Re: [Audyssey] manamon control help

2016-07-22 Thread Jeremy Brown
Michael,

I don't know of a way to do it directly, but it seems that a good rule
of thumb is to figure on 6-8 hit points per level of the monster.
That seems accurate enough for most situations.  Trained manamon are
harder to judge, but this seems to be the rough average.  It seems to
vary by training, type, and level.  Take care,

Jeremy


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Re: [Audyssey] announcing Manamon from VG Storm

2016-07-21 Thread Jeremy Brown
Aaron,

Since I blasted you so badly on Psychostrike on list, I wanted to
comment here publicly about the game.

I played for about an hour this morning and managed  to get into the
forest beyond the second town.  I would have done better if I had read
the manual first, but I was pretty happy with my progress.

Excellent sound scape.  Excellent music.

The fights are a bit repetitive at first, but that's often a failing
with most rpgs.  The spread of the monster abilities over levels was
somewhat frustrating as well, but again, given the way it is described
in the manual, and the chance to transform monsters later, that is
more a grumble from someone who has played too many games with dead
levels.

The characters are interesting, and the world fun.  The game was easy
enough that I picked it up with only listening to learn game sounds
and going.  Obviously I messed up a few things (most notably, not
being able to capture any monsters because I hadn't read the manual
first lol).

Excellent job, and if the demo continues to be as enjoyable as it was
at first, I think I'll be buying this one.

Take care,

Jeremy


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Re: [Audyssey] jungle

2016-06-23 Thread Jeremy Brown
Phillip,

This is hands down, and by far, my favorite audio game I've seen.  The
design is simple and elegant, the play is easy to understand, and the
strategy is amazing.  I've only played 3 games of this, but I'm in
love.  This is probably  the game that the board game Stratego is
based on, and I always liked that game a lot.  My hat's off for having
developed a good, solid, strategy based game.  You sir, are my hero.
I hope more developers will take notice of this one and emulate it and
add to the ideas here.  Take care,

Jeremy


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Re: [Audyssey] wedding report

2016-06-09 Thread Jeremy Brown
>From the San Francisco Daily Listener's StumbleOver page

Today, Mr. Dark (no first name) and Mrs. Dark (no first name) were wed
in a mysterious ceremony in the First Church of Stereophonix here on
Telegraph Hill.  Guests were each issued with a blindfold, a joy
stick, and a six foot paddle.  Guests were instructed to wait until
the DarkBeeper was 80% of the way in their right  ear before employing
 the six foot paddle.  Unfortunately, a number of guests grew excited
and a massive paddle brawl nearly broke out.
Mendelsohn's Processional was used as is traditional, but occasional
pops signaled when guests were supposed to jump.  If the guest failed
to jump properly, they were forced to begin once more at the back of
the church.
As the last chords faded, the voice of the officiant a Professor Audry
O Games began delivering the traditional message of unity and joyous
celebrations.  Guests were encouraged to center the celebrant's voice
and to press the button on top of their joysticks repeatedly.  If the
voice came too close to a guest, they were forced to begin, once more,
at the back of the church.
At the height of the festivities, Mr Dark and Mrs. Dark exchanged vows
by hurling these from opposite sides of the church at each other's
audio signature.  Reports say that MRS. Dark's hear and obey vows were
a perfect hit, while Mr. Dark's love and cherish vows missed by a
matter of only tenths of a second.  Reportedly, the groom muttered
something about bloody reaction tests and stomped off.  The celebrant
Professor Audry O Games pronounced the Darks man and machine, and the
reception began.
However, as of yet, no one in the wedding party has managed to pass
either the flash photographer nor the whirling fan blades in front of
the door to the reception hall.


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Re: [Audyssey] turn based battle system

2016-06-02 Thread Jeremy Brown
I know that all of our titles, available at www.valiantgalaxy.com use
a turn based system.  The Tactical battle game also uses turn based
battle sequences.  There's several more, have you tried googling
audiogames.net+turn-based+combat? Take care,

Jeremy

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Re: [Audyssey] more alter_aeon help needed

2016-05-17 Thread Jeremy Brown
Bryan, the temptress is on the island with the hornets.  it's an up
exit so you might not have noticed it.  The assassin is in a hidden
room on the island with the wererats.  If you need more help, email me
off list.  Take care,

Jeremy


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Re: [Audyssey] bandera azul quest

2016-05-11 Thread Jeremy Brown
Bryan,

There's several down exits in the village.  You need to find a manhole
in the streets and enter it to locate the pit fiend.  Take care,

Jeremy



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Re: [Audyssey] Alteraeon, classes, utility, and esoterica

2016-04-20 Thread Jeremy Brown
At the risk of starting this discussion over again, I disagree about
warrior/thief.  However, rather than argue about it, I'll let it lie
beyond that comment.  As to mechanics for either melee or backstab
being esoteric, I refer you to the articles on the web site that
discuss both issues in a lot of detail.  If those articles give too
much trouble due to obscure terminology, then perhaps we need to add
things to the glossary in order to make them clearer.  Take care,

Jeremy


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Re: [Audyssey] deck building CCG versus RPG

2016-04-20 Thread Jeremy Brown
Dark's comments on Magic and CCG's brought up this as a possible
departure point as well:

Again, while it's not an RPG, Dominion is a deck building concept that
could be adapted fairly easily to an IOS environment and would lend
itself to a multi-player or versus the computer style game.  You'd
have to develop your own knock off using similar concepts, or else,
get licensing privileges from the parent company.  I suspect this
latter would be difficult as they have taken action against several
game developers that released versions of their game.

In Dominion, you have three types of cards: money, victory points, and
action cards.  You begin play with 7 coin cards and three victory
points.  you draw 5 cards at a time, and have three phases, an action
phase, a buy phase, and a clean up phase.  During the action phase,
you may play any action cards you have, during the buy phase you may
buy cards from the supply, and in the clean up phase you clear your
play area and discard all played cards and all cards in your hand
preparatory to drawing your next hand.

In Dominion, there's always ten stacks of cards in the supply that are
random actions or treasures, and a series of coin or treasure cards
and victory points that are always present.  Victory conditions vary,
but generally if you exhaust three piles of cards in the supply, or
buy all of the primary victory point cards, the game ends.  The person
with the most victory points in their hand at the end of the game wins
the game.

It's a very fast, very fun, and very neat game as in the original set
of Dominion there's I believe 25 or 30 action cards to choose from.
Each game is completely different because of the random factor of
getting different combinations of actions, and what those actions do.
Some give you more actions in your action phase, some give you more
coins, some allow you to draw more cards, some allow you to force
other players to discard, etc.  It's a style of game that hasn't been
tackled by any accessible game developer that I am aware of.

Take care,

Jeremy


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Re: [Audyssey] role playing games, ios development, card mechanics, etc

2016-04-19 Thread Jeremy Brown
Marty,

You might have a look at how the old HeroQuest board games worked.
That might be a model for a roleplaying game that might be a happy
medium between your dice/card/board game model of building and the
more in depth RPG that people would like.

The brief description is this: in the old HeroQuest games, you picked
one of four characters a dwarf, a barbarian, an elf, and a wizard.
Then your character navigated a board with passages, rooms, doors,
traps, and monsters.  However, the board was set up differently for
each game by placing elements in different configurations.  This could
be accomplished by a number of methods: 15 or 25 maps for instance, or
a random card/corridor placement that uses some simple rules to avoid
dumb arrangements.  The characters would use dice to move a certain
number of spaces on the board, or to resolve combat.  There were very
few extras such as spells, or monster abilities to fiddle with, and
one could create a fun game by varying up the purpose of the quest:
sometimes you had to escape the dungeon, sometimes you hunted a large
boss monster, sometimes you had to find  a specific item.  The game
was limited by its format, but I know I played many happy hours of it
once our school outlawed D groups.  This might be a good compromise
between Dark's suggestions and something more complicated.  It also
had a clear set of rules.  However, it'd be fairly simple to set up
essentially the same system by developing a list of possible traps,
spells, monsters, items, etc.  Heroes were allowed to keep items from
previous adventures.  I don't remember if they improved as time went
on in some form of experience system, but it would be easy enough to
do so.

Take care,

Jeremy


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Re: [Audyssey] why i build the games the way I do

2016-04-18 Thread Jeremy Brown
As to rpg's and replayability, I want to take issue with at least two
of your examples Dark.

Fallthru was replayable, but the essential shape of the game stayed
the same.  Once you beat it, the general plan to beat it was the same.
Some locations moved a little, but the general challenges were the
same, and while individual map features changed, the same strategies
won the game.  I think using it as an example of replayability is
somewhat misleading.

The Wastes presents the problem of having everything random.  There's
no reliability for a player to build on.  You don't ever learn the map
because the map changes game to game.  Your tactics have to change
whether you have the super overpowered weapon of death, or are
fighting with your bare fist.  I myself find that somewhat
frustrating.  It's a fun game, and I don't detract from the work put
into it by any means, but it's replayable only because you're drawing
random cards from a deck every time.

To me, designing a single person RPG with replayability would demand
some randomness of course, but you'd have to put some steady elements
in as a place to start from, or you'd lose players who don't like the
chaos factor.  For myself, I'd want alternate reactions to different
options etc for each encounter, each situation.  That's a lot of work.
A lot of planning.  I could slap together a random generator that
would produce an ok game that was replayable because of randomness,
but to me that's not an RPG.  That's the old random dungeon generator
at the back of the first ed. dmg that people would use when they
couldn't get a group together.

That said, I see some ways it could be done, but the problem would be
the time expenditure--to do it well.

As to several people commenting on cheapness or text in place of audio
etc.  I agree, one can play text games just fine, but if we're going
to do that we can go back to the old IF titles and forget a real rpg.
If you want to have real interaction you'll end up having to create a
complex interaction engine.  The reason why Eamon for instance worked
so well was that at the core of it were only about 40 commands, most
of which you never used.

As to the sounds issue: putting together a cheap game with good
sounds, music, and sound scape is difficult unless you have lots of
free time, a good recording set up, and plenty of stuff to provide
foley effect with.  For example, with Interceptor, we purchased a
number of the sounds we used.  That's another thing that must be taken
into account.

I think we need more large scale well designed RPG's but I think that
we do need to go into that expectation open eyed.  Entombed was a
decent start and it was $40.  Marty's estimate sounds high to me for
an IOS app, but it sounds reasonable as a complex Windows platform
game.  So, we can jettison everything but text, go the random shuffle
and draw approach, and produce a mildly amusing but ultimately
frustrating game, or we can invest a lot of time, effort, and work
into producing a complex game with good acting and music and sounds,
and then we have to charge more, or somehow, sell more units.

>From a developer standpoint, if you are actually trying to make a
profit, the RPG looks like a bad bet.  Now, that said, if you had 30
or 40 smaller games that could support you while you did it, it might
be doable.  If you had a consortium of small developers that could
agree on a language, a story, and delegate parts of the game
effectively, it might be produced cheaply.

Just a few thoughts as usual.  I eagerly await disagreement.

Take care,

Jeremy


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Re: [Audyssey] why i build the games the way I do

2016-04-13 Thread Jeremy Brown
In response to Marty's post, I know that this is exactly the sort of
situation we have with Valiant Galaxy Associates.  Our company
consists of two people.  We began with a large project that took 3
years to get to commercial release and which is due to have an update
relatively soon in our schedule.  Our next two games were much simpler
and rolled out quickly, but only because we could reuse and centralize
a lot of the code.  We're still in the process of making a centralized
platform so we can roll out more of the smaller games as well as work
on more ambitious games.

Our hope is to eventually have more games in play, let the smaller
ones carry the load while we develop long term bigger games.

I disagree with you about the RPG as being simple to convert Dark:

You can convert the mechanics relatively easily, but then you have to
have the mechanics integrate with a group of player actions and
possible results.  Essentially you write an Choose Your Own Adventure
novel on top of the mechanics, get it all to integrate, and then have
to still work out why it's not working over 60,000-250,000 words of
text and god only knows how much mechanical issues.  This doesn't take
into account sound scape or voice acting.

It's not undoable, and I think we should see more of those types of
games myself, but the question is how much complexity can you build
from a small production standpoint and still stay sane, productive,
and on top of customer service.  It's not like you release a game and
it's a never go back to proposition.  Further, if you want to keep the
costs reasonable, you have to make choices.  You can't release a
professionally produced sound scape, voice acting, music background,
story, proofreading, and fully tested and stable code and charge only
10 dollars for it.  A lot of the sorts of games that people cite when
they mention this genre are games that originally retaled for well
over $35 or 40 U.S. or, have monthly subscription charges that come to
the same thing.  While Marty's assessment that most blind people don't
like RPG's might be skewed, he is right that most blind people will
not pay for the kind of quality that most would like to demand.  Not
in my experience in any case.  That said, I know all the developers on
list attempt to put out as professional and interesting a game as they
can.  Remember too, that by moving his company to an IOS focus, Marty
is not breaking new ground in terms of style of game perhaps, but by
moving into the mobile app market he has broken ground for blind
people and audio games in terms of providing well received simple
games that are inexpensive.  That is a huge step from the any audio
game is either cheap and developed as a labor of love by one
programmer or $40 and developed to be profitable, or at least,
hopefully profitable.

As usual, my two cents.  I'll expect change from that please :)

Take care,

Jeremy




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Re: [Audyssey] a few old space games

2016-02-10 Thread Jeremy Brown
Jeremy here.  I'm the design half, so i'm the stupid half as far as code goes.

Thanks for all the feedback.  We appreciate it.  As to Interceptor, as
Aaron pointed out, Interceptor has a plan to go forward which will
change the options for the game.  One thing we want to do there is to
change up the fighter some, and have enemies play smarter.  We hadn't
considered changing what form of ship you fly, but that is certainly a
possibility worth tihnking about.  Right now, we have two other
projects in process though.

As to TKS being a multiplayer possibility, that's an interesting idea.
If we went that route, we'd probably go the network route just to help
justify the GDG connection.  You're not the only person in the world
with wonky internet that dislikes that issue.  However, that said, we
also want to move forward with making GDG more interesting as an
option by adding some sort of leader boards or the like as well.  Any
work in that direction will have to wait until Dentin has more time,
so while we liked your ideas, it'll be a while before GDG gets a major
overhaul.

Our primary reason for using GDG, though many people seem to think
it's the security, is also to avoid a lot of the hassal from the
player's side about getting product keys, paying for games, and having
access to a game years after the fact.  Dentin requires companies that
use GDG to submit copies of the current stable code, so that he has a
way to continue providing product to customers who have legitimately
purchased a game.  As we have all seen on this list, sometimes real
life interferes with a developer's life or other issues come up that
make getting game keys or buying an old game impossible.  This system
avoids some of that.  Don't get me wrong, we want to protect our work,
but for us the ability to have a quick, easy, and safe credit card set
up and a way for our customers to retain the rights to the games they
have purchased outweighed the security issues.

If GDG is not allowing you to continue the game once you reestablish
contact, then something may be acting weird.  It was supposed to allow
you to continue the game once it had reestablished that you were
playing a legitimate copy.  That said, we'll look into it.

We hope to be releasing our current project later this year, and we
hope, it will continue to live up to the comments we've received about
the current crop of games.  Keep the critiques coming, they help us
improve the games, and we appreciate your input.  Take care,

Jeremy



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Re: [Audyssey] monkey term issues

2016-01-31 Thread Jeremy Brown
It occurs to me that that might be exactly the same issue you were
having with monkey term as well.  Just a guess though.

Jeremy


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Re: [Audyssey] newest PC games

2016-01-15 Thread Jeremy Brown
David,

Our games might fall outside what you're looking for, and we are
unfortunately available only on windows, but check out
http://www.valiantgalaxy.com.  The games are inexpensive and easy to
play.  Take care,

Jeremy


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[Audyssey] Alter Aeon and finding things

2015-12-02 Thread Jeremy Brown
Grace,

As to players not giving out info, that's possible, though it doesn't
seem to be nearly as common as it once was.  However, I'll freely
admit, I like to encourage people to explore myself.

However, that said, there's a number of ways to handle your navigation issues:

1.  One friend of mine writes down notes about where he is whenever he
accepts a quest and what the text of the quest is so he knows where to
go back.

2.  Alter does have a coordinate system.  While i'ts not super useful
for every situation, it can give general ideas of where areas are.  If
a quest gives a location you think you recognize, looking in the area
list for that area name and is coordinates can at least give a general
direction.

3.  Asking people where a specific mob or town is usually gets results
or at least a general direction.

4. You can map A.A. on excel, but you just have to take into account
that room sizes vary a lot.  A far better  way that I found was to use
a series of directions (something like the speed walk instructions on
aardwolf) but include landmarks.  So something like this: go all west
from Ralnoth until you encounter a biomantically enhanced tree, go
around the tree to the north or south and get back on an east west
line til you see a lamp post.  Then go south and trend west til you're
on a fading road.  Go all west then north then one east and you're 1
room south of the green dragon.

Landmarks, the nearby command, the various map commands map -old, map
-explored, map -blind, all help as does the coordinate system.  No one
of them is perfect, but combined they can make a powerful set of ways
to find places again.

Lastly, you can if you have people who are interested in it form
direction maps to areas.  My clan actually did this, then the mud map
changed significantly.  We started again, and while it's an ongoing
and frustrating process (the map keeps changing:)) it does help.

I hope that helps,

Jeremy


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Re: [Audyssey] alter-aeon

2015-12-01 Thread Jeremy Brown
Justin,

Everyone is entitled to their opinions.  I'll address some of my own
responses to yours below.  Sometimes, it's a matter of your play style
or your expectations.  Coming from a long term roleplaying game
background like Dark, a mud is never going to live up to my own
personal standards of what i'd like from this style of game; but that
said, I feel that alter does better than a lot of muds I've tried.

I'm going to quote and respond below:

 Jeremy, I get that Alter is staffed by volunteers and that Dentin and
 Shadowfax have real-life issues to deal with. I get it, I really do,
 but some of the recent changes/skill additions have been
 mind-bogglingly awful.

(Jeremy: A lot of awful is very subjective.  One change that has
angered a lot of people is the charisma changes for clerics.  It has
made charisma an important stat for now five classes.  However,
because charisma was everyone's dump stat, it has caused issues.  The
ability to swap stats has alleviated some of this problem, and some
other issues with other awful changes are answered in similar ways.  I
wouldn't want to pay for a stat swap either if I could help it, so I
sympathize with those who don't see that as an option, but saying
this change is awful because there's no recourse just because you
don't like the recourse is probably not the way to procede.)



 Take, for instance, the change where lightcatchers will now have a
 chance to break when they are used. Why? Why has Dentin felt the need
 to make this adjustment? There is no call to do this? On the other
 hand,

(Jeremy:  I disagree.  Druid is the youngest class in terms of
development, and this is part of limiting the class' power and making
it more in line with other powers and abilities on the game.  Light
catchers and spell staves make druids one of the most dangerous
classes, and causing these abilities to possibly have other
repercussions helps to limit that power.  To build new staves or sun
catchers takes gold a limited resource, mana and time that the
character might have used elsewhere.  It makes sense.  Necromancers
run into this problem when soul stones are sucked down  to the
underworld with a summoning etc.)


Warriors and Thieves need some serious overhauling as there are
 entirely too many stat dependencies,

(Warrior and thief require at most four stats like any other class.
Primarily either strength or dexterity, constitution and charisma.  If
a thief is to be successful intelligence is important, but since any
sane person will want spells, intelligence will be one of the stats
being trained fourth, fifth, or sixth anyway.  I don't get this
particular argument, but i'll attribute it to play style.)



but most of all, the equipment
 selection is not terribly strong?

(When I first started playing, a super powerful warrior could hit
40/40 and was limited to hitting.  Now, a super powerful warrior can
expect to hit 50/50 without intrinsic hitroll or damroll and more than
likely regens mv, has intelligence or wisdom on their hit gear so they
can cast mor e of their own spells, can carve many pieces or have a
druid friend carve them, and can often do other things while hitting.
Again, I am not sure I follow this argument.  In terms of gear, I
honestly think warrior and thief have it far better in many ways than
other classes.  No, most hit gear does not carry mv regen which would
be a warrior equivalent to the manaregen on caster level gear but
refresh is a second level spell requiring only a wisdom of 14 or 15
and a chr of 11 or 12.  Again, i'll have to attribute this one to
difference in play style and expectations.)



With the various spellcasting
 classes, as a direct comparison, the latter's equipment is fairly
 straight-forward in what is optimal.

(Hmm, i'm not sure i'd agree.  All casting classes have to decide
whether to go with cast level or regen.  Necromancer is the only class
where the two often are conjoined nicely and even there, many
necromancers can increase their regen by going full bore regen set.
However, iagree with you that most of the casting gear is easier to
understand once you learn the differences between cast ability, caster
level, mana regen, intelligence, wisdom, and charisma boosts, aging,
age, and how all of those interact.)

Warriors and Thieves, on the
 other hand have lousy selections.

(Why?  There are a number of 3/3 pieces in the game now, there's a
number of lower power pieces with str/dex on them.  Ther'es pieces
with mv regen and hit or dam.  I'm not seeing this one, i'm sorry.)



 If Dentin/Shadowfax are being overwhelmed by the workload involved,
 they can always reach out to veteran members of the community and
 enlist their support.

(Yes, if they are willing to deal with the possible fall out and
issues with how changes are implemented.  Dentin is very careful who
has access to and is able to change the code and how much for a
reason.  He has a vision for the game and how it should be balanced,
and past issues with 

Re: [Audyssey] Alter-Aeon

2015-12-01 Thread Jeremy Brown
Just for a little balancing opinion here.  I've been playing Alter for
10 years now.  I have phases where I go play other things, or get busy
rl, but I usually come back.

I've found the easiest two ways for me to get re-interested in playing
are to either a. start a new character from scratch with new classes
or old classes with new abilities or b. find a few friends who'd be
willing to play at the level of the character I want to develop.

Both of these help to kill the I've not gotten anywhere bug.

At higher levels, if you have limited time or are not interested in
the sort of high tension high angst player interaction, Alter can be
grinding.  The need for fame, better eq, and more exp can feel like a
never ending cycle.  Jobs have helped somewhat with this, as have a
number of other changes.

One thing to keep in mind about Alter it has two coders: Dentin who
does what he can when he can (He's had an eventful rl year, and so
hasn't been able to contribute as much) and Shadowfax who is still
learning how the code works (he also has had an eventful year).  This
limits how fast changes can be made.  In Terms of world builders there
are essentially three full time builders and a number of part timers.
All of the staff are volunteers and have things that interfere so the
game doesn't always get the sort of attention all players would like.

That said, the game improved from 2005 to 2010 immensely, and since
2010 it's hardly the same game.  There's been a number of issues with
the newbie experience cleared up, the classes have been given many
more abilities and over all are well balanced.  I take issue with the
accusation that classes are not balanced, and I'll attribute that to
the opiner's lack of experience.  One can be successful on Alter with
almost any class combo depending on how you approach it.  Some combos
take much more work or preparation to make effective, but they're all
valid and all work.

As to the rp issue.  If you want rp on Alter there's a very simple
solution: collect a bunch  of friends and strangers who want rp.
Found an rp only clan.  Within your clan in your clan groups and clan
runs rp as much as you like.  That way you get what you want from the
game, but you don't bother the rest of the player base.  When I first
began the game I roleplayed being female for a number of years so that
I could indulge in rp, but not bother other players.  It worked well.
I've known at least one woman who has done the reverse.  I know one
blind player who has rped as a sighted player.

Alter will never be a PVP paradise.  It will never be a RP paradise.
However, of all the muds I've tried, it has the best help system, the
best support from staff, and the best support from higher level
players who genuinely try to help new players.  The multi class system
works well, and if a player truly catastrophically feels they aren't
getting anywhere they can reset, build a new char, or work at
releveling an existing char to correct such issues.

Ok, i'm climbing down off my soap box.  I was just seeing a lot of
criticism, some of which is fair if you accept the person's premises,
and some of which I felt was somewhat negative without sufficient
reason.  Alter is not perfect by any means, but given its limitations,
I think it's one of the better options around.

Take care,

Jeremy


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Re: [Audyssey] the wastes

2015-07-18 Thread Jeremy Brown
I have to second Dark's comments about the game.  I had no problems
downloading the zip file, and it is a fun game.  I wish the town
information didn't scroll so much, in larger towns, I was reduced to
guessing about where shops were as most of the buildings I could see
were shacks:)

Still, it's a lot of fun, and I was glad to see a game like this still
being developed and supported.

Take care,

Jeremy


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[Audyssey] selling potions on alter aeon

2015-07-09 Thread Jeremy Brown
Denny,

Most times shop keepers won't buy most things.  Potions are
specifically banned, I believe, from being bought from players.  Some
players sell potions in shops, and you might be able to arrange with
the owners of such a shop to supply them with your potions for a share
in the profits.  Another possibility is trying to sell them on boards
especially board 7 2 s from waypoint 99.  The real problem with most
potions is that unless the spells are exceptionally high level,
they're generally not better than what most people can cast, so your
primary market is those who cannot cast for themselves.

HTH,

Jeremy


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Re: [Audyssey] Alteraeon question

2015-06-30 Thread Jeremy Brown
Ron,

There's six classes in Alter Aeon:

mage: elemental spell slinger and artillery

Cleric: healer, protector, buff caster and able to curse enemies

Thief: stealthy, light combat, able to use shadow disciplines to walk
from one point to another, hide in shadows on their own plane etc

Warrior: main line combatant, tank, hits things to death

Necromancer: uses minions to protect themselves and others, can summon
demons to accomplish tasks, and has some very powerful spells for
offense.

Druid: can summon tank minions and animals to aid them, can control
weather and produce some devastating effects, able to brew salves and
tinctures to protect and aid people

None of those is a 100% good description of the classes, but it gives
flavor.  I personally think mage or warrior are the easiest to play if
you've never played on the game before, but there's no wrong decision.

You will progress in one class until 6th level.  At that point it
becomes cheaper to begin leveling a second class.  Eventually you will
have levels in all 6 classes, and you will want skills or spells from
all six.  Dentin has prepared a very good getting started help page,
help advice, and there's articles for just starting out on the web
site at http://www.alteraeon.com/articles

Hope that helps.  BTW, you mentioned the client.  There's the custom
client which is not accessible to a screen reader.  You might be
referring to the mush-z pack sponsored by the site, in which case
you're ready to go.

Take care,

Jeremy


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[Audyssey] sizes of muds

2015-06-29 Thread Jeremy Brown
Dark,

Alter Aeon actually has closer to 45,000 rooms last I checked the
world stat command.  The average area there is around 100-200 rooms.
Most of the truly large areas are actually smaller 100-200 room chunks
hooked together.

As to Aardwulf, I agree.  It might be huge, and I know it is, but it
feels small because of the reasons you outlined.

Several other muds I have played have been far smaller than Alter Aeon
but felt large because of very sparing use of waypoints, portals, etc.

Probably a good rule of thumb is figure that anything above 15,000
rooms is pretty big ish, while 30,000 and up seems a lot rarer.
Course, with odd linkages an area can seem much bigger than it is by
dumping you back in the same rooms repetitively.

I don't think I really added materially to this, but while I enjoy
mudding, I admit I almost always end up back on Alter Aeon when I've
been unfaithful:)

Take care,

Jeremy


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[Audyssey] downloading puzzles for BG Crossword

2015-06-29 Thread Jeremy Brown
Ann,

There's several sites and processes for downloading new puzzles in the
documentation for the game itself.  Apparently the Guardian recently
changed the way their online puzzles are formatted, but the game can
handle this with some tweaking.  Ian sent out an email about it not
too long ago.  I believe any puzzle that can be downloaded as an html
file can be used, but don't quote me on that.

Take care,

Jeremy


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[Audyssey] what to do once you finish the newbie island on Alter Aeon

2015-06-29 Thread Jeremy Brown
This might be a good place for an article for A.A.'s web site, but
here goes some thoughts:

1. While things are still in flux, the areas near Ralnoth, especially
the areas directly east of the town and directly west of the town are
less scary than some farther out.  Wallachia for instance west of
Ralnoth has difficult bits, but is doable for a lower level character
or characters.  The same is true of the upper levels of the termite
hive to the north and east.  The admin staff is working to try and
bring areas into line so that the transition from the islands to the
mainland isn't such a jump.

2.  Ask on gossip or chat.   While you'll get a lot of differeant
answers, these can give you a place to start from.  Look at the area
list and compare the levels of the area suggested to what you were
last running.  If it's more than 3 levels difference, give that a pass
for a while.  The area level estimation system is not perfect, but
it's better than it used to be, and the admin staff is working hard to
bring it into line.

3.  Mooch some off larger groups, then go back and explore in the
direction of areas you've been to.

4. Explore.  For about 100-150 rooms in any direction from Ralnoth, a
level 30 can make it solo.  It might be difficult, and preparation
might be in order in some cases, but part of exploration is knowing
when to run away.

5. Use the area list on the web site and make a list of likely places.
The coordinates given in game can help.  0,0 if I remember correctly
is just south of the baker's shop in Ralnoth.  The rest of the grid is
Cartesian.  That at the very least gives you a direction to go.

6.  Use nearby.

7.  Use the profile command, look at higher level character's deeds,
especially the end of the list, and see what they did when they were
your level.

All of these are possibilities that help you figure out what to do and
where to go.  Further, some areas, such as Old Thalos or Castle
Dragnock are areas that you might visit and revisit at different
levels for different purposes.  If you are someone who hates talking
on public channels, find a player who will answer questions via tell.
I'm one such, my main char on game is Lexie.  As long as you aren't
rude and approach the problem understanding that not every player has
a rat trap memory for directions, areas, mobs, equipment, fame,
levels, etc, then you're in business.

Hope this helps some.

Jeremy



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[Audyssey] braille/large print/other media etc

2015-06-27 Thread Jeremy Brown
Danielle,

Everyone's input is welcome.  My only objection is to the idea of
limiting the message.  With the possible exception of audio, none of
the proposed formats have necessarily been a big expenditure with
volunteer help from the community.  We have at this moment roughly the
following resources:

Dark writing the leaflet

Eleanor and I offering editing and developer support of various sorts.
This also includes Valiant8086 as well though he hasn't spoken
publicly on this topic.

We have had the offer of two operational braille embossers and about
4,000 pages of braille paper for said embossers.  Even if you assume
10 pages/leaflet that's 400 leaflets.

No one has volunteered printer capabilities for a large print edition
yet, that I remember, but I am sure several of us could contribute.

Web site space has been offered by multiple parties for electronic distribution.

Scott has offered to investigate getting cheaper audio copies pressed
in the U.k.

John and some others have volunteered to burn CD's.

For an idea that was only a mere suggestion a little over a week ago,
that's a lot of progress.  We are almost, as you suggested, at the
point of needing to really organize.  However, as Scott pointed out
earlier, we need to thrash out the issues first before we get to that
stage.  By airing concerns and issues now, by having suggestions that
are less workable torn apart now, we save time and wasted effort when
it counts.  In a community effort like this the opinions, criticisms,
and resources of the entire community are important.  Personalities
might clash, but each challenge to an idea makes it firmer and gives
it a better shape.

That said, not every idea that every member contributes is always good
in the form it's submitted in.  Sometimes people misspeak themselves.
Sometimes their idea just isn't workable for reasons they haven't
considered.  Also too, We have to remember that at this point we have
only a nebulous plan.  No plan survives contact with reality.  No
doubt portions of it will have to be modified.  We're just trying to
anticipate those bumps as much as possible.  Thanks for your input,
don't crawl under a rock.  Take care,

Jeremy



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Re: [Audyssey] audio files (was large print/braille/other media etc)

2015-06-26 Thread Jeremy Brown
Dark,

All good points.  One thing that has been left off this calculation is
not burning a CD at all.  If we went this route, having an alternative
format oculd be as simple as a business card with a web address.  Go
there, read the leaflet, or have it read to you.  Have links to
developers who have supported the leaflet and other developers who
have good audio game sites.  A nicely done site with the leaflet and
audio file would avoid a lot of this problem.  Course, then we run
into domain costs, but there's going to be cost involved somewhere in
this process at some point.  Right now it's a matter of deciding how
much, most efficient use of funds, and how to move forward.

Jeremy


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[Audyssey] braille chauvinism and the golden rule

2015-06-25 Thread Jeremy Brown
Dear all,

First, braille is a format that I use whenever possible.

Second, not all visually impaired people do so.

Three, the blind community is very quick to complain, loudly, about
inaccessibility of governmental documents, business materials,
restaurant menus, and other forms of media used by the mainstream
world to communicate in written forms.

Fourth, unless something changed when I wasn't looking, audio games
are not called braille games, games for blind people who read braille,
or games that are on computers but would be better in braille format.

Fifth, if I as a business person wish to reach the widest circulation
and the widest possible market share of a potentially new market, I
would be an absolute fool to limit myself to one segment of that
market by only submitting materials in one format.

Sixth, while some people do not understand it, redundancy of message
is never a lost cause.  Having large print means that sighted
individuals who might donate to kick starter programs, or other ways
of providing more funding to accessible gaming, might have access to
this material.  It is not only blind people who belong to and
participate in events that cater to the visually impaired. Im willing
to lay odds that for those of you who went blind as children, your
sighted parents found out about programs and got you items through
programs that you never knew about.

Seventh, the amount of sheer chauvinism demonstrated on this point has
been amazing.  If you wish for equal access to anything, you shouldn't
begin your conversation by limiting access for others to materials you
wish to be available to anyone, and I repeat anyone, who might have an
interest in your community.

Finally, and I think this is the most important point of all: whether
or not this project does materialize, if it is decided that it is only
going to be supported in limited braille or audio only formats, I'm
not for one going to support it.  It's bad practice, not only from a
business standpoint, but from an example setting standpoint.  The way
to conquer prejudice against blind people is not to display equal and
opposite prejudice.

Take care,

Jeremy





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Re: [Audyssey] audio games leaflet

2015-06-21 Thread Jeremy Brown
John,

All good points.  One of the things we need to do once we have a draft
in hand is then organize how we're going to accomplish the goal.
There's parts of this, that like you, I'm not sure exactly how to
pursue, but, given the knowledge base we have on list, I think we
either have the knowledge somewhere, or have enough people, that if we
spread it thin enough we can learn what we need to.  A lot of my job
with VGA has been learning how to do things that needed to be done
that Aaron didn't have time to do because he (cough) does the real
work.  As to the expenses, agreed, we should try to spread this so
that no one individual or company is in for a lot.  We want to make
this as economical and as high return for the investment as possible.
If it seems to succeed in a first run, we can always expand beyond
that point.  Also too, we'd want to get more supporters as well.  A
direct email to developers is probably a good place to start.  Even if
many are connected, they might not read all threads.  Take care,

Jeremy

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[Audyssey] braille/large print/other media

2015-06-20 Thread Jeremy Brown
Thomas,

Hence the subject heading.  I think you're right.  While we shouldn't
limit such an attempt to just blindness awareness organizations, we
shouldn't limit the message to just braille either.

Eleanor, excellent.  That's a good thing to have multiple checks and inputs.

Braille folks: While I personally sympathize with your position, if
this is a serious effort to expand the audio games market, then it
needs to pursue all media we can.  As Dark pointed out, adding an
electronic copy to a document being produced electronically is zero
cost.  Though to some of us who do not have low vision sufficient to
read large print or play games, the idea might seem ludicrous, I'm
sure there are low vision people who probably take advantage of some
audio materials.  Even if they do not now, there are people with
degenerative disorders that might be interested.

The point here, in gaining sponsors, pursuing leads, and casting our
bread on the waters, is to use as wide a net as possible.  We lose
nothing by a little pre-planning and outreach now.  We might gain a
lot.  It's all too easy for this sort of effort to flop if people get
too  territorial or single-minded.

Take care,

Jeremy


-- 
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Re: [Audyssey] large print/braille/other media

2015-06-19 Thread Jeremy Brown
Dark,

If others are game, I'm totally game for trying this.  I can't promise
that our company can contribute a huge amount to the cost, but we'll
do what we can if others are interested.  I also can help with the
writing/editing of any material: got to put this almost PH.D. in
English to use somehow.  One issue would be to figure out the best
large general categories of play style for audio games to discuss, how
to present the information in an ordered fashion, and how to economize
the language to reach your goal of 1000 words or so.  I think that's a
good maximum length and it makes things as stripped down as possible.

The next step, as I see it, is first see who of the currently
connected developers would be interested in such a project.  Find out
if others, not connected, would be interested.  Work out a central
point for collecting funds (if a list member were embossing, I think
the majority of the funds would be going for paper and shipping). Find
out who would do the embossing since we've had several lines on that.
Find out which organizations we would want to talk to, and figure out
the best line of attack on each.  I'm sure there are organizational,
logistical, and administrative details that would have to be worked
out all along this chain.  I think Thomas' suggestion of talking to
resellers is a good idea as
well.

Further, I know some of us are more familiar with one nation's
organizations more so than others.  We'd need to decide where and who
we would be starting with.  While it's easy to think in terms of home
country, I've noticed from our own sales and from watching
demographics on Alter Aeon and in other venues, that the composition
of the audio game community is rapidly expanding, so we might run into
the issue of possible translation necessities in future.  It's way too
early to go there, but it's something worth thinking about.

In all honesty, it might be necessary to form some sort of
organizational structure and create a separate forum to discuss this,
or, at least, agree on a subject heading or name, so that people who
are not interested in this line of discussion can avoid it in
future:).

Take care,

Jeremy


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[Audyssey] braille/large print/other media (was audio games, game engine)

2015-06-19 Thread Jeremy Brown
Dark,

I understood your original intent, but I think you misunderstood mine
somewhat.  What I was proposing was just such an introductory
pamphlet.  It would be defrayed by a consortium of developers,
distributed free through the organizations (assuming they would do so)
and would have a list of contributors and their home page link.
That's all.  No hard sale, just a list of contacts.  If I read such a
piece as you describe I'd want to know how to find such things.  Such
a brief description and a list of contributors could be perhaps no
more than 5 pages of braille, would be relatively inexpensive to
produce, and would give each contributor a chance to get their name
out.  I have to admit, I said ad space, but I was thinking more in
lines of contact info.  Anything much more than that, and you'd be
likely to either lose your audience or never get it to them through
the organizational roadblocks.

I think Dentin's comments earlier are an important indicator in this
line: we'd have to sell this to the organizations as both a. helping
visually impaired entrepreneurs and b. providing a quality of life
improvement to some of their members in terms of accessible
recreation.  While the organizations for the blind generally promote
political action and/or community support for visual impairment, most
of them also pay lip service to both of the above goals.

Take care,

Jeremy


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Re: [Audyssey] large print/braille/other media (was audio games, game engine)

2015-06-19 Thread Jeremy Brown
Dark,

I think we're actually meaning roughly the same concept, just coming
at it differently.  If I were to write such a beastie, I would want to
be as large and inclusive as possible.  First off, as you point out,
different tastes run to different games.  Also too, if I understood
your original concept correctly, I wouldn't even get into genre of
game, except where it is directly impacting the play experience: i.e.
first person shooter games use audio to denote the location of
enemies, movement through an environment, hazards and landmarks, and
are most often used in action games centered around violent
confrontation.  I'm not contemplating something that would only sing
the praises of the people who contributed.  While that would help a
few people in the short term, it would be less likely to be
distributed, and it wouldn't serve the community as a whole.

Take care,

Jeremy


-- 
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Re: [Audyssey] large print/braille/other media (was audio games, game engine)

2015-06-19 Thread Jeremy Brown
Thomas,

I see your point.  It's a very good point as far as it goes.  Perhaps,
what is needed, would be a different approach to the problem.  Many of
the blindness organizations, as well as those that do work with the
visually impaired, such as the Lions, and others, use email
newsletters or web sites and the like.  I wonder if it wouldn't be
possible to somehow get some mention that way.  Again, we run up
against the business attitude versus an audio game as a frivolous
activity issue.

I'm not convinced that Dark's point isn't well taken.  I know I had no
idea audio games existed when I first started playing muds and
interactive fiction games.  I am not a member of any of the major
blindness organizations, but unlike your projected isolated blind
person, I was relatively in tune with the web and searching for
things, I just hadn't ever thought to try searching with the idea of
an audio game.  In fact, it was through Audyssey that I encountered
the idea of the audio game, and it took me a long while to warm to it.
I might have gotten interested sooner if I had encountered some
general informative info.

Take care,

Jeremy


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[Audyssey] info: games engine

2015-06-16 Thread Jeremy Brown
I know when Aaron and I set out to design Interceptor, one item I had
wanted to use was recorded speech from other fighters in your
Interceptor wing and have that random chatter be something of a back
ground event that would add to the realism of the game.

However, we considered our options and we ran up against several
things that were brought up earlier. The legal issue was one that put
us off honestly.  Further, the variance in recording quality and
volunteer commitment was another put off.  Some of the recordings in
the release copy were made by me with a very bad desk mike.  This
actually works to our advantage in this case because we were using
static and other background noise to interfere with the recordings so
that the quality issue was not bad.  But it would become problematic
in a different game environment.
We were also trying to complete Interceptor by a personal deadline,
and we were not sure we would get timely responses.

In terms of Nick's suggestion of having one person to manage a
volunteer team who is not primary coder, we are lucky that I could
take on that role while Aaron coded, but that's not possible for every
independent developer.  I actually would like to use community
volunteers in future, but for our first few games, we wanted more
control, so we could make sure that what came out at the far end was
what we had intended.

Thomas touched on that, and it is a form of selfishness or pride, or
at the minimum self-actualization.  I think a volunteer open source
type project could work very well if the developer went into it with
open eyes and realized that using a large base of people to accomplish
goals might not get all goals accomplished when and where and how he
or she wanted.  I know with us though, timing is an issue.  Aaron
lives on a farm, and he must help his family get in crops and do other
farmy things.  I work, and so I have to work around my schedule.  That
doesn't nix a volunteer element by any means, but it means that we
have to have the right game, and the right game environment for it.

Just sharing another small developer perspective.  However, on the
other side, both Swamp and Entombed used volunteer efforts did they
not?  We might learn something from that experience.

Jeremy


On 6/14/15, gamers-requ...@audyssey.org gamers-requ...@audyssey.org wrote:
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 Today's Topics:

1.  game engine (Marvin Hunkin)
2. Re:  info AudioGames Game Engine (Thomas Ward)
3. Re:  info AudioGames Game Engine (dark)
4. Re:  info AudioGames Game Engine (Thomas Ward)
5. Re:  info AudioGames Game Engine (Nick Adamson)


 --

 Message: 1
 Date: Sun, 14 Jun 2015 09:55:28 +0930
 From: Marvin Hunkin startrekc...@gmail.com
 To: gamers@audyssey.org
 Subject: [Audyssey] game engine
 Message-ID: 001601d0a638$a0371c10$e0a55430$@gmail.com
 Content-Type: text/plain; charset=us-ascii

 Hi.

 Well.

 Will look how to get the audio.

 A sighted friend is doing images and will record audio clips, that's the
 way
 to go, and also music background.

 Also how to get keyboard focus or keyboard short cuts or gestures.

 Any tips.

 Thanks.



 --

 Message: 2
 Date: Sun, 14 Jun 2015 02:24:30 -0400
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] info AudioGames Game Engine
 Message-ID:
   caafbg10zsvkjwvav3rjcwcnmsf3zb4xb80bbq-xl3abn2+n...@mail.gmail.com
 Content-Type: text/plain; charset=UTF-8

 Hi Dark,

 You bring up a very good point, and to be honest I'm not quite sure
 why the community hasn't been more active in supporting our developers
 with sounds,music, scripts, whatever. It could be as simple as
 developers haven't asked or developers have been closed to support
 from outside help.

 One issue I need to bring up is while volunteer work is wonderful it
 also can be a bit sticky from a legal point of view. Copyrights aren't
 necessarily designed for content to freely be given away so there has
 to be written contracts that turns a license or the sharing of a
 license over to a developer else it can be legally entangling if the
 owner of a specific sound, music, script, whatever later decides they
 want exorcize their rights as the owner of said copyrighted material
 and that puts the developer in a bit of a bind. So it is possible that
 some developers and community designers are hesitant of collaborating
 from some legal standpoint.

 

Re: [Audyssey] braille/large print/other media for audio games (was info games game engines)

2015-06-16 Thread Jeremy Brown
Dark's suggestion of an informational blurb or pamphlet is the place
where a number of developers could come together directly.  If we
formed some sort of organization of our own, that worked with, and/or
through the more politically minded organizations, it's possible they
might take more notice of us.  Also too, defraying cost of printing
might be easier if each developer contributed x amount and had x
amount of space.  It would mean you'd be advertising in some cases
with your competition, but, if the real issue is that not enough
people know about the market at all, then that might be a way to get
info into the community.  Audyssey might be a good launch point for
such an item, since many developers subscribe.  Audyssey has a history
of helping blind people connect to game developers, and it's exactly
the sort of proactive approach that the political organizations
attempt to take.  Further, we have developers here from multiple
nations, so we could approach visually impaired organizations in
multiple countries at once, and show that this is a global phenomenon.
If it was sold on the grounds of promoting not only independent
visually impaired entrepreneurs, but also the gamers who enjoy their
work, it might be able to crack the shell where one or two small
developers might not.

Just a thought,

Jeremy


On 6/15/15, gamers-requ...@audyssey.org gamers-requ...@audyssey.org wrote:
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 Today's Topics:

1. Re:  info AudioGames Game Engine (dark)
2. Re:  tips for playing bg chess (dark)
3. Re:  tips for playing bg chess (Ron Schamerhorn)
4. Re:  info AudioGames Game Engine (Thomas Ward)
5. Re:  info AudioGames Game Engine (dark)


 --

 Message: 1
 Date: Mon, 15 Jun 2015 17:27:27 +0100
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] info AudioGames Game Engine
 Message-ID: 310941689A6043FBA74A76411331CCD7@ownere8ba8066c
 Content-Type: text/plain; format=flowed; charset=iso-8859-1;
   reply-type=original

 Hi Knick.

 that is an idea, though reselling is also quite a pain to setup as well,
 particularly sinse in the past when it's been tried with audiogames it
 hasn't worked out well.

 All the best,

 Dark.
 There is always more to know, more to see, more to learn. The world is vast

 and wondrous strange and there are more things benieth the stars than even
 the archmaesters of the citadel can dream.
 - Original Message -
 From: Nick Adamson n...@ndadamson.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, June 15, 2015 4:28 PM
 Subject: Re: [Audyssey] info AudioGames Game Engine


 An alternative is to set up contacts with resellers around the world who
 go to the conventions already but often they take commission.




 On 15 Jun 2015, at 16:17, dark d...@xgam.org wrote:

 Hi Tom.

 Conventions might be problematic, partiuclarly sinse they only cover
 certain geographical regions meaning even if the money was raised to send

 someone the return on new interest probably wouldn't be worth it.

 I do wonder however if there is an alternative approach.

 As I have said before, some of my first pc games were the ones I
 discovered through whitestick.co.uk, web games like Legend of the green
 dragon and ashes of angels. I found out about those  thanks to a small
 one line paragraph in the rnib  braille advertising  leaflet with the
 silly name of welcome to a world of

 I'm not sure where that add came from, indeed Tom Lorimer the
 whitestick.co.uk webmaster said he didn't know about it, however it does

 make me wonder about the uses of promotional literature, particularly for

 people or organizations who might have reach to people who are only just

 learning their way around computers.

 I wonder therefore if it would be worth creating a general audiogames
 introduction, and paying the smaller amount of money (compared at least
 to sending someone to a convention), it'd take to get it recreated in
 braille and large print as well as electronically, and then sending
 copies of that! to various organizations, conventions etc, for people to

 pick up, find on a desk etc.

 such a thing could even be translated into different languages as well.

 All the best,

 Dark.
 There is always more to know, more to see, more to learn. The world is
 vast and wondrous strange and there are more things benieth the stars
 than even the archmaesters of the citadel can dream.
 - Original 

Re: [Audyssey] Chess or Mahjong

2015-06-12 Thread Jeremy Brown
Thanks Dark, I'll pursue this further.  I am interested enough, both
as a blind gamer myself, and as a designer in the challenges, that I
don't want to totally give this up, but right now, I have several
other irons in the fire, and this did not turn out quite as simple a
situation as I was hoping.  (Is it ever?)  Take care,

Jeremy



On 6/12/15, gamers-requ...@audyssey.org gamers-requ...@audyssey.org wrote:
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 Today's Topics:

1.  chess or mahjong (Jeremy Brown)
2. Re:  chess or mahjong (dark)


 --

 Message: 1
 Date: Thu, 11 Jun 2015 12:23:56 -0500
 From: Jeremy Brown tyr...@gmail.com
 To: gamers gamers@audyssey.org
 Subject: [Audyssey] chess or mahjong
 Message-ID:
   CAAhS5Zk4Gh=_fisxlyht2tswvfs8vgdwayva69b5xmqpm2x...@mail.gmail.com
 Content-Type: text/plain; charset=UTF-8

 I actually went and  researched Mahjong in response to this topic.

 A lot of the complexity of coding such a beast would be your
 definition of what Mahjong is.

 There's apparently a number of different variations ranging from
 relatively simple to immensely complex.  Our card game Rummy is based
 on it.  I studied a couple of simpler multi-player versions, and had a
 simpler solitaire set up explained to me by my wife.  The game's setup
 as a solitaire game presents some unique challenges in an audio
 environment, having multiple levels, some of which you can see only
 partially that all must be displayed more or less simultaneously.  In
 the traditional games, the challenge is more one of mastering the rule
 sets well enough to create a game that accurately reproduces the game
 play.

 Warning: I did not investigate American Mahjong extensively because it
 appears much simpler and more derivative from the original versions.
 That said, it might be a way to progress.  If I were to attempt it,
 with the help of my pet coder (hi Aaron! that's you), I'd lean toward
 doing a multi-player version based on the Hong Kong old style rules I
 studied.  They seemed simple enough to master relatively easily,
 complex enough to be interesting, and different enough from card games
 to present a unique challenge.  That said, I don't see it happening
 any time soon.  I need to get a Mahjong set and experiment with it
 before I could design an AI that played even reasonably well.

 Take care,

 Jeremy


 --
 In the fight between you and the world--back the world! Frank Zapa



 --

 Message: 2
 Date: Thu, 11 Jun 2015 21:07:34 +0100
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] chess or mahjong
 Message-ID: 0E2355132A034E3CBB73E70ED0B1C58A@userec7a90e6b3
 Content-Type: text/plain; format=flowed; charset=iso-8859-1;
   reply-type=original

 I believe the game toodle tiles from american printing house for the blind
 was based on the solo version of mahjong, or one of them at any rate, but to

 be honest between the game's serious repackaging as a gamefirmly and
 distinctly aimed at children (even the documentation is written to sell to
 teachers), and the fact I've never got the demo of the bloody thing to work,

 I can't say for certain either way.

 Still, you can find links on audiogames.net. Once upon a time there was a
 podcast about the game which I heard (which is where I know a little from),

 but god knows where it has gone, I believe it was on the noew defunked
 blindcooltech.



 All the best,

 Dark.
 - Original Message -
 From: Jeremy Brown tyr...@gmail.com
 To: gamers gamers@audyssey.org
 Sent: Thursday, June 11, 2015 6:23 PM
 Subject: [Audyssey] chess or mahjong


I actually went and  researched Mahjong in response to this topic.

 A lot of the complexity of coding such a beast would be your
 definition of what Mahjong is.

 There's apparently a number of different variations ranging from
 relatively simple to immensely complex.  Our card game Rummy is based
 on it.  I studied a couple of simpler multi-player versions, and had a
 simpler solitaire set up explained to me by my wife.  The game's setup
 as a solitaire game presents some unique challenges in an audio
 environment, having multiple levels, some of which you can see only
 partially that all must be displayed more or less simultaneously.  In
 the traditional games, the challenge is more one of mastering the rule
 sets well enough to create a game that accurately reproduces the game
 play.

 Warning: I did not investigate American

[Audyssey] chess or mahjong

2015-06-11 Thread Jeremy Brown
I actually went and  researched Mahjong in response to this topic.

A lot of the complexity of coding such a beast would be your
definition of what Mahjong is.

There's apparently a number of different variations ranging from
relatively simple to immensely complex.  Our card game Rummy is based
on it.  I studied a couple of simpler multi-player versions, and had a
simpler solitaire set up explained to me by my wife.  The game's setup
as a solitaire game presents some unique challenges in an audio
environment, having multiple levels, some of which you can see only
partially that all must be displayed more or less simultaneously.  In
the traditional games, the challenge is more one of mastering the rule
sets well enough to create a game that accurately reproduces the game
play.

Warning: I did not investigate American Mahjong extensively because it
appears much simpler and more derivative from the original versions.
That said, it might be a way to progress.  If I were to attempt it,
with the help of my pet coder (hi Aaron! that's you), I'd lean toward
doing a multi-player version based on the Hong Kong old style rules I
studied.  They seemed simple enough to master relatively easily,
complex enough to be interesting, and different enough from card games
to present a unique challenge.  That said, I don't see it happening
any time soon.  I need to get a Mahjong set and experiment with it
before I could design an AI that played even reasonably well.

Take care,

Jeremy


-- 
In the fight between you and the world--back the world! Frank Zapa

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[Audyssey] Announcing release of Yellowbonnet from Valiant Galaxy Associates

2015-06-08 Thread Jeremy Brown
Announcing Yellowbonnet from Valiant Galaxy Associates

We are happy to announce the inauguration of our new line of
minigames.  These games will be priced inexpensively and allow us to
explore other genres and time periods from our main line of Valiant
Galaxy products.  Fresh from the amazing efforts of our beta test team
comes Yellowbonnet.

Yellowbonnet is the first minigame in Valiant Galaxy Associates’
series of Western games.  In the game, the player takes on the role of
a new arrival in the western town of Yellowbonnet in the year 1885.
As a newcomer, you need income.  There are six jobs hidden about the
map, as well as objects for the finding that can be sold for money.
Complete all six jobs in the shortest amount of time, and gain as much
money as possible.  But be warned: Yellowbonnet holds dangers as well.
Mad bulls, vicious outlaws, and drunken cowboys can all pose a threat
as you progress through the town.

Yellowbonnet uses a map mode for exploration and movement and a menu
mode for interaction and combat.  The map is laid out on a simple
seven by seven grid and the town has twenty locations, and five main
streets.  As the player navigates they will find characters to
interact with, locations to look at and search, and possibly items to
buy or sell.  The controls are simple, and the gameplay quick.  A
typical game can be completed in 15-45 minutes.

Yellowbonnet is completely self-voicing.  The game is menu-driven,
and there is no need to worry about being able to place your mouse in
an exact position.  Documentation is included with the game itself,
and you can access our online documentation from inside the game.  The
game is forgiving, and if you must take a phone call or step away from
your computer, your Wild West adventure will still be waiting.  With
over three dozen characters, twenty locations, and a high degree of
random chance, the game is extremely replayable.

Yellowbonnet is our first game to utilize the GuideDog Games service.
GuideDog is a revolutionary games distribution service designed to act
as an interface between game developers and visually impaired players
(similar to Steam).  The service is operated by Dennis Towne, owner
and operator of Alter Aeon, and uses the same credit card encryption
and account management system that Alter Aeon uses.  Once you have an
account with GuideDog, you can purchase any of our future games
through it with no trouble.  Account creation is quick and easy, and
purchasing a game from start to finish takes about five minutes.

Yellowbonnet needs heroes, won’t you step up and be counted?

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[Audyssey] Mud Sounds

2015-05-06 Thread Jeremy Brown
Dark,

I played with Telnet on Jaws, and I can assure you, it probably wasn't
any better than Supernova:)  It was a pain, I often missed things, and
it was tricky.  Using a client helped some by providing better alias
control and some triggers, but essentially, I had something of the
same experience, except there are more Jaws users on A.A. or were at
the time, than anything else.

The problem is the same problem but with screen readers: everyone
assumes that people use whatever the most popular  or what they think
is the best screen reader is:)  Also too, again, not everyone uses
either their own or multiple screen readers well.  I have no idea how
to help someone on a different screen reader, and beyond a certain
point I have to look up things in a Jaws manual or ask someone more
knowledgeable to perform advanced functions with Jaws.

As to the introductory text argument.  I learned to play Alter, and
learned to play it well because I read help pages while I regenned and
made extensive use of the help -random feature.  However, you and I
are in the minority in reading text beyond a certain point.  The
reason web sites break text into such small chunks is that (pardon me
while I display a bias against the handicapped) sighted people are
growing unable to read large blocks of text.  Blind people are
beginning to display this trend more as well.  I help out on the
newbie channel on Alter Aeon and help out catching questions on other
high traffic channels.  At least 50% and probably a much higher
percentage of questions that get asked could be answered by the askers
if they only read carefully.

I'm not saying all this to say a disclaimer wouldn't be in order, but
I doubt if it would really be effective at combatting the trend at
all.  When I started playing Alter, I did so because I had played
interactive fiction for years, and found Alter on the Audyssey list.
I wanted something text based.  The kids now playing Alter have grown
up in a market where sound is the primary distributor of information,
not text, and they want sound.  Dennis in choosing to make mush-z the
primary way to getting blind players into the game has recognized not
only the popularity of the client and its sound pack, but by choosing
a main method of connecting blind players that he has helped work on,
he has a better control over helping out new players.  Not all the
admin staff on Alter, nor the player base that help out with
questions, know mush well, but if an admin, avatar, or newbie helper
knows a person is using mush, there's a channel for questions about
mush where we can direct them, and there's usually people online who
use it, that we can tap for information.

I regret the dying of the text game too, but I don't think it can be
reversed by a disclaimer.

Take care,

Jeremy

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Re: [Audyssey] mud sound

2015-05-05 Thread Jeremy Brown
Dark,

You're not the only person to notice or be bothered by this trend
either.  As a regular player of Alter, I find the mush-z user's
assumption that everyone is a. using mush-z or b. wishes to have the
numerous sounds included in the game's sound pack disturbing.  I began
playing Alter on Telnet.  I now use the monkey term scripts developed
by Valiant8086, but I also worked with Aaron to strip out a lot of the
sounds I did not like.  The changeover to kxwt strings has eroded my
nonsound position somewhat, but that's more a laziness issue on my
side.

The mush client is a real triumph for the contributors: while much of
the work was done by one person, many have now contributed to its
success on Alter with plug-ins, scripting workarounds, and the like.
The emphasis on the sound environment is the blind player's equivalent
of moving from mud to graphics based mmorpg.  A lot of current gamers
probably don't even read the incoming text.  At least, I get that
impression often while trying to help them trouble shoot issues.  That
said, I think it was probably a brilliant move to go this route and
adopt the existing sound pack and use it as a flagship method of
connecting to the mud.  It's brought in a number of players, and
introduced them to A.A.  When I first started playing, a good day was
30 or 40 players online, many of whom were idle or multies offloading
equipment.   Now, we have upward of 80 or 90 players on at a time with
another 15 or 20 idlers and mules.  For a mud in this day and age,
that is truly amazing.

Is it mudding?  Probably not in a traditional sense.  Is it keeping
the idea alive?  Yes.  Does that present problems of its own? yes.
Can it be solved easily? No, not without dedicated people willing to
devote time and effort to developing sound packs, and mud admins
willing to give feedback and help by setting up cues in the code to
alert the client when to play sounds.  Do most muds have this kind of
dedicated player base and admin staff in the numbers needed to support
the project?  Maybe, but probably not.  My personal answer to your
problem proposal is that I don't a. necessarily see it as a problem,
though I do regret its impact on mud play b. I don't see an easy
solution.  A note in the introductory text won't change anything as
most people do not read such, and there's no way to develop such an
extensive pack for every mud that someone finds interesting or
intriguing.  The final issue is this one:

Most people don't have the savvy and the knowledge to fiddle with a
mud client beyond a very basic level.  So providing them a tool such
as mush-z gives them a platform from which to expand their play and
horizons on Alter at least.

Don't think I really extended the discussion, but there's my two cents:)

Take care,

Jeremy


-- 
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Re: [Audyssey] linux mud clients for alter aeon

2015-05-05 Thread Jeremy Brown
Edward,

There's a pretty devoted crew of Linux users on A.A.  One of my
clannies for instance uses Tintin on his Linux system.  I'd suggest
using telnet to connect, ask on gossip or bovine for suggestions and
help, and you might get a solution to work arounds or the like if they
exist.  Might not be any, but in general the A.A. community licks most
stuff like that if it's doable.  Take care,

Jeremy


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Re: [Audyssey] mist games (was first person adventure games)

2015-05-02 Thread Jeremy Brown
Mist? lol!

I played those with my ex-wife and a friend of ours.  I remember there
were times when it was tricky to get set up right to pick up things,
though my memory might be faulty in this regard.  The real thing that
made Mist very impressive was that the puzzles were very difficult and
different from most adventure style games.  There  was one that was
sort of like Simon where you had to arrange musical tones to open a
secret door iirc.  There were also some fiendishly devilish word
puzzles.  One for instance used a short sentence where the only vowel
in the entire sentence was y.  It made guessing it extremely difficult
 I only played the first game, that intermittently, and very late at
night, so I apologize for not being able to give more details.  At the
same time we were playing Mist, my friend was playing World of
Warcraft and Betrayal at Crondor, so it's quite possible Im mixing
things up.  I remember the Crondor game had these puzzle locks where
you'd have to solve a riddle and flip the lock tumblers to the proper
letters to solve it.  I always liked that mechanic as well.

Take care,

Jeremy


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Re: [Audyssey] physical cd's and paypal accounts

2015-04-30 Thread Jeremy Brown
 to death?



 Also in the weapon store is there a way to buy a weapon or is there a way
 to
 shoot the guy who keeps shooting me.



 This game is so awesome!

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 Message: 2
 Date: Wed, 29 Apr 2015 23:02:51 -0400
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] psycho strike some observations
 Message-ID:
   CAAfBG11=sqxq2wzh24ofjzzmrur1mlnr7udxxexthk63jsn...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 Hello Jeremy,

 You aren't alone. I do agree with a lot of what you had to say below,
 and it is a major reason why I in all likelihood won't be buying the
 game.

 Yes, while the sounds, voice acting, etc are all fine as it is I just
 found the senseless violence, murder, and mayhem not to my liking.
 While fighting and killing in a combat situation usually doesn't
 bother me I found the idea of just walking into a party and killing 10
 people for no reason sick and immoral. Same goes with the farm
 mission. I love animals, and the sound of killing goats for no reason
 really bothered me. Bothered me so much I uninstalled the game shortly
 there after because I just couldn't play the game after that.

 That is not to say I think the game is a bad game. I just personally
 dislike the degree of violence and senseless killing involved in the
 game. It bothered me in away few games do. It is one thing to be
 killing zombies in a game like Swamp since they aren't real people or
 can justifiably be called monsters. It is a total and morally
 different issue to walk into a party, mall, jail, or somewhere and
 just start killing people at random for little reason.

 Cheers!


 On 4/29/15, Jeremy Brown tyr...@gmail.com wrote:
 So, I read the documentation, and I've played one game.  Admittedly,
 that's a small data sample, but I want to make the following
 observations:

 1.  The game sound design and the game play are very nice.  The hot
 keys are for the most part very intuitive, and the movement and menu
 systems all work as expected.  Breaking the game into distinct zones
 that you get to from a menu and then sidescroll through made a lot of
 sense and avoided some obvious navigational issues.  Some auditory
 cues could have been perhaps a little more pronounced for my taste,
 but overall, I got it.


 2.  I found the character motivation very flimsy.  First off, just
 deciding to homicidally kill everyone at a party as my first action in
 a criminal career in which I want to amass a gang and get money and
 better weapons didn't click for me.  Good crime bosses avoid
 entanglements with the police and such situations.  Further, mass
 murderers of the type depicted in the first sequence aren't your buddy
 film types imo.


 3.  On a moral ground, I have severe issues with the character
 motivation, the game scoring, and the presentation of violence.

 The character motivation as character motivation was discussed above,
 but giving a player a choice of either body count or cash as a means
 of keeping score struck me as sort of sick.  Further, I have a hard
 time justifying the developer's decision to release a game with this
 sort of content that can be downloaded directly and played at least as
 a demo, with no blocks in place to keep minors from playing it.  All
 such blocks have issues, there's no good way to police such issues,
 but given that the first sequence is the murder of ten defenseless
 people for no better reason than you decided to strikes me a socially
 irresponsible.

 The game play is awesome, the game design has a lot of good points,
 but minus several million for good taste and well-thought out
 character motivations.  This game could have been improved immensely
 merely by introducing more motivation.  You're a poor caterer who's
 about to lose their job, be turned out on the streets and a mysterious
 man drives up to you, he offers to set you up in comfort if you kill a
 certain man at the party.  Unfortunatley, he does not have any way of
 identifying the man.  While still morally reprehensible, this at least
 gives the player some reason to be doing this.  Further, if more
 patrons have some means of fighting back other than police, then it
 might be less objectionable to me.  I play violent games: every rpg,
 mud, etc is essentially no different in terms of raw violence.
 However, basing a game on killing people who are screaming don't hurt
 me strikes me, as I said before, as completely

[Audyssey] psycho strike some observations

2015-04-29 Thread Jeremy Brown
So, I read the documentation, and I've played one game.  Admittedly,
that's a small data sample, but I want to make the following
observations:

1.  The game sound design and the game play are very nice.  The hot
keys are for the most part very intuitive, and the movement and menu
systems all work as expected.  Breaking the game into distinct zones
that you get to from a menu and then sidescroll through made a lot of
sense and avoided some obvious navigational issues.  Some auditory
cues could have been perhaps a little more pronounced for my taste,
but overall, I got it.


2.  I found the character motivation very flimsy.  First off, just
deciding to homicidally kill everyone at a party as my first action in
a criminal career in which I want to amass a gang and get money and
better weapons didn't click for me.  Good crime bosses avoid
entanglements with the police and such situations.  Further, mass
murderers of the type depicted in the first sequence aren't your buddy
film types imo.


3.  On a moral ground, I have severe issues with the character
motivation, the game scoring, and the presentation of violence.

The character motivation as character motivation was discussed above,
but giving a player a choice of either body count or cash as a means
of keeping score struck me as sort of sick.  Further, I have a hard
time justifying the developer's decision to release a game with this
sort of content that can be downloaded directly and played at least as
a demo, with no blocks in place to keep minors from playing it.  All
such blocks have issues, there's no good way to police such issues,
but given that the first sequence is the murder of ten defenseless
people for no better reason than you decided to strikes me a socially
irresponsible.

The game play is awesome, the game design has a lot of good points,
but minus several million for good taste and well-thought out
character motivations.  This game could have been improved immensely
merely by introducing more motivation.  You're a poor caterer who's
about to lose their job, be turned out on the streets and a mysterious
man drives up to you, he offers to set you up in comfort if you kill a
certain man at the party.  Unfortunatley, he does not have any way of
identifying the man.  While still morally reprehensible, this at least
gives the player some reason to be doing this.  Further, if more
patrons have some means of fighting back other than police, then it
might be less objectionable to me.  I play violent games: every rpg,
mud, etc is essentially no different in terms of raw violence.
However, basing a game on killing people who are screaming don't hurt
me strikes me, as I said before, as completely irresponsible.

Take care,

Jeremy




-- 
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Re: [Audyssey] psycho strike some observations and other related topics bundled together

2015-04-29 Thread Jeremy Brown
First, to all of you that have responded thus far, thanks for actually
responding.

I'm going to address the issues in one mail to try and save time and space.


As to Charles' comments that criminals are by definition anti-social
and the name of the game basically implies what to expect, agreed on
both counts.  However, choosing to make a psychopathic killer the hero
or main character of a game is a game developer decision.  My choice
as a consumer is to vote for the game or not by either buying it or
not.  Gangsters don't interest me as a gamer, so I doubt that this
particular concept would have intrigued me even if the handling had
been different.

In response to some of Dark's points:

RE: minors and their definition

Besides, what is exactly a miner seems pretty debatable, hay I was
watching the alien filmes and nightmare on elm street when i was 10 years
old, not to mention playing games like mortal combat and moonstone, and I
was quite fine with the idea that these were games and the difference
between playing a game where I slice someone up with a big nasty blade and
doing the same in reality, likewise violence in and of itself never did, or
indeed never does bother me for just being bloody or graphic.

Back to Jeremy:

I was six when I saw the first Alien film.  I don't think it
psychologically scarred me for life; that said, I don't think it was
responsible of my older brother who had charge of me at the time to
allow it.  One does not negate the other.  Just because minor is
somewhat fluid, saying well people see this all the time does not
relieve the social responsibility of the producer.

RE: warning message
In the game's description on the Vgstorm website there is the message:

Back to Jeremy:
Agreed, and I applaud the developers for including this warning.
Further, I agree that there's no good system for keeping minors from
buying such a game, however, there are a couple of systems that would
be more effective than the current one.  Making the game only
purchasable with a credit card for instance will exclude many many
minors.  Itm ight exclude legitimate customers with bad credit as
well, but this is the sort of decision one must make.

Many games in the past have used a dual system of printed material
that is mailed to a consumer in addition to the game disk or download.
Such a mailing might get  the attention of parents.

Neither of these options is a perfect solution, and I don't expect
VGStorm to use either.  I'm merely pointing out that ignoring the
problem completely and going with a warning label and good intentions
is not the only way to handle such problems.

RE: Violence and motivation (This one responds to Dark and Desree)
Jeremy's comments here:
I frankly have to just disagree with you on this one Dark.  I just
can't see a psychopathic criminal who kills people at a party to start
their career as a person who would form a gang.  First off, for that
person to be at that party they have to have been invited.  This
implies a certain amount of familiarity or intimacy with at least one
party goer.  Further, as we both agreed, avoiding criminal
entanglement with authorities is the best way to be a successful
criminal.

As to the way the violence is presented, I did not get any bafoon
comedy violence vibe.  Further, it doesn't strike me as a screw you to
society politically correct or not.  It strikes me as an excuse to
glorify anti-social behavior in the name of providing the blind
community with this style of game.

Now, first off, I am not opposed to graphic violence as such.
However, I think that the underlying story and motivations for this
game needed a severe rethink.  It doesn't work for me on a hey, this
gives me an excuse level, nor on the I have to do this to accomplish
this goal level.

That said, I'm glad to see developers trying games that are not mere
board games nor polite society games.  However, this game could have
involved the criminal element without being anywhere as graphic nor
conflicted in a story sense.

Finally, these observations are, my own opinion.  I am fairly
obviously in the minority here.  But, as a reasonably sensitive human
being, and a parent, I find the approach to releasing the game in
terms of just releasing it without any brakes and the chosen content
objectionable.  However, I wish VGStorm the greatest of luck with its
other titles, and I hope to see other examples of their games using
these mechanics but with a more well-thought out character motivator
and a less offensive way of tracking character success.  I downloaded
both Psycho Strike and Paladin of the Sky when I decided to test the
former, and I intend to give it a few more plays to see if my initial
response was merely a kneejerk reaction.  I also intend on fooling
with POS and seeing if it lives up to the traffic I've seen on list.
However, I suspect that my initial observations as recorded here will
probably stand for me.

Take care,

Jeremy


-- 
In the fight between you and the 

Re: [Audyssey] psycho strike and responsibility

2015-04-29 Thread Jeremy Brown
Dear Aaron,

I agree that most games depict violence in far to cavalier a manner.
I also give you cudos on both the warning labels, and the use of very
gutwrenching and active clues that this is not socially acceptable
behavior during game play.  However, I do think that this sort of
decision needs more justification than everyone else does it.  If game
developers do not take a stand on such issues, then we end up with a
market glutted with games that peddle violence for the sake of unit
sales.  Now, that said, as I pointed out in both the original post
that you are responding to, and in the second post, I'm not
necessarily opposed to violence, but I think the opening sequence and
motivation for the character are what I find dangerous as concepts for
gaming.  I hope to see these same game mechanics ideas and use of
realism and graphic violence used in a more constructive way in
future.  I am merely stating an unease with this release, its method
of delivery, and its content.  You are free as a developer to give the
public what it wants, and if this is what the public wants, they are
free to buy it.  I can buy or not buy, and as I said, vote with my
dollars.  No offense was meant, nor criticism of anything but the
game's kick-off premise.  I think the rest could maybe have been
worked without this initial sequence and it would not have bothered me
one bit.  Take care,

Jeremy


-- 
In the fight between you and the world--back the world! Frank Zapa

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Re: [Audyssey] playing Aardwulf

2015-03-28 Thread Jeremy Brown
I played Aardwulf a couple of times over the period of a year or so.
I liked its newbie area a lot.  It was very developed and gave a lot
of information to the player in a manageable format.  It has races
which makes some people happy.  The quests were fun, and as some have
said, they're not all assassination style quests.  Besides that,
there's lot of features such as pets, gambling, and other activities
that give you something to do other than just constantly grind for
exp.  The player base seemed nice for the most part, and the helpers
on their newbie channel were very nice and patient.


That said, there were some things I didn't like about it.

You have to stick with a single class for a ridiculously high number
of levels, like 100 or 200 iirc.  The races don't have any real
well-defined relationships to each other, though that info might be on
the wiki.  Also too, some of the racial powers seemed out of balance.
The shadowy guys for instance at low levels were so much better than
some others that it made it sort of weird.  Also it's a very spread
out map.  To find things to do you might be traveling for 100 rooms or
more.

If those things don't turn you off, it's well worth a play.  If those
things do turn you off, I still think it's well worth a play.  Other
than Alteraeon it was the most accessible mud, and the most friendly,
I have played.  It also had a very large and vibrant player base when
I was there.

Take care,

Jeremy


On 3/21/15, gamers-requ...@audyssey.org gamers-requ...@audyssey.org wrote:
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 Today's Topics:

1. Re:  playing aardwolf? (dark)
2. Re:  playing aardwolf? (dark)
3. Re:  playing aardwolf? (Sarah Haake)


 --

 Message: 1
 Date: Sat, 21 Mar 2015 13:59:01 -
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] playing aardwolf?
 Message-ID: CBDD57AB97A24505B0C690E309E1E093@userec7a90e6b3
 Content-Type: text/plain; format=flowed; charset=iso-8859-1;
   reply-type=original

 I've played empire briefly, you can build buildings, roads, harvest plants
 and such. My problem however is that it was nearly impossible to find any
 space to setup my empire away from other players and I didn't want to join
 someone else's sinse I wanted the fun of building from scratch, but wherever

 I wandered on the map I couldn't find a place that wasn't already claimed.

 I also suspect rather like wayfar1444, once you have done the build phase
 the game becomes less fun, where as Clok is all about being out in the
 wilderness.

 I'll certainly be back on Clok myself in the future, however I'd had a bad
 case of the flue for the past few days so haven't really felt like playing
 anything at all.

 All the best,

 Dark.
 - Original Message -
 From: Ian McNamara ianmcnamar...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, March 20, 2015 4:32 PM
 Subject: Re: [Audyssey] playing aardwolf?


 Not played that empire mud before. Going to have a good go at progressing

 in clock over the weekend.

 Ian McNamara
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 --

 Message: 2
 Date: Sat, 21 Mar 2015 14:02:26 -
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] playing aardwolf?
 Message-ID: 87169DDB52E8497B847DAEE7F2D55665@userec7a90e6b3
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   reply-type=original

 When checking the ardwolf wiki there seemed to be some good information on
 screen reader access, including maps of some difficult to navigate areas and

 abilities for doing quests, though the game struck me very much as a combat

 pounder what with most quests being of the find and kill x number of mobs

 variety, not that that is a problem.

 I can't say more about the Ardwolf mud though sinse it's been on my list of

 things to try but I haven't done so yet.

 All the best,

 Dark.
 - Original Message -
 From: Keith S 

Re: [Audyssey] tabletop rpg (minis)

2015-02-03 Thread Jeremy Brown
As to minis, that was something we edged into using.  Two of my
players liked having them, the rest of us didn't care that much.  DD
3.5 tries to heavily encourage use of minis in the literature, but
it's not necessary at all.  As you noted with Mutants  Masterminds,
it's not really necessary, and it's not really necessary with DD 3.5
if everyone has a good idea of ranges etc.  We started using the board
and the minis for a couple of reasons.  First, my one player made it
for me so I could use minis without causing chaos.  Sort of rude to
discard his work:)  Second, there are times when having a clearer
understanding of the battle, or the terrain, is necessary.  We don't
break out the board for every single combat.  Generally, we reserved
it for large scale combats or tricky situations.

We have used Excel as a recording venue to show where characters were
on a battle map so we could save a complex battle until the next week.
However, generally excel maps are used more as maps of locations the
characters are entering and exploring.  I have a GM version that I
mark secret doors, traps, etc on and a player version.  It cuts out a
lot of did you say this was T intersection going east/west/south
discussions.  It causes some metagaming occasionally, but my players
are good about trying to keep character knowledge and player knowledge
separate.

When I was running, and our game currently, generally only runs about
1.5 to 2 hours.  Time is of the essence.  If my players tell me they
are searching and being careful, I have them search when there's
something to find.  If a big battle on the board is necessary, I try
to lay it out ahead of time.  The excel map of an area is another
convenience.  All of these speed up play, and allow us to enjoy the
game rather than arguing over minutiae.

I personally can take minis or leave them.  There's times when they
really clarify a battle, but about 80% of the time they're not really
necessary.

Take care,

Jeremy

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[Audyssey] tabletop rpg

2015-02-02 Thread Jeremy Brown
As to table top rpg as a blind player there's a few things.  First
I've used GMA dice extensively as well as a PKB dice program that
Aaron aka valiant8086 wrote and that is available at his home site
http://valiant8086.com  I believe it's under pkb projects.

For character sheets, I, like Dark, prefer MsWord or a text file so I
can write in notes, or make changes on the fly.  I generally game with
a lap top if I am gamemastering; right now I am playing, and because I
have been annoyingly anal about insisting on paper character sheets in
the past, I'm using a braille character sheet and having someone read
physical dice.  That said, the computer is more convenient.

As to playing in the game, asking for description and clarification is
easiest.  After a while, the game master learns what needs to be
described in more detail.  For battles with minis, we've taken to
using homeys, really bad stereotypical plastic figures of ghetto
stereotypes, as minis.  We also use a home made battle board that a
friend made me; it has one inch squares and grooves cut into it so we
can set up wall pieces he made to fit them.  That's very elaborate,
and totally unnecessary.  We played with just rough calculations and
table space for years.

I run games, and to do so I have had to use system reference
documents, conversions of pdfs I've bought into MsWord, and um files I
have acquired.  These I have broken down into a directory by
subcategories, so that I can find information quickly.  So if I need
to know an obscure grappling rule for instance, I go to
combat/grappling.doc.  I have similar directories for monsters, magic
items, etc.  This took me several years to prepare, but it was well
worth it.

For maps, if I need my PC's to have a clearer idea of an area, I
prepare maps on Microsoft Excel.  I have one player who enjoys
coloring these.  I send them to him pre-game and he fixes them so they
are visually attractive.

I hope this helps, if you have more questions, feel free to ask me off
list at this email address.

Take care,

Jeremy

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Re: [Audyssey] 64 ounce games opened for business

2014-11-09 Thread Jeremy Brown
FYI, some of these  games are popular with a geeky set of the blind
community as well.  I have brailled Dominion and five of its
expansions.  I have a sixth sitting around waiting for me and as
someone put it, my sighted minions, to work on.  I just used a braille
writer and didthe work myself, but the accessibility kit is a good
idea for people who would rather go that route.  There's a lot of text
on the cards and it is cumbersome to abbreviate some of them.  A few I
actually just put the name of the card, the cost, and ask more info at
the bottom.

Does anyone know if they have plans to produce a full polyhedral set
of dice?  When I looked all I found was the d20, which granted is the
most useful if you're playing d20 based games.  Just curious.  I
didn't see that info anywhere obvious when I was brousing.  Take care,

Jeremy



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[Audyssey] TKS

2014-07-25 Thread Jeremy Brown
Ishan,

If what I suggested earlier isn't working, it's possible (especially
if you're using windows 8) that new Microsoft security patches are
interfering with the game.  Putting your screen reader to sleep for
the tks application.  I'll notify Aaron in case he has other
suggestions.

Jeremy


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[Audyssey] Traders of Known Space Version 5 (sorry if this arrives twice)

2014-07-21 Thread Jeremy Brown
Valiant Galaxy Associates is happy to announce version 5 of Traders of
Known Space.  This version incorporates a number of player convenience
changes, as well as addressing some minor issues.  These include:
1.  X and Y axes have been fixed. X is now horizontal and Y is vertical
as expected.
2.   You can change settings so that the map will read both X and Y
coordinates when you move.
3.  Numerous additional commands to make exploring the map faster and
more effective.
4.  Numerous informational changes within menus.
5.  Addition of the M hot key for more information about hazards,
planets, upgrades, and products.
6.  The game will now work without internet connection.
More changes are available in the change log, accessible with f4 from
the game itself.  We hope that you will enjoy this iteration of TKS as
much as the original release.


-- 
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Re: [Audyssey] Traders of known Space version 5

2014-07-21 Thread Jeremy Brown
Ishan,

Planets can only be opened when your ship is positioned on the planet.
You have to use shift plus an arrow key to move the ship.  At the
beginning of the game, the ship is positioned on the planet Earth, and
you can open it by hitting enter.  This information is also available
in the documentation in both the exploration and movement section and
under the list of hot keys.  HTH,


Jeremy


On 7/21/14, gamers-requ...@audyssey.org gamers-requ...@audyssey.org wrote:
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 Today's Topics:

1. Re:  testing (Thomas Ward)
2.  An IF interpreter for android other than text fiction?
   (Milos Przic)
3. Re:  The blind swordman, an audiogame with tactics
   (Charles Rivard)
4. Re:  The blind swordman, an audiogame with tactics (Thomas Ward)
5.  a new game audio speed. (ishan dhami)
6.  Traders of Known Space version 5 (Valiant Galaxy Associates)
7. Re:  Traders Of Known Space 5 release notice (ishan dhami)


 --

 Message: 1
 Date: Mon, 21 Jul 2014 13:31:19 -0400
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] testing
 Message-ID:
   caafbg12h_djs+drrdnqrn0qdt8bjgk9bpxq+tzm2mndoveq...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1

 Hi John,

 Yes, the Audyssey List went down over the weekend. We had some
 technical issues with the server, and since the list went down there
 was no way to inform the list members of the issues. However, it does
 appear things are back in working order as of now.

 Cheers!


 On 7/21/14, john jpcarnemo...@gmail.com wrote:
 Also testing; I received three failure notices from gmail over a 72 hour
 period, but started getting messages this morning. Figured I may as well
 check and see if I can post.

 ---
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 --

 Message: 2
 Date: Mon, 21 Jul 2014 19:47:04 +0200
 From: Milos Przic milos.pr...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Subject: [Audyssey] An IF interpreter for android other than text
   fiction?
 Message-ID: F248167EA3774BB4A6C6B4018A367600@MilosPC
 Content-Type: text/plain; charset=iso-8859-1

 Hi all,
 I wrote here a few days ago and had same issues as the others... So
 reposting again my question.
 Is there an IF interpreter other than Text Fiction that is accessible with
 Talkback, and that can work with glulx and other if formats?
 Thanks to all in advance, and best regards!
   Milos Przic
 Twitter: MilosPrzic
 Skype: Milosh-hs

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 --

 Message: 3
 Date: Mon, 21 Jul 2014 13:21:54 -0500
 From: Charles Rivard wee1s...@fidnet.com
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] The blind swordman, an audiogame with tactics
 Message-ID: E2309E27A8574CDD9EAE2D81424C58FF@D4FY50L1
 Content-Type: text/plain; format=flowed; charset=iso-8859-1;
   reply-type=original

 What is meant by anime?  This sounds like an interesting game to try.  Is

 it for Windows, Mac, Android, iDevice?  Thanks.
 ---
 Be positive!  When it comes to being defeated, if you think you're finished,

 you! really! are! finished!
 - Original Message -
 From: dark d...@xgam.org
 To: Gamers@audyssey.org
 Sent: Monday, July 21, 2014 10:36 AM
 Subject: [Audyssey] The blind swordman, an audiogame with tactics


 Now that the list is back I'm going through my sent items and posting any

 messages that did rubber ball impressions but might be of interest to
 people, so here you go:

 Hi.
 This is to anyone who hasn't seen this one over at
 audiogames.net It's an action game where you play a warrior
 who has become blind and is seaking a warlock to help him
 get his site back. You have a sword and shield, but the
 game is very much anime enspired with armies of attacking
 warriors, dagger wielding psychotic women, and archers
 who's 

Re: [Audyssey] info about Interceptor from Valiant Galaxy Associates

2014-06-30 Thread Jeremy Brown
Interceptor is a menu-driven space fighter simulator.  It consists of
ten levels, and you must deal with various types of ships.  There's
two versions, a quick mode in which damage to your fighter does not
have any additional effect in most cases.  In normal mode, if systems
are damaged they impair the ship in several ways.  A good example of
this is the navigational computer; if damaged, it puts you closer to
death (nav comp is one of the critical systems) and it makes accuracy
in distance traveled dicey.  There is a small variability built into
the distance traveled which damage to the nav computer increases.
Currently, we are waiting on distribution architecture to be ready
before we release Interceptor.  There are also a few legal and
business issues to work out before we release the game commercially.
If you have more questions, I'll be happy to give you more details
within reason.  Take care,

Jeremy

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Re: [Audyssey] TKS release and Interceptor

2014-06-30 Thread Jeremy Brown
Dark,

As to TKS this is the original post that I sent to the list the same
night I posted on Audiogames.net.  It's finally escaped durance vile
(Thanks Thomas).

As to Interceptor, there are currently two types of drone ships, 3
types of manned fighters, a tanker ship, a command and control ship,
and a mother ship in the game.  They are not all as unique as purists
might like.  This was our first game, and is more generic than TKS is.
While the documentation makes references to the game universe, the
actual game does not have as much of that built in.  The game universe
concept came along late in the development of Interceptor.  If there
is a favorable reception to Interceptor, however, I have a number of
ideas proposed by the beta test team, Aaron, myself, and from you and
the Audiogames.net forum that commented on the original announcement.
If we did get enough interest, these changes, and other ideas we've
had would lead to a more interesting game.  Already, with the work we
did on TKS, I could see a possible use of tactical map mode with an
Interceptor Redux.  I'm excited about it.  I replayed the game for the
first time in a month or so (most of my attention has been focused on
getting TKS bugs worked out) and failed to get past level 7:(  So it
is a challenge even for someone who has a good idea of the mechanics
of the game.

If there is more curiosity, I can lecture at even greater length at a
future time:)

Take care,

Jeremy

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Re: [Audyssey] chess and the blind

2014-06-27 Thread Jeremy Brown
Keith,

There's two forms of notation.  Algebraic notation is easier to
fathom.  In algebraic the files are lettered a through h from White's
queen's rook right to white's King's rook.  The ranks are then
numbered from 1 to 8 counting from white's first rank.  So a move of
pawn e2-e4 is king's pawn from 2 to 4.

As to playing, there are, or were several board game producers for the
blind producing peg style chessboards for the blind that used
alternating raised and depressed squares to represent the color, and
that had pins or bumps on the black pieces to distinguish them from
the white.  I have  such a board and it works well as you can look at
board position without messing up the pieces.

I hope this helps,

Jeremy

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Re: [Audyssey] alter aeon underground chess tournament

2014-06-27 Thread Jeremy Brown
The underground chess tournament is a really old area on Alter Aeon.
The moves are set up using very old door opening code to make things
happen.  It's a relic from a more primitive age of building.  If the
audiogames.net walk through no longer exists for some reason, anyone
who is interested can contact me off list and I can provide a walk
through, assuming mine's still accurate.  I know some changes were
recently made to that area to help deal with some of the whacky syntax
etc, but revamping the area would be tricky.  When I completed the
deed myself, I was actually talking to the original builder Islaine.
She had me play through all the chess problems on a board.  Took me
about 3 and a half hours one morning.  However, it was something of a
rush.

Jeremy

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[Audyssey] Traders of Known Space

2014-06-21 Thread Jeremy Brown
Thanks Dark for cross posting.  My apologies to the list for a double.
Thomas has our company site on moderated status still, so another
message will be coming soon.  I was afraid that TKS might get compared
to Smugglers as well.  I only became aware of the existence of
Smugglers about two weeks into our design process for TKS.  I've never
played it, but it sounds intensely interesting.  Take care,

Jeremy


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[Audyssey] free windows client for mud Cyberassault

2014-05-30 Thread Jeremy Brown
Steven,

Monkey term supports cyber assault, and one of the game's admins was
working on a sound  pack for it.  You can download the client and I
believe the sound pack at http://valiant8086.com  it's under games,
under muds iirc.  Good luck.

Jeremy


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Re: [Audyssey] a personal challenge and request

2014-05-28 Thread Jeremy Brown
Thomas,

As to the reasons you gave for not wanting to take on another task at
the current time, fully understood.  I don't expect anyone to drop
current projects or hop to my command (nice though that might be, it's
horribly unrealistic).  However, I haven't seen much discussion of
such conversions in other places, and thought to myself, if no one
knows there is a need, there's no reason to pursue it.

As to getting you a copy of the manual and cards, I'll do my best.
It's possible there is a copy of the manual online, I know I have
found such before.  I'll look.  As to the cards, the main country
cards are the first and foremost key, mission cards are a variation,
not part of the original classic game.  That said, I have copies of
those andthey're brailled. I'll just have to dig them out of the
closet they're in.

As to spin-offs of the game, I'd be fully supportive of these.  I
think once a classic engine was put into place, it would be relatively
easy to mod it to accept a number of other board configurations and/or
pieces.

Lastly, I don't necessarily feel that Risk is the key factor here.
I'd be ok with a game called Conquer the Kingdom that has 42
territories that hook up in odd ways and that allow you to play the
same mechanics in a different environment.

My main point was that, when game conversions are tried,they are
generally different games.  Several people have pointed out to me some
of the difficulties involved with Risk or similar games, primarily
with making computer opponents interesting enough to present an
average challenge.  I accept that limitation, but if we can get
something basic in the mix, then improvement can come afterward.

So, please, anyone who did so, do not take the presentation as a
demand: it was a notification of a desire.  I'll have a hunt for the
manual, and the cards I can list from memory.  I'll have to double
check the appropriate picture on each, but other than that I can
provide it.  I could also provide a designer with how the countries
border etc.

Take care,

Jeremy


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[Audyssey] brief description of Risk

2014-05-27 Thread Jeremy Brown
Since a number of people haven't encountered Risk or a clone of it, I
thought I'd describe it briefly.  Also, I'd like to thank everyone
who's sent me suggestions both on and off the list.  It's much
appreciated.

Risk is a game for 2-6 players played on a board with 42 countries.
These countries are grouped into continents.  (The world map is that
of our Earth circa 1815, as the original game was supposed to model
roughly Napoleonic era warfare).  Each country is bordered by certain
others, and countries across water from each other are joined by
bridges over which pieces can move.  All the pieces in the game are
generic.  There is an army which is a one hit figure.  To attack a
player moves 1 or more armies to an adjacent territory.  One army must
always be left in a territory as a marker of possession and as a
garrison force.  If a territory is conquered, then the player collects
a card.  The cards mirror the 42 countries, as well as two wild cards.
 Each card picutres a infantryman, a cavalry man, or a cannon.  If you
can make three of a kind of any of these, or one of each, then you can
trade in the cards for extra armies at the beginning of your turn.

At the beginning of the game you are given a certain number of armies
based on the number of players playing, and countries are assigned
randomly by deal of the cards.  You place all your armies before play.
 At the beginning of your turn you gain armies from three sources:
you gain 1 army for every three territories you possess with a minimum
of 3 armies no matter what.
If you control an entire continent you gain extra armies.  larger or
more difficult to  defend continents give more armies.
If you can trade in a three of a kind of cards you can gain extra armies.

Combat is very simple.  There are five dice with the game, 3 red, and
2 white.  The defender has the white dice but may only roll 2 dice as
long as he or she has more than 1 army in their territory to defend.
The attacker can roll up to three dice, but the attacker can only roll
dice equal to or less than his attacking force.  I.e. if an attacker
uses 5 armies he can roll 3 dice, but once that army drops to 2
armies, he can no longer roll 3 and must use 2 or 1 dice.  The
defender wins all ties.  Otherwise who ever rolls highest wins.  The
top die of each player is compared then the next highest.  If the
defender rolls a 6 and 4 and the attacker rolls a 5 and a 4, each
player loses one army.  Battle is a matter of attrition where you wait
for one side to either lose all their armies, or end the attack.

There are more small rules about moving and consolidating a position,
however, this gets across a basic idea of the game.  If anyone has
questions they may ask either on or off list.  My main interest in it
is that I have played this game for a long time, and at one point was
involved in a large group of players that met once a week to play.  It
is a very simple game that can be extremely complex.

Thanks and sorry for extra spam for those who have no interest in the game.

Jeremy


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[Audyssey] brief description of risk

2014-05-27 Thread Jeremy Brown
Milos,

Risk is actually adaptable to play by someone with a visual
impairment.  Your sighted friends have to be willing to help you with
moves and the like, but once you understand how the countries hook
together, you don't need sight to play it.  I began playing Risk when
I was all but totally blind, and I have continued enjoying it for the
last 30 odd years since.  The cards can be brailled with an
abbreviated country name and a letter code to denote what is on them.
One friend of mine even used my brailled cards and puff paints to
create a tactile board.

Take care,

Jeremy


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[Audyssey] online skip-bo

2014-05-26 Thread Jeremy Brown
I don't remember seeing one, but you might search for Spite and
Malice.  It's the same game but played with regular playing cards.

Jeremy


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[Audyssey] keyboard inputs, walking speeds, and oh my

2014-05-26 Thread Jeremy Brown
Thomas,

I don't see any reason why a keyboard input couldn't replicate this.
Have different keys for different movement speeds.  If you
incorporated some form of fatigue to make different movement rates
more advantageous in certain situations, it should be at least a
comparable problematic even if it does not play exactly the same.

Jeremy



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Re: [Audyssey] analog movement and keyboard movements

2014-05-26 Thread Jeremy Brown
Dark,

Nod, I know it doesn't work quite the same way the way I outlined.
However, the programmer can introduce uncertainties into the movement
to somewhat replicate this portion.  For instance, in our current
first project Interceptor, although you can select or input a distance
you wish to travel the program introduces a limited randomness into
your move to represent the fact that both you and your enemy's fighter
are moving, taking evasive actions, etc.  Thus if I choose to move
10,000 meters I might move exactly 10,000 meters, or 8100 meters, or
13,300 meters.  As the distance you travel increases, this error
increases.  If your navigational computer in your fighter gets
damaged, this error increases.  So I'm aware that while it is not a
perfect solution to the problem, I think a three speed select buttons
on a keyboard walking game could be done this way with analogous
results.  By introducing a fatigue mechanic to go with the speeds as
well as uncertainty, that would increase the difficulty.  It's just
something I've never seen in an audiogame myself.  Thanks for the
correction.  It's been years since I played any analog games, and
honestly, I couldn't see any of them clearly enough after I was about
7 or 8 to really make out graphics.  The ones I played I just played
at random for the most part.  However, this conversation is
interesting because it shows limitations that people regard as
insurmountable.  Some of them seem very daunting, I'm not so sure
about others.

Jeremy



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[Audyssey] a personal request/challenge

2014-05-26 Thread Jeremy Brown
Dear all developers reading the list:

I do not wish to cast stones.  Developing games for blind players is
difficult, time-consuming, and takes a great deal of thankless effort.
 Few it any developers reap much other than the satisfaction of
knowing that their games are played and enjoyed by a grateful
community.

That said, I would like to throw an idea out there and see if anyone
would like to bite.

We have a number of Monopolies.

There is at least one Scrabble.

We have Backgammon, chess, card games, Snakes and Ladders, Life, etc.

However, we do not have anything like Risk or other forms of strategy
board game.

I realize that the AI for such a game would be a very difficult
proposition, but, I know, I personally, would be willing to shell out
fairly substantial cash for a decent turn-based strategy game even
with simple mechanics like Risk.

If anyone is willing to pursue such a thing, or else, wants to jump on
the request wagon with me, please do so:)

Thank you all for the work you do to make games for our community, and
I hope that no one takes this as a you guys rock but why don't you get
off your lazy posterior and do my favorite game.  It isn't meant that
way.  It's merely an observation.  The most common games done are
exploration/puzzle/card games.  The ones that go outside this area are
often more arcade style or reproductions of PC games.  If I missed an
accessible strategy game that is turn-based etc, please throw it at me
off list and I'll be happy to retract what I have said and grovel for
a day:)

Take care,

Jeremy




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[Audyssey] (no subject)

2014-05-26 Thread Jeremy Brown
Dark wrote:

  Again both fatigue in movement and uncertainty in amount moved are mechanics
  that would work extremely well in some games, indeed I can see how in
  interceptor that will make for an interesting battle element, but not really
  for action games to replicate mainstream mechanics, because the point of the
  analogue movement in a game like Mario is that the player Could! move as
  he/she wants if his/her grasp of the mechanics was up to the task.
 (end of quote)

 I agree with you here.  Uncertainty mechanics of this sort, as well as
 analog movement uncertainties, take some time to analyze and evaluate.
  I think that doing it the way I suggested, while not the same, might
 provide a possibility, but I see your point viz a viz versus the style
 of an analog controller.

 Dark wrote:

  Actually the reason I mention this movement mechanic in so much detail is
  that there is absolutely no earthly reason why it could not be replicated in
  audio. Even if you couldn't show as much detail with respect to ledge
  configurations and vertical movements, there is no reason why the horizontal
  movement of the characterand indeed what jumps you do need to make could not
  have this analogue quality. A game like Q9 or superliam would be much harder
  and much more addictive, sinse you could not just instantly stop and line
  yourself up with an oncoming enemy, or jump precisely over one pit, indeed
  many simple atari 2600 or Nes games like pit fall had such rock hard
  difficulty precisely for this reason, sinse the player needed to master and
  become experienced in the use of the game mechanics much as you'd need to
  learn to play a musical instrument or a sport before they could be any good
  at the game.
 (end of quote)

 Agreed.  I think we're touching on the same issue here.  I wonder if
 the problem with this isn't more a problem of underestimating the
 capabilities of audio to demonstrate this kind of movement, and the
 ability of audio gamers to make these kinds of analyses and act
 accordingly.  No offense to our developers.  Most of the games I have
 played have been very well constructed, but movement, targeting, and
 other aspects have been very smooth and easy to predict for the most
 part.  At least, in my experience and as I have noted elsewhere, that
 is probably much more limited than some members of the list.

 Dark wrote:
  Thinking about this I do wonder if part of the issue is the audio
  representation itself. After all in a graphical game it is necessary to have
  an actual, measurable distance between the player and a given object and
  thus need to calculate how long it takes the player to get there and what
  scrolling the screen needs to do, where as in audio sinse most audio games
  always show things from the player's perspective exclusively the way the
  game shows the distance to the player and the actual speed of distance
  traveled are the same thing.
 (end of quote)

 I wonder about that.  I remember in the demo of the Tarzan Junior game
 that the pits were telegraphed a little before them.  If that
 telegraph was not always a uniform distance ahead, and if there were a
 way to also telegraph the width of the pits and vary both games with
 pits to jump would become much more interesting.  I haven't played Q9
 but I'd be interested in how it handles some of these issues as it
 seems like Shades of Doom to be a touch stone for some of the design
 decisions in play here.

 Dark Wrote (in reference to how Jim Kitchens' monopoly game works with squares)
 That difference in information is the type of difference in the view between
  audio and graphical games, indeed Packman vs packman talks is very much this
  way.

  Now if you imagine instead of having predefined squares you just have a
  smooth board to slide your peace around, where as in the audio game you
  press the arrows and get a movement sound. Well on the physical board the
  speed of your hand moving the peace relative to the overview will give you a
  clear impression of the movement speed involved and at any give time you
  know say how far the distance between your peace and the corner of the board
  is, where as in the audio game, sinse you don't get a complete view of the
  hole board you can't relate your speed to object movement.
 (end of quote)

 True. However, I think it's possible to give some of this information.
  reverb, sound shadow, wind noises as in Entombed, and the like can
 give directional and distance information.  Couple with other audio
 cues it might be possible to give a player an idea of distance
 traversed and speed.  However, I think I should probably retire from
 the field.  I am not a technical person.  My position is merely as an
 eager player and creative designer.

 Take care,
 Jeremy




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Re: [Audyssey] Tempest a thought experiment

2014-05-21 Thread Jeremy Brown
Kara,

This is a tricky one, but I'm not convinced it's completely
impossible.  Having the ship move around the edge of the screen with
the arrows would simulate (roughly) your circular movement around the
tube.  While pitch and volume are the usual targeting indicators in
the audiogames I've played, one key element that might be usable to
represent depth in a tube or heighth in a game besides these might be
amount of reverb.  The further down the tube, the larger the reverb.
This might create too much audio interference; without playing with a
mixing program, a game designed with the sound effects, and layering
it all together to see playability, I'm not positive.  However, it's
an idea.  Thomas' suggestion of having a speech output for the enemies
farther off is one suggestion, but I could submit another.  Have a
long view and a short view.  In long view you only see the far
end of the tube with appropriate reverb effects.  With short view you
see only the nearer ships and the tactical situation.

One way to eliminate some of the issues that people have discussed
would be to eliminate background noise.  For instance, though walking
noises are cute, they aren't necessary.  I know I'm moving, what I
need to know is where is the exits, am I bumping into a wall.  In ship
games, the urge is to have a constant hum in the background.  It's
atmospheric, but it's not always necessary.  Mainstream games often
have a lot of background noise in the form of music, ship engine hum,
or the like.  However, if you are creating an audio environement those
are of course things that have to either be muted way down or
eliminated entirely.  Most games I've seen do this to a greater or
lesser extent.  The ones that I find most enjoyable eliminate most of
the clutter.  That said, I'm not every blind person, and this is a
matter of taste.  I'm sure there's people who would disagree with that
assessment.

I have to admit that I'm not as broad a player of audio games as many
on the list, so it's possible I'm missing an obvious issue with any of
these suggestions.


Thanks for the experiment.

Jeremy




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Re: [Audyssey] entertainment versus social event

2014-05-21 Thread Jeremy Brown
Dark,

I guess that pale imitation comment did come off as overly critical.
I have to admit though, that for me, the patterns to Entombed levels
grew monotonous after a while.  I would have liked some challenges
such as traps or pits or role playing encounters besides the
inevitable varying of monsters.  (Note: I think the farthest I've made
it in the game is maybe level 12.  I remember tons of giant spiders
that were horrible to fight).  All that said, the game did a lot of
things successfully as you summarized quite nicely.  I use Entombed as
a benchmark of a bare minimum I would want from an audio exploration
game.

I will address the mud question privately or not at all.  With most
muds it's a frustrating mess, and with the better ones that help to
provide blind support such as Alter_aeon, there are limitations (in
content type) if nothing else.

As to the social aspect, again, I was not connected to the list for
Entombed or any of the forums when they were active.  I came to it
through a tight group of mudders on Alter_aeon.  Amongst us there was
quite a bit of commentary, swapping of ideas, and competition.  My
experience is not universal experience of course.

Finally, your comments about the resource management and tactical
choices of the game though are telling ones.  I agree with you that
the more of such options a player is given the more interesting the
game is, assuming that such things are limited to a subset of choices
within a group.  I.e. To use your necromancer example from Entombed,
you could aim for head shots and knock them down that way, or just
deal so much raw damage that you took them out quickly.  With
fighters, your point about sleep, charm, etc is also apropos.
However, Entombed did one thing very nicely.  There are multiple
solutions to all of these issues that involved multiple race/class
combos.  Fairy mages cannot fight, but with shrink and fire bolt they
become dangerous opponents in a mixed group.  By the same token,
though ogres are limited in their magic powers, their raw fighting
ability levels the playing field to a certain extent.  If you have no
characters who charm, perhaps you have a char that can headbutt.

Take care,

Jeremy


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Re: [Audyssey] game menus

2014-05-21 Thread Jeremy Brown
I agree that game menus several levels deep are very annoying and do
slow down play.  Sometimes too, hot keys are not as obvious as I would
like.  Your suggestion for eliminating some of this problem is a good
one, and I think worth considering.  Another would be to assign
keyboard commands to common actions.  Then you'd only have to use a
menu for very specific situations.

However, the one issue with assigning too many hot keys is that then
you end up with the player going do I have to type control F or alt F
to fire?

Take care, and thanks for the input, no matter how delayed:)

Jeremy

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Re: [Audyssey] holes in shields

2014-05-21 Thread Jeremy Brown
Thomas,

Not a perfect solution, but perhaps this is a place where that reverb
idea would come in handy.  Flat nonreflective sound for a whole
shield, lot of echo for a hole.  It's somewhat similar to what I
experience walking along.  If a wall or fence or other obstacle is to
one side, that area feels blocked or cut off and sounds differently
than an open space.  It's not a perfect fit, and might get lost in
multiple attack noises, but it's a possibility.

One other thing that occurred to me would be instead of lining up
pitch, line up rhythm.  If the alien noise had a certain rhythm and
when you lined up your cannon your ship noise matched this rhythm then
you would be set to target.  Sort of the sonic equivalent of lining up
two images of an object to overlap.  This is similar in concept to
pitch, but would use a slightly different mechanic.  This could  be
used to represent height as well.  A more rapid rhythm in the sound
might = lower for instance.

Just a couple of thoughts, it's late, so it's probable that I'm babbling.

Jeremy

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Re: [Audyssey] social event versus mechanics

2014-05-20 Thread Jeremy Brown
Hi Dark again,

You said:
 My point on social events was simply that there were more factors involved
 especially with the popularity of games like monopoly. It is quite possible
 for a game series like mega man, which never even featured a score system to
 become extremely popular on mechanics alone, despite having no two player
 option or even the ability to compete, an audiogames example might be
 entombed. Indeed as an inveterate solo player myself who loves to explore
 game worlds, I tend to think that while social factors might explain appeal
 for some games, they don't for others.
(end of quote)

There is a different dynamic to human play versus solo play in a
multi-player environment, or solo play on a game designed solely for
solo play.  However, competition still exists.  One aspect of
Entombed, as least initially, was seeing how your score stacked up
against people on the leader board.  That feature seems to be disabled
now, but I know what you're saying.  My point is just that I believe
that games become social events due to good game design.  Also too, I
think one part of that design is a median point between simplistic
play and complex strategy.  For me Scrabble of Monopoly probably hit
the sweet spot in those regards.  Both as very mechanically simple:
roll dice, move, pay a penalty, gain a benefit, or buy property to
inflict benefits or penalties on others; or alternatively, take seven
tiles, play them on a board to get the most points and block your
opponents from getting more points.  While both are play-wise simple,
they are complex strategy wise and involve a lot more for a good
player than the simple play would suggest.  To use your example of
solo game, Entombed is similar.  On the face of it it is merely an a
kick down the door, kill the monster, take the loot game.  However,
there are strategic choices to make from the very beginning of the
game.  Do you play a more burly character race that will have more hp
and inflict more damage but be more limited in class choices, or do
you take a more flexible race that might be faster between attacks?
Do you keep your decent branch or do you go unarmed, sacrificing
perhaps accuracy for multiple attacks?  Do you explore every inch of
every floor looking for random equipment or prisoners to join to your
party, or do you just try to forge ahead?  Do you choose, for one last
example, to go through the goblin stronghold in hopes of getting the
goblin king's equipment, or do you opt for the mine works and the
elemental guardian?  Further, with Entombed, you also have the option
of taking subpar combinations of races, classes, etc, and trying to
make them work.  All of these give a certain flexibility to what in
essence, though it is well designed, is a pale imitation of muds or of
table top roleplaying games.  I think that there were a lot of good
design decisions made there.

Ok, I'm done for now:)  Again, always a pleasure debating with you.

Jeremy



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Re: [Audyssey] aesthetics and good game design

2014-05-18 Thread Jeremy Brown
Hi Dark,

Responding below:

Dark said:
interesting thoughts, however one fact which distinguishes those games from
a lot of computer games is that they are exclusviely uniquely social events.
(end of quote)

Agreed, however, the question was about the nature of good game design
versus mere popularity and crowd appeal.  I submit that while these
games are social events, they are social events precisely because they
incorporate good design.  Many early computer games, such as Pong,
Space Invaders, etc also had a social aspect.  You could go play them
solo, but it was more fun to have four friends hanging over the
console screaming encouragement or cursing your fate if you were
beating their high score.  Many online games, while they do not
provide the active one-on-one experience of a chess game or monopoly
game in the real world do provide a certain level of social
interaction.  I think you're sort of undermining your initial point
here with your counterargument.

Dark said:
Until the invention of computers that could act as human opponents, all of
those games required people to get together.
(end of quote)

Well, not strictly true.

One can play chess problems which is essentially solo chess from a set
position.  One can also play Scrabble against oneself by logging as
high a score as possible then competing with yourself.  However, point
granted.

Dark said:
There is a very big difference between a game played face to face with your
friends and a game played at odds, even across the internet. This is one
reason why, though I love games like muds or browser rpgs or games like
entombed that give me a huge world to explore and a character to play, I
have no interest in rp on the internet. To mye, roleplaying via text chat,
mud character actions etc, particularly when there is no human gm to
interact with your characters, insert npcs and give you an over all plot is
just a poor second best.
(end of quote)

Agreed, if you're searching for a replacement for the human experience
usually found with friends, in a social setting.  If you are looking
for a semi-rp experience that can approach such things, they are
worthwhile.  Just as playing chess against a computer player is not as
satisfying.  Again though, point granted.  As a habitual tabletop GM I
enjoy muds and online rpg just to be on the player end of things, but
you are right it's not the same.

As to the rest of your points about social event versus computer game,
and why one type of mechanic succeeds over another, I think you have
made the point yourself, and where you failed to make it, Kara made it
for you:

1.  The game demonstrates good game design or:
2.  2. The game is popular because a number of people push it either
socially, through marketing, or by buying it over other titles with
more interesting mechanics.

I think Supermario succeeded over some other titles because of two
facts: it was extremely whimsical so you didn't have to care about the
characters, but if you wanted to, there was a story (no matter how
inane).  Second, the game mechanics were very simple, and it was
friendly to a wide range of players from kindergarteners to those of
an advanced age who showed an interest.

It demonstrated, essentially, several of your points about good design:

1.  Characters and a storyline.
2.  2. A world to explore.
3.  3. Unique challenges.
4.  4. Simple mechanics.
5.  5. Presented a challenge.

I submit that the reason why it became so popular was that while it
initially generated good sales, Nintendo continued to push it by
including variations, new versions, sequels, and the like as free
games with later releases of their consoles.  It was ubitquitous
because it was marketed as a first game.  Add merchandising in the
form of cartoons etc, and it is easy to see how it gained traction.

Why other titles flopped is harder to explain, and I think perhaps if
we take your criteria and applied them we might find issues.  It's
only a guess.  My points about Monopoly and company is just that I
think they are popular for a variety of reasons both
merchandising/push and in terms of good game design despite their
flaws.  Finally, Chess of course is a special case, as is Snakes and
Ladders, since both evolved from Medieval games, but Monopoly,
Scrabble, and to a lesser extent Sorry, all appeared in eras where
board game competition was less sophisticated in some ways.  While
there were multiple versions of Monopoly style games in play in the
early 30s, the guy who designed Monopoly (Charles something starting
with a D but the name is eluding me at the moment I wanna say Darrow
but that looks wrong) arrived with a good design at the right time and
sold it to the right company.  Parker Brothers pushed it hard and
regularly, and it has gained traction.  The Game of Life is an example
of a game with a rediculous premise that is popular, but I don't
understand why except by applying the common characteristics I
outlined in the last 

Re: [Audyssey] aesthetics and good game design

2014-05-16 Thread Jeremy Brown
I wanted to respond to Kara's points about popularity.  While Dark
 addressed the capitalism's pushing of one system over another equally
 good system, I think there's another aspect to consider.

 Kara wrote:
  I think most of us would agree that regardless of what we ourselves,
 like, that how 'good' a game is depends on how many people play it and
 how long it remains popular. These tend to be good indicators of
 games.
 (End of quote)

 Take four examples:

 Monopoly
 Scrabble
 Chess
 Sorry

 All four are fairly commonly found games in the U.S.  Setting aside
 the capitalism push and the fact that all four often appear in
 representations of family gatherings in popular culture, all four have
 a few things in common:

 1. All take roughly 30 minutes to 2 hours or so to play.  (please,
 don't send me your stories of the epic 3 day monopoly games or I'll be
 forced to send you mine)

 2. All involve a mental effort to overcome through strategy, guile, or
 sheer pluck an opponent or opponents.

 3. All have rules that are for the most part complex (I'll come back
 to Sorry which doesn't follow this pattern).

 4. All four have a decent history.  Scrabble I think is the newest of
 the four. (circa 1950s I believe.  Sorry itself came out later, but
 games with the same general principle have been around for hundreds of
 years)

 5. Each of them are games that have very clearly defined victory conditions.

 Sorry is the simplest, and was designed for kids.  The idea is to get
 all your pegs around a board and back home without getting bumped back
 to the beginning.  I personally hate this game, but it is a lot of fun
 when played with the right people or right quanities of alcohol.

 Chess is by far the oldest game in this list.  It involves a complex
 group of rules and takes years and a certain amount of inate ability
 to be good at.  You can improve at it by losing hundreds of games (I'm
 living proof of that) but it takes perseverance and a lot of losses.
 I think Chess probably represents the best case of Kara's game with
 history because it is popular argument.

 Scrabble involves a lot of different issues: board control,
 anagrammatic thinking, and optimal use of hooking your words to
 others.  While spelling the word thyme is cool looking, it is likely
 to score far less points than the word red spelled in the right place
 above other words to form 3 words.


 Monopoly is simple enough to play adequately in about 20 minutes.
 However, the strategy of the game takes years to master, and there's
 been books written on it, as well as Scrabble and Chess.  If there's a
 Sorry strategy book out there, my apologies to the author.

 One place where all these games suffer is in length of time played:
 usually played in social gatherings, they tend to stretch out
 inordinately long.  They also have aspects that cause a lot of
 acrimony: i.e. the Monopoly players who will not trade, sell, etc or
 the Scrabble challenges against every word that is not see Dick run.

 All that said, I think there are commonalities to the games as
 outlined above.  The reasons for their popularity are harder to judge.
  Very few people name any of those four as their all time favorite
 game.  Most people will wax violently for or against them.  However,
 everyone in the U.S. just about knows how to play one or more of
 them.

 Is this a case of the crowd saying yes though these games annoy the
 crap out of us we like them anyway? Or is it a case of games that have
 basically sound design gaining traction through careful advertising,
 marketing, and successful insertion into the popular consciousness?  I
 would submit that while pushing a game thoroughly or with a gimmick
 can take it a certain distance, to actually become as Iconic as any of
 those four, it has to have a basically sound basis.  Part of that
 sound basis is in the 5 points I made above.  A good game provides
 challenges, demands forward thinking and innovation, is simple enough
 to play easily, and can either be put aside and played later or
 finished quickly.

 Take care,

 Jeremy

-- 
In the fight between you and the world--back the world! Frank Zapa

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