Hi. It will not be wireless. You might want to read the original email again. Lol. Regards. Dallas
On 05/05/2013, at 13:16, "Ron Kolesar" <kolesar16...@roadrunner.com> wrote: > How much is this wireless headset going to cost us? > Would it work with say Three-D velosity and other games like the blind > software games and the games like aliens in the outback and other BE games? > Now this would bring us one step closer to maybe a little pain if we could > use it with blast chamber. > To bad we can't get a belt of some type to come with it for that workout > while playing that favorite game of yours. > Don't get hit or shot or fall into one of those deep holes. > Please get back to me. > I am using a platronics wirless headset with a boom mic on it for Microsoft > flight simulator and the third party voice input program It's Your Plane. > Man, if we could get this project off of the ground. > Thanks. > > > > Ron and current Leader Dog boz who states > "that a service dog beats a cane paws down any day of the week." > -----Original Message----- From: Jeremy Kaldobsky > Sent: Saturday, May 04, 2013 7:33 PM > To: Gamers Discussion list > Subject: [Audyssey] Some updates on what I'm up to,since I forget to keep > audyssey in the loop. > > Hey guys, > > I spend most of my time on the audiogames.net forum, and every now and then > I'm reminded that I've shared news with them but forgot to post it here as > well. My apologies, people of the audyssey list! :D LOL. > > After my 2.9 patch for Swamp I began working on a new project. To make a > long story short, I learned I was going to need to get a second job in 2 > months so I wanted to make the most of them. I officially ended development > on Swamp and have dedicated myself to getting some stuff accomplished in the > 2 months I have left. After I get the additional job I will have a lot less > time available to work on projects, so I don't know how that will impact my > efforts as a game developer. > > The new project can actually be thought of as 2 separate, but linked, > projects. My new game is going to be an RPG based in the Daytona/Castaways > storyline. It will take place many years after the Daytona game, and you > will learn what happened to the leader from the end of the Castaways game. > > The mouse hardware requirement for Swamp was a terribly unpopular move for > a very very long time. Using the word unpopular may even be an > understatement, ROFL! Well that battle was fought and won, and I feel the > audio games community is a better place now that the mouse is an accepted > tool for gaming. This opens up more options for game developers, and that is > always a good thing! Well this RPG is going to follow in those foot steps > and require a new piece of hardware. In a move that will go down in audio > games' history as an epic mistake, or as a revolution, my RPG will require > players to have a 3D head tracking headset I have named the See Munkey. (I > still crack a smile when I say See Munkey out loud.) While wearing the > headset in the RPG you can simply move your head around to move the head of > your in-game character. This will give a more natural playing experience > plus allow you to easily look up or down to get a 3D feeling of your > surroundings. To determine the locations of sounds in the real world, we > naturally move our heads to see how the sounds will change. This gives us > far more data than we can get from being perfectly still, which is how we > normally are in games. I'm trying to give players that same advantage inside > of the game world. > > Development of this device has burned through 3 weeks, which is more than I > planned for. The good news is that I not only have a working prototype but > I've already ordered a shipment of parts to produce 13 more. More detailed > information about the "Munkey" will show up once I'm ready to sell them but > here are the basics: > > The device clips on to your existing headphones, or clips on to a plastic > headband that comes with it in case you use ear buds instead of headphones. > It does not produce sound to replace your headphones, which is a common > misconception, but rather tracks the orientation of your head in all 3 axis. > This data can be read by games and programs to customize the experience. > This is similar to how a game can be designed to receive input from a mouse > or a joystick. > > The device can be used by other developers! If these do find their way > into the hands of many players, it will be a brand new tool for developers. > It is my understanding that BGT is already set up to handle serial > communications, which means programmers who use BGT will be able to > incorporate the headset immediately into their own projects. Other > developers can easily look up how to read and write to the device using > serial communication, which will give them the same ability. > > Games that aren't designed for the headset won't suddenly become 3D when > you use it. This is the same as playing a game that isn't designed to work > with a joystick or mouse. Separate software can be used to map the See > Munkey to the mouse or keys though, which means you can have an interesting > new way to play even those games. As an example, Swamp is not designed to > use the headset yet I was still able to play using it. I mapped turning my > head to the mouse X-axis, forward to tilting my head down, and backward to > tilting my head back. I didn't do it at the time, but I could have also made > tilting my head left or right to perhaps side step, reload my weapon, or > toggle the radar. It wouldn't replace the need for the keyboard, but it was > definitely a new playing experience! > > So yeah, that's pretty much what I've been doing lately. > > I'll answer some questions before they're even asked: > Q: How much will it cost? > A: The device will be $50 plus between $4 and $8 in shipping, depending on > where you live. Since I haven't shipped any out yet I don't know the exact > shipping prices yet. I'll update that once I've sent out a few and know the > exact rates. > > Q: Where will you sell these? > A: My website will be set up with a special page to sell these once I'm ready > to do so. > > Q: Can I pre-order one? > A: No, I will not accept pre-orders. I've already had a handful of people > ask me about that, but I'm absolutely not comfortable taking anyone's money > until I've got the product in my hands to ship out to them. > > Q: What happens if I drop it? > A: The device is completely encased in hard rubber to make it, hopefully, > drop proof. > > Q: What happens if I eat it? > A: You'll die. Actually I don't really know that. My friend Steve isn't > being a "team player" so I can't answer this question yet. The device is > about 2.5 inches long, 1 inch wide, and 3/4 inch tall so swallowing it would > be difficult but not impossible. It also has a 6 foot USB cord on it, so I > actually think you'd choke on that after getting the thing down. LOL! > > Q: Will other developers have to pay to use this device in their > games/software? > A: Nope, not at all. I'm definitely not going to get rich from selling these > things, so the entire point is to get a new and useful tool out there for > other developers to take advantage of. This probably isn't the perfect > solution to adding 3D to audio games, but it's far better than what we're > using already. > > Q: Will this come with a warranty? > A: I don't know, but probably not. Most places that give you a warranty are > charging everyone extra money to pay for that. I've cut every corner I could > to make these as cheaply as possible, so replacing devices with a warranty > would quite literally be money coming out of my own pocket, and I'm far too > poor for that! HAHA! I do believe I'll at least let people send back broken > headsets to I can see if they can be fixed. I'll feel terrible if someone > gets a broken one, which is why I've encased them in hard rubber and am > sending them in boxes rated as "indestructable". I'm pretty sure I could > step on this prototype without hurting it, but I'd rather not find out. > > Q: Can I get a cordless version? > A: Sorry no. Making this thing cordless would easily double or triple the > price. I searched high and low to get just the right parts to keep this > thing affordable, and wireless just didn't work for that. To give a small > idea of how many corners were cut, just ONE of the parts in this thing costs > $100 when purchased fully assembled! I went with off brand, unassembled > parts, that had to be calibrated manually and run my own software written > from scratch. > > Q: What happens if I buy one and then you build a more advanced version? > A: I've actually planned for that. The See Munkey headset is already packed > with all of the accelerometers, gyroscopes, magnetometers, processing power, > and memory it should ever need. Writing software that turns all of those > sensors into reliable Yaw, Pitch, and Roll data is something groups have > invested years into. I've spend about a week coming up with my own, but I'm > sure that will improve quite a bit over time as I work out more complicated > math to improve performance. The headset has already been designed to grow > over time in 2 ways, without you needing to replace it with a new device. If > I wake up in the middle of the night with some brand new idea for coding the > See Munkey, I can release it as a firmware update that anyone can choose to > download. That would improve the performance of your device while still > having it work on every game and piece of software that it worked on before. > It would just work better! The other option is for > developers to output the raw sensor data instead of just the yaw, pitch, and > roll. So lets pretend that a game developer feels he can do a better job > arriving at yaw, pitch, and roll than the device naturally does. In his game > he can pull the raw data and use his own set of mathematical equations on it. > For developers who are happy with the results provided by the headset, they > can just have their game pull in the 3 processed values. I like this > approach because people are going to come along that are far smarter than I > am. With the ability to read the raw sensor data, they will be able to make > the See Munkey perform in ways far beyond what it can do at this exact > moment, and yet no one would have to go buy a new one! Yay! :D > > Q: What was the third question? > A: That was asking about pre-orders. I don't allow pre-orders. > > Q: Does the See Munkey use binural sound to more precicely simulate real life > when sounds are around you? > A: That would be a software thing, and the See Munkey is just hardware. If a > developer is using binural sound in his game or program, then the See Munkey > can easily be used to enhance it, but we are talking about 2 different things. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. 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