Hi,
Actually, I've been debating writing something like that for quite some 
time, except that it'd be a scifi thing, kind of like Star Craft.
----- Original Message ----- 
From: "Christopher Bartlett" <[EMAIL PROTECTED]>
To: "gamers-audyssey.org" <gamers@audyssey.org>
Sent: Monday, June 26, 2006 5:45 PM
Subject: [Audyssey] Noodling a new game concept.


>I am going to start work on creating a tactical/strategic land battle
> simulation game that is accessible to the blind gaming
> community.  I'm doing this for myself, and if others enjoy it, so
> much the better.  Here are some initial thoughts and I'd-like-tos
> that should give the rest of you an idea of the sort of thing I'm
> considering, along with solicitations for ideas how to solve the
> major problems.
>
> 1.  Scalability.  I want the player to be able to operate at command
> levels from small units (platoons and companies) up through corps and
> army command.  The game would be played as a series of scenarios
> featuring various levels of command, each of which would have
> different time and space scaling parameters.  With the battle at
> Gettysburg as my first intended scenario pack, there could be
> scenarios for Meade and Lee as army commanders, Longstreet, Reynolds
> and Hancock among others as corps commanders who played significant
> parts in the battle, down to regimental scenarios, such as
> Chamberlain and the 20th Maine's defense of the Little Roundtop on
> the second day, or the battles across the Wheat Field.
>
> 2.  Command&Control.  There are many simulations that allow you to
> maneuver units around directly.  What I'd like to create is something
> where the player issues orders to units, based on information
> reported to him/her, and then the game shows the results of the
> imperfect execution of the orders based on the unit's morale and
> effectiveness.  (green units, even with high spirit are less
> effective than veteran units.)  Different levels of complexity or
> skill levels could incorporate different amounts of variation from
> the expected order execution.
>
> 3.  Fog of War.  Information given to the commanders should be of
> varying quality dependent upon the measures he/she takes to gather
> it.  At Gettysburg, Lee had less than his accustomed high quality
> intelligence about Meade's dispositions because JEB Stuart's cavalry
> was off joy-riding rather than performing their
> screening/intelligence function.  There should be a premium on
> gathering tactical intelligence, and the commander who fails to do
> this should be punished when he/she guesses wrong.  The skill levels
> modify how imperfect intelligence is.
>
> 4.  Terrain effects.  Here is my first significant conceptual problem
> and I'd welcome input.  How does one convey terrain information
> audibly on a large scale?  This is not simply putting a player into a
> three-dimensional soundscape, this is conveying details of a large
> map to the player so he/she may maneuver units around on it.  How do
> I convey the shape of Meade's defensive line to the Confederate
> player?  How do I convey the terrain that leads up to the line on
> Cemetery Ridge?
>
> 5.  Scenario generation.  I'd like to make it possible for players to
> contribute scenarios, complete with user-created maps, forces
> etc.  My primary interest is Civil War, but others might be more
> interested in ancient battles or more modern ones.
>
> Before anyone gets overly excited, my programming skills are fifteen
> years out of date, and I never did any Windows programming.  I
> haven't the faintest idea where to begin to learn all that stuff.  I
> have the desire to learn and the will to put some time into this
> project, since I expect no one else will do it.  I'd appreciate
> suggestions for resources/offers of encouragement/much patience.
>
> Christopher Bartlett
>
>
>
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