I agree Dark, and I'd never say you couldn't do it.  Rather, my whole
thrust was that if you're going to spend the time on it, it would be
best to use tools designed for that purpose, and target the games at
the people likely to be playing them.

Again, while it's completely possible to attach a backhoe to a
bicycle, there's a reason you don't see very many of them in the real
world.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com



On Wed, Jul 1, 2015 at 11:31 AM, dark <d...@xgam.org> wrote:
> Hi Dennis.
>
> I don't have enough knolidge of unity one way or the other, however I will
> say audiogames have been developed with it previously.
>
> Firstlyy, extant by  the creative heroes tame who run audiogames.net, it's
> still a beta but has a rather unique design for an fps game, sinse it's
> completely spherical with no walls anywhere:
> http://creativehero.es/Extant
>
> Then, there is a game called the blind swordsman developed for the sampsung
> vr headset, (no not the same one developed by Evildog games that has a page
> on the db, a different game of the same name):
> http://vrjam.challengepost.com/submissions/36270-blind-swordsman
>
> Of course, how much mangling of the engine was required to create these I do
> not know, whether they had to for example place graphically invisible
> objects and then tie audio sound sources to them or some other shenanigans,
> but it's obviously possible to create audiogames with the thing some how,
> and (judging by Extant), games that handle full 360 degree movement and
> sound source tracking.
>
> Of course, both of these are pretty experimental short affairs too rather
> than being extremely major game projects that have spawned highly successful
> titles, (I actually do wish Sander and Richard would develop extant some
> more it's a rather unique system), and whether this is because developing
> audio in unity is more of a pain than it would be without I'm not sure.
>
> Beware the grue!
> Dark.
> There is always more to know, more to see, more to learn. The world is vast
> and wondrous strange and there are more things benieth the stars than even
> the archmaesters of the citadel can dream.
> ----- Original Message ----- From: "Dennis Towne" <s...@xirr.com>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Wednesday, July 01, 2015 6:53 PM
> Subject: Re: [Audyssey] info AudioGames Game Engine
>
>
>
>> As a programmer, I have to agree with Thomas, and I won't be signing it
>> either.
>>
>> The biggest reason I have is that Unity is primarily a graphical
>> development engine.  Sure, it has a lot of infrastructure, and sure
>> there's a lot of utility in there - but fundamentally, it's designed
>> for and used by game developers to make highly graphical, visual games
>> for which there can be no little to no accessibility.  Making menus
>> and other such things accessible is utterly unhelpful if the vast bulk
>> of the games go into full screen rendered graphics immediately
>> afterward.
>>
>> Also as Thomas said, specialized tools are really the 'correct' thing
>> to do here.  Much like you wouldn't try to tack a backhoe or crane
>> onto a bicycle, we shouldn't be trying to tack on accessibility
>> support to a product designed from the ground up to develop graphical
>> software.  Things like BGT are exceptionally good development tools,
>> and I'm truly surprised it isn't used more by audio game devs.
>>
>> I know the community here is all about equality and 'just being able
>> to play the same games that sighted people can' - but I really feel
>> that's not only the wrong focus, but counterproductive.  My years of
>> running AA have shown me that the best sighted interface is almost
>> completely unusable to the blind, and the best blind interface is
>> almost completely unusable to the sighted.  This is not a bug; this is
>> a feature.  Blind games should be and have to be optimized for the
>> blind, because the blind interact with the game in a fundamentally
>> different way than the sighted.  Very few games are going to be able
>> to provide both interfaces in a meaningful fashion.
>>
>> We should focus on games that are awesome for the blind because they
>> were designed with the blind in mind, instead of trying to force
>> developers to tack on token support that won't help anyone anyway.
>>
>> Dennis Towne
>>
>> Alter Aeon MUD
>> http://www.alteraeon.com
>>
>>
>>
>> On Wed, Jul 1, 2015 at 10:12 AM, Daniele Casarola
>> <casaroladani...@gmail.com> wrote:
>>>
>>> I'm sorry Thomas to read your words, above all after reading in this list
>>> about the real big lack between video games and audio games development.
>>> Someone who knows indeed Unity, its community, its asset store and its
>>> potentially wouldn't say something like that.
>>> In truth I don't believe you "understand me personally and few others":
>>> we
>>> both know that even if tomorrow morning Votes number will be 10.000, the
>>> process to the final target is long, complex and unsure; it is not for my
>>> career or that of few others, it is a way of thinking in the long run.
>>>
>>> I appreciate your opinion of experience when you say "is better off
>>> working
>>> with
>>> a fully qualified programming language and tools rather than a
>>> third-party
>>> engine like Unity.", but one method doesn't exclude the other one,
>>> rather...
>>>
>>> In any case I'm glad I have the opportunity to expose this
>>> "First-Step-Project" in this list.
>>> Thank you.
>>>
>>> Daniele.
>>> ---
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>>
>>
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