here we are again, in the proverbial who makes the first move situation.
if more audio games supported the use of controllers, then the investment in 
such, wouldn't just be for "one game", so would be more worth it for more of 
us.
because not many audio games have controller support however, very few of us 
probably have such controllers, so developers don't always want to build in 
support for them, and so the cycle goes on.

Simon


----- Original Message ----- 
From: "Shaun Everiss" <sm.ever...@gmail.com>
To: <blind-gamers@groups.io>
Sent: Sunday, February 11, 2018 7:10 AM
Subject: Re: [blind-gamers] Coming up with ideas for a new game project.


Not everyone has the cash or space for a controler specially for 1 game.




On 11/02/2018 8:06 p.m., goshawk on horseback wrote:
> any new trucking game could make use of a game controller, to not have so
> much of the "pressing and holding keys to drive" thing. there are some 
> very
> nice driving wheel controllers out there, at least one of which also has 
> an
> extra gear shift add on, which can either give one standard sequential, or
> up to 8 gears, to give a more life like gear shift movement and feel.
>
> Simon
>
>
> ----- Original Message -----
> From: "Damien Garwood" <dam...@dcpendleton.plus.com>
> To: <blind-gamers@groups.io>
> Sent: Sunday, February 11, 2018 4:07 AM
> Subject: Re: [blind-gamers] Coming up with ideas for a new game project.
>
>
> Hi,
> The shuttle game is Speed, and the motorbike game is Cyclopath.
> As for a trucking sim, do you really want to be sat for hours at a time
> pressing and holding keys to drive? Trucker gave a good feel for how it
> works without making it boring. Having said that, I'm sure Nick could make
> it interesting if it were really a popular option. But certainly my
> imagination runs dry where that's concerned.
> Eurofly and TDV: I could never get to grips with them, so I don't really
> know how they work. Also being blind from birth and therefore not having
> touched mainstream games limits my knowledge, not to mention my 
> imagination
> for games and my spatial awareness. Even if they aren't proper flight sims
> they're the closest we have. They're certainly far too complicated for me
> ever to have any hope with them. Hell, that takes the saying "the sky is
> your limit" to a whole new dimension. Lol.
> Cheers.
> Damien.
> -----Original Message-----
> From: Joshua Tubbs
> Sent: Sunday, February 11, 2018 3:51 AM
> To: blind-gamers@groups.io
> Subject: Re: [blind-gamers] Coming up with ideas for a new game project.
>
> What shuttle and motorbike game are you talking about?
> Also, Jim Kitchen’s trucker is not a trucking simulator, as I said before.
> It takes a lot longer than an hour to travel on any one of those three
> routes in real life. Have the ability to pause the game, but make it as 
> real
> time as possible.
> There are a lot of things unrealistic about Eurofly, and while TDV is a
> flight sim, it’s different than Eurofly so you can’t really call it a
> simulator per say, but it did get the physics right that Eurofly did not.
>
>
>> On Feb 10, 2018, at 10:42 PM, Damien Garwood 
>> <dam...@dcpendleton.plus.com>
>> wrote:
>>
>> 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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