Hi Michael,
Michael wrote:
I would describe them as a facetted, colorless, transparent
jewel, resembling glass, but with a higher degree of light refraction.
My reply:
That's great. You are definitely better at describing this stuff than I am.
Michael wrote:
I have no idea as to what
On Mon, Feb 14, 2011 at 01:02:21PM -0500, Thomas Ward wrote:
That's great. You are definitely better at describing this stuff than I am.
[My Reply:]
Feel free to steal it. Especially if it helps out with any
games you're writing. .grins. I love reducing words and making things
as
Ward
Sent: Thursday, February 10, 2011 8:16 PM
To: Gamers Discussion list
Subject: [Audyssey] Converting Visual Content into Audio
Hi everyone,
As you know there has been a lot of discussion recently about mainstream
games vs accessible audio games. That got me thinking in a new direction
Hi Tom,
Yeah, I definitely understand where you were coming from. For example,
yesterday afternoon I was writing up descriptions in Windows Notepad
and so I tried to describe a diamond. I know what one looks like in my
head, but trying to describe it in words is harder than it looks. If
someone
On Sun, Feb 13, 2011 at 12:30:03PM -0500, Thomas Ward wrote:
and so I tried to describe a diamond. I know what one looks like in my
head, but trying to describe it in words is harder than it looks.
[My Reply:]
I would describe them as a facetted, colorless, transparent
jewel,
That true. But could you say only have the thing that's closest to
you be described? I think that could work, potentially... especially
with sounds giving you clues as to what items are in the room.
At 11:53 PM 10/02/2011, you wrote:
Hi Clement,
Clement wrote:
View commands have
a lot of
, 2011 7:42 AM
Subject: Re: [Audyssey] Converting Visual Content into Audio
Tom... I'm not sure aow this could fit in, but it's a suggestion...
I too love any kind of extra little detail put into a game. Having
said that, some of those scrolls you pick up... I haven't found a
purpose in them yet
That is fair enough... but I personally would be willing to wait for
that. If it means waiting for a revampled version of the game and
upgrading, I'd be perfectly happy to do that. I just think the
scrolls should have something other than nothing. lol.
At 11:59 PM 10/02/2011, you wrote:
Hi,
Hi tom.
i actually like the direction your taking with Mota here. As I've said
before, it was the atmosphere of shades of doom and the large amount of area
to explore as much as it's evil monsters and full first person gameplay
which got me interested in audio games in the first place.
-
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 10, 2011 11:16 PM
Subject: [Audyssey] Converting Visual Content into Audio
Hi everyone,
As you know there has been a lot of discussion recently about
mainstream games vs
information in the same command would be as Tom
said something of a pest.
Beware the Grue!
Dark.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 11, 2011 7:53 AM
Subject: Re: [Audyssey] Converting Visual
Hi ken.
To be honest that would be getting away from mota being an action game and
into something else, sinse action games are supposed to be quick, you can't
pause in every room for a description to speak without fighting creatures
etc, where as pausing and looking through a menue of
@audyssey.org
Sent: Friday, February 11, 2011 2:18 AM
Subject: Re: [Audyssey] Converting Visual Content into Audio
HI Greg,
Yeah. I've already updated the beta 18 manual with a brief description
of most of the enemies in the game, but I'm trying to think of a good
way to make that process more
.
Beware the grue!
Dark.
- Original Message -
From: Ken the Crazy kenwdow...@neo.rr.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 11, 2011 8:19 AM
Subject: Re: [Audyssey] Converting Visual Content into Audio
Well, think about it like this: you don't press
Communicator? Resident evil is famous for communication from an
outside source giving you info... though seeing as you're
underground, that would be a bit unrealistic... though I'd like to
see that. And I'd be happy to record communications as well.
At 12:21 AM 11/02/2011, you wrote:
Hi ken.
] Converting Visual Content into Audio
Hi,
Well, here's the deal with those scrolls. It is a generic treasure or
item type. The only way I could actually have them say something would
be to completely rewrite a large part of the game and create a
specific scroll object for each and every different
Good point as well... that would be something I'd go for as well.
At 12:24 AM 11/02/2011, you wrote:
Actually ken, graphical games which feature puzle elements have used
logs and text for the plot.
Resident evil, metroid prime, Mega man zero, and quite a few others.
You can see an item
@audyssey.org
Sent: Friday, February 11, 2011 8:27 AM
Subject: Re: [Audyssey] Converting Visual Content into Audio
Communicator? Resident evil is famous for communication from an outside
source giving you info... though seeing as you're underground, that would
be a bit unrealistic... though I'd like
wouldn't be the best way to show
her inteligence, ;D.
Beware the grue!
dark.
- Original Message - From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 11, 2011 8:27 AM
Subject: Re: [Audyssey] Converting Visual Content into Audio
On Thu, Feb 10, 2011 at 11:16:26PM -0500, Thomas Ward wrote:
Unfortunately, someone who is blind may not have any idea or clue what
these creatures look like. If they are not really up on Egyptian
mythology and religion they might not even know as much as I described
above.
[My Reply:]
: [Audyssey] Converting Visual Content into Audio
Hi,
Well, here's the deal with those scrolls. It is a generic treasure or
item type. The only way I could actually have them say something would
be to completely rewrite a large part of the game and create a
specific scroll object for each
AM
Subject: Re: [Audyssey] Converting Visual Content into Audio
Hi,
Well, here's the deal with those scrolls. It is a generic treasure or
item type. The only way I could actually have them say something would
be to completely rewrite a large part of the game and create a
specific scroll object
Hi Dark,
Dark wrote:
It might be that I just come from a different perspective, but I
actually love! finding
something new and thinking ooo, what's that? let me examine it? and pushing an
examine command, for me this is far more preferable to just hereing a
sound and reacting.
My reply:
Me to.
Hi,
Yeah, that is possible I suppose. However, another way of doing it is
when you bring up the view menu select the item you would like to
examine, press x, and have it examine the item a little closer.
Another way of doing this is to have an examine menu that brings up a
list of items in the
: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 11, 2011 4:16 AM
Subject: [Audyssey] Converting Visual Content into Audio
Hi everyone,
As you know there has been a lot of discussion recently about
mainstream games vs accessible audio
I'd personally prefer having the nearest object described. I think
the sounds are sufficient to know what else is in the room... if I'm
standing near, say, a pickup for a weapon, and hit whatever the
examine key, v, as an example. It only needs to describe the weapon
or whatever object I'm
- From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 11, 2011 4:16 AM
Subject: [Audyssey] Converting Visual Content into Audio
Hi everyone,
As you know there has been a lot of discussion recently about
mainstream games vs
That seems fine to me. So long as you're within a certain distance of
an object, it gets examined and described. That's what you're
intending, if I'm correct. I think that saves a lot of talking and
listing, and allows the game to move at a faster pace... since you
won't be pausing for 3-5
Hi everyone,
As you know there has been a lot of discussion recently about
mainstream games vs accessible audio games. That got me thinking in a
new direction, and a topic I'd like to discuss as an audio game
developer. Basically, the direction I want to stear discussion towards
is converting
Hi Tom. I hear what you are saying, and I think part of it is because
you did have sight at one point. I've always wanted to know what an
accurate picture would be of something from an audio game, but it
never bothered me too too much. I think the only way would be to have
a view command, but
, but not his spirit...'
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 11, 2011 6:16 AM
Subject: [Audyssey] Converting Visual Content into Audio
Hi everyone,
As you know there has been a lot of discussion
Hi Tom.
This is something I've thought about myself quite a lot, not the least
because I really enjoy games with lots of different objects, background, and
ambience bought on by completely pointless game items.
You outline the problem exceptionally well. At base linesound just does not
have
thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 10, 2011 8:16 PM
Subject: [Audyssey] Converting Visual Content into Audio
Hi everyone,
As you know there has been a lot of discussion recently about
mainstream games vs accessible audio games. That got me
HI Greg,
Yeah. I've already updated the beta 18 manual with a brief description
of most of the enemies in the game, but I'm trying to think of a good
way to make that process more interactive. Maybe press some key and
have it actually give you a brief but decent description of whatever
it is you
HI Dark,
Dark wrote:
Generally as an exploration and atmosphere freak, the more background
you can put
in the game the better as far as I'm concerned.
My reply:
That's precisely my problem. I'm also a exploration and atmosphere
freak and that is the missing element in most audio games. On one
, February 10, 2011 11:18 PM
Subject: Re: [Audyssey] Converting Visual Content into Audio
HI Greg,
Yeah. I've already updated the beta 18 manual with a brief description
of most of the enemies in the game, but I'm trying to think of a good
way to make that process more interactive. Maybe press some
Tom... I'm not sure aow this could fit in, but it's a suggestion... I
too love any kind of extra little detail put into a game. Having said
that, some of those scrolls you pick up... I haven't found a purpose
in them yet. Could a few of those be for enemy types? I know a lot of
games have
gamers@audyssey.org
Sent: Friday, February 11, 2011 7:37 AM
Subject: Re: [Audyssey] Converting Visual Content into Audio
Mabey you can add descriptions to the view menu for how big something is
such as the firepits and lava pits, ledges, and the other traps and how
they look.
- Original
Hi Clement,
Clement wrote:
View commands have
a lot of ways of being presented... you can have what you have in Mota
right now,
just a straight list of everything, or, the one I prefer... things
like the way Treasure
Hunt does it. Program commands to look in a certain direction. Have some kind
!
Dark.
- Original Message -
From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 11, 2011 7:42 AM
Subject: Re: [Audyssey] Converting Visual Content into Audio
Tom... I'm not sure aow this could fit in, but it's a suggestion... I too
Hi,
Well, here's the deal with those scrolls. It is a generic treasure or
item type. The only way I could actually have them say something would
be to completely rewrite a large part of the game and create a
specific scroll object for each and every different scroll in the
temple. Since I don't
41 matches
Mail list logo