Ah, I see your point, Lord Dentin. But you yourself have made your game, ... 
supposedly I'd think firstly made for sighted players, accessible. I know, text 
is a lot easier to work with than graphics, but still, there are other devs who 
have done things for us. Look at Injustice, gods among us, with its audio 
feedback for items and such, and I think Mortal kombat x has it now too. I'm 
not saying all devs could or would do this. I think Ed Boon had a run-in with a 
blind player, learned our ways and will hopefully simply support us, well I 
mean make his games accessible, from then on, although I think the dragon ball 
z budokai tencaichi games were extremely accessible even without the devs, I 
assume, knowing that adding spoken contents to the menues of the games, like
"Here you can fight lots of battles, I wonder if anyone can beat Dad?"
--Videl, for the martial arts tournament.
and things like that. Of course there were references to dragon ball z 
relations and events, but you could easily get the basics of the menues that 
way, and I've never seen a series so very accessible since, even the later 
dragon ball z games don't have this.
So, I think that if devs try, and we reach out to different developers, and 
companies make it easier to put accessibility into their games, and Dentin 
makes a mac/iOS client with sounds, for alter aeon, ... on that note, I wonder 
why Dentin can't just send the text of the game to the terminal's "say" 
function? Hmm. I wouldn't imagine a toolkit that supports other operating 
systems would lock out the use of that system's API's. Hmm. Couldn't he use 
voiceover and it's apple scripting to speak? Gosh that'd be awesome! Especially 
if there was a way to take out those horrible delays in speech when a new line 
comes in. Okay I've gotten way off topic here, but if y'all want you can start 
a new topic for each of the thoughts I've had. Its just all coming out at once, 
lol.

Sent from my iPhone

> On Jul 1, 2015, at 12:53 PM, Dennis Towne <s...@xirr.com> wrote:
> 
> 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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