On Oct 29, 2006, at 3:35 PM, AudioGames.net wrote:

> 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 * ;)


Barring any unforseen disasters, I'm very close to releasing  
soundclips of my accessible Asteroids-like shooter. I was working on  
it last year, but getting a job pulled me away, then I ran into some  
limitations that a 2-D trig-based engine couldn't resolve, so I went  
fully 3-D with semi-realistic physics. I don't want to get too  
technical, but here's basically how the design works:

All objects emit sounds, and to aim at/navigate toward asteroids one  
need only follow their positional, dopplering whoosh. To shoot an  
asteroid, the player aims at the sound and the targeting system  
begins to ping, with different tonal qualities conveying different  
meanings. High C means that the target is ahead but not in range, an  
ascending tone indicates that the ship is closing, a descending tone  
indicates evasion, etc. So, to successfully shoot an asteroid, the  
player lines up with it and begins accelerating until the targeting  
system indicates that weapon range has been reached.

There were a few considerations that complicated the design. At  
higher levels (or even at lower levels at "insane" difficulty :)  
there may be 30 or more targets in the playing field. As such, the  
asteroid whooshes tended to blend together into one long string of  
white noise. I resolved this partially by implementing what I called  
the "audio HUD." Objects attenuate over distance, but it was often  
difficult to pick the most significant targets (I.e. the closest)  
from the noise. The HUD highlights closer objects by increasing what  
OpenAL calls their "reference distance," the distance at which an  
object's volume is decreased by half, when they're within a  
configurable range. This made nearer objects become more noticeable,  
but it still posed a problem when there were many "near" objects. I  
resolved this further by implementing HUD modes, renaming the former  
mode "panoramic" and adding a second mode, "seek and destroy," which  
only highlights the closest object, regardless of range. The result  
was rather interesting--a wall of white noise that shifted and became  
audibly louder in the direction of the closest target. Sounds like it  
might not be much of an improvement, but I found myself able to  
orient and fire onto closer targets by simply paying attention to the  
shifting field and noting louder areas. And this effect was only an  
issue when the ship was in the center of a thick cluster of  
asteroids--not exactly a desirable position in which to find  
yourself. :) Itt'd lessen as I'd shoot my way clear, or as asteroids  
bounced/floated free of the cluster.

Today I'm working on a collision alert system. Asteroids were zipping  
in and smashing me at extremely high speeds, and taking evasive  
action was proving to be incredibly difficult. My current system adds  
an extra sound to the oncoming target which informs the player of  
both the nature and direction of the threat. Seems to be working  
reasonably well, though I'm not entirely certain that it's as  
accurate as it could be.

I need to add a few more cues into the sound index, purchase new  
music and figure out the best way to record gameplay on a mac (yes,  
it's cross-platform and OS X is the primary development platform :)  
but with any luck there'll be something up in the next week or two.

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