[Audyssey] Mainstream brands and how to work with them

2010-12-03 Thread neophyte
Okay, so I'm about 30 email lists behind, but I'm just going to reply as I
get to them. Sorry if they seem a little old news.

The difference here, Thomas, is that you were trying to recreate a game
that LucasArts had already made and owned.

Let's think of it from their point of view.

They've invested literally millions of dollars into each Star Wars game
they make. That investment is something they own, and their hard work has
created that brand that has been built from arguably nothing. Obviously
it's a good game, because many of us are fans of the early Dark Forces
games. Why should all that pop culture and gaming cache be handed over to
anyone who wants it, whether their reasons (in the case of accessibility)
are good or otherwise. It would be kind of like me spending years creating
an amazing recipe for a cake, then someone coming up to me and saying
Hand over that recipe because I know some people who didn't get to eat
your cake and I want to make it for them.

What I was talking about was creating something new. Your own spectacular
game. Create something that makes mainstream developers sit up and take
notice and think to themselves, That's an awesome idea.

I'm not sure whether James had a licensing deal for Montezuma's when he
began, so I can't comment on that. But if you took over the game, I'm
pretty sure you looked into that. Again, though, the deal that was struck
with James and the copyright owner doesn't have to pass on to anyone who
comes after him, or takes up his effort. That's the thing with a contract,
it's between two particular people.

I think you proved with MOTA how to go about things. Creating your own
means you own it. And, it means that noone (other than your fans) can tell
you how you should make it, or run the show.

Good job on moving on with it.

Cheers,

Neo.


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[Audyssey] Mainstream brands and how to work with them

2010-11-30 Thread neophyte

Okay, so I'm not entirely sure why the tone in a lot of messages regarding
brands, such as Star Wars, is antagonistic, especially given sites such as
this one:

http://www.starwarsfanworks.com/

The real problem of copyright comes from making money from brands that
aren't yours, or directly causing a loss of sales (for example, uploading
a pirated version of a game they have for sale to a torrent site).

Most companies are more than happy for people to engage with their brands,
so long as they are respectful of them, and aren't attempting to rip them
off commercially.

If you really want a game dev to take notice of you, make something
extraordinary with their brand or their tools. That's how half the stars
of the modding community get tight with devs such as Valve or Bungie.

There's a saying I've become particularly fond of lately:

Criticise through creation.

Don't tear people or companies down through criticism. Show them what can
be done by being creative.

Cheers,

Neo


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[Audyssey] Accessibility and mainstream companies

2010-11-29 Thread neophyte
Hey all,

While I can't believe how many issues of Audyssey pile up in an inbox over
just a few days, I have caught some of the conversation about
accessibility and mainstream companies.

You may not know, but for three years I worked for one of the major
publishers, THQ, and I'm still friends with quite a number of people in
the industry, mostly PR, but a few game devs such as 5th Cell (who created
Scribblenauts) and BlueTongue (who are working on de Blob 2).

Getting accessibility features into a game is not as simple as banging on
a door and saying 'Hey, what about this?' In fact, usually, by the time
you've heard about a game being in development, the features list has
already been 80% established, and that includes the major gameplay
elements. The addition of a character because of so-called player support
is often fictional. They would have already assessed whether or not it was
viable to put the character into the game and potentially done concept and
model development. Trust me: you can't just plug a character into a
game--especially a fighting game--as you have to make sure it's 100 per
cent balanced against every other character. Anyone who's big into Street
Fighter IV would be aware of that.

Accessibility is something that has to be considered right at the
beginning of a game's development in order for it to be fully implemented.
And, yes, you're right sometimes it comes down to money. Sometimes it's
about resources. How much time do you work on accessibility features
before you realise that you've just burned up a huge number of dev hours
that really needed to be spent on ensuring the game controlled properly.

Independent development is definitely the best and most direct way to
ensure there are accessible games. Working with game dev studios to
produce quality games is another. (And I don't mean to try starting with
Valve or Sony's internal studio, I mean find a smaller developer who
doesn't mind doing the occassional experimental game.) Education is
important, too. Sometimes there are a few small things developers can do
that dramatically improve accessibility. I discovered that with
interactive fiction. Just removing the status bar and recoding the command
prompt made games 50 per cent more enjoyable straight away.

Lastly, there are other means. One idea I had while I was researching was
to create a not-for-profit organisation that could take donations. Those
donations would pay authors and programmers to create games for the blind
and VI community. There's some strong evidence to suggest that it would
contribute positively. I even spoke to a few people who ran similar
organisations.

Anyway, my point is: you're not alone. No gamer off the street will ever
make a change by banging on the front door. Trust me when I say that game
companies have to deal with a lot of scary fanboys and fangirls. They keep
those doors closed for a reason. But that doesn't mean giving up. Get
smart. Have a clear idea of what you'd like to see changed, and think
about the best way you can make that happen. If it's a good idea, with
considerable appeal, most people will sit up and listen. Just think about
it from the company and dev's point of view first.

Hope that helps.

Cheers,

Neo.


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[Audyssey] Have you written a gamebook?

2010-11-29 Thread neophyte

Oh also, on the topic of gamebooks...

Have you every written a short, CYOA-style gamebook?

Is it still lurking around, saved as a text file? Would you like someone
to turn your story into a finished gamebook that can played on all the
major interactive fiction interpreters?

If you answered yes to all of these, then I’d love to chat to you.

I’m in the process of developing a gamebook template for Inform 7 and I’m
looking for stories that I can use to test out the coding and formatting.

Ideally, the stories would be less than a hundred ‘pages’ or ‘sections’
(even better would be 50 or less), but there are no restrictions on the
number of choices per page, or the number of endings (yes, you could even
have zero).

Authorship and copyright happily remain yours on any story donated for
testing. Should everything go to plan, however, I’d appreciate being able
to use the story as an example of how the tool can work.

If any of that sounds good, drop me an email.

Cheers,

Neo.


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[Audyssey] Information is live

2010-11-18 Thread neophyte
Hi there,

Just a quick message to say that the piece on interactive fiction and
accessibility is now live on my blog and Planet IF.

The link is here:
http://www.inthecompanyofgrues.com/?p=220

And here it is as a rich text format document:
http://www.inthecompanyofgrues.com/accessibility/ifvia.rtf

Thanks for all the help. I hope the information brings about some really
positive changes.

Cheers,

Neophyte.


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Re: [Audyssey] When you're taking a break from TDV...

2010-11-18 Thread neophyte

Hey Jacob,

The article is now live, but I love your addition. I might add it in an
update. It shows how creative text can be within a game!

Thanks!

Cheers,

Neophyte.


Had a look at it, and all seems pretty good.

One thing will mention, which most likely isn't too relevant, but relates to
general synthesizer pronunciation, but which will also differ from synth to
synth is that while in one word, making use of initial caps does help
sometimes, so that while the following string wouldn't sound too good:
Iwouldliketohearthispronouncedabitbetter, the following version sounds fine:
IWouldLikeToHearThisPronouncedAbitBetter, and another one is that some
things just come out sounding quite funny/interesting:
hahahahahahahahahaha
vrhrhrhrhrhrhrhrhrhrhrhrhrhrhrhrhrhrhroomvrhrhrhrhrhrhrhrhrhrhroom
step on a rattle
stststststststststststststststststststsnake
etc. etc.



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Re: [Audyssey] When you're taking a break from TDV...

2010-11-18 Thread neophyte

Hey Thomas,

Thanks.

Hmmm... those typo errors surprise me. It may have happened when I cut and
pasted the text into a word document and some weird spelling correction
happened.

I'll check through it all again tonight.

If you have specific errors you can pinpoint for me, let me know. I'll do
an update and fix them.

Cheers again.

Neo.




Hi Drew,

I just finished reading your article. Over all, it was pretty good.
However, I might like to point out I did find a few typos in the rtf
document. For example, you spelled Audyssey as Audessee which isn'
correct. I noticed a few other miner typos in the text as well
including a few of my own comments.

Cheers!



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[Audyssey] When you're taking a break from TDV...

2010-11-17 Thread neophyte

Hi all,

I know TDV has been burning up the email list of late, but if you're
needing a break from all that high altitude action then I'd love to get
some feedback on the interactive fiction document I posted about a couple
of days ago.

If you missed it, the link to the document is:

http://www.inthecompanyofgrues.com/interactivefiction/ifvia.rtf

A number of other people involved are starting to send back their
requested changes and new ideas, and I'm hoping to finish it off and get
it posted within the next 24 to 48 hours, so any feedback within that time
frame would be awesome. Either post to the list, or hit me up directly via
my email address.

Thanks a bunch.

Cheers,

Neophyte.


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[Audyssey] Improving accessibility document

2010-11-15 Thread neophyte

Hi all,

Well, my last message still hasn't made it onto the list yet, but I've
finished the rough draft of the document I was working on.

I've placed it at this URL:

www.inthecompanyofgrues.com/interactivefiction/ifvia.rtf

It's a rich text format document and weighs in at roughly four thousand
five hundred words. A lot of that is in the form of direct quotes.

It's late here, almost 1am, so I have no doubt there might be a few errors
in there, but I'd really appreciate some of you guys checking over it for
me. If there is something that really needs to be ripped out or reworded,
don't even hesitate to let me know. Equally, if you have a brainwave and
would love to see something added, fill me in or drop me a line.

To be clear, the document has not been made public other than on this
list. When it is finished, it will be posted on my blog (Company of
Grues), which will see it appear in the aggregation on the major
interactive fiction site, Planet IF.

As you will see, I've tried to incorporate learnings from my own mistakes
into the information provided. Hopefully, that comes across okay.

Finally, there are a couple of other people who have helped me that I will
be emailing the document to. Their input and required changes will also
shape the final document.

Alright, I'm heading for bed. See you on the flip side of the time zone.

Oh, and one more time: thanks for all your help!

Cheers,

Neophyte.


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Re: [Audyssey] Changing the greater than symbol in interactive fiction

2010-11-14 Thread neophyte

Hi there,

Thanks for all the suggestions!

I've created a very small test room to try out. You can download it from
this url:

www.inthecompanyofgrues.com/interactivefiction/test.z5

I've switched the command prompt from the greater than symbol to the
phrase Your command?. I thought it sounded better than Your turn?
which just makes me want to type the answer, yes.

Also removed are the two status lines. This means that with every turn you
don't get a garbled message stating the location description and the
number of moves you've made.

There's not much to do in the game. You can examine yourself, move between
the bedroom and the ensuite, and that's pretty much it. But it should give
you an idea as to the changes and what will be spoken each turn.

If you type look, or any variation of that command, you will get a
special message. I was playing around with the idea of perception as
opposed to sight. That is, being able to hear things, smell things or
sense that things are there. But it requires setting up a whole bunch of
rules and actions and tests, and I'm still not that knowledgable about
coding with Inform 7. Over time, I'm going to work towards setting up a
system like that. But, for now, I just wanted to hear your thoughts on the
changes I've made.

I've tested it out in WinFrotz TTS and, wow, the difference was fantastic.
Well, at least, to my poorly untrained ears. Smiles.

Thanks again for the suggestions.

Cheers,

Neophyte.




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[Audyssey] Incorrect link

2010-11-14 Thread neophyte

Sorry about that. As pointed out, the correct link should be:

www.inthecompanyofgrues.com/interactivefiction/Test.z5

Yes, there's almost nothing to do in the game. But it's more about what
you hear each turn. Or, more correctly, what you don't hear!

The perceive mechanic has not yet been implemented. I'm thinking of making
every object have three states: hidden, sensed and understood. Different
levels of perception would mean objects are described differently. An
object you know to be there is sensed. An object you've examined (by
picking it up or touching it) becomes understood.

The question mark was put in the phrase Your command? because, from what
I'm told, the question mark is not picked up by most screen readers as
something to be read, rather as a form of intonation. The colon would be
the most obvious choice, but I'm told it gets read out. What about an
elipses? (That is, three full stops in a row.)

For example, Your command... 

I'm trying to find something that will work for both V I and sighted players.

Cheers,

Neophyte.



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Re: [Audyssey] interactive fiction test game

2010-11-14 Thread neophyte

Hey Thomas,

Great, I'm glad the babble is down.

Thanks for taking the time to explain why messing with the look command
is a bad idea. I know any attempt by a sighted person to understand
blindness is fraught with problems, so thanks for not biting my head off
and explaining it all to me in such a clear way.

The test room really isn't intended to be a game, so any of the
descriptions and the player character were not indicative of one I'm
working on. I do like the idea of creating a way to see the world other
than by sight alone, but I'll experiment with that in other ways.

Once again, thanks for the feedback.

Cheers,

Neophyte.


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[Audyssey] interactive fiction test game

2010-11-14 Thread neophyte

A few quick questions and answers.

Am I going to show this little test to anyone outside of this list?
Really short answer: heck, no. The game was only written to test out the
prompt and status line features. As I mentioned in my previous comment,
this is not intended to be a game in its own right, or become one. It's
just my little test bed. The only aspects I want to share with other
sighted authors is the benefit of changing the prompt, removing the status
line and considering adding more sensory descriptions. For example,
hearing a clock, rather than just seeing it. I do like the idea of setting
up additional sensory commands, though. Even being sighted, I feel like a
lot of interactive fiction just focuses on what can be seen. Why can't the
command examine, for example, also include holding an object and getting
a feel for its weight, or texture?

What's with all the references to distances and so on?
Yeah, sorry. It's all ignorance on my behalf and unfortunately part of the
learning process. I think sighted people try so hard to do the right
thing, or show that we're wanting to understand, that we end up doing the
wrong thing anyway! It's quite interesting the way you talk about fitting
into mainstream society. For me, it's exactly the same, trying to fit in
here at Audyssey. So, thank you so much, I really do appreciate the
clarification and education. Not to mention the cool ideas you guys come
up with. It really does help.

What's the plan?
Well, to be honest, I'm not sure right now. Yes, I'm committed to creating
a document that looks at practical ways interactive fiction can be made
more accessible. When that's written I'll be letting some key people read
it and respond, so that I don't make any big mistakes or phrase something
poorly.

In addition I'm currently learning to code in Inform 7. What I'd love to
do is write an extension that defines a really easy way to make Choose
Your Own Adventure style games in Inform 7, complete with a few options
that I'm playing around with to reduce the babble.

After that, I'm thinking of starting up a short form multiple choice story
competition (with some reasonable cash prizes) to encourage people to get
their creative juices flowing. It's particularly for those who aren't
coding minded, but there will be an innovation prize.

Well, I hope that clarifies a few things.

Cheers,

Neophyte.


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[Audyssey] Changing the greater than symbol in interactive fiction

2010-11-13 Thread neophyte

Hi all,

Over the past week or so, I've been learning Inform 7 and discovered
tonight that you can change the greater than symbol prompt in interactive
fiction games with a single line of code. You can also turn off the status
lines at the top, which refresh each turn.

Changing both would mean you'd no longer have to hear something like this
each turn: fork in the path of the road moves one hundred and twenty two
greater than.

So, I want to create a simple test room and try some of it out, but I'd
like some suggestions as to what you think the prompt should be changed
to. Would you want to hear another symbol, or a word? Perhaps a phrase?

I'm trying to think what would work for both V I and sighted players, and
give beginners an idea that they need to type something.

How about Command colon or You colon? (Obviously the word colon in
those two phrases would be a colon symbol, not the word.)

Anyway, let me know what you think.

Cheers,

Neophyte.



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[Audyssey] adventure stuff

2010-11-12 Thread neophyte

Hey Shaun,

That Star Wars audio production was pretty cool. I don't think they've
quite nailed the importance of having decisions that really cause the
player to deliberate over the choices, since most of them were either
straightforward or you had no way of knowing what the outcomes were going
to be, but the production was tight and chock full of Star Wars goodness.

I'm reminded, though, of something Thomas said a few days back: about
audio games not being able to detail anything visual. The same could be
said about these. Any real sense of setting had to be incorporated into
the dialogue and that made for some stilted conversation in places.

That said, it's a great idea.

Thanks for the link and the tip off.

Cheers,

Neophyte.


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Re: [Audyssey] down the wrong track? - Re: MOTA Beta 16 Released!

2010-11-11 Thread neophyte

A Greek weapon?

I'm putting my money on a mean gyros, slathered in tzatziki. The kind you
would buy from one of those open all night cafes. Feed that to a Hydra and
the garlic breath alone should cause it to blow its own heads off.

Grins!

Cheers,

Neophyte.


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Re: [Audyssey] Game books

2010-11-06 Thread neophyte

Hey Dark,

A quick answer for you.

Sadly, the accessibility features on the iPhone alter the way that you
interact with the screen, requiring double taps and three finger swipes to
scroll. This seems to completely jam up the opening menu screen on the
Fighting Fantasy apps. Well, at the very least, with the one I have, which
is Creature of Chaos. I couldn't start a game or select any of the menu
items.

Sorry. Sad face.

Thanks for all the other info.

Cheers,

Neophyte.


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[Audyssey] Game books

2010-11-05 Thread neophyte

Hey Dark,

Okay, now I'm totally geeking out. I ran down those links you sent through
and they were all very cool projects. I feel like I need a spare year to
start exploring them properly! I played Choose Your Own Adventure books
and Fighting Fantasy books heaps as a kid and have recently been buying
them when I come across them in op shops. (I think you call them thrift
shops.) These links have helped enormously, particularly with all of the
ideas that have been swirling around in my head.

I'm interested to know your more critical thoughts. What do you think many
of the game books do right? What do they do wrong? What's hard to make
work as a VI person? And, probably more interesting, what would you write
if you were to make one yourself?

I also stumbled onto the audiogames.net resource page while searching for
the categories section. What a find! Thanks again for all the links and
the explanations.

Cheers,

Neophyte.



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Re: [Audyssey] Winfrotz TTS

2010-11-05 Thread neophyte

Hey Phil,

I can understand why you would suggest buying a voice! The links you gave
me had quite the variety of them. I was pretty stoked to find that Real
Speak has an Australian one called Karen, which isn't too bad!

The Ivona Amy voice is my favourite from the pages you've linked to. It's
amazing to hear the difference between the voice I've got in Winfrotz TTS
to a properly paced voice using a screen reader program. Do you know much
about the Ivona Bright Voice technology, or the NVDA screen reader they
offer?

Cheers,

Neophyte.

Message: 6
Date: Thu, 4 Nov 2010 22:59:19 -0400
From: Phil Vlasak p...@pcsgames.net
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Winfrotz TTS
Message-ID: c3f969743ed64332853dd7512eab4...@phil
Content-Type: text/plain; format=flowed; charset=iso-8859-1;
reply-type=original

Hi Neophyte,
If you are trying to play I F games using SAPI, you should try to get a
decent sounding voice.
The better ones need to be purchased and cost from $35 to $45 US per voice.
You can check out the demos at,
http://www.nextup.com
They carry the A T and  T voices. I prefer the Crystal and Mike US English
voices.
I read a review that said that most sighted players who use voices like
Acapela Heather the best which Next up also sells.

A new company, IVONA Text To Speech, has some interesting voices,
http://www.ivona.com/#

sincerely,
Phil




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Re: [Audyssey] Winfrotz TTS

2010-11-05 Thread neophyte

Hi Hayden,

I'll have to check Gournet out. It should be simple to code into any game,
and it sounds like it would be vey helpful.

As for the Braille Note talk, perhaps I'm confusing it with the braille
output device she had. I remember her talking about a number of braille
devices. I'll have to check sometime.

Cheers,

Neophyte.



Hi Noeophyet, There are, as a natter of fact, games written in zcode that
use the command exits for that information (see Gournet). As for
Wake...did they really? I missed the Braille Note talk. Although, owning
one I cansay theyare invaluable. Best Regards, Hayden


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Re: [Audyssey] Winfrotz TTS

2010-11-05 Thread neophyte

Hey Thomas,

Yes, sorry. I've dragged this way off topic. Thanks for the offer of an
off list chat. If you don't mind I'd love to ask you about a bunch of
other things, too.

It won't be until late tonight (Australia time) that I get a chance to
write. Chat then.

Thanks again.

Cheers,

Neophyte.


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Re: [Audyssey] Game books

2010-11-05 Thread neophyte

Hey Dark,

Thanks for all those thoughts.

Picking up the old Choose Your Own Adventure books was quite the surprise.
I had no idea how badly they were written. They just spiral all over the
place and some of the deaths are so obscure and unexpected. In my opinion,
ensuring that each choice is informed and conflicted is so important.

Are game books popular here? I wonder how many of us who read and play
them would love to write their own. I know I've thought about it many
times.

Thanks for the Cerepoc link.

Cheers,

Neophyte.


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Re: [Audyssey] Winfrotz TTS

2010-11-04 Thread neophyte

Hey Dark and Hayden,

Thanks for the replies.

I've tried to do a bit of research on Winfrotz TTS and found that David
Kinder wrote the program. From what I understand, he's been helping out
with Inform 7 of late, but I'm not certain.

I'm intrigued by your comment, Dark. You said that Winfrotz TTS was based
on only a partially completed version of the program and that it was
missing features that had been intended. What were some of those intended
features?

If it was an ideal world and you could add some features, what would they
include? What features would you do away with?

Also, you said you'd find it weird if the greater than symbol wasn't your
prompt. What if it was a colon? What about a word?

Cheers,

Neophyte.



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Re: [Audyssey] Winfrotz TTS

2010-11-04 Thread neophyte
Hey all,

Yikes! Waking up on the other side of the planet means opening up an
in-box with 18 or so updates.

I've noted replies from Jim, Tom, Michael, Dark, Shaun, Muhammed and
Zachary. I'll do my best to respond in a few hours time.

Thanks for your help and comments.

Cheers,

Neophyte.





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Re: [Audyssey] Winfrotz TTS

2010-11-04 Thread neophyte

Hi,

Another all-in-one email.

To Zachary.
Thanks. I'll add that little bit of information to my expanding text
document. Hopefully, soon, I'll work through everyone's advice and distill
it down into some good set ups that work well on particular platforms.

To Muhammed.
I'll do some research on the Braille note before I chat to you, so I can
get a better understanding. I believe it was talked about in the book I
recently finished, called Wake. It's by science fiction author Robert
Sawyer and features a blind girl as the protagonist.

To Shaun.
Sounds like you've got a great collection of old-school games there.
There's something about the really old floppy disks that were around in
the eighties and nineties that I still love. I wonder if, in thirty years
time, people will get all nostalgic over CDs. Grins.

To Dark.
Awesome. Thanks so much. That's given me a good understanding of some of
the features that are missing from Winfrotz TTS.

Your reply to Michael was great, too. Laughs. Don't worry. Pretty much all
of the frustrations you talk about with interactive fiction is there for
sighted players, as well. So many games have tripped me up just because I
couldn't get the right syntax or didn't understand the author's logic. In
my opinion, that's often largely the fault of the author.

In both replies you mentioned text based game books. What exactly are you
referring to there?

I've downloaded a copy of fallthru. Hopefully, on the weekend, I'll get to
play some of it. I played a bit more of the IF comp game Mite last night
using Winfrotz TTS. It was a little easier than the night before. I
imagine you get used to things and anticipate them, or cancel them with
the right keystroke.

As for a recommendation on what to play, it depends on the type of game
you like. I'm a big sucker for short interactive fiction games such as
Lost Pig, Escapade, Snack Time and so on.

To Michael.
Thanks for the welcome. No doubt me landing on Audyssey and then
proceeding to ask a million questions has caused a little intrigue.
There's a couple of reasons why I'm trying to learn so much. One of them
is so that I can help the community of sighted interactive fiction authors
understand how to write better games. Anything (and perhaps everything) I
learn here I hope to share with them at some point.

Thanks for the fantastic overview on Winfrotz. Some questions that popped
into my head include things like:

What if there were commands written into games that could let you review
your last turn, or list the known objects in a room?
What if there was a command that let you know the obvious exits? For
example, typing the word directions gave you an abbreviated list of the
exits.
Are there features like that which could be written into an Inform
extension that would help?

To Jim.
Thanks for the brief history lesson. I understand the revolutionary aspect
of audio games, but do you have more problems with system conflicts and
platform bugs as a result?

To Tom.
Once again, some awesome information there. Thanks! I really appreciate
it. I obviously need to do some research on Sapi and start listening to
the differences between screen readers to get a better understanding.

Cheers,

Neophyte.



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Re: [Audyssey] New here; saying hello

2010-11-03 Thread neophyte

Hi there,

I'm not sure the right way to address lots of people in one email reply,
so I'll just break it down into chunks and preface each chunk with the
person's name. I hope that's okay. Please let me know if there's a better
way! Smiles.

To Sky.
Thanks for the warm welcome. That's awesome to hear about your plans to
become a recording engineer. I have a friend who works in radio and it's a
pretty rad skill to have. Sadly, I have next to no talent at all with
musical instruments. In fact, my grade 7 teacher pretty much begged me not
to continue. What style of music do you like to play on the piano? Have
you done any work with music for audio games?

To Alfredo.
Thanks for the link. I'm hoping to check everything out, but I must admit
to being a little overwhelmed right now.

To Jacob.
Thanks, too, for the tip off. Along with Tom's explanation, I'll get
started on setting up my laptop and hopefully have it done by the end of
the week.

To Tom.
Thanks on a number of fronts.
I was getting an old url for your company, and it wasn't redirecting, so I
couldn't tell if you'd moved the company to another domain, or were
working on another project. I'll definitely check out your demos when I
get my laptop and desktop set up.
What do you write your games in? Is it C++? Do you write creatively as
well, or just prefer coding?
Thanks for the lesson on Linux set-ups and how screen readers deal with
strange text. You're very good at explaining things in a clear, effortless
manner. Oh, and yes, I think the person who recommended speakup did so
under the guise of it being used mostly when he was playing interactive
fiction.

Okay, hopefully I remembered everyone. Thanks again for your help. Smiles.

Cheers,

Neophyte.


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Re: [Audyssey] New here; saying hello

2010-11-03 Thread neophyte

Hey Muhammed,

Sorry. Sad face.

I've shot a subscription email off to your list. Thanks for the welcome
and the invitation.

Cheers,

Neophyte.


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[Audyssey] Winfrotz TTS

2010-11-03 Thread neophyte

Hey Dark,

Thanks for the tip about there being a version of Frotz with a screen
reader built in. I was pretty tired last night, so I didn't tackle the big
Linux install. Instead I downloaded Winfrotz TTS and started playing Mite,
one of the interactive fiction works from the two thousand and ten
competition.

Wow. It certainly opened my ears.

I have a few questions about it all.

One. Does anyone use winfrotz TTS, or is it better to use a more recent
version of frotz with your own screen reader software? Do the added
built-in features help? For example, pressing space to cancel a reading.

Two. Some sections of text being read just jumble together. Is that a
normal experience using a screen reader? Or, is it something in the
winfrotz reader?

Three. I realise now how annoying extra symbols are. In the game, it came
across a line made up of about forty underlines and it just went under
line under line under line under line. Is there something you can do to
avoid those kind of situations, or is it something you just put up with,
and hope that authors do it as little as possible?

Four. Every time the command line prompt came up, the screen reader said
greater than fork in the path moves two. Effectively, it was reading the
prompt as greater than, and the status line which said the location, fork
in the path, followed by the number of moves I had made, moves two.
Similar to the last question, is there a way around this? Also, when the
command prompt comes up, would you rather it be coded to say something
like Your turn, or ready? Or can you make a rule for it in your screen
reader?

I hope that's not too many questions to fire off.

Cheers,

Neophyte.



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[Audyssey] USA games

2010-11-03 Thread neophyte

Hey Tom,

Sounds like you've got more than a few irons in the fire.

How much time do you spend on your projects? Do you work on them one at a
time, or keep a number of them chugging along simultaneously? Do they take
you long to complete? I noticed MOTA is up to something like beta 16.

What kind of creative writing do you like doing? Is it mostly RPG and
fantasy, or have you dabbled with some science fiction and real world
stuff?

Cheers,

Neophyte.


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Re: [Audyssey] New here; saying hello

2010-11-03 Thread neophyte

Hey Jim,

That's an impressive list of games. But, yes, for now my interest lies
more in the text-based gaming side of things. Despite doing computer
science way back in the day, I'm far from any kind of programmer.

I had a quick read of your site. There's quite a varied list of games
there. Great stuff!

Cheers,

Neophyte.


Hi Neophyte,   Welcome to the list. I have been creating computer games
since 1980.  Blind accessible computer games since 1990. Guess they are
not the type  of games that you are into though. My games are sound based
and use the  free Microsoft sapi5 text to speech engine for speech.  
Here is the list of the games that I have on my web site, Baseball, 
BattleShip, Black Jack, Bop It, Concentration, Craps, Draw Poker, 
Football, Golf, Hangman, Homer on a Harley, Life, Mach 1 tts, Master Mind,
 Monopoly, Pong, Puppy1, Roulette, Simon, Skunk, Slot Machine, Snakes and
 Ladders, Spanker, Star Mule, Triple J Shooter, Trivia game engine, 
Trucker, Yahtzee   Braille reference guide, Brain, Reader, Waver,
Batting practice, Golf  course maker   BFN   Jim


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[Audyssey] New here; saying hello

2010-11-02 Thread neophyte

Hi there,

I've just joined up and thought it would be seemly if I said hello.

I'm Neophyte and I blog at a site called In The Company of Grues. I'm
sighted but a couple of my blind interactive fiction peers have been
helping me gain a more complex understanding of accessibility gaming,
something I've been a quiet advocate of for a number of years in my work
within the games industry.

More recently, I started work on a couple of projects and was inspired to
join Audyssey.

I'm currently playing a few games from the 2010 IF competition and I'm
reading a great book called Wake, by science fiction author Robert Sawyer.
The book was recommended to me by a blind friend who used to play Eamon
games and interactive fiction.

Well, hopefully this all works. This is the first time I've used an email
discussion list.

Chat soon.

Cheers,

Neophyte


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Re: [Audyssey] New here; saying hello

2010-11-02 Thread neophyte

Hey there, Dark, Ben and Thomas,

Thanks for the welcome.

To be honest, I haven't tried to many audio only games. I'm still trying
to get my head around the different types of screen readers and how they
work. I understand that the software and hardware are separate beasts,
each with their own little ideosyncrasies, but I'm looking to set up a
little e e PC laptop, which runs Linux, as a portable accessibility
machine. If you have any recommendations for rigging that up, I'd love to
hear them.

My real interest has been interactive fiction, although the idea behind
the Eamon games and text-only role playing games interests me, too.
Fallthru sounds good and I hope to check that out soon, but I am
wondering, wouldn't all the strange names for the races and creatures
wreak havoc with your screen reader?

Thanks again for the welcome!

Finally, this question to Tom: you used to run USA games, is that right?
Do you still have a company set up?

Cheers,

Neophyte


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Re: [Audyssey] New here; saying hello

2010-11-02 Thread neophyte

Hi Hayden,

Actually, I was more interested in a preferred screen reader; also
possibly wondering if I'm going to run into trouble by not having
dedicated speech synth hardware. From what I've read, having both is
important.

So far I've been recommended Speakup, but haven't yet got the chance to
check it out.

Cheers,

Neophyte


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