wrote:

hmmm
well I like turn based myself realtime is good as long as you can
handle it I have played soundrts with a one column map but any bigger
than 4 columns and rows I find it hard to track or keep track.
on the other hand if  I know I have 12 ships I can have 2 of each say
going round the various enemy star systems say covering each of the 3
main oponents, have a couple or maybe 1 at each station and one or 2
at the shipyards or one on the shipyards and one on the borders.
though turn based means I need to think ahead.
right now I pull all my forces together and send defient at any
cardations or wait  for these to hit stations.
once I have the fleet I have 2 ships hit klingon and 2 hit romulan.
targets.
Ofcause usually the fleet have to handle these targets first,
sometimes my stations get it but I like running in deep space rather
than relying on my stations as long as I have one left.


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Re: [Audyssey] startrek games

2010-06-10 Thread dark

Hi tom.

Well, as I've now finished watching voyager, and thus am fully versed with 
all trek series barring enterprise pluss all the films, I'd very much enjoy 
a mission based trek game indeed! especially might I say if missions were 
created by someone like yourself who was familiar enough with the trek 
universe to make them interesting and consistant.


the only issue i can see with the replay and missions idea is the problem of 
recorded speech, sinse as you've said your not a fan of developing for sapi 
(and specific screen readers), you'd have to record the names of new 
planets, ships etc for other  missions,  which migh take extra work.


Beware the grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 11, 2010 1:06 AM
Subject: Re: [Audyssey] startrek games



Hi Dark,
H...This is something that has been suggested before, and I
certainly could do it. I guess it all depends on how many people would
be in favor of that style of game. I think you are right that a Lone
Wolf style Star Trek game would be infinitely more cool than a
strategy game like STFC.
For one thing in light of recent discussions of expantion packs etc
this is the perfect style of game to do it in. The game could ship
with 10 to 15 missions initially and I could add missions to it here
and there giving it nearly unlimited replay value in the process.
Like Lone Wolf over time it could end up having a hundred or more
missions to choose from.
Another way to add replay value to the game is to allow you to select
a specific ship and class from the game setup menu. That way you could
technically play the same mission multiple times trying out various
different classes of ships in the Federation fleet. One time you might
select a Defiant-Class ship, another time a Galaxy-Class, another time
a Nebula-Class, etc. The replay value of this feature alone is huge.
So your idea has maret.
So my question to the rest of the list is what do you say. Should we
abandon the fleet strategy game and go with a Lone Wolf style
simulation where you take on individual missions and campaigns, or
should we proceed with the real time strategy game in production now?

On 6/10/10, dark d...@xgam.org wrote:

Personally, as far as star trek games go, I'd love to see essentially
something similar to lw, where you command a single ship carrying out
various missions in the trek universe, sinse afterall, while a full scale
battle against various huge fleets is fun, it'd really give the trek 
feeling

to have a mission to go and patrol the neutral zone, seak and destroy a
specific targit, like a borg cube or dominian shipyard, or go to a 
specific

point in space to look what is there.

as fun as a stratogy game is, essentially lw in space would personally be 
my

choice for a startrek game.

Beware the grue!

Dark.

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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread Hayden Presley
Hi Thomas,
I would assume your original model for STFC was Trekk 2000? I hadn't yet
read the docs when I first opened the game, but Irecognized it almost
immediately.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, June 10, 2010 12:52 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk
2000...

Hi Dakotah,
To tell the truth I sort of miss the turn-based style of play myself.
As it stands now the game doesn't offer you much control over the
ships once you asign them their patrol route, and it lacks the hands
on strategy value the previous game had. So I'd really be interested
in hearing your thoughts on this.
Basicly, I'd like to know if people are more in favor of the classic
turn-based style of game play or would really want real time strategy.
There are advantages/disadvantages of both styles of game play. I
could really go either way at this point since I'm in the process of
converting the game from .Net to C++ anyway.


On 6/10/10, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 I like the sound of the new game, but I'm really going to miss some
 aspects of the turn based stuff.

 I suppose you could just call me nostalgic.

 I'm sure it'll be fun, and maybe the things I'm seeing in my head for
 turn based combat could be the impetous I need to bury my nose in a
 programming book.

 Signed:
 Dakotah Rickard

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Re: [Audyssey] accessible game companies with offices

2010-06-10 Thread Hayden Presley
Hi Brian,
The calculator on the Blazie Notetakers was excellent. You had all kinds of
conversions, temperature, measurement and so forth, while the BrailleNote I
have now lacks many of these features, though the way it handles statistics
is considerly better.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Wednesday, June 09, 2010 11:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] accessible game companies with offices

I agree. I actually liked JFW and JFD better back when it was Henter-Joyce. 
Same was true of the BLazie notetakers. But that does make sense. I imagine 
it's probably going to take a family member of one of these major game 
designers, programmers or whatnot to start losing their sight before one of 
them even begins to consider taking us seriously.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, June 09, 2010 9:37 PM
Subject: Re: [Audyssey] accessible game companies with offices


 Hi Bryan,
 It does pose an interesting situation even if a bit unlikely. Making
 accesssible software like games is completely unimportant until it
 effects someone personally. It wouldn't necessarily have to be a CEO,
 but a family member, a board member, or one of the lead game
 developers for it to become a personal matter for someone in that
 company.  That's always how change, real change, gets started. No one
 seams interested in making a change until it happens to the right
 person, at the right time, and then it suddenly becomes a personal
 matter of interest.
 The closest thing I can compare this to is Ted Henter coming up with
 Jaws for Dos around 1987. Before then if you were blind and wanted to
 use an IBM compatible PC running MS Dos or PC Dos there really wasn't
 much you could do about the situation. Then, Ted Henter had, I want to
 say, a motor cycle accident that left him blind, and instead of giving
 up on computers he got some sighted developers together and founded a
 company called Henter-Joice with the soul aim of creating screen
 readers and other adaptive software for the blind and low vision. That
 single change in one man's life has lead to a number of accessible
 products like Jaws and  Magic which has greatly improved the lives of
 many blind computer users. I disagree with many of Freedom Scientifics
 current business practices, but I can say that what Ted Henter did was
 a dramatic improvement in my own life as I have used a number of his
 products like Jaws personally to get through high school, college, and
 even on some contract jobs.
 I think when it comes to mainstream accessible games something similar
 will have to happen to someone who has a lot of influence and power
 within a game company for that kind of revolutionary change in polacy
 to take place. What would happen, for example, if Bill Gates or
 someone he loves went blind tomorrow? Would he suddenly want the
 company he started to begin creating accessible XBox consoles and want
 a more powerful screen reader than Narrator to be incorperated into
 the Windows operating system? Would that event make software
 accessibility a more important issue for him and his company?
 As for Game Spot yeah I have noticed a number of posters there are
 pretty rude. I don't know the average age of the posters there, but
 they often strike me as young, very mouthy, punks with no respect for
 anyone out of their immediate circle of friends.  There comments about
 blind people in general really irritated me as it was obvious to me
 the posters didn't have a clue what they were talking about and were
 just shooting there mouth off again.  All they succeeded in doing is
 proving how truly ignorant they really are when it comes to anyone
 with disabilities.
 As for the Sony lawsuit I have to agree with you that it wasn't a good
 thing. For one thing there is no law mandating that these companies
 have to provide accessibility, any accessibility, making it a tough
 legal battle to begin with. Then, bringing attention to the problem
 via a lawsuit hasn't braught any sympathy to our cause. The mainstream
 gamers, like those on Game Spot, just think we are acting like spoiled
 brats demmanding our own way.
 Even worse the companies now like us less, because instead of trying
 to talk to them and get accessibility included through mutual
 cooperation and via peaceful means this one gamer has just braught the
 legal system into this trying to get accessibility into his favorite
 games through brute force.  That just upsets the companies making them
 less likely to want to listen to organizations like Able Gamers and
 the Game Accessibility Project. The last thing we want is for this
 person to lose big in court, and then have the game companies simply
 tune us out completely. Which I am afraid will happen as a 

Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread Hayden Presley
Hi Thomas,
Hmmm...I like the idea of upgrading your ships a little better than the LW
remake myself. I do enjoy that game, though as I said...
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, June 09, 2010 11:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk
2000...

Hi Shaun,
I haven't decided how many ships the game will be able to support, but
I am going to aim for at least 10 to 12 ships for each side for the
new version of the game.
As I said before the new STFC isn't at all like Trek 2000 or even STFC
1.0.  It is more of a strategy game along the lines of Galaxy
Civilization only set in the Star Trek universe. You might start out
with the Constitution-Class ships of the classic Star Trek era,  and
upgrade through the various classes between that and the
Sovereign-Class such as the Excelcior-Class, Ambassador-Class,
Nebula-Class,  Galaxy-Class, and so on.  With technology upgrades come
better classes of ships and weapons. Instead of photons the
Sovereign-Class will cary the Quantom torpedoes which are far more
powerful. Same goes for the Defiant-Class.  Plus better classes of
ships will have better warp drive systems. For example, the
Intrepid-Class, like Voyager, can do speeds of warp 9.975  where the
classic Enterprise, a Constitution-Class ship, could really only hold
a speed of warp 8 for long distances. Definitely a huge tactical
difference in speed and firepower.



On 6/9/10, shaun everiss shau...@xtra.co.nz wrote:
 will you be limited to just 5 ships?
 I suppose you could add the cloak capability in later tom.

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Re: [Audyssey] startrek games

2010-06-10 Thread Thomas Ward
Hi Allen,
Yeah, Lone Wolf was one of  my favorites too. For one reason because
there are so many different missions to choose from and has a great
deal of replay value.  A Star Trek game based on the same basic
concept would have similar replay value and could grow to have equally
as many missions to choose from in time. Such a game would have
incredible replay value for me and others as well.


On 6/10/10, Allen allen.j...@foxvalley.net wrote:
 Hi, Thomas,

 I would love an LW style of Star Trek game.  LoneWolf was one of my favorite
 games so a Star Trek style would be awesome and one I'd definitely have no
 problem waiting a while for.

 Allen

 On Jun 10, 2010, at 7:06 PM, Thomas Ward wrote:

 Hi Dark,
 H...This is something that has been suggested before, and I
 certainly could do it. I guess it all depends on how many people would
 be in favor of that style of game. I think you are right that a Lone
 Wolf style Star Trek game would be infinitely more cool than a
 strategy game like STFC.
 For one thing in light of recent discussions of expantion packs etc
 this is the perfect style of game to do it in. The game could ship
 with 10 to 15 missions initially and I could add missions to it here
 and there giving it nearly unlimited replay value in the process.
 Like Lone Wolf over time it could end up having a hundred or more
 missions to choose from.
 Another way to add replay value to the game is to allow you to select
 a specific ship and class from the game setup menu. That way you could
 technically play the same mission multiple times trying out various
 different classes of ships in the Federation fleet. One time you might
 select a Defiant-Class ship, another time a Galaxy-Class, another time
 a Nebula-Class, etc. The replay value of this feature alone is huge.
 So your idea has maret.
 So my question to the rest of the list is what do you say. Should we
 abandon the fleet strategy game and go with a Lone Wolf style
 simulation where you take on individual missions and campaigns, or
 should we proceed with the real time strategy game in production now?

 On 6/10/10, dark d...@xgam.org wrote:
 Personally, as far as star trek games go, I'd love to see essentially
 something similar to lw, where you command a single ship carrying out
 various missions in the trek universe, sinse afterall, while a full scale
 battle against various huge fleets is fun, it'd really give the trek
 feeling
 to have a mission to go and patrol the neutral zone, seak and destroy a
 specific targit, like a borg cube or dominian shipyard, or go to a
 specific
 point in space to look what is there.

 as fun as a stratogy game is, essentially lw in space would personally be
 my
 choice for a startrek game.

 Beware the grue!

 Dark.

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 allen.j...@foxvalley.net




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Re: [Audyssey] startrek games

2010-06-10 Thread Thomas Ward
Hi Dark,
Yeah, it might be a bit of extra work, but not too bad once the game
core is designed and the majority of the game is written.  Adding
extra missions, expantion packs, etc is far easier than writing the
game itself.
As it happens I think I'd use Neospeech Kate, the same voice as STFC
1.0, for the game since that seams to be a popular voice for the game.
I could use ATT Crystal, I suppose, but don't like her voice as well
as Kate.

On 6/10/10, dark d...@xgam.org wrote:
 Hi tom.

 Well, as I've now finished watching voyager, and thus am fully versed with
 all trek series barring enterprise pluss all the films, I'd very much enjoy
 a mission based trek game indeed! especially might I say if missions were
 created by someone like yourself who was familiar enough with the trek
 universe to make them interesting and consistant.

 the only issue i can see with the replay and missions idea is the problem of
 recorded speech, sinse as you've said your not a fan of developing for sapi
 (and specific screen readers), you'd have to record the names of new
 planets, ships etc for other  missions,  which migh take extra work.

 Beware the grue!

 Dark.

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Re: [Audyssey] startrek games

2010-06-10 Thread clement chou
I'm wondering too... would you be able to make a mission creator, like the 
lone wolf one?
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 4:35 PM
Subject: Re: [Audyssey] startrek games



Hi Allen,
Yeah, Lone Wolf was one of  my favorites too. For one reason because
there are so many different missions to choose from and has a great
deal of replay value.  A Star Trek game based on the same basic
concept would have similar replay value and could grow to have equally
as many missions to choose from in time. Such a game would have
incredible replay value for me and others as well.


On 6/10/10, Allen allen.j...@foxvalley.net wrote:

Hi, Thomas,

I would love an LW style of Star Trek game.  LoneWolf was one of my 
favorite
games so a Star Trek style would be awesome and one I'd definitely have 
no

problem waiting a while for.

Allen

On Jun 10, 2010, at 7:06 PM, Thomas Ward wrote:


Hi Dark,
H...This is something that has been suggested before, and I
certainly could do it. I guess it all depends on how many people would
be in favor of that style of game. I think you are right that a Lone
Wolf style Star Trek game would be infinitely more cool than a
strategy game like STFC.
For one thing in light of recent discussions of expantion packs etc
this is the perfect style of game to do it in. The game could ship
with 10 to 15 missions initially and I could add missions to it here
and there giving it nearly unlimited replay value in the process.
Like Lone Wolf over time it could end up having a hundred or more
missions to choose from.
Another way to add replay value to the game is to allow you to select
a specific ship and class from the game setup menu. That way you could
technically play the same mission multiple times trying out various
different classes of ships in the Federation fleet. One time you might
select a Defiant-Class ship, another time a Galaxy-Class, another time
a Nebula-Class, etc. The replay value of this feature alone is huge.
So your idea has maret.
So my question to the rest of the list is what do you say. Should we
abandon the fleet strategy game and go with a Lone Wolf style
simulation where you take on individual missions and campaigns, or
should we proceed with the real time strategy game in production now?

On 6/10/10, dark d...@xgam.org wrote:

Personally, as far as star trek games go, I'd love to see essentially
something similar to lw, where you command a single ship carrying out
various missions in the trek universe, sinse afterall, while a full 
scale

battle against various huge fleets is fun, it'd really give the trek
feeling
to have a mission to go and patrol the neutral zone, seak and destroy a
specific targit, like a borg cube or dominian shipyard, or go to a
specific
point in space to look what is there.

as fun as a stratogy game is, essentially lw in space would personally 
be

my
choice for a startrek game.

Beware the grue!

Dark.

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Allen
allen.j...@foxvalley.net




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Re: [Audyssey] [Odyssey] disability definition -was (accessiblegame companies with offices)

2010-06-10 Thread Bryan Peterson

Wow.
We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 6:23 PM
Subject: Re: [Audyssey] [Odyssey] disability definition -was (accessiblegame 
companies with offices)




Hi Brian,
Oh, they do. Just recently we've had some guy calling himself Jack F 
posting

record times. No matter how many times Charles and myself asked, he just
kept posting times. Grin
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Thursday, June 10, 2010 7:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] [Odyssey] disability definition - was
(accessiblegame companies with offices)

I've told him this as well. It's one thing to do something like that right
at first (I did), but sooner or later you should realize it's not 
necessary

since the list automatically puts Audyssey at the beginning of whatever
subject line you type. I remember I did that once or twice when I first
subscribed to BSC's Game Talk list (do they even run that list anymore?) 
but


I quickly figured out it wasn't necessary since it automatically does 
this.

We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 6:18 PM
Subject: Re: [Audyssey] [Odyssey] disability definition - was
(accessiblegame companies with offices)



Hi,
Please, don't put [Odyssey] in your messages. It's not necessary.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Castanedagarcia_Alfredo
Sent: Thursday, June 10, 2010 4:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] [Odyssey] disability definition - was (accessible
game companies with offices)

Is this game related?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Eleanor
Sent: Thursday, June 10, 2010 3:30 PM
To: gamers@audyssey.org
Subject: [Audyssey] disability definition - was (accessible game 
companies

with offices)

The United States government in the census data I used for the white
paper defines a person with one or more disabilities as a person who
REPORTS they have one or more disability.  I'm sure there are
definitions when you are trying to get into an assistance program, but
they are perfectly happy to use self reporting for the census 
information.


I think anyone who requires some accommodation to complete normal tasks
have some degree of disability.  This means people with injuries have a
temporary disability until they can resume normal activities.  It is
my contention that most games can have some accommodations built into
them to allow more people to access them.  Not all games can be made
blind accessible.  For example, one of our games - Word Jungle - is a
hidden word puzzle.  It consists of a large grid that contains words in
three directions and randomized letters between.  The object is to find
all the hidden words.  That is not rated blind accessible since it would
change the game too much to do so.  But - with reasonable adaptations,
adequate sound augmentation to the graphics, variable speed settings,
controls that can be read by screen readers etc, many games could be
made blind accessible if there was an interest to do so.

Vision deteriorates as people get older.  Macular degeneration is a
disease of old age.  Many people will no longer be able to play
non-accessible games as they used to.  This might help developers
realize there is a market - which incidentally can also mean
accessibility for younger VI and blind gamers.

The main thing is to build the ability to change as many parameters as
possible into games and other software to let people adjust it so they
can use it.  There are some that say that dumbs down a game.  I don't
see that at all.  If someone can successfully play the game at half
speed, what is the problem with having a setting that allows that?

Anyhow - off my soapbox!  Thanks Dark and Thomas for some interesting
observations.

Eleanor Robinson
7-128 Software




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Re: [Audyssey] Final Conflict and Treck 2000

2010-06-10 Thread Hayden Presley
Hi,
The Tholeons are still the biggest bother for me in Trekk 2000. Irritating
little buggers, so they are. I'm actually glad when the Valuant gets caught
in a web by the Thabius, that way I can fire my 5000 units of energy at it.
The biggest problem I have yet had when converting to Final Conflict is the
conversions. For example, in Trekk, of course, you have a maximum of 10
photon torpedoes, and five of them are usually adiquit for destroying a
Romulan of Klingon. However, obviously five will not defeat a Romulan in
Final Conflict.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Wednesday, June 09, 2010 12:09 AM
To: Lori Duncan; Gamers Discussion list
Subject: Re: [Audyssey] Final Conflict and Treck 2000

well all these games have different stratogies.
in lonewolf I usually follow the autocourse I have not been brave 
enough to complete all the missions without that in.
as for directions 180 is half way round 360 is all around though you 
will hit 0 again after 359.
its harder with moving targets and I have not been fully successfull 
though listening to environment helps.
in final conflict you can move from space sector to space sector 
either targeting things or waiting for ships to appear.
trek2k.
hmmm I'd probably call it a crappy example of a stratogy game, since 
its quite old even for a blind game.
I usually stay at a starbase and hope I can destroy everything before 
it destroys me.
though I quit playing it after final conflict came along.
At 03:03 a.m. 9/06/2010, you wrote:
Hi everyone, I was looking for some advice about Treck 2000, Final 
Conflict and also Loan Wolf.  They are all stratidgy type games, and 
I was wondering if you're not used to them how you go about plotting 
courses and basically becoming good at working out stratidgies?  I 
know GTC is also a similar type of game, but it has the added 
advantage of the X key to bring up the 360DG scan of what's all 
round you.  Any advice would be good.  Many thanks from Lori.
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Re: [Audyssey] startrek games

2010-06-10 Thread Thomas Ward
Hi Clement,
Yes and no. It all depends on how I designed the game.
First, in order to create a mission parcer like what Lone Wolf has  I
would have to abandon prerecorded speech altogether and use Sapi
support or Jaws/Window-Eyes APIs to speak the game content.  As my
opinions about using Sapi is well known, it being more trouble than it
is worth, I wouldn't necessarily want to go that route.
Second, if we go with this new style of game I'd just assume to go
ahead and use the Genesis Engine for creating the game. While that
makes it easier for me as a developer I'm not going to hand over the
level editor to the engine as that is not public software. That is for
my use only, and what I use to create new content for my future games.
In short whatI'd have to do to make that reality is create a
completely new engine using Sapi or screen reader output, and then add
some way to script it using Angelscript, Javascript, or something else
for adding new levels. I honestly don't want to go that far with it.



On 6/9/10, clement chou chou.clem...@gmail.com wrote:
 I'm wondering too... would you be able to make a mission creator, like the
 lone wolf one?

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Re: [Audyssey] Torches in MOTA.

2010-06-10 Thread Hayden Presley
Hi,
Hahaha...Can you imagine Angela carrying around 3 lit torches, while having
a drawon 12 gauge in her hands at the same time?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of MissWings
Sent: Tuesday, June 08, 2010 7:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Torches in MOTA.

Ah, okay!  I didn't know if it would automatically light, so thanks 
for the hint, again! Sorry for all the questions everyone!

At 07:00 PM 6/8/2010, you wrote:
Just like levers, to pick things up you need to press Enter. That is 
indeed a torch you're hearing. When you pick it up it'll be 
extinguished for later use. When you want to use it you hit T to 
light it again.
We are the Knights who say...Ni!
- Original Message - From: MissWings misswi...@lorettotel.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 08, 2010 5:39 PM
Subject: [Audyssey] Torches in MOTA.


Speaking of tombs and caves, every so often when I'm in the game 
Angela says something about needing a light, but so far I haven't 
found any torches anywhere, unless she has already to start with or 
I'm missing one somewhere!  I'm still trying to learn all the 
sounds, and come to think of it when I first start walking I hear 
what sounds like fire, so it probably is a torch I'm just skipping 
over!  I'll try just pressing enter when I get close to it next 
time I play and see if anything happens!

By the way, is there a limit on how many lives Angela has?  I was 
just curious, since the manual doesn't say.

MissWings

At 06:32 PM 6/8/2010, you wrote:
Hi Phil,
True but I'd say it is more likely that Angela would have a lighter in
her back pack rather than matches.  It is small, convenient,  and
she'd likely have something on hand if she plans to be hanging around
in a dark tomb or cave.

On 6/8/10, Phil Vlasak p...@pcsgames.net wrote:
  Hi Hayden,
  Matches left by the other dead tomb raiders.
  If they can leave weapons and ammo, they can leave matches!
  smiles,
  Phil

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Re: [Audyssey] accessible game companies with offices

2010-06-10 Thread Bryan Peterson
Well I wouldn't know about that to be quite frank. I didn't use the Blazie 
Notetakers' calculator much because it had a tendency to round decimals up 
or down at times when that wasn't necessary and could result in wrong 
answers on assignments in scool when I'd try to verify what I'd already 
done. One thing I did do on a regular basis was get into trouble for playing 
the BNS games in class. BNS Blackjack. Now those were some good memories...

We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 6:31 PM
Subject: Re: [Audyssey] accessible game companies with offices



Hi Brian,
The calculator on the Blazie Notetakers was excellent. You had all kinds 
of
conversions, temperature, measurement and so forth, while the BrailleNote 
I
have now lacks many of these features, though the way it handles 
statistics

is considerly better.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Wednesday, June 09, 2010 11:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] accessible game companies with offices

I agree. I actually liked JFW and JFD better back when it was 
Henter-Joyce.
Same was true of the BLazie notetakers. But that does make sense. I 
imagine

it's probably going to take a family member of one of these major game
designers, programmers or whatnot to start losing their sight before one 
of

them even begins to consider taking us seriously.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, June 09, 2010 9:37 PM
Subject: Re: [Audyssey] accessible game companies with offices



Hi Bryan,
It does pose an interesting situation even if a bit unlikely. Making
accesssible software like games is completely unimportant until it
effects someone personally. It wouldn't necessarily have to be a CEO,
but a family member, a board member, or one of the lead game
developers for it to become a personal matter for someone in that
company.  That's always how change, real change, gets started. No one
seams interested in making a change until it happens to the right
person, at the right time, and then it suddenly becomes a personal
matter of interest.
The closest thing I can compare this to is Ted Henter coming up with
Jaws for Dos around 1987. Before then if you were blind and wanted to
use an IBM compatible PC running MS Dos or PC Dos there really wasn't
much you could do about the situation. Then, Ted Henter had, I want to
say, a motor cycle accident that left him blind, and instead of giving
up on computers he got some sighted developers together and founded a
company called Henter-Joice with the soul aim of creating screen
readers and other adaptive software for the blind and low vision. That
single change in one man's life has lead to a number of accessible
products like Jaws and  Magic which has greatly improved the lives of
many blind computer users. I disagree with many of Freedom Scientifics
current business practices, but I can say that what Ted Henter did was
a dramatic improvement in my own life as I have used a number of his
products like Jaws personally to get through high school, college, and
even on some contract jobs.
I think when it comes to mainstream accessible games something similar
will have to happen to someone who has a lot of influence and power
within a game company for that kind of revolutionary change in polacy
to take place. What would happen, for example, if Bill Gates or
someone he loves went blind tomorrow? Would he suddenly want the
company he started to begin creating accessible XBox consoles and want
a more powerful screen reader than Narrator to be incorperated into
the Windows operating system? Would that event make software
accessibility a more important issue for him and his company?
As for Game Spot yeah I have noticed a number of posters there are
pretty rude. I don't know the average age of the posters there, but
they often strike me as young, very mouthy, punks with no respect for
anyone out of their immediate circle of friends.  There comments about
blind people in general really irritated me as it was obvious to me
the posters didn't have a clue what they were talking about and were
just shooting there mouth off again.  All they succeeded in doing is
proving how truly ignorant they really are when it comes to anyone
with disabilities.
As for the Sony lawsuit I have to agree with you that it wasn't a good
thing. For one thing there is no law mandating that these companies
have to provide accessibility, any accessibility, making it a tough
legal battle to begin with. Then, bringing attention to the problem
via a lawsuit hasn't braught any sympathy to our cause. The mainstream
gamers, like those on Game Spot, just think we 

Re: [Audyssey] Torches in MOTA.

2010-06-10 Thread Thomas Ward
Hi Hayden,
well, I'd say that would be a real hand full. Grin.

On 6/10/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 Hahaha...Can you imagine Angela carrying around 3 lit torches, while having
 a drawon 12 gauge in her hands at the same time?
 Best Regards,
 Hayden

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Re: [Audyssey] startrek games

2010-06-10 Thread Bryan Peterson
I'd also vote for Neospeech Kate. Not only does that voice bring back some 
fairly pleasant memories of the early Montezuma's Revenge games but as far 
as I'm concerned it's a much better voice in terms of quality despite being 
totally synthetic. In fact the only reason I don't always use those voices 
in my everyday screen reader use is because they like many other higher 
quality Sapi voices do tend to be a bit sluggish in screen reader mode. And 
I definitely liked her in STFC.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 6:40 PM
Subject: Re: [Audyssey] startrek games



Hi Dark,
Yeah, it might be a bit of extra work, but not too bad once the game
core is designed and the majority of the game is written.  Adding
extra missions, expantion packs, etc is far easier than writing the
game itself.
As it happens I think I'd use Neospeech Kate, the same voice as STFC
1.0, for the game since that seams to be a popular voice for the game.
I could use ATT Crystal, I suppose, but don't like her voice as well
as Kate.

On 6/10/10, dark d...@xgam.org wrote:

Hi tom.

Well, as I've now finished watching voyager, and thus am fully versed 
with
all trek series barring enterprise pluss all the films, I'd very much 
enjoy

a mission based trek game indeed! especially might I say if missions were
created by someone like yourself who was familiar enough with the trek
universe to make them interesting and consistant.

the only issue i can see with the replay and missions idea is the problem 
of
recorded speech, sinse as you've said your not a fan of developing for 
sapi

(and specific screen readers), you'd have to record the names of new
planets, ships etc for other  missions,  which migh take extra work.

Beware the grue!

Dark.


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Re: [Audyssey] startrek games

2010-06-10 Thread Bryan Peterson
That part would probably have to support screen readers but I suppose that 
could be arranged. I don't know how easy or hard that would be to make it 
self-voicing so, on the surface at least, screen readers seem like the best 
option for a mission parser.

We are the Knights who say...Ni!
- Original Message - 
From: clement chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, June 09, 2010 7:49 PM
Subject: Re: [Audyssey] startrek games


I'm wondering too... would you be able to make a mission creator, like the 
lone wolf one?
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 4:35 PM
Subject: Re: [Audyssey] startrek games



Hi Allen,
Yeah, Lone Wolf was one of  my favorites too. For one reason because
there are so many different missions to choose from and has a great
deal of replay value.  A Star Trek game based on the same basic
concept would have similar replay value and could grow to have equally
as many missions to choose from in time. Such a game would have
incredible replay value for me and others as well.


On 6/10/10, Allen allen.j...@foxvalley.net wrote:

Hi, Thomas,

I would love an LW style of Star Trek game.  LoneWolf was one of my 
favorite
games so a Star Trek style would be awesome and one I'd definitely have 
no

problem waiting a while for.

Allen

On Jun 10, 2010, at 7:06 PM, Thomas Ward wrote:


Hi Dark,
H...This is something that has been suggested before, and I
certainly could do it. I guess it all depends on how many people would
be in favor of that style of game. I think you are right that a Lone
Wolf style Star Trek game would be infinitely more cool than a
strategy game like STFC.
For one thing in light of recent discussions of expantion packs etc
this is the perfect style of game to do it in. The game could ship
with 10 to 15 missions initially and I could add missions to it here
and there giving it nearly unlimited replay value in the process.
Like Lone Wolf over time it could end up having a hundred or more
missions to choose from.
Another way to add replay value to the game is to allow you to select
a specific ship and class from the game setup menu. That way you could
technically play the same mission multiple times trying out various
different classes of ships in the Federation fleet. One time you might
select a Defiant-Class ship, another time a Galaxy-Class, another time
a Nebula-Class, etc. The replay value of this feature alone is huge.
So your idea has maret.
So my question to the rest of the list is what do you say. Should we
abandon the fleet strategy game and go with a Lone Wolf style
simulation where you take on individual missions and campaigns, or
should we proceed with the real time strategy game in production now?

On 6/10/10, dark d...@xgam.org wrote:

Personally, as far as star trek games go, I'd love to see essentially
something similar to lw, where you command a single ship carrying out
various missions in the trek universe, sinse afterall, while a full 
scale

battle against various huge fleets is fun, it'd really give the trek
feeling
to have a mission to go and patrol the neutral zone, seak and destroy 
a

specific targit, like a borg cube or dominian shipyard, or go to a
specific
point in space to look what is there.

as fun as a stratogy game is, essentially lw in space would personally 
be

my
choice for a startrek game.

Beware the grue!

Dark.

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Allen
allen.j...@foxvalley.net




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Re: [Audyssey] startrek games

2010-06-10 Thread clement chou
Right. Yeah I can see where that could be a hastle and I understand. I am 
assuming though, that just because you wouldn't hand out level-editing 
software, doesn't mean extra missions or expansions are possible, right? I 
just liked the fact that in lone wolf you could get new mssions 
periodically, whenever someone made them. I'd like to see the same in more 
games, honestly.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 4:52 PM
Subject: Re: [Audyssey] startrek games



Hi Clement,
Yes and no. It all depends on how I designed the game.
First, in order to create a mission parcer like what Lone Wolf has  I
would have to abandon prerecorded speech altogether and use Sapi
support or Jaws/Window-Eyes APIs to speak the game content.  As my
opinions about using Sapi is well known, it being more trouble than it
is worth, I wouldn't necessarily want to go that route.
Second, if we go with this new style of game I'd just assume to go
ahead and use the Genesis Engine for creating the game. While that
makes it easier for me as a developer I'm not going to hand over the
level editor to the engine as that is not public software. That is for
my use only, and what I use to create new content for my future games.
In short whatI'd have to do to make that reality is create a
completely new engine using Sapi or screen reader output, and then add
some way to script it using Angelscript, Javascript, or something else
for adding new levels. I honestly don't want to go that far with it.



On 6/9/10, clement chou chou.clem...@gmail.com wrote:
I'm wondering too... would you be able to make a mission creator, like 
the

lone wolf one?


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Re: [Audyssey] startrek games

2010-06-10 Thread Hayden Presley
Hi,
If anyone has the beta setup file for Montazuma's Revenge, could someone
dropbox it my way? I never did get a chance to play that one.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Thursday, June 10, 2010 7:58 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] startrek games

I'd also vote for Neospeech Kate. Not only does that voice bring back some 
fairly pleasant memories of the early Montezuma's Revenge games but as far 
as I'm concerned it's a much better voice in terms of quality despite being 
totally synthetic. In fact the only reason I don't always use those voices 
in my everyday screen reader use is because they like many other higher 
quality Sapi voices do tend to be a bit sluggish in screen reader mode. And 
I definitely liked her in STFC.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 6:40 PM
Subject: Re: [Audyssey] startrek games


 Hi Dark,
 Yeah, it might be a bit of extra work, but not too bad once the game
 core is designed and the majority of the game is written.  Adding
 extra missions, expantion packs, etc is far easier than writing the
 game itself.
 As it happens I think I'd use Neospeech Kate, the same voice as STFC
 1.0, for the game since that seams to be a popular voice for the game.
 I could use ATT Crystal, I suppose, but don't like her voice as well
 as Kate.

 On 6/10/10, dark d...@xgam.org wrote:
 Hi tom.

 Well, as I've now finished watching voyager, and thus am fully versed 
 with
 all trek series barring enterprise pluss all the films, I'd very much 
 enjoy
 a mission based trek game indeed! especially might I say if missions were
 created by someone like yourself who was familiar enough with the trek
 universe to make them interesting and consistant.

 the only issue i can see with the replay and missions idea is the problem

 of
 recorded speech, sinse as you've said your not a fan of developing for 
 sapi
 (and specific screen readers), you'd have to record the names of new
 planets, ships etc for other  missions,  which migh take extra work.

 Beware the grue!

 Dark.

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Re: [Audyssey] Final Conflict and Treck 2000

2010-06-10 Thread Thomas Ward
Hi Hayden,
Well, keep in mind that when David Greenwood wrote Trek 2000 he didn't
even try to base the ships and weapons on the Star Trek television
series. What I mean by that is the amount of energy, number of
torpedoes, maximum speed, for the ships etc is totally out and out
wrong according to the official Star Trek technical guides.  Since I
happen to own all of them here I was able to look up the ship
specifications, and based STFC more or less off of that.
For example, according to the Star Trek Original Series technical
guide the original U.S.S. Enterprise was a Constitution-Class
explorer. It carried 100 Mark I photon torpedoes,  it could fire a
maximum of 2.75 megawatts of phaser power,  and had a stable crusing
speed of warp 8. There are other details in there such as shielding,
main power, etc David could have used for Trek 2000 but didn't.
Instead the values used for Trek 2000 seam to be  selected soully on
game mechanics than realism.  That doesn't make Trek 2000 bad, but
less realistic than it could have been.
When I wrote STFC I used the Star Trek Deep Space 9 and Star Trek
First Contact technical guides in designing the majority of the ships
for the game. Although, not all the values are soully based on those
guides, some were changed for game mechanic's sake, it really does use
a majority of the official content over all. So that's why the drastic
difference between ships and weapons in the two games.

On 6/10/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 The Tholeons are still the biggest bother for me in Trekk 2000. Irritating
 little buggers, so they are. I'm actually glad when the Valuant gets caught
 in a web by the Thabius, that way I can fire my 5000 units of energy at it.
 The biggest problem I have yet had when converting to Final Conflict is the
 conversions. For example, in Trekk, of course, you have a maximum of 10
 photon torpedoes, and five of them are usually adiquit for destroying a
 Romulan of Klingon. However, obviously five will not defeat a Romulan in
 Final Conflict.
 Best Regards,
 Hayden

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Re: [Audyssey] MK trailer and news

2010-06-10 Thread Orin
THere's another one, this time with gameplay.

http://www.trmk.org


On Jun 9, 2010, at 8:53 PM, clement chou wrote:

 That so-called trailer is apparently something to sell WB with... unless 
 there's another one up.
 - Original Message - From: Orin orin8...@gmail.com
 To: brandonsl...@freelists.org
 Cc: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, June 10, 2010 3:03 PM
 Subject: [Audyssey] MK trailer and news
 
 
 Hey all,
 
 Anyone hear this brand new trailer and news of the next MK, MK9, released in 
 March 2011? It's gonna be sweet, Tag Team Mode FTW...
 
 
 
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Re: [Audyssey] MK trailer and news

2010-06-10 Thread Orin
Co-Op arcade and apparently a deepest story not scene in any other fighting 
game. They're probably saying that because most fighting games have pretty much 
no story, unless you count Tekken although that game map is a serious pain for 
me to even guess at where to go, not to mention the thing is subtitled.


On Jun 9, 2010, at 9:33 PM, clement chou wrote:

 Huh. Well, this should definitely be interesting to see.. any other details 
 aside from tag mode?
 - Original Message - From: Liam Erven liamer...@gmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Thursday, June 10, 2010 3:46 PM
 Subject: Re: [Audyssey] MK trailer and news
 
 
 nope.  there is a game launch trailer, and it's been confirmed they're
 working on it.
 really excited about this.
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of clement chou
 Sent: Wednesday, June 09, 2010 7:54 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MK trailer and news
 
 That so-called trailor is apparently something to sell WB with... unless
 there's another one up.
 - Original Message -
 From: Orin orin8...@gmail.com
 To: brandonsl...@freelists.org
 Cc: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, June 10, 2010 3:03 PM
 Subject: [Audyssey] MK trailer and news
 
 
 Hey all,
 
 Anyone hear this brand new trailer and news of the next MK, MK9,
 released in March 2011? It's gonna be sweet, Tag Team Mode FTW...
 
 
 
 ---
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Re: [Audyssey] MK trailer and news

2010-06-10 Thread clement chou

That site isn't working for me... is there one on youtube by any chance?
- Original Message - 
From: Orin orin8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 5:20 PM
Subject: Re: [Audyssey] MK trailer and news



THere's another one, this time with gameplay.

http://www.trmk.org


On Jun 9, 2010, at 8:53 PM, clement chou wrote:

That so-called trailer is apparently something to sell WB with... unless 
there's another one up.

- Original Message - From: Orin orin8...@gmail.com
To: brandonsl...@freelists.org
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 3:03 PM
Subject: [Audyssey] MK trailer and news



Hey all,

Anyone hear this brand new trailer and news of the next MK, MK9, 
released in March 2011? It's gonna be sweet, Tag Team Mode FTW...




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Re: [Audyssey] MK trailer and news

2010-06-10 Thread clement chou
If they can beat blazblue, I'll be impressed. That game's got the deepest 
story I've seen, despite how good tekken's actually is.
- Original Message - 
From: Orin orin8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 5:23 PM
Subject: Re: [Audyssey] MK trailer and news


Co-Op arcade and apparently a deepest story not scene in any other 
fighting game. They're probably saying that because most fighting games 
have pretty much no story, unless you count Tekken although that game map 
is a serious pain for me to even guess at where to go, not to mention the 
thing is subtitled.



On Jun 9, 2010, at 9:33 PM, clement chou wrote:

Huh. Well, this should definitely be interesting to see.. any other 
details aside from tag mode?

- Original Message - From: Liam Erven liamer...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 3:46 PM
Subject: Re: [Audyssey] MK trailer and news



nope.  there is a game launch trailer, and it's been confirmed they're
working on it.
really excited about this.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of clement chou
Sent: Wednesday, June 09, 2010 7:54 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MK trailer and news

That so-called trailor is apparently something to sell WB with... unless
there's another one up.
- Original Message -
From: Orin orin8...@gmail.com
To: brandonsl...@freelists.org
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 3:03 PM
Subject: [Audyssey] MK trailer and news



Hey all,

Anyone hear this brand new trailer and news of the next MK, MK9,
released in March 2011? It's gonna be sweet, Tag Team Mode FTW...



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Re: [Audyssey] startrek games

2010-06-10 Thread Dakotah Rickard
My thoughts are as follows:

Go ahead and do the fleet strategy thing, but maybe keep it a touch
simpler than Time of Conflict is. I love that game, but man. It really
stretches the old brain cells out.

If, after this game is finished, you choose to do a realtime solo
perspective game, that would be really awesome.

One thing I considered while reading all of these posts was bridge
commander. Obviously, finding people to impersonate enough of the Star
Trek characters to tie the game in might be tricky, there's nothing
saying we can't maybe find one or two people that could and getting
them to help out. This presents technical issues that we've discussed
on this list before concerning quality of microphone and set up,
though, so it might not be worth it.

On the other hand, maybe do what most of us poor role play schmucks do
and make up the officials as you go along. But back to Bridge
commander, the thing I like about that game is that it has a story,
but you can alternatively set up battles to practice. I thought STFC
was going to become a Bridge Commander for us blind folk, but if it
isn't, there's a huge opening, and the game is very easy to port or
accessibilize or even justgrab a couple thoughts from.

I'd love to see an audio game that has campaigns with distinctive
bits, cut scenes, and the like, and a Star Trek game would grab my
attention and hold on.

Frankly, I'd like pretty much anything Trek related, but if you
followed up your current project with a solo perspective game with
campaign elements, I'd jump through more than a few hoops to get it.

Signed:
Dakotah Rickard

On 6/10/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 If anyone has the beta setup file for Montazuma's Revenge, could someone
 dropbox it my way? I never did get a chance to play that one.
 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Bryan Peterson
 Sent: Thursday, June 10, 2010 7:58 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] startrek games

 I'd also vote for Neospeech Kate. Not only does that voice bring back some
 fairly pleasant memories of the early Montezuma's Revenge games but as far
 as I'm concerned it's a much better voice in terms of quality despite being
 totally synthetic. In fact the only reason I don't always use those voices
 in my everyday screen reader use is because they like many other higher
 quality Sapi voices do tend to be a bit sluggish in screen reader mode. And
 I definitely liked her in STFC.
 We are the Knights who say...Ni!
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, June 10, 2010 6:40 PM
 Subject: Re: [Audyssey] startrek games


 Hi Dark,
 Yeah, it might be a bit of extra work, but not too bad once the game
 core is designed and the majority of the game is written.  Adding
 extra missions, expantion packs, etc is far easier than writing the
 game itself.
 As it happens I think I'd use Neospeech Kate, the same voice as STFC
 1.0, for the game since that seams to be a popular voice for the game.
 I could use ATT Crystal, I suppose, but don't like her voice as well
 as Kate.

 On 6/10/10, dark d...@xgam.org wrote:
 Hi tom.

 Well, as I've now finished watching voyager, and thus am fully versed
 with
 all trek series barring enterprise pluss all the films, I'd very much
 enjoy
 a mission based trek game indeed! especially might I say if missions were
 created by someone like yourself who was familiar enough with the trek
 universe to make them interesting and consistant.

 the only issue i can see with the replay and missions idea is the problem

 of
 recorded speech, sinse as you've said your not a fan of developing for
 sapi
 (and specific screen readers), you'd have to record the names of new
 planets, ships etc for other  missions,  which migh take extra work.

 Beware the grue!

 Dark.

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Re: [Audyssey] MK trailer and news

2010-06-10 Thread Orin
It's on youtube somewhere, yeah. Not sure where though, the only reason I know 
is because TRMK imbedded it from there.


On Jun 9, 2010, at 10:34 PM, clement chou wrote:

 That site isn't working for me... is there one on youtube by any chance?
 - Original Message - From: Orin orin8...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, June 10, 2010 5:20 PM
 Subject: Re: [Audyssey] MK trailer and news
 
 
 THere's another one, this time with gameplay.
 
 http://www.trmk.org
 
 
 On Jun 9, 2010, at 8:53 PM, clement chou wrote:
 
 That so-called trailer is apparently something to sell WB with... unless 
 there's another one up.
 - Original Message - From: Orin orin8...@gmail.com
 To: brandonsl...@freelists.org
 Cc: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, June 10, 2010 3:03 PM
 Subject: [Audyssey] MK trailer and news
 
 
 Hey all,
 
 Anyone hear this brand new trailer and news of the next MK, MK9, released 
 in March 2011? It's gonna be sweet, Tag Team Mode FTW...
 
 
 
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Re: [Audyssey] Final Conflict and Treck 2000

2010-06-10 Thread Hayden Presley
Hi Thomas,
Something Ifind funny, the enemy seems to always target Earth Station
McKenly, and they seem to stay relatively clear of Deep Space 9.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, June 10, 2010 8:16 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Final Conflict and Treck 2000

Hi Hayden,
Well, keep in mind that when David Greenwood wrote Trek 2000 he didn't
even try to base the ships and weapons on the Star Trek television
series. What I mean by that is the amount of energy, number of
torpedoes, maximum speed, for the ships etc is totally out and out
wrong according to the official Star Trek technical guides.  Since I
happen to own all of them here I was able to look up the ship
specifications, and based STFC more or less off of that.
For example, according to the Star Trek Original Series technical
guide the original U.S.S. Enterprise was a Constitution-Class
explorer. It carried 100 Mark I photon torpedoes,  it could fire a
maximum of 2.75 megawatts of phaser power,  and had a stable crusing
speed of warp 8. There are other details in there such as shielding,
main power, etc David could have used for Trek 2000 but didn't.
Instead the values used for Trek 2000 seam to be  selected soully on
game mechanics than realism.  That doesn't make Trek 2000 bad, but
less realistic than it could have been.
When I wrote STFC I used the Star Trek Deep Space 9 and Star Trek
First Contact technical guides in designing the majority of the ships
for the game. Although, not all the values are soully based on those
guides, some were changed for game mechanic's sake, it really does use
a majority of the official content over all. So that's why the drastic
difference between ships and weapons in the two games.

On 6/10/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 The Tholeons are still the biggest bother for me in Trekk 2000. Irritating
 little buggers, so they are. I'm actually glad when the Valuant gets
caught
 in a web by the Thabius, that way I can fire my 5000 units of energy at
it.
 The biggest problem I have yet had when converting to Final Conflict is
the
 conversions. For example, in Trekk, of course, you have a maximum of 10
 photon torpedoes, and five of them are usually adiquit for destroying a
 Romulan of Klingon. However, obviously five will not defeat a Romulan in
 Final Conflict.
 Best Regards,
 Hayden

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Re: [Audyssey] MK trailer and news

2010-06-10 Thread Orin
Yeah, BlazBlue's got the deepest story I've scene too, only thing is that MK's 
won't be anime like, which is good IMO because I don't like that whole text 
scrolling thing. BlazBlue's story is so deep and involved with time travel they 
had to make an FAQ on the story itself alone, with no gameplay tips or 
anything, just to understand the story. So if they had to do that. It's deep as 
heck.


On Jun 9, 2010, at 10:34 PM, clement chou wrote:

 If they can beat blazblue, I'll be impressed. That game's got the deepest 
 story I've seen, despite how good tekken's actually is.
 - Original Message - From: Orin orin8...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, June 10, 2010 5:23 PM
 Subject: Re: [Audyssey] MK trailer and news
 
 
 Co-Op arcade and apparently a deepest story not scene in any other 
 fighting game. They're probably saying that because most fighting games have 
 pretty much no story, unless you count Tekken although that game map is a 
 serious pain for me to even guess at where to go, not to mention the thing 
 is subtitled.
 
 
 On Jun 9, 2010, at 9:33 PM, clement chou wrote:
 
 Huh. Well, this should definitely be interesting to see.. any other details 
 aside from tag mode?
 - Original Message - From: Liam Erven liamer...@gmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Thursday, June 10, 2010 3:46 PM
 Subject: Re: [Audyssey] MK trailer and news
 
 
 nope.  there is a game launch trailer, and it's been confirmed they're
 working on it.
 really excited about this.
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of clement chou
 Sent: Wednesday, June 09, 2010 7:54 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MK trailer and news
 
 That so-called trailor is apparently something to sell WB with... unless
 there's another one up.
 - Original Message -
 From: Orin orin8...@gmail.com
 To: brandonsl...@freelists.org
 Cc: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, June 10, 2010 3:03 PM
 Subject: [Audyssey] MK trailer and news
 
 
 Hey all,
 
 Anyone hear this brand new trailer and news of the next MK, MK9,
 released in March 2011? It's gonna be sweet, Tag Team Mode FTW...
 
 
 
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Re: [Audyssey] Torches in MOTA.

2010-06-10 Thread Charles Rivard

What would she do if she came upon a rope she wanted to climb?  Sheesh!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 7:52 PM
Subject: Re: [Audyssey] Torches in MOTA.



Hi,
Hahaha...Can you imagine Angela carrying around 3 lit torches, while 
having

a drawon 12 gauge in her hands at the same time?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of MissWings
Sent: Tuesday, June 08, 2010 7:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Torches in MOTA.

Ah, okay!  I didn't know if it would automatically light, so thanks
for the hint, again! Sorry for all the questions everyone!

At 07:00 PM 6/8/2010, you wrote:

Just like levers, to pick things up you need to press Enter. That is
indeed a torch you're hearing. When you pick it up it'll be
extinguished for later use. When you want to use it you hit T to
light it again.
We are the Knights who say...Ni!
- Original Message - From: MissWings misswi...@lorettotel.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 08, 2010 5:39 PM
Subject: [Audyssey] Torches in MOTA.



Speaking of tombs and caves, every so often when I'm in the game
Angela says something about needing a light, but so far I haven't
found any torches anywhere, unless she has already to start with or
I'm missing one somewhere!  I'm still trying to learn all the
sounds, and come to think of it when I first start walking I hear
what sounds like fire, so it probably is a torch I'm just skipping
over!  I'll try just pressing enter when I get close to it next
time I play and see if anything happens!

By the way, is there a limit on how many lives Angela has?  I was
just curious, since the manual doesn't say.

MissWings

At 06:32 PM 6/8/2010, you wrote:

Hi Phil,
True but I'd say it is more likely that Angela would have a lighter in
her back pack rather than matches.  It is small, convenient,  and
she'd likely have something on hand if she plans to be hanging around
in a dark tomb or cave.

On 6/8/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Hayden,
 Matches left by the other dead tomb raiders.
 If they can leave weapons and ammo, they can leave matches!
 smiles,
 Phil

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Re: [Audyssey] startrek games

2010-06-10 Thread Bryan Peterson
I don't imagine many people have it anymore since I seem to recall Thomas 
asked us to stop distributing it.

We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 7:00 PM
Subject: Re: [Audyssey] startrek games



Hi,
If anyone has the beta setup file for Montazuma's Revenge, could someone
dropbox it my way? I never did get a chance to play that one.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Thursday, June 10, 2010 7:58 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] startrek games

I'd also vote for Neospeech Kate. Not only does that voice bring back some
fairly pleasant memories of the early Montezuma's Revenge games but as far
as I'm concerned it's a much better voice in terms of quality despite 
being

totally synthetic. In fact the only reason I don't always use those voices
in my everyday screen reader use is because they like many other higher
quality Sapi voices do tend to be a bit sluggish in screen reader mode. 
And

I definitely liked her in STFC.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 6:40 PM
Subject: Re: [Audyssey] startrek games



Hi Dark,
Yeah, it might be a bit of extra work, but not too bad once the game
core is designed and the majority of the game is written.  Adding
extra missions, expantion packs, etc is far easier than writing the
game itself.
As it happens I think I'd use Neospeech Kate, the same voice as STFC
1.0, for the game since that seams to be a popular voice for the game.
I could use ATT Crystal, I suppose, but don't like her voice as well
as Kate.

On 6/10/10, dark d...@xgam.org wrote:

Hi tom.

Well, as I've now finished watching voyager, and thus am fully versed
with
all trek series barring enterprise pluss all the films, I'd very much
enjoy
a mission based trek game indeed! especially might I say if missions 
were

created by someone like yourself who was familiar enough with the trek
universe to make them interesting and consistant.

the only issue i can see with the replay and missions idea is the 
problem



of
recorded speech, sinse as you've said your not a fan of developing for
sapi
(and specific screen readers), you'd have to record the names of new
planets, ships etc for other  missions,  which migh take extra work.

Beware the grue!

Dark.


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Re: [Audyssey] Torches in MOTA.

2010-06-10 Thread Hayden Presley
Hi Charles,
Well, if you honestly want to know what I think, she'd probably burn through
the rope, fall, and break her neck. Sorry for the semiMorbidity.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, June 10, 2010 8:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Torches in MOTA.

What would she do if she came upon a rope she wanted to climb?  Sheesh!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 7:52 PM
Subject: Re: [Audyssey] Torches in MOTA.


 Hi,
 Hahaha...Can you imagine Angela carrying around 3 lit torches, while 
 having
 a drawon 12 gauge in her hands at the same time?
 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of MissWings
 Sent: Tuesday, June 08, 2010 7:13 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Torches in MOTA.

 Ah, okay!  I didn't know if it would automatically light, so thanks
 for the hint, again! Sorry for all the questions everyone!

 At 07:00 PM 6/8/2010, you wrote:
Just like levers, to pick things up you need to press Enter. That is
indeed a torch you're hearing. When you pick it up it'll be
extinguished for later use. When you want to use it you hit T to
light it again.
We are the Knights who say...Ni!
- Original Message - From: MissWings misswi...@lorettotel.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 08, 2010 5:39 PM
Subject: [Audyssey] Torches in MOTA.


Speaking of tombs and caves, every so often when I'm in the game
Angela says something about needing a light, but so far I haven't
found any torches anywhere, unless she has already to start with or
I'm missing one somewhere!  I'm still trying to learn all the
sounds, and come to think of it when I first start walking I hear
what sounds like fire, so it probably is a torch I'm just skipping
over!  I'll try just pressing enter when I get close to it next
time I play and see if anything happens!

By the way, is there a limit on how many lives Angela has?  I was
just curious, since the manual doesn't say.

MissWings

At 06:32 PM 6/8/2010, you wrote:
Hi Phil,
True but I'd say it is more likely that Angela would have a lighter in
her back pack rather than matches.  It is small, convenient,  and
she'd likely have something on hand if she plans to be hanging around
in a dark tomb or cave.

On 6/8/10, Phil Vlasak p...@pcsgames.net wrote:
  Hi Hayden,
  Matches left by the other dead tomb raiders.
  If they can leave weapons and ammo, they can leave matches!
  smiles,
  Phil

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Re: [Audyssey] [Odyssey] disability definition -was (accessiblegame companies with offices)

2010-06-10 Thread Charles Rivard
I even played a game, showing what should be sent that was meaningful.  I 
don't think he got the hint.  We both asked him, basically, So what?  Your 
game took 18 minutes.  How did you do in that game?  What was the score and 
the number of lives remaining, if any?  It's the score that counts, not the 
time.  Either we didn't get an answer or an explanation from him.  Sheesh
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 7:23 PM
Subject: Re: [Audyssey] [Odyssey] disability definition -was (accessiblegame 
companies with offices)




Hi Brian,
Oh, they do. Just recently we've had some guy calling himself Jack F 
posting

record times. No matter how many times Charles and myself asked, he just
kept posting times. Grin
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Thursday, June 10, 2010 7:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] [Odyssey] disability definition - was
(accessiblegame companies with offices)

I've told him this as well. It's one thing to do something like that right
at first (I did), but sooner or later you should realize it's not 
necessary

since the list automatically puts Audyssey at the beginning of whatever
subject line you type. I remember I did that once or twice when I first
subscribed to BSC's Game Talk list (do they even run that list anymore?) 
but


I quickly figured out it wasn't necessary since it automatically does 
this.

We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 6:18 PM
Subject: Re: [Audyssey] [Odyssey] disability definition - was
(accessiblegame companies with offices)



Hi,
Please, don't put [Odyssey] in your messages. It's not necessary.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Castanedagarcia_Alfredo
Sent: Thursday, June 10, 2010 4:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] [Odyssey] disability definition - was (accessible
game companies with offices)

Is this game related?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Eleanor
Sent: Thursday, June 10, 2010 3:30 PM
To: gamers@audyssey.org
Subject: [Audyssey] disability definition - was (accessible game 
companies

with offices)

The United States government in the census data I used for the white
paper defines a person with one or more disabilities as a person who
REPORTS they have one or more disability.  I'm sure there are
definitions when you are trying to get into an assistance program, but
they are perfectly happy to use self reporting for the census 
information.


I think anyone who requires some accommodation to complete normal tasks
have some degree of disability.  This means people with injuries have a
temporary disability until they can resume normal activities.  It is
my contention that most games can have some accommodations built into
them to allow more people to access them.  Not all games can be made
blind accessible.  For example, one of our games - Word Jungle - is a
hidden word puzzle.  It consists of a large grid that contains words in
three directions and randomized letters between.  The object is to find
all the hidden words.  That is not rated blind accessible since it would
change the game too much to do so.  But - with reasonable adaptations,
adequate sound augmentation to the graphics, variable speed settings,
controls that can be read by screen readers etc, many games could be
made blind accessible if there was an interest to do so.

Vision deteriorates as people get older.  Macular degeneration is a
disease of old age.  Many people will no longer be able to play
non-accessible games as they used to.  This might help developers
realize there is a market - which incidentally can also mean
accessibility for younger VI and blind gamers.

The main thing is to build the ability to change as many parameters as
possible into games and other software to let people adjust it so they
can use it.  There are some that say that dumbs down a game.  I don't
see that at all.  If someone can successfully play the game at half
speed, what is the problem with having a setting that allows that?

Anyhow - off my soapbox!  Thanks Dark and Thomas for some interesting
observations.

Eleanor Robinson
7-128 Software




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Re: [Audyssey] startrek games

2010-06-10 Thread Hayden Presley
Hi Brian,
Probably not.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Thursday, June 10, 2010 8:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] startrek games

I don't imagine many people have it anymore since I seem to recall Thomas 
asked us to stop distributing it.
We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 7:00 PM
Subject: Re: [Audyssey] startrek games


 Hi,
 If anyone has the beta setup file for Montazuma's Revenge, could someone
 dropbox it my way? I never did get a chance to play that one.
 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Bryan Peterson
 Sent: Thursday, June 10, 2010 7:58 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] startrek games

 I'd also vote for Neospeech Kate. Not only does that voice bring back some
 fairly pleasant memories of the early Montezuma's Revenge games but as far
 as I'm concerned it's a much better voice in terms of quality despite 
 being
 totally synthetic. In fact the only reason I don't always use those voices
 in my everyday screen reader use is because they like many other higher
 quality Sapi voices do tend to be a bit sluggish in screen reader mode. 
 And
 I definitely liked her in STFC.
 We are the Knights who say...Ni!
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, June 10, 2010 6:40 PM
 Subject: Re: [Audyssey] startrek games


 Hi Dark,
 Yeah, it might be a bit of extra work, but not too bad once the game
 core is designed and the majority of the game is written.  Adding
 extra missions, expantion packs, etc is far easier than writing the
 game itself.
 As it happens I think I'd use Neospeech Kate, the same voice as STFC
 1.0, for the game since that seams to be a popular voice for the game.
 I could use ATT Crystal, I suppose, but don't like her voice as well
 as Kate.

 On 6/10/10, dark d...@xgam.org wrote:
 Hi tom.

 Well, as I've now finished watching voyager, and thus am fully versed
 with
 all trek series barring enterprise pluss all the films, I'd very much
 enjoy
 a mission based trek game indeed! especially might I say if missions 
 were
 created by someone like yourself who was familiar enough with the trek
 universe to make them interesting and consistant.

 the only issue i can see with the replay and missions idea is the 
 problem

 of
 recorded speech, sinse as you've said your not a fan of developing for
 sapi
 (and specific screen readers), you'd have to record the names of new
 planets, ships etc for other  missions,  which migh take extra work.

 Beware the grue!

 Dark.

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Re: [Audyssey] startrek games

2010-06-10 Thread Charles Rivard
I think this would be cool, too.  I prefer commanding a ship rather than 
playing a turn based strategy game.  I am a Lone Wolfer rather than a Trekky 
2000 for that very reason.
- Original Message - 
From: Allen allen.j...@foxvalley.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 7:17 PM
Subject: Re: [Audyssey] startrek games



Hi, Thomas,

I would love an LW style of Star Trek game.  LoneWolf was one of my 
favorite games so a Star Trek style would be awesome and one I'd 
definitely have no problem waiting a while for.


Allen

On Jun 10, 2010, at 7:06 PM, Thomas Ward wrote:


Hi Dark,
H...This is something that has been suggested before, and I
certainly could do it. I guess it all depends on how many people would
be in favor of that style of game. I think you are right that a Lone
Wolf style Star Trek game would be infinitely more cool than a
strategy game like STFC.
For one thing in light of recent discussions of expantion packs etc
this is the perfect style of game to do it in. The game could ship
with 10 to 15 missions initially and I could add missions to it here
and there giving it nearly unlimited replay value in the process.
Like Lone Wolf over time it could end up having a hundred or more
missions to choose from.
Another way to add replay value to the game is to allow you to select
a specific ship and class from the game setup menu. That way you could
technically play the same mission multiple times trying out various
different classes of ships in the Federation fleet. One time you might
select a Defiant-Class ship, another time a Galaxy-Class, another time
a Nebula-Class, etc. The replay value of this feature alone is huge.
So your idea has maret.
So my question to the rest of the list is what do you say. Should we
abandon the fleet strategy game and go with a Lone Wolf style
simulation where you take on individual missions and campaigns, or
should we proceed with the real time strategy game in production now?

On 6/10/10, dark d...@xgam.org wrote:

Personally, as far as star trek games go, I'd love to see essentially
something similar to lw, where you command a single ship carrying out
various missions in the trek universe, sinse afterall, while a full 
scale
battle against various huge fleets is fun, it'd really give the trek 
feeling

to have a mission to go and patrol the neutral zone, seak and destroy a
specific targit, like a borg cube or dominian shipyard, or go to a 
specific

point in space to look what is there.

as fun as a stratogy game is, essentially lw in space would personally 
be my

choice for a startrek game.

Beware the grue!

Dark.

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Allen
allen.j...@foxvalley.net




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Re: [Audyssey] [Odyssey] disability definition -was (accessiblegame companies with offices)

2010-06-10 Thread Hayden Presley
Hi Charles,
Which game was it he got a time of 10 minutes in? I've never gotten a time
of 10 minutes on any of BSC's registered titles.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, June 10, 2010 8:41 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] [Odyssey] disability definition -was (accessiblegame
companies with offices)

I even played a game, showing what should be sent that was meaningful.  I 
don't think he got the hint.  We both asked him, basically, So what?  Your 
game took 18 minutes.  How did you do in that game?  What was the score and 
the number of lives remaining, if any?  It's the score that counts, not the 
time.  Either we didn't get an answer or an explanation from him.  Sheesh
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 7:23 PM
Subject: Re: [Audyssey] [Odyssey] disability definition -was (accessiblegame

companies with offices)


 Hi Brian,
 Oh, they do. Just recently we've had some guy calling himself Jack F 
 posting
 record times. No matter how many times Charles and myself asked, he just
 kept posting times. Grin
 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Bryan Peterson
 Sent: Thursday, June 10, 2010 7:22 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] [Odyssey] disability definition - was
 (accessiblegame companies with offices)

 I've told him this as well. It's one thing to do something like that right
 at first (I did), but sooner or later you should realize it's not 
 necessary
 since the list automatically puts Audyssey at the beginning of whatever
 subject line you type. I remember I did that once or twice when I first
 subscribed to BSC's Game Talk list (do they even run that list anymore?) 
 but

 I quickly figured out it wasn't necessary since it automatically does 
 this.
 We are the Knights who say...Ni!
 - Original Message - 
 From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Thursday, June 10, 2010 6:18 PM
 Subject: Re: [Audyssey] [Odyssey] disability definition - was
 (accessiblegame companies with offices)


 Hi,
 Please, don't put [Odyssey] in your messages. It's not necessary.
 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Castanedagarcia_Alfredo
 Sent: Thursday, June 10, 2010 4:48 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] [Odyssey] disability definition - was (accessible
 game companies with offices)

 Is this game related?

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Eleanor
 Sent: Thursday, June 10, 2010 3:30 PM
 To: gamers@audyssey.org
 Subject: [Audyssey] disability definition - was (accessible game 
 companies
 with offices)

 The United States government in the census data I used for the white
 paper defines a person with one or more disabilities as a person who
 REPORTS they have one or more disability.  I'm sure there are
 definitions when you are trying to get into an assistance program, but
 they are perfectly happy to use self reporting for the census 
 information.

 I think anyone who requires some accommodation to complete normal tasks
 have some degree of disability.  This means people with injuries have a
 temporary disability until they can resume normal activities.  It is
 my contention that most games can have some accommodations built into
 them to allow more people to access them.  Not all games can be made
 blind accessible.  For example, one of our games - Word Jungle - is a
 hidden word puzzle.  It consists of a large grid that contains words in
 three directions and randomized letters between.  The object is to find
 all the hidden words.  That is not rated blind accessible since it would
 change the game too much to do so.  But - with reasonable adaptations,
 adequate sound augmentation to the graphics, variable speed settings,
 controls that can be read by screen readers etc, many games could be
 made blind accessible if there was an interest to do so.

 Vision deteriorates as people get older.  Macular degeneration is a
 disease of old age.  Many people will no longer be able to play
 non-accessible games as they used to.  This might help developers
 realize there is a market - which incidentally can also mean
 accessibility for younger VI and blind gamers.

 The main thing is to build the ability to change as many parameters as
 possible into games and other software to let people adjust it so they
 can use it.  There are some that say that dumbs down a game.  I don't
 see that at all.  If someone can successfully play the game at half
 speed, what is the problem with having a 

Re: [Audyssey] MK trailer and news

2010-06-10 Thread clement chou

That's my point. But the text scrolling is in the faq. lol.
- Original Message - 
From: Orin orin8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 5:30 PM
Subject: Re: [Audyssey] MK trailer and news


Yeah, BlazBlue's got the deepest story I've scene too, only thing is that 
MK's won't be anime like, which is good IMO because I don't like that 
whole text scrolling thing. BlazBlue's story is so deep and involved with 
time travel they had to make an FAQ on the story itself alone, with no 
gameplay tips or anything, just to understand the story. So if they had to 
do that. It's deep as heck.



On Jun 9, 2010, at 10:34 PM, clement chou wrote:

If they can beat blazblue, I'll be impressed. That game's got the deepest 
story I've seen, despite how good tekken's actually is.

- Original Message - From: Orin orin8...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 5:23 PM
Subject: Re: [Audyssey] MK trailer and news


Co-Op arcade and apparently a deepest story not scene in any other 
fighting game. They're probably saying that because most fighting games 
have pretty much no story, unless you count Tekken although that game 
map is a serious pain for me to even guess at where to go, not to 
mention the thing is subtitled.



On Jun 9, 2010, at 9:33 PM, clement chou wrote:

Huh. Well, this should definitely be interesting to see.. any other 
details aside from tag mode?

- Original Message - From: Liam Erven liamer...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 3:46 PM
Subject: Re: [Audyssey] MK trailer and news



nope.  there is a game launch trailer, and it's been confirmed they're
working on it.
really excited about this.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of clement chou
Sent: Wednesday, June 09, 2010 7:54 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MK trailer and news

That so-called trailor is apparently something to sell WB with... 
unless

there's another one up.
- Original Message -
From: Orin orin8...@gmail.com
To: brandonsl...@freelists.org
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 3:03 PM
Subject: [Audyssey] MK trailer and news



Hey all,

Anyone hear this brand new trailer and news of the next MK, MK9,
released in March 2011? It's gonna be sweet, Tag Team Mode FTW...



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Re: [Audyssey] [Odyssey] disability definition -was (accessiblegamecompanies with offices)

2010-06-10 Thread Bryan Peterson

I guess to him the time was more important than the score.
We are the Knights who say...Ni!
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 7:41 PM
Subject: Re: [Audyssey] [Odyssey] disability definition -was 
(accessiblegamecompanies with offices)



I even played a game, showing what should be sent that was meaningful.  I 
don't think he got the hint.  We both asked him, basically, So what?  Your 
game took 18 minutes.  How did you do in that game?  What was the score and 
the number of lives remaining, if any?  It's the score that counts, not the 
time.  Either we didn't get an answer or an explanation from him.  Sheesh
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 7:23 PM
Subject: Re: [Audyssey] [Odyssey] disability definition -was 
(accessiblegame companies with offices)




Hi Brian,
Oh, they do. Just recently we've had some guy calling himself Jack F 
posting

record times. No matter how many times Charles and myself asked, he just
kept posting times. Grin
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Thursday, June 10, 2010 7:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] [Odyssey] disability definition - was
(accessiblegame companies with offices)

I've told him this as well. It's one thing to do something like that 
right
at first (I did), but sooner or later you should realize it's not 
necessary

since the list automatically puts Audyssey at the beginning of whatever
subject line you type. I remember I did that once or twice when I first
subscribed to BSC's Game Talk list (do they even run that list anymore?) 
but


I quickly figured out it wasn't necessary since it automatically does 
this.

We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 6:18 PM
Subject: Re: [Audyssey] [Odyssey] disability definition - was
(accessiblegame companies with offices)



Hi,
Please, don't put [Odyssey] in your messages. It's not necessary.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Castanedagarcia_Alfredo
Sent: Thursday, June 10, 2010 4:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] [Odyssey] disability definition - was 
(accessible

game companies with offices)

Is this game related?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Eleanor
Sent: Thursday, June 10, 2010 3:30 PM
To: gamers@audyssey.org
Subject: [Audyssey] disability definition - was (accessible game 
companies

with offices)

The United States government in the census data I used for the white
paper defines a person with one or more disabilities as a person who
REPORTS they have one or more disability.  I'm sure there are
definitions when you are trying to get into an assistance program, but
they are perfectly happy to use self reporting for the census 
information.


I think anyone who requires some accommodation to complete normal tasks
have some degree of disability.  This means people with injuries have a
temporary disability until they can resume normal activities.  It is
my contention that most games can have some accommodations built into
them to allow more people to access them.  Not all games can be made
blind accessible.  For example, one of our games - Word Jungle - is a
hidden word puzzle.  It consists of a large grid that contains words in
three directions and randomized letters between.  The object is to find
all the hidden words.  That is not rated blind accessible since it would
change the game too much to do so.  But - with reasonable adaptations,
adequate sound augmentation to the graphics, variable speed settings,
controls that can be read by screen readers etc, many games could be
made blind accessible if there was an interest to do so.

Vision deteriorates as people get older.  Macular degeneration is a
disease of old age.  Many people will no longer be able to play
non-accessible games as they used to.  This might help developers
realize there is a market - which incidentally can also mean
accessibility for younger VI and blind gamers.

The main thing is to build the ability to change as many parameters as
possible into games and other software to let people adjust it so they
can use it.  There are some that say that dumbs down a game.  I don't
see that at all.  If someone can successfully play the game at half
speed, what is the problem with having a setting that allows that?

Anyhow - off my soapbox!  Thanks Dark and Thomas for some interesting
observations.

Eleanor Robinson
7-128 Software




---

Re: [Audyssey] startrek games

2010-06-10 Thread shaun everiss

I must say I was happy to go with the rts style game.
over the turnbased missions.
HOwever a lonewolf style game would really rock especially since i 
have been playing with the pkb pack with the missions I can imagine I 
am in a real sub.



Hi Dark,
H...This is something that has been suggested before, and I
certainly could do it. I guess it all depends on how many people would
be in favor of that style of game. I think you are right that a Lone
Wolf style Star Trek game would be infinitely more cool than a
strategy game like STFC.
For one thing in light of recent discussions of expantion packs etc
this is the perfect style of game to do it in. The game could ship
with 10 to 15 missions initially and I could add missions to it here
and there giving it nearly unlimited replay value in the process.
Like Lone Wolf over time it could end up having a hundred or more
missions to choose from.
Another way to add replay value to the game is to allow you to select
a specific ship and class from the game setup menu. That way you could
technically play the same mission multiple times trying out various
different classes of ships in the Federation fleet. One time you might
select a Defiant-Class ship, another time a Galaxy-Class, another time
a Nebula-Class, etc. The replay value of this feature alone is huge.
So your idea has maret.
So my question to the rest of the list is what do you say. Should we
abandon the fleet strategy game and go with a Lone Wolf style
simulation where you take on individual missions and campaigns, or
should we proceed with the real time strategy game in production now?

On 6/10/10, dark d...@xgam.org wrote:
 Personally, as far as star trek games go, I'd love to see essentially
 something similar to lw, where you command a single ship carrying out
 various missions in the trek universe, sinse afterall, while a full scale
 battle against various huge fleets is fun, it'd really give the 
trek feeling

 to have a mission to go and patrol the neutral zone, seak and destroy a
 specific targit, like a borg cube or dominian shipyard, or go to a specific
 point in space to look what is there.

 as fun as a stratogy game is, essentially lw in space would 
personally be my

 choice for a startrek game.

 Beware the grue!

 Dark.

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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread shaun everiss
well I must say I aggree especially if each ship has the sounds from 
that series.
I think you should have the pkb soundpacks link since I put that up a 
bit ago, that should probably cover some of the ships I know for a 
fact there are sounds not used and that may help you with things.

At 12:24 p.m. 11/06/2010, you wrote:

Hi Shaun,
Right. I use the Defiant quite a lot myself to run hit and run attacks
against the enemy forces.  I generally use the other ships of the
fleet to draw the enemy Romulans and Klingons out of hiding and then
unload on them. Usually it results in serious damage to the enemy
fleet.
Anyway, regarding the style of game play after reading Dark's post I
wonder if Final Conflict 2.0 should be a fleet strategy game at all.
Dark's idea is to make the game more like Lone Wolf where you command
one ship and carry out a number of missions in real time. I have to
say I'm rather excited about the concept and wonder what others think
about it. If enough people are interested I can quite easily rewrite
the game to use the genesis Engine to make a real time action game
like Bridge Commander or something like that. Now, that sounds cool to
me.

On 6/10/10, shaun everiss shau...@xtra.co.nz wrote:
 hmmm
 well I like turn based myself realtime is good as long as you can
 handle it I have played soundrts with a one column map but any bigger
 than 4 columns and rows I find it hard to track or keep track.
 on the other hand if  I know I have 12 ships I can have 2 of each say
 going round the various enemy star systems say covering each of the 3
 main oponents, have a couple or maybe 1 at each station and one or 2
 at the shipyards or one on the shipyards and one on the borders.
 though turn based means I need to think ahead.
 right now I pull all my forces together and send defient at any
 cardations or wait  for these to hit stations.
 once I have the fleet I have 2 ships hit klingon and 2 hit romulan.
 targets.
 Ofcause usually the fleet have to handle these targets first,
 sometimes my stations get it but I like running in deep space rather
 than relying on my stations as long as I have one left.

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Re: [Audyssey] startrek games

2010-06-10 Thread shaun everiss
well I could help with some of the speech for free, in fact you could 
ask some of the guys on the pkb group.
you really should email pitermach about getting access because there 
is loads of things that exist.
one of these is a trek game I know its autoit and its not done but it 
may be a sort of thing to get you in the mood for a mission or 
storyline based game.

it may give you ideas.
At 12:32 p.m. 11/06/2010, you wrote:

Hi tom.

Well, as I've now finished watching voyager, and thus am fully 
versed with all trek series barring enterprise pluss all the films, 
I'd very much enjoy a mission based trek game indeed! especially 
might I say if missions were created by someone like yourself who 
was familiar enough with the trek universe to make them interesting 
and consistant.


the only issue i can see with the replay and missions idea is the 
problem of recorded speech, sinse as you've said your not a fan of 
developing for sapi (and specific screen readers), you'd have to 
record the names of new planets, ships etc for other  missions,  
which migh take extra work.


Beware the grue!

Dark.
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 11, 2010 1:06 AM
Subject: Re: [Audyssey] startrek games



Hi Dark,
H...This is something that has been suggested before, and I
certainly could do it. I guess it all depends on how many people would
be in favor of that style of game. I think you are right that a Lone
Wolf style Star Trek game would be infinitely more cool than a
strategy game like STFC.
For one thing in light of recent discussions of expantion packs etc
this is the perfect style of game to do it in. The game could ship
with 10 to 15 missions initially and I could add missions to it here
and there giving it nearly unlimited replay value in the process.
Like Lone Wolf over time it could end up having a hundred or more
missions to choose from.
Another way to add replay value to the game is to allow you to select
a specific ship and class from the game setup menu. That way you could
technically play the same mission multiple times trying out various
different classes of ships in the Federation fleet. One time you might
select a Defiant-Class ship, another time a Galaxy-Class, another time
a Nebula-Class, etc. The replay value of this feature alone is huge.
So your idea has maret.
So my question to the rest of the list is what do you say. Should we
abandon the fleet strategy game and go with a Lone Wolf style
simulation where you take on individual missions and campaigns, or
should we proceed with the real time strategy game in production now?

On 6/10/10, dark d...@xgam.org wrote:

Personally, as far as star trek games go, I'd love to see essentially
something similar to lw, where you command a single ship carrying out
various missions in the trek universe, sinse afterall, while a full scale
battle against various huge fleets is fun, it'd really give the trek feeling
to have a mission to go and patrol the neutral zone, seak and destroy a
specific targit, like a borg cube or dominian shipyard, or go to a specific
point in space to look what is there.

as fun as a stratogy game is, essentially lw in space would personally be my
choice for a startrek game.

Beware the grue!

Dark.

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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread shaun everiss
its like trek 2000 but its easier to control, there is no unit 
issues, no small torpedo limit, and none of the basic type thing t2k has.
t2k was just a straight port of trek 1999 so its not its fault it was 
total crap in the end since it was a straight dos port and for its 
time was a good go.

At 12:26 p.m. 11/06/2010, you wrote:

Hi Thomas,
I would assume your original model for STFC was Trekk 2000? I hadn't yet
read the docs when I first opened the game, but Irecognized it almost
immediately.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, June 10, 2010 12:52 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk
2000...

Hi Dakotah,
To tell the truth I sort of miss the turn-based style of play myself.
As it stands now the game doesn't offer you much control over the
ships once you asign them their patrol route, and it lacks the hands
on strategy value the previous game had. So I'd really be interested
in hearing your thoughts on this.
Basicly, I'd like to know if people are more in favor of the classic
turn-based style of game play or would really want real time strategy.
There are advantages/disadvantages of both styles of game play. I
could really go either way at this point since I'm in the process of
converting the game from .Net to C++ anyway.


On 6/10/10, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 I like the sound of the new game, but I'm really going to miss some
 aspects of the turn based stuff.

 I suppose you could just call me nostalgic.

 I'm sure it'll be fun, and maybe the things I'm seeing in my head for
 turn based combat could be the impetous I need to bury my nose in a
 programming book.

 Signed:
 Dakotah Rickard

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Re: [Audyssey] startrek games

2010-06-10 Thread shaun everiss
well if we could make missions with some sort of editer that would 
rock lw has a script language but if we could have something where 
you could make a mission somewhere to that would rock.

At 12:35 p.m. 11/06/2010, you wrote:

Hi Allen,
Yeah, Lone Wolf was one of  my favorites too. For one reason because
there are so many different missions to choose from and has a great
deal of replay value.  A Star Trek game based on the same basic
concept would have similar replay value and could grow to have equally
as many missions to choose from in time. Such a game would have
incredible replay value for me and others as well.


On 6/10/10, Allen allen.j...@foxvalley.net wrote:
 Hi, Thomas,

 I would love an LW style of Star Trek game.  LoneWolf was one of 
my favorite

 games so a Star Trek style would be awesome and one I'd definitely have no
 problem waiting a while for.

 Allen

 On Jun 10, 2010, at 7:06 PM, Thomas Ward wrote:

 Hi Dark,
 H...This is something that has been suggested before, and I
 certainly could do it. I guess it all depends on how many people would
 be in favor of that style of game. I think you are right that a Lone
 Wolf style Star Trek game would be infinitely more cool than a
 strategy game like STFC.
 For one thing in light of recent discussions of expantion packs etc
 this is the perfect style of game to do it in. The game could ship
 with 10 to 15 missions initially and I could add missions to it here
 and there giving it nearly unlimited replay value in the process.
 Like Lone Wolf over time it could end up having a hundred or more
 missions to choose from.
 Another way to add replay value to the game is to allow you to select
 a specific ship and class from the game setup menu. That way you could
 technically play the same mission multiple times trying out various
 different classes of ships in the Federation fleet. One time you might
 select a Defiant-Class ship, another time a Galaxy-Class, another time
 a Nebula-Class, etc. The replay value of this feature alone is huge.
 So your idea has maret.
 So my question to the rest of the list is what do you say. Should we
 abandon the fleet strategy game and go with a Lone Wolf style
 simulation where you take on individual missions and campaigns, or
 should we proceed with the real time strategy game in production now?

 On 6/10/10, dark d...@xgam.org wrote:
 Personally, as far as star trek games go, I'd love to see essentially
 something similar to lw, where you command a single ship carrying out
 various missions in the trek universe, sinse afterall, while a full scale
 battle against various huge fleets is fun, it'd really give the trek
 feeling
 to have a mission to go and patrol the neutral zone, seak and destroy a
 specific targit, like a borg cube or dominian shipyard, or go to a
 specific
 point in space to look what is there.

 as fun as a stratogy game is, essentially lw in space would personally be
 my
 choice for a startrek game.

 Beware the grue!

 Dark.

 ---
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 list,
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 list,
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 Allen
 allen.j...@foxvalley.net




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Re: [Audyssey] [Odyssey] disability definition-was (accessiblegame companies with offices)

2010-06-10 Thread Charles Rivard

I think it was Troopanum2, and I'm figuring that he lost the game?
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 8:46 PM
Subject: Re: [Audyssey] [Odyssey] disability definition-was (accessiblegame 
companies with offices)




Hi Charles,
Which game was it he got a time of 10 minutes in? I've never gotten a time
of 10 minutes on any of BSC's registered titles.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Thursday, June 10, 2010 8:41 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] [Odyssey] disability definition -was 
(accessiblegame

companies with offices)

I even played a game, showing what should be sent that was meaningful.  I
don't think he got the hint.  We both asked him, basically, So what? 
Your
game took 18 minutes.  How did you do in that game?  What was the score 
and
the number of lives remaining, if any?  It's the score that counts, not 
the

time.  Either we didn't get an answer or an explanation from him.  Sheesh
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 7:23 PM
Subject: Re: [Audyssey] [Odyssey] disability definition -was 
(accessiblegame


companies with offices)



Hi Brian,
Oh, they do. Just recently we've had some guy calling himself Jack F
posting
record times. No matter how many times Charles and myself asked, he just
kept posting times. Grin
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Thursday, June 10, 2010 7:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] [Odyssey] disability definition - was
(accessiblegame companies with offices)

I've told him this as well. It's one thing to do something like that 
right

at first (I did), but sooner or later you should realize it's not
necessary
since the list automatically puts Audyssey at the beginning of whatever
subject line you type. I remember I did that once or twice when I first
subscribed to BSC's Game Talk list (do they even run that list anymore?)
but

I quickly figured out it wasn't necessary since it automatically does
this.
We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, June 10, 2010 6:18 PM
Subject: Re: [Audyssey] [Odyssey] disability definition - was
(accessiblegame companies with offices)



Hi,
Please, don't put [Odyssey] in your messages. It's not necessary.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Castanedagarcia_Alfredo
Sent: Thursday, June 10, 2010 4:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] [Odyssey] disability definition - was 
(accessible

game companies with offices)

Is this game related?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Eleanor
Sent: Thursday, June 10, 2010 3:30 PM
To: gamers@audyssey.org
Subject: [Audyssey] disability definition - was (accessible game
companies
with offices)

The United States government in the census data I used for the white
paper defines a person with one or more disabilities as a person who
REPORTS they have one or more disability.  I'm sure there are
definitions when you are trying to get into an assistance program, but
they are perfectly happy to use self reporting for the census
information.

I think anyone who requires some accommodation to complete normal tasks
have some degree of disability.  This means people with injuries have a
temporary disability until they can resume normal activities.  It is
my contention that most games can have some accommodations built into
them to allow more people to access them.  Not all games can be made
blind accessible.  For example, one of our games - Word Jungle - is a
hidden word puzzle.  It consists of a large grid that contains words in
three directions and randomized letters between.  The object is to find
all the hidden words.  That is not rated blind accessible since it would
change the game too much to do so.  But - with reasonable adaptations,
adequate sound augmentation to the graphics, variable speed settings,
controls that can be read by screen readers etc, many games could be
made blind accessible if there was an interest to do so.

Vision deteriorates as people get older.  Macular degeneration is a
disease of old age.  Many people will no longer be able to play
non-accessible games as they used to.  This might help developers
realize there is a market - which incidentally can also mean
accessibility for younger VI and blind gamers.

The main thing is to build the ability to change as many 

Re: [Audyssey] startrek games

2010-06-10 Thread David Chittenden

Hello,

I would vote for the Lone Wolf style game with the option of different 
ships to try. You could even have a person start as a captain of a small 
ship and, as the person gains experience, they are able to command 
different ships. With a lot of experience, one may be able to become a 
commodore and have a few ships going with you for a fleet action such as 
a blockade. And, in that situation, You would still only command your 
ship directly. So, a mean mission writer could do something like have 
one of your ships turn traitor at some point during the mission.


David Chittenden, MSc, CRC, MRCAA
Email: dchitten...@gmail.com


On 6/11/2010 12:06 PM, Thomas Ward wrote:

Hi Dark,
H...This is something that has been suggested before, and I
certainly could do it. I guess it all depends on how many people would
be in favor of that style of game. I think you are right that a Lone
Wolf style Star Trek game would be infinitely more cool than a
strategy game like STFC.
For one thing in light of recent discussions of expantion packs etc
this is the perfect style of game to do it in. The game could ship
with 10 to 15 missions initially and I could add missions to it here
and there giving it nearly unlimited replay value in the process.
Like Lone Wolf over time it could end up having a hundred or more
missions to choose from.
Another way to add replay value to the game is to allow you to select
a specific ship and class from the game setup menu. That way you could
technically play the same mission multiple times trying out various
different classes of ships in the Federation fleet. One time you might
select a Defiant-Class ship, another time a Galaxy-Class, another time
a Nebula-Class, etc. The replay value of this feature alone is huge.
So your idea has maret.
So my question to the rest of the list is what do you say. Should we
abandon the fleet strategy game and go with a Lone Wolf style
simulation where you take on individual missions and campaigns, or
should we proceed with the real time strategy game in production now?

On 6/10/10, darkd...@xgam.org  wrote:
   

Personally, as far as star trek games go, I'd love to see essentially
something similar to lw, where you command a single ship carrying out
various missions in the trek universe, sinse afterall, while a full scale
battle against various huge fleets is fun, it'd really give the trek feeling
to have a mission to go and patrol the neutral zone, seak and destroy a
specific targit, like a borg cube or dominian shipyard, or go to a specific
point in space to look what is there.

as fun as a stratogy game is, essentially lw in space would personally be my
choice for a startrek game.

Beware the grue!

Dark.

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Re: [Audyssey] startrek games

2010-06-10 Thread Charles Rivard
Either a Lone Wolf sort of game, or a GMA Tank Commander style game.  Your 
suggestion of eventually commanding several ships sort of reminded me of 
sector 6 of GTC.
- Original Message - 
From: David Chittenden dchitten...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 10:04 PM
Subject: Re: [Audyssey] startrek games



Hello,

I would vote for the Lone Wolf style game with the option of different 
ships to try. You could even have a person start as a captain of a small 
ship and, as the person gains experience, they are able to command 
different ships. With a lot of experience, one may be able to become a 
commodore and have a few ships going with you for a fleet action such as a 
blockade. And, in that situation, You would still only command your ship 
directly. So, a mean mission writer could do something like have one of 
your ships turn traitor at some point during the mission.


David Chittenden, MSc, CRC, MRCAA
Email: dchitten...@gmail.com


On 6/11/2010 12:06 PM, Thomas Ward wrote:

Hi Dark,
H...This is something that has been suggested before, and I
certainly could do it. I guess it all depends on how many people would
be in favor of that style of game. I think you are right that a Lone
Wolf style Star Trek game would be infinitely more cool than a
strategy game like STFC.
For one thing in light of recent discussions of expantion packs etc
this is the perfect style of game to do it in. The game could ship
with 10 to 15 missions initially and I could add missions to it here
and there giving it nearly unlimited replay value in the process.
Like Lone Wolf over time it could end up having a hundred or more
missions to choose from.
Another way to add replay value to the game is to allow you to select
a specific ship and class from the game setup menu. That way you could
technically play the same mission multiple times trying out various
different classes of ships in the Federation fleet. One time you might
select a Defiant-Class ship, another time a Galaxy-Class, another time
a Nebula-Class, etc. The replay value of this feature alone is huge.
So your idea has maret.
So my question to the rest of the list is what do you say. Should we
abandon the fleet strategy game and go with a Lone Wolf style
simulation where you take on individual missions and campaigns, or
should we proceed with the real time strategy game in production now?

On 6/10/10, darkd...@xgam.org  wrote:


Personally, as far as star trek games go, I'd love to see essentially
something similar to lw, where you command a single ship carrying out
various missions in the trek universe, sinse afterall, while a full 
scale
battle against various huge fleets is fun, it'd really give the trek 
feeling

to have a mission to go and patrol the neutral zone, seak and destroy a
specific targit, like a borg cube or dominian shipyard, or go to a 
specific

point in space to look what is there.

as fun as a stratogy game is, essentially lw in space would personally 
be my

choice for a startrek game.

Beware the grue!

Dark.

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Re: [Audyssey] startrek games

2010-06-10 Thread Thomas Ward
Hi Bryan,
Assuming I were to add something like a mission parcer I don't see the
need to make it self-voicing. After all they are nothing more than
text scripts you can write with  any text editor like notepad and then
compile using the parcer itself for the game.
Of course there are other ways of doing this like using the Windows
Scripting Host to script the engine with new missions and levels by
hand.


On 6/10/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 That part would probably have to support screen readers but I suppose that
 could be arranged. I don't know how easy or hard that would be to make it
 self-voicing so, on the surface at least, screen readers seem like the best
 option for a mission parser.
 We are the Knights who say...Ni!

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Re: [Audyssey] startrek games

2010-06-10 Thread Thomas Ward
Hi,
Woe. Let's hold on hear.  I don't think anyone said anything about
voice acting, cut scenes, and that sort of thing. It is a nice idea,
but it could get quite expensive, and since I plan on releasing this
game as freeware I am not exactly going to dump a lot of cash into the
project. If you guys truly want voice acting and all that stuff then
you better be prepared to donate to it, or I'm not going to do it.

Cheers!

On 6/10/10, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 My thoughts are as follows:

 Go ahead and do the fleet strategy thing, but maybe keep it a touch
 simpler than Time of Conflict is. I love that game, but man. It really
 stretches the old brain cells out.

 If, after this game is finished, you choose to do a realtime solo
 perspective game, that would be really awesome.

 One thing I considered while reading all of these posts was bridge
 commander. Obviously, finding people to impersonate enough of the Star
 Trek characters to tie the game in might be tricky, there's nothing
 saying we can't maybe find one or two people that could and getting
 them to help out. This presents technical issues that we've discussed
 on this list before concerning quality of microphone and set up,
 though, so it might not be worth it.

 On the other hand, maybe do what most of us poor role play schmucks do
 and make up the officials as you go along. But back to Bridge
 commander, the thing I like about that game is that it has a story,
 but you can alternatively set up battles to practice. I thought STFC
 was going to become a Bridge Commander for us blind folk, but if it
 isn't, there's a huge opening, and the game is very easy to port or
 accessibilize or even justgrab a couple thoughts from.

 I'd love to see an audio game that has campaigns with distinctive
 bits, cut scenes, and the like, and a Star Trek game would grab my
 attention and hold on.

 Frankly, I'd like pretty much anything Trek related, but if you
 followed up your current project with a solo perspective game with
 campaign elements, I'd jump through more than a few hoops to get it.

 Signed:
 Dakotah Rickard

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Re: [Audyssey] startrek games

2010-06-10 Thread Thomas Ward
Hi Hayden,
No, and they better not.  As I have told this community several times
before I am under strict orders not to redistribute that game, and I
have asked  others here to please not do so do to copyright issues.
Were I to get in trouble for someone else redistributing that game on
the internet I'd take it out of their hide. Understand I have to
restrict access to that game to protect myself from any possible legal
proceedings against USA Games over copyrights.


On 6/10/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 If anyone has the beta setup file for Montazuma's Revenge, could someone
 dropbox it my way? I never did get a chance to play that one.
 Best Regards,
 Hayden

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Re: [Audyssey] startrek games

2010-06-10 Thread Bryan Peterson
Exactly. That would sort of make this a commercial product and we don't want 
anymore legal troubles since Thomas already had plenty of that with 
Montezuma's Revenge, hence MOTA.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 10:22 PM
Subject: Re: [Audyssey] startrek games



Hi,
Woe. Let's hold on hear.  I don't think anyone said anything about
voice acting, cut scenes, and that sort of thing. It is a nice idea,
but it could get quite expensive, and since I plan on releasing this
game as freeware I am not exactly going to dump a lot of cash into the
project. If you guys truly want voice acting and all that stuff then
you better be prepared to donate to it, or I'm not going to do it.

Cheers!

On 6/10/10, Dakotah Rickard dakotah.rick...@gmail.com wrote:

My thoughts are as follows:

Go ahead and do the fleet strategy thing, but maybe keep it a touch
simpler than Time of Conflict is. I love that game, but man. It really
stretches the old brain cells out.

If, after this game is finished, you choose to do a realtime solo
perspective game, that would be really awesome.

One thing I considered while reading all of these posts was bridge
commander. Obviously, finding people to impersonate enough of the Star
Trek characters to tie the game in might be tricky, there's nothing
saying we can't maybe find one or two people that could and getting
them to help out. This presents technical issues that we've discussed
on this list before concerning quality of microphone and set up,
though, so it might not be worth it.

On the other hand, maybe do what most of us poor role play schmucks do
and make up the officials as you go along. But back to Bridge
commander, the thing I like about that game is that it has a story,
but you can alternatively set up battles to practice. I thought STFC
was going to become a Bridge Commander for us blind folk, but if it
isn't, there's a huge opening, and the game is very easy to port or
accessibilize or even justgrab a couple thoughts from.

I'd love to see an audio game that has campaigns with distinctive
bits, cut scenes, and the like, and a Star Trek game would grab my
attention and hold on.

Frankly, I'd like pretty much anything Trek related, but if you
followed up your current project with a solo perspective game with
campaign elements, I'd jump through more than a few hoops to get it.

Signed:
Dakotah Rickard


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Re: [Audyssey] startrek games

2010-06-10 Thread Thomas Ward
Hi Clement,
Right. Just because I wouldn't give out the level editors to the
public doesn't mean I can't add new missions here and there as I think
them up or someone gives me a good idea for one.  As I said before
this type of game could have unlimited possibilities for expantion. It
just means if I use the Genesis Engine to do it the ability to do so
would be restricted to USA Games rather than the general public, but
still can be expanded and upgraded.
If you guys really want something more dinamic, user customizable,
I'll have to basicly write a new shareware type engine that uses Sapi
for voice output, include a scripting component to build new missions,
etc which could take a really long time to create. Building new
engines is far more complex and time consuming than using an existing
one.


On 6/9/10, clement chou chou.clem...@gmail.com wrote:
 Right. Yeah I can see where that could be a hastle and I understand. I am
 assuming though, that just because you wouldn't hand out level-editing
 software, doesn't mean extra missions or expansions are possible, right? I
 just liked the fact that in lone wolf you could get new mssions
 periodically, whenever someone made them. I'd like to see the same in more
 games, honestly.

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Re: [Audyssey] startrek games

2010-06-10 Thread shaun everiss

well the genisus engine would be fine I guess.


Hi Clement,
Right. Just because I wouldn't give out the level editors to the
public doesn't mean I can't add new missions here and there as I think
them up or someone gives me a good idea for one.  As I said before
this type of game could have unlimited possibilities for expantion. It
just means if I use the Genesis Engine to do it the ability to do so
would be restricted to USA Games rather than the general public, but
still can be expanded and upgraded.
If you guys really want something more dinamic, user customizable,
I'll have to basicly write a new shareware type engine that uses Sapi
for voice output, include a scripting component to build new missions,
etc which could take a really long time to create. Building new
engines is far more complex and time consuming than using an existing
one.


On 6/9/10, clement chou chou.clem...@gmail.com wrote:
 Right. Yeah I can see where that could be a hastle and I understand. I am
 assuming though, that just because you wouldn't hand out level-editing
 software, doesn't mean extra missions or expansions are possible, right? I
 just liked the fact that in lone wolf you could get new mssions
 periodically, whenever someone made them. I'd like to see the same in more
 games, honestly.

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Re: [Audyssey] startrek games

2010-06-10 Thread clement chou
Wel, I'm personally about quality than quantity. Better a few more good 
missions made by USA games rather than missions made by the general public 
every couple days. lol. But I can't wait... and I'm sorry to bring this up 
again, but I'm curious to know whether you have any plans for multiplayer 
and what that would be like if you did.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 8:37 PM
Subject: Re: [Audyssey] startrek games



Hi Clement,
Right. Just because I wouldn't give out the level editors to the
public doesn't mean I can't add new missions here and there as I think
them up or someone gives me a good idea for one.  As I said before
this type of game could have unlimited possibilities for expantion. It
just means if I use the Genesis Engine to do it the ability to do so
would be restricted to USA Games rather than the general public, but
still can be expanded and upgraded.
If you guys really want something more dinamic, user customizable,
I'll have to basicly write a new shareware type engine that uses Sapi
for voice output, include a scripting component to build new missions,
etc which could take a really long time to create. Building new
engines is far more complex and time consuming than using an existing
one.


On 6/9/10, clement chou chou.clem...@gmail.com wrote:

Right. Yeah I can see where that could be a hastle and I understand. I am
assuming though, that just because you wouldn't hand out level-editing
software, doesn't mean extra missions or expansions are possible, right? 
I

just liked the fact that in lone wolf you could get new mssions
periodically, whenever someone made them. I'd like to see the same in 
more

games, honestly.


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Re: [Audyssey] startrek games

2010-06-10 Thread Thomas Ward
Hi Bryan,
Exactly. I've talked to Paramount about the Star Trek trademark and
copyrights for my games and they basicly told me as long as I release
it for free, that it is exclusively made for the VI market, they
aren't going to complain about it. So far they never bothered me about
Final Conflict as I followed their advice to the letter. Instead of
releasing STFC as a commercial product, as planned, I released it as
freeware. If people want those sorts of games to continue they
shouldn't press me for commercial quality Star Trek games. That is
games requiring any serious financial investment to create.  Obviously
since I can't sell any games with the Star Trek name on it any
investment has to come out of my own pocket with no way of earning it
back through sales. Anyone can see why that wouldn't be a very good
business decision on my part.

On 6/11/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Exactly. That would sort of make this a commercial product and we don't want
 anymore legal troubles since Thomas already had plenty of that with
 Montezuma's Revenge, hence MOTA.
 We are the Knights who say...Ni!

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Re: [Audyssey] startrek games

2010-06-10 Thread Thomas Ward
Hi,
Well, to be honest I have never been a real big fan of multiplayer
games of any kind. I've always been something of a loner when it comes
to playing games. That's one reason that feature hasn't yet been added
into the Genesis Engine. Eventually it is likely something I'll add
because it is perhaps one of the most commonly requested features by
the Vi market.
I would imagine  if STFC ever goes multiplayer each player would
select a Federation ship, specific clas, whatever and join forces to
play against the enemy fleets. That way it could be a joint force of
human controlled Federation starships verses several A.I. driven enemy
starships. That way you could help each other destroy the enemy fleets
and carry out the mission objectives together.

On 6/10/10, clement chou chou.clem...@gmail.com wrote:
 Wel, I'm personally about quality than quantity. Better a few more good
 missions made by USA games rather than missions made by the general public
 every couple days. lol. But I can't wait... and I'm sorry to bring this up
 again, but I'm curious to know whether you have any plans for multiplayer
 and what that would be like if you did.

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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread Thomas Ward
Yes, thanks. I have the STFC 1 soundpack from PKB.  While I really
like the new sounds a few of them are the wrong sounds. Wrong in that
the Romulan torpedoes someone used don't sound like those from the TNG
and DS9 series. Plus for the Red Alert someone replaced the red alert
sound, from Star Trek 8, with the warp core breech alert. I'm not sure
who put it together, but he or she made some  mistakes in selecting
certain sounds that aren't the correct sounds from the shows and
movies.
I don't like to sound like a profectionist, but as a long time Trek
fan I like things to be done right. That is done according to cannon
and not mixing up the alert for a warp core breech for the general red
alert clacson. It is this sort of mistake that is the problem with
soundpacks. People who maybe aren't so interested in those fine
details will stick in any sound they think is cool rather than the
correct one that belongs there.

Smile.



On 6/10/10, shaun everiss shau...@xtra.co.nz wrote:
 well I must say I aggree especially if each ship has the sounds from
 that series.
 I think you should have the pkb soundpacks link since I put that up a
 bit ago, that should probably cover some of the ships I know for a
 fact there are sounds not used and that may help you with things.

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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread Hayden Presley
Hi Shaun,
Actually, as far asI'm concerned Trekk 2000 is easier to play, mainly
because you can play the totally defensive strategy. However, I don't see
where the smaller torpedo limit was, since you needed--what, 5
torpedoes?--to destroy a ship. Though, I must say, the biggest pro for me in
terms of Final Conflict has to be the sounds, which are a lot better and
more numerous, after all Trekk 2000 didn't have a docking nor a restocking
sound. Oh, and there was that other question I had...can anyone save a game
of Trekk 2000 and if so, how?
Best Reggards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Thursday, June 10, 2010 9:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk
2000...

its like trek 2000 but its easier to control, there is no unit 
issues, no small torpedo limit, and none of the basic type thing t2k has.
t2k was just a straight port of trek 1999 so its not its fault it was 
total crap in the end since it was a straight dos port and for its 
time was a good go.
At 12:26 p.m. 11/06/2010, you wrote:
Hi Thomas,
I would assume your original model for STFC was Trekk 2000? I hadn't yet
read the docs when I first opened the game, but Irecognized it almost
immediately.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, June 10, 2010 12:52 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk
2000...

Hi Dakotah,
To tell the truth I sort of miss the turn-based style of play myself.
As it stands now the game doesn't offer you much control over the
ships once you asign them their patrol route, and it lacks the hands
on strategy value the previous game had. So I'd really be interested
in hearing your thoughts on this.
Basicly, I'd like to know if people are more in favor of the classic
turn-based style of game play or would really want real time strategy.
There are advantages/disadvantages of both styles of game play. I
could really go either way at this point since I'm in the process of
converting the game from .Net to C++ anyway.


On 6/10/10, Dakotah Rickard dakotah.rick...@gmail.com wrote:
  I like the sound of the new game, but I'm really going to miss some
  aspects of the turn based stuff.
 
  I suppose you could just call me nostalgic.
 
  I'm sure it'll be fun, and maybe the things I'm seeing in my head for
  turn based combat could be the impetous I need to bury my nose in a
  programming book.
 
  Signed:
  Dakotah Rickard

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Re: [Audyssey] [Odyssey] disability definition -was (accessiblegamecompanies with offices)

2010-06-10 Thread Hayden Presley
Hi Brian,
Oh believe me, I've f figured that out. The question now, I suppose is, why?
Anyway...methinks we've battered a dead horse for quite awhile now.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Thursday, June 10, 2010 9:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] [Odyssey] disability definition -was
(accessiblegamecompanies with offices)

I guess to him the time was more important than the score.
We are the Knights who say...Ni!
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 10, 2010 7:41 PM
Subject: Re: [Audyssey] [Odyssey] disability definition -was 
(accessiblegamecompanies with offices)


I even played a game, showing what should be sent that was meaningful.  I 
don't think he got the hint.  We both asked him, basically, So what?  Your

game took 18 minutes.  How did you do in that game?  What was the score and

the number of lives remaining, if any?  It's the score that counts, not the

time.  Either we didn't get an answer or an explanation from him.  Sheesh
 - Original Message - 
 From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Thursday, June 10, 2010 7:23 PM
 Subject: Re: [Audyssey] [Odyssey] disability definition -was 
 (accessiblegame companies with offices)


 Hi Brian,
 Oh, they do. Just recently we've had some guy calling himself Jack F 
 posting
 record times. No matter how many times Charles and myself asked, he just
 kept posting times. Grin
 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Bryan Peterson
 Sent: Thursday, June 10, 2010 7:22 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] [Odyssey] disability definition - was
 (accessiblegame companies with offices)

 I've told him this as well. It's one thing to do something like that 
 right
 at first (I did), but sooner or later you should realize it's not 
 necessary
 since the list automatically puts Audyssey at the beginning of whatever
 subject line you type. I remember I did that once or twice when I first
 subscribed to BSC's Game Talk list (do they even run that list anymore?) 
 but

 I quickly figured out it wasn't necessary since it automatically does 
 this.
 We are the Knights who say...Ni!
 - Original Message - 
 From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Thursday, June 10, 2010 6:18 PM
 Subject: Re: [Audyssey] [Odyssey] disability definition - was
 (accessiblegame companies with offices)


 Hi,
 Please, don't put [Odyssey] in your messages. It's not necessary.
 Best Regards,
 Hayden

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On
 Behalf Of Castanedagarcia_Alfredo
 Sent: Thursday, June 10, 2010 4:48 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] [Odyssey] disability definition - was 
 (accessible
 game companies with offices)

 Is this game related?

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On
 Behalf Of Eleanor
 Sent: Thursday, June 10, 2010 3:30 PM
 To: gamers@audyssey.org
 Subject: [Audyssey] disability definition - was (accessible game 
 companies
 with offices)

 The United States government in the census data I used for the white
 paper defines a person with one or more disabilities as a person who
 REPORTS they have one or more disability.  I'm sure there are
 definitions when you are trying to get into an assistance program, but
 they are perfectly happy to use self reporting for the census 
 information.

 I think anyone who requires some accommodation to complete normal tasks
 have some degree of disability.  This means people with injuries have a
 temporary disability until they can resume normal activities.  It is
 my contention that most games can have some accommodations built into
 them to allow more people to access them.  Not all games can be made
 blind accessible.  For example, one of our games - Word Jungle - is a
 hidden word puzzle.  It consists of a large grid that contains words in
 three directions and randomized letters between.  The object is to find
 all the hidden words.  That is not rated blind accessible since it would
 change the game too much to do so.  But - with reasonable adaptations,
 adequate sound augmentation to the graphics, variable speed settings,
 controls that can be read by screen readers etc, many games could be
 made blind accessible if there was an interest to do so.

 Vision deteriorates as people get older.  Macular degeneration is a
 disease of old age.  Many people will no longer be able to play
 non-accessible games as they used to.  This might help developers
 realize there is a market - which incidentally 

Re: [Audyssey] startrek games

2010-06-10 Thread Hayden Presley
Hi Shaun,
Yeah I know which trek game you're talking about. One thing I cannot figure
out how to do is to land your ship.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Thursday, June 10, 2010 9:26 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] startrek games

well I could help with some of the speech for free, in fact you could 
ask some of the guys on the pkb group.
you really should email pitermach about getting access because there 
is loads of things that exist.
one of these is a trek game I know its autoit and its not done but it 
may be a sort of thing to get you in the mood for a mission or 
storyline based game.
it may give you ideas.
At 12:32 p.m. 11/06/2010, you wrote:
Hi tom.

Well, as I've now finished watching voyager, and thus am fully 
versed with all trek series barring enterprise pluss all the films, 
I'd very much enjoy a mission based trek game indeed! especially 
might I say if missions were created by someone like yourself who 
was familiar enough with the trek universe to make them interesting 
and consistant.

the only issue i can see with the replay and missions idea is the 
problem of recorded speech, sinse as you've said your not a fan of 
developing for sapi (and specific screen readers), you'd have to 
record the names of new planets, ships etc for other  missions,  
which migh take extra work.

Beware the grue!

Dark.
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 11, 2010 1:06 AM
Subject: Re: [Audyssey] startrek games


Hi Dark,
H...This is something that has been suggested before, and I
certainly could do it. I guess it all depends on how many people would
be in favor of that style of game. I think you are right that a Lone
Wolf style Star Trek game would be infinitely more cool than a
strategy game like STFC.
For one thing in light of recent discussions of expantion packs etc
this is the perfect style of game to do it in. The game could ship
with 10 to 15 missions initially and I could add missions to it here
and there giving it nearly unlimited replay value in the process.
Like Lone Wolf over time it could end up having a hundred or more
missions to choose from.
Another way to add replay value to the game is to allow you to select
a specific ship and class from the game setup menu. That way you could
technically play the same mission multiple times trying out various
different classes of ships in the Federation fleet. One time you might
select a Defiant-Class ship, another time a Galaxy-Class, another time
a Nebula-Class, etc. The replay value of this feature alone is huge.
So your idea has maret.
So my question to the rest of the list is what do you say. Should we
abandon the fleet strategy game and go with a Lone Wolf style
simulation where you take on individual missions and campaigns, or
should we proceed with the real time strategy game in production now?

On 6/10/10, dark d...@xgam.org wrote:
Personally, as far as star trek games go, I'd love to see essentially
something similar to lw, where you command a single ship carrying out
various missions in the trek universe, sinse afterall, while a full scale
battle against various huge fleets is fun, it'd really give the trek
feeling
to have a mission to go and patrol the neutral zone, seak and destroy a
specific targit, like a borg cube or dominian shipyard, or go to a
specific
point in space to look what is there.

as fun as a stratogy game is, essentially lw in space would personally be
my
choice for a startrek game.

Beware the grue!

Dark.

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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread Hayden Presley
Hi Thomas,
Out of curiosity, how many sounds in Final Conflict comefrom the original
Star Trekk?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, June 11, 2010 12:14 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk
2000...

Yes, thanks. I have the STFC 1 soundpack from PKB.  While I really
like the new sounds a few of them are the wrong sounds. Wrong in that
the Romulan torpedoes someone used don't sound like those from the TNG
and DS9 series. Plus for the Red Alert someone replaced the red alert
sound, from Star Trek 8, with the warp core breech alert. I'm not sure
who put it together, but he or she made some  mistakes in selecting
certain sounds that aren't the correct sounds from the shows and
movies.
I don't like to sound like a profectionist, but as a long time Trek
fan I like things to be done right. That is done according to cannon
and not mixing up the alert for a warp core breech for the general red
alert clacson. It is this sort of mistake that is the problem with
soundpacks. People who maybe aren't so interested in those fine
details will stick in any sound they think is cool rather than the
correct one that belongs there.

Smile.



On 6/10/10, shaun everiss shau...@xtra.co.nz wrote:
 well I must say I aggree especially if each ship has the sounds from
 that series.
 I think you should have the pkb soundpacks link since I put that up a
 bit ago, that should probably cover some of the ships I know for a
 fact there are sounds not used and that may help you with things.

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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread Thomas Ward
Hi Hayden,
Yes, you could say STFC 1.0 was inspired by Trek 2000.  A couple of
different things motivated me to write it.
For one thing when I purchased Trek 2000 although I liked the game I
wanted a game set in the TNG universe with Romulans, Klingons,
Cardassians, and the Borg. I also wanted to correct things I saw as
serious drawbacks such as the game didn't use official Star Trek
cannon for the number of torpedoes the ships could carry or how much
phaser power it had. You also couldn't abort an attack even though an
enemy ship was destroyed etc. Basicly, I grew to dislike Trek 2000
because it didn't live up to my own hard core Star Trek expectations,
and so decided to write my own game according to my own vision of that
game.
As it happens I was learning C# .Net at the time, and needed to write
something for practice. What better way to practice with a new
language then to write a game you would like to create your own way.
So I created STFC Alpha 1 and USA Games came into existance.
Smile.

On 6/10/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 I would assume your original model for STFC was Trekk 2000? I hadn't yet
 read the docs when I first opened the game, but Irecognized it almost
 immediately.
 Best Regards,
 Hayden

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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread Hayden Presley
Hi Thomas,
Hmmm...interesting indeed, I'm sure designing Final Conflict was just a walk
in the park, right?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, June 11, 2010 12:25 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk
2000...

Hi Hayden,
Yes, you could say STFC 1.0 was inspired by Trek 2000.  A couple of
different things motivated me to write it.
For one thing when I purchased Trek 2000 although I liked the game I
wanted a game set in the TNG universe with Romulans, Klingons,
Cardassians, and the Borg. I also wanted to correct things I saw as
serious drawbacks such as the game didn't use official Star Trek
cannon for the number of torpedoes the ships could carry or how much
phaser power it had. You also couldn't abort an attack even though an
enemy ship was destroyed etc. Basicly, I grew to dislike Trek 2000
because it didn't live up to my own hard core Star Trek expectations,
and so decided to write my own game according to my own vision of that
game.
As it happens I was learning C# .Net at the time, and needed to write
something for practice. What better way to practice with a new
language then to write a game you would like to create your own way.
So I created STFC Alpha 1 and USA Games came into existance.
Smile.

On 6/10/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 I would assume your original model for STFC was Trekk 2000? I hadn't yet
 read the docs when I first opened the game, but Irecognized it almost
 immediately.
 Best Regards,
 Hayden

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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread Thomas Ward
Hi Hayden,
If you mean the movies and television shows all of the sounds are
straight out of Next Generation, Deep Space 9, and the few Star Trek
movie sounds i could get my hands on. None were taken from the
original series as that was a different era of ships and the sounds
were totally different from the TNG era onwards.

HTH

On 6/11/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 Out of curiosity, how many sounds in Final Conflict comefrom the original
 Star Trekk?
 Best Regards,
 Hayden

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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread Hayden Presley
Hi Thomas,
Yes, that's what I was talking about.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, June 11, 2010 12:29 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk
2000...

Hi Hayden,
If you mean the movies and television shows all of the sounds are
straight out of Next Generation, Deep Space 9, and the few Star Trek
movie sounds i could get my hands on. None were taken from the
original series as that was a different era of ships and the sounds
were totally different from the TNG era onwards.

HTH

On 6/11/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 Out of curiosity, how many sounds in Final Conflict comefrom the original
 Star Trekk?
 Best Regards,
 Hayden

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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-06-10 Thread Thomas Ward
Hi Hayden,
Oh, it wasn't too bad all things considered. STFC is actually easier
than a lot of things I've written before or after it.
In fact, now that it seams likely we might be going to a more Lone
Wolf style Star Trek game I have an idea for what to do with the old
STFC source code. I could create a Star Wars fleet command game where
you get to command a number of rebbel star cruisers and star fighters
against the Imperial fleet of star destroyers, Tie Fighters, Tie
Bombers, etc. Now, that would totally rock.

On 6/11/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 Hmmm...interesting indeed, I'm sure designing Final Conflict was just a walk
 in the park, right?
 Best Regards,
 Hayden

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Re: [Audyssey] Final Conflict and Treck 2000

2010-06-10 Thread Thomas Ward
Hi,
Okay, that's strange. I've seen times where I've been totally swarmed
at Deep Space 9 so I think it totally depends on the specific game.


On 6/10/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 Something Ifind funny, the enemy seems to always target Earth Station
 McKenly, and they seem to stay relatively clear of Deep Space 9.
 Best Regards,
 Hayden

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