How about an option where your radar/scope targets the closest enemy
automatically? While playing Tank Commander I often found myself
wanting to destroy another target while forgetting that "n" was the
key to switch (either that or I'd need to switch through too many
before I found my mark). This would make things more intuitive
(depending on how it's implemented).

On 4/14/09, Thomas Ward <thomasward1...@gmail.com> wrote:
> Hi Lukas,
> Good point. One thing to keep in mind here is because we are dealing
> with an actual 3d environment, not just 3d audio, that is definitely
> going to add complexity to my future titles.
> For example, targeting is going to be a bit more complex then most
> accessible game players are certainly use to. Depending on if the enemy
> is above, below, or level with you your weapon has to be raised or
> lowered in addition to facing the target. Lining up a target can be
> tricky, and I hope the additional complexity there doesn't throw too
> many people off.
> Another area of complexity is just navigation itself. I don't know how
> many times I've read complaints from gamers who have difficulty with a
> game such as Shades of Doom, Sarah, or Teraformers. Well, if they are
> having difficulty with a 2d level layout adding a full 3d level layout
> is going to be more difficult for them. Not only will they have the
> typical north, south, east, and west directions but have to climb up and
> down on ropes, vines, ladders, staircases, whatever as well. Thus moving
> around is not only more realistic, but much harder to present in an
> audio only format.
> Let's say you want to give the player a really tricky room. Maybe you
> need to skale a wall to get to a lever that releases a trap door in the
> floor. Once you climb up there, pull the lever, jump back to the floor,
> you can open the trap door and descent into a room below the one you are
> in to get the gold and gems hidden there. Sounds cool here, but imagine
> trying to let the gamer know all that with audio only. Especially, if
> you can't just skale straight up the wall, and instead have to climb
> left and right looking for handholds to pull yourself up to the lever.
> That's not easy to clearly communicate to a totally blind player.
> Smile.
>
> Lukás Hosnedl wrote:
>> Hi,
>> yeah, I would definitely prefer the second, more involved way for
>> separate commands for each particular piece of information, and maybe
>> one overal review command to get a view of the entire situation, maybe
>> when the game is paused, or you are simply in no immediate danger of
>> being killed while listening to the long list of the various enemy's
>> positions. :-D
>> I don't mind a more complex and detailed interface to control the
>> game, even if it's not common among the blind gaming community yet and
>> requires a steeper learning curve and more getting used to than is
>> usual, if only it can provide me with exactly what I need effectively
>> and quickly. It wasn't probably even needed to include a more thorough
>> targetting or other systems in games like SOD, GTC, etc, since they
>> aren't as complex as you probably intend to make your ffuture
>> creations. But I do certainly think that an engine like Genesis 3D,
>> with all its potential and usage possibilities, should definitely
>> handle targetting and information presentation in general in such a
>> proficient way.
>> Lukas
>
>
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