Hi,

Programming an accessible Asteroids game is one thing, but I'm wondering 
about the *design* of an accessible Asteroids game? Did you already think 
about that or are you still considering another 'classic' game instead? The 
reason I ask is because I'm extremely interested in your project *IF* you 
decide to somehow document all design decisions that would make an otherwise 
inaccessible video game accessible for the blind (assuming that is what you 
mean with 'accessible' of course * ;)

What can you tell me what kind of approach for accessibility you are 
considering in (Audio-only?) Accessible Asteroids?

Greets,

Richard

http://www.audiogames.net
* http://www.game-accessibility.com


----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: <gamers@audyssey.org>
Sent: Sunday, October 29, 2006 10:19 PM
Subject: [Audyssey] Game programming education project.


> Hi all,
> In the interest of everyone who wants to begin learning how to program
> accessible games I will be launching the USA Games game programming
> education project. What I plan to do is write an accessible version of
> Asteroids complete with saving and restoring games, standard and arcade
> style play, sound, music, etc... Once written I will be able to post the
> full source code and release versions for download.
> The source version will eventually include documentation explaining the
> audio class and it's use with Microsoft DirectSound. Another tutorial
> might cover working with Visual Studio Express 2005, and another might
> discuss saving and restoring games, etc. I don't plan for all of this
> suddenly to appear, of course, but if I put some time to it each week
> those of you out there will not only have a free game, but one with a
> full source written in C#.NET which will give you something to look at
> and to practice your programming skills with.
> The main reason I have decided to do this is I would like the community
> at large to have not only accessible games, but high quality accessible
> games. Most new programmers don't know how to do that. For instance,
> most programming books won't tell you how to save and restore a game,
> and you have to compile the information from two or more sources, and
> understand serializing an object. With a sample right in front of you it
> becomes pretty clear how it is done without all the explanations how it
> works just that it does work. Which is what we all want.
> Not only that there is always some trig equations needed to calculate
> the distance between objects, directions, and updating there location.
> Well, naturally I will be including them, and I will keep things at the
> Algebra/Trig level and won't put to much on you newbies by making
> everything 3D with vectors, and all that.
> Anyway, if you guys think this will help the community add new
> programmers to the rank, and help you guys learn I will be happy to
> donate time in the future to this end ever.
> Smile.
>
>
>
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