Hi Phil, personally, I believe I would cope just with the ability to place markers. Something like the SOD object locator (working at larger distances than just 5 feet and producing continuous signals once an item appears in range) would also come in handy but I can do without it. The markers would however be fine, as sometimes the remembral simply isn't just enough. The room describer is not a feature I would really miss or need. Thanks, Lukas ----- Original Message ----- From: "Phil Vlasak" <[EMAIL PROTECTED]> To: "Gamers Discussion list" <gamers@audyssey.org> Sent: Saturday, March 31, 2007 7:31 PM Subject: Re: [Audyssey] Sarah navigation.
> Hi Tom, > Adding SOD navigation features should not be too difficult since I just > turned them off in Sarah. > One thing that does not work correctly is the SOD room describer in which > it gives you the dimensions of a room and where the entrance is. > I tried and tried to get it to work but failed. > > You are correct in that the training mode could give you the rememberall > already. > > As for finding doors, all the doors you need to open have the snoring > sound > so you have to just listen until it is on your left or right then head to > it. > You do not need to use the shift d menu because hitting x will tell you > if > you are close enough to open a door. > If you hear nothing you need to get closer, if you hear Hospital door > unlocked, then you can open it with enter. > If you hear first floor door locked then you are close enough to unlock > it. > Phil > > ----- Original Message ----- > From: "Thomas Ward" <[EMAIL PROTECTED]> > To: "Gamers Discussion list" <gamers@audyssey.org> > Sent: Saturday, March 31, 2007 11:25 AM > Subject: [Audyssey] Sarah navigation. > > >> Hi Phil, >> I can certainly understand your hesitation for not putting in too many >> SOD navigation features, but I think SOD has set a standard for FPS >> games. Even if you added them this game can not be confused with SOD. >> Here is how I see this. SOD was the first really good FPS action game >> for the blind. David put in allot of helpful features for figuring out >> the levels. Many of those features are either not existant or radically >> different in Sarah. Personally, I like the Sarah game, but I don't like >> the navigation in Sarah. I wish Sarah's navigation features was like >> Shades of Doom's or very similar in equality. I'm considdering not >> buying Sarah for the simple fact I find the layout too confusing, and >> there is very little helpful feedback when moving around. I honestly >> have been conformed to the way SOD does navigation etc, and I am not at >> all happy with the way Sarah handles navigation. Navigation is something >> I'd like to see improved before I'd really get into the game. Not only >> that I don't have allot of time on my hands these days so learning >> something totally new is difficult as I only have a few minutes at a >> time to play games like Sarah so I more as often as not have to exit >> without the ability to save where I have been. >> I'd like to here things announced as I pass them. Such as door to the >> left, door to the right, ground floor corridor to the left, Entrance >> Hall to the right, whatever. >> One other thing that drove me crazy is while in training mode I couldn't >> even check where I had been until I found the remember all. I think in >> training mode the player should be given the remember all, but in normal >> play you have to find it. That seams a little more fair. After all >> training mode assumes some training involved. >> Anyway, in my SW game I hope to add in allot of features for announcing >> openings, doorways, etc as I expect that kind of feedback from a game.I >> don't like to have to take a step, press control+d find out where the >> door is, take a few more steps do a control+d, and so on. That is total >> insanity. >> >> >> >> Phil Vlasak wrote: >>> Hi Lukas, >>> I did put a lot of empty classrooms in the game and some of them have >>> \magical items, so that is why I put the item counter on each floor. >>> If you notice the counter should give you a different count on most >>> floors. >>> Usually I put a door on the more important rooms so if you hear a >>> snoring >>> sound chances are you need to check the room out behind it. >>> I think you have been so used to Shades Of Doom that something different >>> is >>> harder to get used to , but if I put all of the SOD features in I fear >>> people would say the game was too much like SOD. >>> phil >>> >> >> >> _______________________________________________ >> Gamers mailing list .. Gamers@audyssey.org >> To unsubscribe send E-mail to [EMAIL PROTECTED] You can >> visit >> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make >> any subscription changes via the web. > > > _______________________________________________ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can > visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > > __________ Informace od NOD32 1.1189 (20050808) __________ > > Tato zprava byla proverena antivirovym systemem NOD32. > http://www.nod32.cz > > _______________________________________________ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.