Hi,
Aren't driving games all the same? There might be physical differences in driving each vehicle (train, car, bus, wagon, lorry, van, truck, motorbike, physical vehicles like cycles and prams etc), whether for sport, delivery, pickup or dropoff, whether customers or cargo, the end result is still the same - to travel relatively short distances to get from one place to another. We see those kinds of vehicles and local bore every day, and we already have two flight sims, a train sim, a motorbiking game, a shuttle game, a trucker game, a pizza delivery game, and three racing games (although one is no longer playable now). Do we really need more? Personally, if I were going down the transport route (no pun intended), I might choose to extend flight sims with helicopters (we've only seen planes in the two we have so far), I might even extend the racing genre to include more realistic obstacles, but I would much prefer ships and boats, as that avenue hasn't really seen the light of day in audiogames yet. There are tons of things you can do on the ship, from pulling the ropes on a sailing vessel, feeding the furnaces on a steam vessel, working the water pumps, managing the engines, steering and so on. Even more excitement when dealing with lifeboats. Those are meant for getting to other countries, something we're lucky to get once a year unless we're millionaires. Or even better, spaceships. We have tons of space invaders, a fair few battleship spaceship destroyer type games, but I don't know of any spaceship driving sims. Feeding fuel to rocket shuttles and controlling thermodynamic reactors and neutron pumps or whatever fancy names those kind of things have, and dealing with magnetism to try and simulate gravity etc. Now that's what I call imagination! I'd love to go to another planet, wouldn't you? Highly unlikely we'll get there in real life, the best we can do is to hope for a game to do it! The closest we ever got to it was Lords of the Galaxy, which incidentally I really enjoyed, but given that VIPGamesZone seem to have themselves disappeared to some distant unknown galaxy now...
Cheers.
Damien.
-----Original Message----- From: Daniel Wolak
Sent: Saturday, February 10, 2018 10:43 PM
To: blind-gamers@groups.io
Subject: Re: [blind-gamers] Coming up with ideas for a new game project.

Hi,

pitching in here for once, as I rarely do :)

Just wanted to say that I agree 110% with what Josh has just said, as
far as the fact that simulations are lacking in the audiogaming world,
and I like Josh would love an as realistic as possable trucking
simulator. It's I would say the one area that's really not had a solid
entry since Jim Kitchen's excelent trucker, although it's just a
starting point in my oppinion and is an excelent game for what it's worth.

Just my thoughts.
Cheers,

Daniel

On 10/02/2018 21:55, Joshua Tubbs wrote:
I think we need a realistic trucking simulator. Jim Kitchen’s Trucker doesn’t do it for me, as you don’t actually drive a truck, instead it’s just programmed by playing sounds and inputting numbers.

This simulator should be like Eurofly and use real map data from a source such as Open Street Maps, where the world is at our fingertips. I’m sure BGT won’t be able to pull the data from the Open Street Map API though, so I hope you switch to a language capable of doing that. I also think we are getting more online games, but at present Swamp is the only one where you can team up with people on missions. With a trucking simulator, it’d be nice to communicate and interact with people online, whether that be buying food at truck stops or resting with them.

I don’t know how task dispatches would be generated, but when I think of “simulator” I’d like it to be as realistic as possible, no excuses unless you can’t get help programming a certain feature. For example, the Eurofly developer says it’s impossible to program some features to make flying more realistic. Okay, fine, I don’t expect to be flying airways and for you to map out every single airport in the world. But at least use feet for everything, as real pilots do, make ATC phraseology realistic and use all the frequencies and have coverage available worldwide, even though the tower voices may be the same a lot.

Which brings me to Tube Sim. There’s not a lot to do in it. Once you’re done with Driver School, you’ve got about 10-15 tasks to do, some of which are long sure. Once complete, that’s it. Then you’re just left with driving freely and that’s it. So really, I think you should go for the trucking simulator, as simulators are honestly what’s truly lacking. Those and RPGs.

On Feb 10, 2018, at 7:51 AM, Nick and Gemma Adamson <n...@ndadamson.com> wrote:

Hi All.
As you may know I develop audio games and currently have 3 titles I've
released over the last 6 years, check out www.ndadamson.com for Dotris, Park
Boss, and Tube Sim.

I'm trying to come up with a new project that I can work on and I thought
I'd ask what area do players feel is lacking with in the audio games
community.
As a day job I'm a developer in a field which is not related to games at all
so developing audio games is something I do for fun.
So I'm after your ideas. What is a type of game which you'd like to play
which there's not an audio game for?
Now that's quite a big question so I'm going to put some limits.
1. I'm not after a whole game synopsis or script yet. A brief paragraph
is more than enough. Tell me just enough so I get the idea of the game or
the type of game you'd like to play.
2. I'm not interested in rewriting an audio game that already exists.
That's not to say that if your idea has enough differences to something that
already exists it won't be considered. For example, suggesting a "better
racing game" is a bit vague. You'd need to tell me why it's not the same as
topspeed3. Or a submarine simulator, why isn't it lone wolf. Feel free to
consider games from the past that are no longer available but what would
make it better.
3. I'm not really interested in developing another first person shooter
or version of space invaders.
4. I'm not really in to games that don't really have any skill to them.
That's not to say the concept of casual games shouldn't be suggested, but
I'd like to develop a game that has replay value and isn't something that
you'd play for 15 minutes before getting board of.
5. Consider game genres. Think big, Think small, Think card games,
Think board games, Think simulator, think adventure games, think games that
tell a story, think games that don't, basically let your imagination run
wild, other than the couple of limits above, know idea is off the table.

For those who have played the games I've released are there any areas that I
could improve on. I'm not after specific changes you'd like to see, it's
more of a general question, Better audio, more immersive, less repetitive, more or less challenging. I'm looking for things that will help with future developments. One of the things is I'm going to be moving away from BGT as a development environment, I think I've just about hit the limits of what it
can do.

There's no promises that any ideas will be taken forward, and don't expect anything to be released in the next couple of weeks. Really what I'm hoping
will happen is that someone will suggest something and it'll grab my
attention and spark my imagination.

Thanks.
Nick.












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