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.

Reply via email to