Re: [Audyssey] Jeremy doing commercial games, was: that really long subject line

2011-07-16 Thread dark

Hi Che.

Interesting thoughts, and I'm glad rr sold more copies, though I'm afraid I 
agree about the demo, and I'm glad this is going to be thought of in 2.0.


one thing I will say is that Jeremy I know has talked about a larger project 
which i believe he has been working on, something fully online and very epic 
indeed, a combination of the mouse magic concept from his daytona game with 
a full online rpg with crafting, war, exploring etc.


In fact when a chap called nocturnus from the audiogames.net forum had been 
prerelease testing castaways last week and posted about Jeremy's new game, I 
actually thought this was it.


When this rpg gets done and how far it is along I don't know, but from what 
Jeremy has said he's been working on it for some time and it'll be a much 
grander affair than any of his games thus far,  and before anyone asks 
no! we don't know when it's coming out.


It's also likely to be commercial to at least some extent if nothing else to 
keep the game server running, though whether this will be a fee over time, 
special items for sale for real money, or some sort of perk for donations 
the way many online games have while keeping everything free I'm not sure.


Beware the grue!

Dark. 



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Re: [Audyssey] Jeremy's incredible programming speed and misc thoughtswas Re: Castaways, 1 week milestone reached!

2011-07-16 Thread dark

Hi tom.

I didn't realize the us money situation was so insane currently, in fact 
from conversations we've had about the relative price of things like pizza 
over there it actually seems things are cheaper than they are over here.


then again, while our government is similarly selfish, they have at least 
now raised the minimum wage to £1600 a year, something in the region of 24 
thousand dollars.


i got my programmers' idea from my friend who is a professional web 
designer, and currently gets £23 thousand (he recently moved jobs from a 20 
thousand one), which is only about $32 thousand.


I can see why so many professionals from this country are moving to the us 
to get jobs,  even apart from the fact there are just no jobs at all 
around here,   a friend of mine with the iquivolent of 4 degrees 
including law and economics and a masters in human resources can only get 
temp office jobs, while I've seen people with doctorates working in 
supermarkits.


When you put it like that, commercial game developement does seem more 
difficult as self finance, though if Che is write and Jeremy could sell more 
games than I thought that might well balance things out.


there are however small indi developers who do support themselves, even down 
to single people working on one game like Sryth, or small teams like Core 
exiles, though nobody has done it with accessible games yet.


Beware the Grue!

Dark. 



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Re: [Audyssey] Jeremy's incredible programming speed and misc thoughts was Re: Castaways, 1 week milestone reached!

2011-07-16 Thread Thomas Ward
Hi Dark,

Those are some very good questions. As with everything there are pros
and cons with either solution so I'll explain each of your questions
below in more detail in a question and answer format.

Q: If we leave aside the cross platform issue and just talk about ease
of developement, I'm just wondering what the reason to use C would be,
sinse from your description it sounds rather like the long way round.

A: Well, there are a number of key advantages to using a language like
C++. besides the cross-platform issue C++ is a low level language that
can be used to write anything from the Windows kernel, which is the
core component of any os, to writing hardware drivers, to more
advanced applications like games from scratch. The high level
languages like Visual Basic can not do this because it depends on a
runtime, a special API, that is most likely itself written in C or C++
which is both a strength and a weakness of languages like Visual
Basic. visual Basic can write games and other applications but can not
write an operating system or write hardware drivers etc.

More importantly because C++ is more low level it is compiled into
binary code, AKA machine language, and can instruct the system what to
do directly without an intermediate piece of software between your
program and your computer. This improves over all performance of the
game or application. Unfortunately, most high level programming
languages are easier but take a hit in regards to performance.

For instance, if I program a game in Java or a .Net language my source
code is compiled into an intermediate language that is interpreted on
the fly by a runtime interpreter. If I write a game in C# .Net, for
example, it creates a *.exe file, but its actually just instructions
for the .Net runtime executable file which is written in C++.
Although, this isn't a major concern for modern machines benchmark
tests still show that .Net or Java apps lag behind in performance
compared to an app written in C++.

Another issue is installing dependencies. Back when I was using C#
.Net for STFC and Montezuma's Revenge a lot of people didn't like the
fact they had to download a 300 MB setup file for .Net, another 300 MB
to upgrade DirecttX to get Managed DirectX for .Net, and then finally
download and install the game itself. We were talking atleast 500 MB
or so in dependencies for Windows XP just to bring the system up to
date in order to play a game.

With C++ you may have to install dependencies, but generally speaking
if the app is using core APIs, native libraries, that come as a part
of the operating system nothing special needs to be installed. This
was one of the factors why I chose C++ to begin with. I don't mind
installing one or two extra dll libraries, which maybe adds an extra
meg or two to the setup file, but asking people to install 500 MB of
.Net dependencies or 50 MB of Java dependencies or whatever is just a
bit rediculous.

Finally, there is the issue of security. C++ apps are compiled to
binary which is not impossible to crack, but more difficult than most
programming languages. Usually a developer can by a tool to encrypt
the executable to make it very very hard to reverse engineer. .Net and
Java don't have these safeguards, because they are compiled to an
instruction language, an intermediate language, that can easily be
decompiled back to Visual Basic, C#, or Java source code. Such apps
need an obfuscator, to rewrite the intermediate language to keep this
from happening, but it is widely known that high level languages are
less secure than C++ for that reason.

Q: Even entombed, was I believe programmed not in C but in in c# or
C.net, and went from initial concept to 10 level monster in less than
18 months, with more floors following very quickly, yet it apparently
uses one of these shortcut languages you mention.

A: Yes, Entombed was written in C# .Net. C# .Net is a rapid
development version of C++, extremely simplified compaired to the C++
language, and a developer can get things done very quickly in C# .Net.

As you might recall when I took over Montezuma's Revenge from James
North I had completely rewritten the game from scratch in like three
months after getting the source. Of course, I updated, changed, and
modified things, but I was on a fast track with that game. It took me
something like 14 months to nearly complete it, and that's when Utopia
landed on me like a house of bricks. If not for that unfortunate
situation I'd have it all done in 15 months from starting date. So C#
.Net or Visual Basic .Net are definitely one way to rapidly design
software for Windows.

Q: Is in fact cross platform compatibility the only reason why you
couldn't write mota in vb6, or another shortcut orientated language?

A: No. As I said above there were other factors to consider as well.
At the time I started writing games .Net wasn't even a core component
of Windows, and .Net games etc weren't that common and a lot of people
were upset at having to 

Re: [Audyssey] Jeremy's incredible programming speed and misc thoughtswas Re: Castaways, 1 week milestone reached!

2011-07-16 Thread Thomas Ward
Hi Dark,

Sure a person can make good money as a general Indi developer provided
the game is open to the general public which makes a world of
difference. If you have a million customers, and they each pay $1.00
towards that game you just cleared your first million on a game. It
usually doesn't work out that good, but Indi developers do tend to
fair pretty well simply because they have thousands of customers
rather than a select few hundred.

For instance, you said Entombed sold 500 copies. That's great, but
small potatoes compared to what most Indi developers make off of
downloads. An Indi developer can reasonably expect to sell that many
copies per month per product which makes game programming a decent
home job.

Sryth is another good example, and I'm glad you braught it up. While
it is certainly accessible its nothing more than a text based browser
game. I forget what I paid the last time for a guild membership,
perhaps $12, but if you spread that over 10,000 people you end up with
an anual income of $120,000 which is pretty darn good money for a
single online endever. I've thought of doing something similar because
it is a good income for little work, and there is more money in a
product accessible to everyone, and not much money in purely audio
based games.

Cheers!

On 7/16/11, dark d...@xgam.org wrote:
 Hi tom.

 I didn't realize the us money situation was so insane currently, in fact
 from conversations we've had about the relative price of things like pizza
 over there it actually seems things are cheaper than they are over here.

 then again, while our government is similarly selfish, they have at least
 now raised the minimum wage to £1600 a year, something in the region of 24
 thousand dollars.

 i got my programmers' idea from my friend who is a professional web
 designer, and currently gets £23 thousand (he recently moved jobs from a 20
 thousand one), which is only about $32 thousand.

 I can see why so many professionals from this country are moving to the us
 to get jobs,  even apart from the fact there are just no jobs at all
 around here,   a friend of mine with the iquivolent of 4 degrees
 including law and economics and a masters in human resources can only get
 temp office jobs, while I've seen people with doctorates working in
 supermarkits.

 When you put it like that, commercial game developement does seem more
 difficult as self finance, though if Che is write and Jeremy could sell more
 games than I thought that might well balance things out.

 there are however small indi developers who do support themselves, even down
 to single people working on one game like Sryth, or small teams like Core
 exiles, though nobody has done it with accessible games yet.

 Beware the Grue!

 Dark.


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Re: [Audyssey] question about farms in castaways

2011-07-16 Thread darren_g_harris

Well right now i have 2 farms,  a weet farm, vinyard bakery and  butcher shop. 
I have 2 farmers at the moment but i want to get that up to 3 or so, 3 knites 
at the moment, although my storehouse has been destroyed so i need another one. 
I also have 2 taverns with 2 cooks and bar tenders, 2 guard towers 1 mine 1 
forge 1 hospital a saw mill and a textile and numerous houses. Need morw people 
though.
-original message-
Subject: Re: [Audyssey] question about farms in castaways
From: dark d...@xgam.org
Date: 16:07:2011 5.42 am

 hi tom.

Yes, building many farms is a mistake, sinse unlike in sound rts, buildings 
really take work in castaways.

I myself usually just stick to two vedge farms, one wheat and one vinyard, 
with one farmer for each farm and perhaps some extra.

At the end of my last game, i had 7 farmers working those four farms and was 
actually making far more food than my 62 people ate.

As to knights, well I'm not sure on the optimum. as soon as I start to feel 
the goblins are advancing a bit fast, i make more knights.

i suspect I've been going a bit too overboard on this, sinse last time I 
finished with 14 knights,  and one chap on the audiogames.net forum had 
only 11 knights when he got to population 60 and finished.

this is something again i haven't completely worked out the balance four.

Beware the grue!

dark. 


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Re: [Audyssey] Castaways, version 0.9b

2011-07-16 Thread Thomas Ward
Hi Dark,

Grin. I wouldn't mind having a cook, hunter, a peasent, etc serve  me
hand and foot either. Lol!

speaking of service jobs I just noticed there is a certain job class
missing from Castaways. Perhaps Jeremy should ad a brothel and
prostitutes to 1.0. then, we could spead up population production
faster. Lol!


On 7/16/11, dark d...@xgam.org wrote:
 yes I have! 9 hours and 40 minutes,  though I am guessing that only
 counted the current save file and current program install, sinse unless I
 expressly wanted to keep my saved game I deleted the folder and replaced it
 with a new one.

 Stil shows how long my current game has taken though to finish the ship, and
 how much difference 0.9B made, ;D.

 As to the other messages,  obviously Aprone needs a cook and peasant and
 farmer and hunter to serve him, ;D.

 Beware the grue!

 Dark.

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Re: [Audyssey] jaws support in castaways and other games

2011-07-16 Thread Jeremy Kaldobsky
Thank you sir, I'll give these a look in the morning.

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Re: [Audyssey] question about farms in castaways

2011-07-16 Thread Thomas Ward
HI Dark,

Well, I must confess I have the Castaways bug too. If you can't see it
my clock on my desk says the time is 3:08 AM in the flipping morning.
The reason I'm up so late past my bedtime is Castaways. I've been
playing it on and off all night. I switch between it and e-mail. I set
a few things in place, write an e-mail, and make sure everything is
cool, before moving onto the next message. Lol!

The computers on, and your at home. Your will is not your own. Your
tired, but you can't sleep. There's no doubt your in deep. You'd like
to think your a super gamer. Oh, yeah. Closer to the truth I think you
are addicted to Castaways.
Might as well face it you are addicted to Castaways. Might as well
face it you are addicted to Castaways. Might as well face it you are
addicted to Castaways.
Your throat is tight. You can't breath. You are playing at two
different speeds. Your hands sweat. Your body shakes. There isn't a
risk you won't take. Oh, you'd like to think you are a super gamer.
Oh, yeah. Closer to the truth your going to have to face it your
addicted to Castaways.
Might as well face it you are addicted to Castaways. Might as well
face it you are addicted to Castaways. Might as well face it you are
addicted to Castaways.

Cheers!

On 7/16/11, dark d...@xgam.org wrote:
 Hi tom.

 blame it on playing way too much castaways ;D.

 It's odd, I don't usually find stratogy games my first choice. Games like
 sound rts and time of conflict I tend to pick up, play for a couple of days
 and then put way for several months again. I think this is mostly because of
 my love of exploring and seeing new things in games.

 this week though, I've had several! nights up playing the game. There were
 three radio dramas of torchwood, the dr. who spinoff, which I managed to
 miss thanks to castaways (though I did catch the main tv program because my
 parents phoned and reminded me).

 I've been wanting mush fixed for months, but haven't played alterean sinse
 last thursday! and last night i really! went over board on the game for a
 solid few hours from about 10 at night to 6 A m.

 I think what it is, is castaways has a heavy does of the judgement based
 gameplay I mentioned before.

 Then there is the reaction factor. In many stratogy games, it's a case of
 prepare, then let wrip and see how your preparations do, but in castaways
 you really need to stay on top of matters, tweaking things here and there,
 changing jobs around, planning and carrying out different goals while
 keeping your populous fed etc.

 Entombed (though the genre is different), has a very similar thought process
 to it, sinse you can't just numbercrunch your way into the best armour, and
 hit attack, attack, attack! but need to think about each battle and react to
 what your enemy is doing.

 This type of thing I find fascinating, having to change actions and stratogy
 at any one time to take into account the ongoing situation.

 it's a factor all the great games, marrio turrican, etc had,  indeed
 Mega man was famous for it in boss fights, and it's fantastic to see in an
 accessible game.

 Beware the grue!

 Dark.


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Re: [Audyssey] jaws support in castaways and other games

2011-07-16 Thread Thomas Ward
Hi,

Interesting. Been looking over the say tools. It looks like it is
primarily for a Python dev, but they have a little C++ code etc here
to give you the general idea of how to use it as a general com
component. the one thing I didn't see is any docs on the license
agreement. If I were to include this in G3D for TTS support I'd like
to know if it can safely be used with commercial products.

On 7/15/11, Jacob Kruger jac...@mailzone.co.za wrote:
 Jeremy, for windows implementation of screenreader voices, SayTools is a
 sort of simple wrapper for implementing support for using their own voices:
 http://www.empowermentzone.com/saysetup.exe

 Stay well

 Jacob Kruger
 Blind Biker
 Skype: BlindZA
 '...fate had broken his body, but not his spirit...'

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Re: [Audyssey] Jeremy's incredible programming speed and misc thoughtswas Re: Castaways, 1 week milestone reached!

2011-07-16 Thread Milos Przic
I can't understand it too. I needed a month to code a small piece of 
interactive fiction, that was full of bugs at the end so I have never 
released it. But this is reallz a record. Good work!

 Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 16, 2011 5:06 AM
Subject: [Audyssey] Jeremy's incredible programming speed and misc 
thoughtswas Re: Castaways, 1 week milestone reached!




Jeremy,
You can't be human man. nope. you're some kind of robot or something. how 
on earth can you possibly program complex games so quickly? It's totally 
ridiculous. in a good way of course :D. have you realized the business 
potential? I'm scared to imagine what you'd whip up if you start working 
on a commercial audio game for like 6 to 8 months. I bet the game would be 
so good that you'll be able to sell it for around $60 with no problems. 
and most people will buy it! look at your games right now? everyone's 
downloading and playing them. that's what I call a successful developer! 
selling games is definitely something for you to consider I think. anyone 
else agree? Also, since you're fully sighted, it wouldn't necessarily need 
to be audio-based only. you could whip up some graphics and sell it to 
everyone! ok I'm getting a bit excited here haha. one thing we desperately 
need I think are beat-em-ups. or fighting games in general. not every 
blind person is willing to try something like Mortal Kombat or Street 
Fighter no matter how much those of us that play try to convince them that 
they're accessible enough. Also thing with these fighting games is 
many of them are console based. I personally would love to play something 
like Streets of Rage online with other audio gamers.










- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, July 15, 2011 9:39 PM
Subject: Re: [Audyssey] Castaways, 1 week milestone reached!


Boy I wish I didn't have to work, lol, I wouldn't have to stop coding! 
:D


If you do end up donating, believe me, it will be greatly appreciated. 
In fact, you would be my first donater!  I don't think donater is 
actually a word, but oh well.


Well sadly I'm heading out, have fun guys!

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Re: [Audyssey] Jeremy's incredible programming speed and misc thoughts was Re: Castaways, 1 week milestone reached!

2011-07-16 Thread Jeremy Kaldobsky
Well a while back, I made up my mind never to argue about VB6 with Thomas 
again, so I'll just answer your questions Dark.

Q. firstly, from a purely product orientated point of view, ie, what's in the 
game, is C better than vb 6?
A. That just depends on what you're trying to create.  That's a tricky question 
to answer, because it has been left pretty open to interpretation when you say 
better.

Q. if you today handed jeremy all your sfx, prerecorded speach and music for 
mota and asked him to make a windows only vb6 version, would there be areas of 
fine sound positioning, physics, game mechanics and the like that wouldn't be 
possible in vb6, the way they are in c? I think this might be the case, but I'd 
be interested to know for certain.
A. There would be absolutely no difference.  The physics, game mechanics, and 
and sound are not affected by the language used.

Q. Is in fact cross platform compatibility the only reason why you couldn't 
write mota in vb6, or another shortcut orientated language?
A. This one is hard to answer because it is directed specifically at Thomas' 
coding proficiencies with different languages, but no, cross platform is the 
reason.  Technically, this also only applies to Linux users, since we already 
know that Mac users play my games using VM fusion.

Ok, I think I'll avoid getting myself involved with this topic, any more than 
this.  I think Thomas is feeling a little left out people.  Please think of his 
feelings, and pay him a bit of attention!  Hehe.

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Re: [Audyssey] Castaways, 1 week milestone reached!

2011-07-16 Thread Jeremy Kaldobsky
It seems you understand why I handled co op multiplayer, the way I did.  By 
keeping everyone separate, and only sharing a representative character, it 
allows you to keep your own strategy and move at your own pace.  Obviously 
people run the game at different speeds, and pause whenever they wish, so 
traditional multiplayer is almost out of the question.

I still have adjustments to make, of course, but for the moment things seem 
pretty stable with the multiplayer.  When I got home from work I noticed 4 
people were playing.  Dark, if you got pregnant, the other players should 
receive a new child from it!  This actually brings up that odd hermaphrodite 
perk.  I knew that people LOVE! me SO! MUCH! that even the males would want 
some way to have my babies.  ROFL!  Just kidding, but I couldn't resist writing 
that!  :D

If a player is a job you can't use, then they are simply useless to you.  Odds 
are pretty slim of them being totally useless though, since they would still 
revert to a step lower on their chain.  It would almost always become useful 
then. 

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Re: [Audyssey] Jeremy's incredible programming speed and misc thoughts was Re: Castaways, 1 week milestone reached!

2011-07-16 Thread dark

Hi Tom.

thanks for the full explanation. just going on what you've said though, I'm 
afraid it sounds as if when you next start on a new game outside your 
platform engine like the startrek or wrestling one, a different language 
from C++ may be better?


I personally don't particularly mind downloading dependencies sinse often 
they are useful for other things (for instance other games), and while 
security and performance are both important for some programs (I would wager 
my avg antivirus and tuneup were written in C++), I do find myself wondering 
how much difference this makes to a game if it makes it so much more 
difficult and time consuming to program?


Appologies if this seems hars, I know as a none programmer myself it's easy 
to sit and make judgements, however I will admit i've noticed a tendency 
that some programmers have (rather like logicians), to do something for 
reasons of efficiency of code or general structure which makes litle 
difference to the main user.


Beware the Grue!

Dark. 



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Re: [Audyssey] Castaways, 1 week milestone reached!

2011-07-16 Thread Jeremy Kaldobsky
Hopefully I didn't come off as pushing donations, lol.  I would have felt bad 
if I completely missed a donation from someone, but I double checked, and I'm 
still at zero.  I'm guessing you forgot.


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Re: [Audyssey] question about farms in castaways

2011-07-16 Thread Jeremy Kaldobsky
I got a kick out of the song lyrics, lol!

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Re: [Audyssey] Jeremy's incredible programming speed and misc thoughtswas Re: Castaways, 1 week milestone reached!

2011-07-16 Thread dark

Hi Tom.

this is true, and is in fact the reason i no longer played sryth sinse it 
seemed the gm was getting far too greedy, sticking in areas that you 
couldn't get through without the uba gear from tallys workshop and expecting 
people to pay more than the initial subscription which by rights given that 
the game had over 2000 should've been more than enough).


one thought I have had however, is that many audio games can pretty much 
double as textual or graphical ones with litle work on the interface.


People stil pay for gamebooks, text games, interactive fiction or even ascii 
games like rogue and angband.


Given this, if a game like entombed had a basic text interface that printed 
on screen output in text, with either a couple of arrows or words to 
indicate direction so that people did not have to rely upon the wind sound, 
you have a perfectly playable game.


che could probably do a similar thing with the card room by adding basic 
card graphics,  though with che the name blind adrenaline is a litle 
against him in attracting people's interest.


The problem is however, people would not look at it as a normal game, but as 
a blind game, meaning it'd need a deal of rewording on it's website to 
appeal to others.


audio games similarly, can appeal to sited people if they are presented not 
as blind games but as experimental new games with a revolutionary 
interface Look at what pappasanga as a good example.


I'd actually be interested to see what would happen if David greenwood 
rewrote the description of shades of doom to remove the word accessible and 
subscribed it to one of the online download resellers like lulu to be sold 
along side more usual graphical games.


I've had friends who are great doom players who were impressed by the 
atmosphere and action in shades simply because! of the lack of visuals, 
however the perception that disabled individuals are of another species and 
require their own special things, be that games, chairs, sticks or 
whatever.


The amount of times someone has been shocked when i explain I use a standard 
windows pc with a normal keyboard that does not have braille on the keys or 
anything else.


the sad truth is, if something includes the words accessible, or blind, 
people will not even try it. While this is obviously not a good thing 
socially, it is a truth that anyone trying to sell audio games to sited 
individuals needs to get used too.


Beware the grue!

Dark. 



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Re: [Audyssey] question about farms in castaways

2011-07-16 Thread dark

hmmm darren, why two taverns?

Given that the peasants need to carry stuff to the tavern in order for it to 
be useful, that strikes me as something that is more likely to slow things 
up overall, though as I've never tried multiple taverns I could be wrong 
about this.


Other than the rather helpful redundency factor that if one goes down you've 
got another, multiple cooks didn't seem to do anything either when i tried, 
which is why even my population of 62 had the one tavern and one cook most 
of the time.


Beware the Grue!

Dark.
- Original Message - 
From: darren_g_har...@btinternet.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 16, 2011 7:59 AM
Subject: Re: [Audyssey] question about farms in castaways




Well right now i have 2 farms,  a weet farm, vinyard bakery and  butcher 
shop. I have 2 farmers at the moment but i want to get that up to 3 or so, 
3 knites at the moment, although my storehouse has been destroyed so i 
need another one. I also have 2 taverns with 2 cooks and bar tenders, 2 
guard towers 1 mine 1 forge 1 hospital a saw mill and a textile and 
numerous houses. Need morw people though.

-original message-
Subject: Re: [Audyssey] question about farms in castaways
From: dark d...@xgam.org
Date: 16:07:2011 5.42 am

hi tom.

Yes, building many farms is a mistake, sinse unlike in sound rts, 
buildings

really take work in castaways.

I myself usually just stick to two vedge farms, one wheat and one vinyard,
with one farmer for each farm and perhaps some extra.

At the end of my last game, i had 7 farmers working those four farms and 
was

actually making far more food than my 62 people ate.

As to knights, well I'm not sure on the optimum. as soon as I start to 
feel

the goblins are advancing a bit fast, i make more knights.

i suspect I've been going a bit too overboard on this, sinse last time I
finished with 14 knights,  and one chap on the audiogames.net forum 
had

only 11 knights when he got to population 60 and finished.

this is something again i haven't completely worked out the balance four.

Beware the grue!

dark.


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Re: [Audyssey] Castaways, version 0.9b

2011-07-16 Thread dark

Actually tom a few versions ago that did happen!

if you built a house, you got population growing like rabbits, and in fact I 
ended up losing when i had three children and three pregnant mothers in a 
population of 15.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 16, 2011 8:06 AM
Subject: Re: [Audyssey] Castaways, version 0.9b



Hi Dark,

Grin. I wouldn't mind having a cook, hunter, a peasent, etc serve  me
hand and foot either. Lol!

speaking of service jobs I just noticed there is a certain job class
missing from Castaways. Perhaps Jeremy should ad a brothel and
prostitutes to 1.0. then, we could spead up population production
faster. Lol!


On 7/16/11, dark d...@xgam.org wrote:

yes I have! 9 hours and 40 minutes,  though I am guessing that only
counted the current save file and current program install, sinse unless I
expressly wanted to keep my saved game I deleted the folder and replaced 
it

with a new one.

Stil shows how long my current game has taken though to finish the ship, 
and

how much difference 0.9B made, ;D.

As to the other messages,  obviously Aprone needs a cook and peasant 
and

farmer and hunter to serve him, ;D.

Beware the grue!

Dark.


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Re: [Audyssey] question about farms in castaways

2011-07-16 Thread dark

Lol tom,

Sad, but true!

Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 16, 2011 8:26 AM
Subject: Re: [Audyssey] question about farms in castaways



HI Dark,

Well, I must confess I have the Castaways bug too. If you can't see it
my clock on my desk says the time is 3:08 AM in the flipping morning.
The reason I'm up so late past my bedtime is Castaways. I've been
playing it on and off all night. I switch between it and e-mail. I set
a few things in place, write an e-mail, and make sure everything is
cool, before moving onto the next message. Lol!

The computers on, and your at home. Your will is not your own. Your
tired, but you can't sleep. There's no doubt your in deep. You'd like
to think your a super gamer. Oh, yeah. Closer to the truth I think you
are addicted to Castaways.
Might as well face it you are addicted to Castaways. Might as well
face it you are addicted to Castaways. Might as well face it you are
addicted to Castaways.
Your throat is tight. You can't breath. You are playing at two
different speeds. Your hands sweat. Your body shakes. There isn't a
risk you won't take. Oh, you'd like to think you are a super gamer.
Oh, yeah. Closer to the truth your going to have to face it your
addicted to Castaways.
Might as well face it you are addicted to Castaways. Might as well
face it you are addicted to Castaways. Might as well face it you are
addicted to Castaways.

Cheers!

On 7/16/11, dark d...@xgam.org wrote:

Hi tom.

blame it on playing way too much castaways ;D.

It's odd, I don't usually find stratogy games my first choice. Games like
sound rts and time of conflict I tend to pick up, play for a couple of 
days
and then put way for several months again. I think this is mostly because 
of

my love of exploring and seeing new things in games.

this week though, I've had several! nights up playing the game. There 
were

three radio dramas of torchwood, the dr. who spinoff, which I managed to
miss thanks to castaways (though I did catch the main tv program because 
my

parents phoned and reminded me).

I've been wanting mush fixed for months, but haven't played alterean 
sinse

last thursday! and last night i really! went over board on the game for a
solid few hours from about 10 at night to 6 A m.

I think what it is, is castaways has a heavy does of the judgement based
gameplay I mentioned before.

Then there is the reaction factor. In many stratogy games, it's a case of
prepare, then let wrip and see how your preparations do, but in castaways
you really need to stay on top of matters, tweaking things here and 
there,

changing jobs around, planning and carrying out different goals while
keeping your populous fed etc.

Entombed (though the genre is different), has a very similar thought 
process
to it, sinse you can't just numbercrunch your way into the best armour, 
and
hit attack, attack, attack! but need to think about each battle and react 
to

what your enemy is doing.

This type of thing I find fascinating, having to change actions and 
stratogy

at any one time to take into account the ongoing situation.

it's a factor all the great games, marrio turrican, etc had,  indeed
Mega man was famous for it in boss fights, and it's fantastic to see in 
an

accessible game.

Beware the grue!

Dark.


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Re: [Audyssey] Jeremy's incredible programming speed and miscthoughts was Re: Castaways, 1 week milestone reached!

2011-07-16 Thread dark

Hi Jeremy.

One thing i've noticed abut it professionals as I said, is a tendency to 
worry about stuff that actually doesn't affect the end user.


it's like buying whipped cream instead of actually pulling out a whisk and 
doing it yourself, or buying some frozen hash browns instead of physically 
mashing the spuds, battering them etc.


there will be professional purist chefs who will think this is terrible and 
always ssay you should do the hole lot yourself, but then when people cannot 
physically tell the difference in the meal, you think what is the point?


obviously in stuff like making gravy or pastry or sauce, you do! take the 
long method rather than using prepacked sinse it will change the end result, 
but if it makes no overall difference but adds on to the preparation time 
why bother?


this was the reason for my question.

audio games don't get produced half as often as they could be, and in order 
to help that situation examining what your making them with is always a good 
thing.


previously I thought if a programmer was experienced in a given language, it 
was only the complexity of the project itself and life that changed matters, 
but oviously that's not the case, so I ask why.


Beware the grue!

Dark. 



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Re: [Audyssey] Castaways, 1 week milestone reached!

2011-07-16 Thread dark

Thanks, good to know, and it should give some fun randomness to the game.

Methinks I just need to try it ;D.

Beware the grue!

Dark.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 16, 2011 9:30 AM
Subject: Re: [Audyssey] Castaways, 1 week milestone reached!


It seems you understand why I handled co op multiplayer, the way I did. 
By keeping everyone separate, and only sharing a representative character, 
it allows you to keep your own strategy and move at your own pace. 
Obviously people run the game at different speeds, and pause whenever they 
wish, so traditional multiplayer is almost out of the question.


I still have adjustments to make, of course, but for the moment things 
seem pretty stable with the multiplayer.  When I got home from work I 
noticed 4 people were playing.  Dark, if you got pregnant, the other 
players should receive a new child from it!  This actually brings up that 
odd hermaphrodite perk.  I knew that people LOVE! me SO! MUCH! that even 
the males would want some way to have my babies.  ROFL!  Just kidding, but 
I couldn't resist writing that!  :D


If a player is a job you can't use, then they are simply useless to you. 
Odds are pretty slim of them being totally useless though, since they 
would still revert to a step lower on their chain.  It would almost always 
become useful then.


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Re: [Audyssey] Castaways, 1 week milestone reached!

2011-07-16 Thread dark

Well, easily fixed.

Beware the grue!

Dark.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 16, 2011 9:32 AM
Subject: Re: [Audyssey] Castaways, 1 week milestone reached!


Hopefully I didn't come off as pushing donations, lol.  I would have felt 
bad if I completely missed a donation from someone, but I double checked, 
and I'm still at zero.  I'm guessing you forgot.



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Re: [Audyssey] Jeremy's incredible programming speed and misc thoughtswas Re: Castaways, 1 week milestone reached!

2011-07-16 Thread darren harris
Hi dark,

Well I think that given the technology available now making dare I say blind
friendly games with even basic graphical interfaces should be possible and
should be done now to open up the range of players and potential customers.
It's rather silly really to just present a blank screen and say there you
are play that. nobody is going to want to do it. because if the roles were
reversed you wouldn't want 1 of your senses taken away by default, this is
in essence what's happening here thus I think it's spoiling the potential
for these types of games. 



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Re: [Audyssey] Castaways, version 0.9b

2011-07-16 Thread shaun everiss

hi aprone.
I have just been on the forums and looked, just saw your message and 
looked at the game message.

Yip you have got the theme of the game into the donations.
I can see the message now, just before the game does a big crash 
warning!aprone is on the verge of starvation.
THen the message, due to no donations aprone is no more, in revenge 
this game will selfdestruct and take your os with it!!

haha!!
At 09:42 a.m. 16/07/2011, you wrote:
Has anyone looked at the special message, at the end of the How to 
Play section yet?


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Re: [Audyssey] Castaways, 1 week milestone reached!

2011-07-16 Thread shaun everiss

Did anyone read my message on the forum about that.
Ok, hint he is partnered with lacutis.
So its logical to assume he is part of the borg, or has hos own 
seperate collective.

Who know whe has now he has been assimilated.
Though who knows.
No one works with the borg on a temp basis though.
At 12:59 p.m. 16/07/2011, you wrote:

hi aprone.
i've said it many times,but i gotta say it again man,you're not a
human,you're some sort of machine that programs so fast it's
unbelievable that you put out this game with all this complex strategy
that i could get the hang of just now,i'm trying to play it for a few
days,but with atred'sbuilding descriptions and john's message to the
list today it helped me a lot!
i just imagine what you could create if you didn't had other things to
do,like work,etc. lol,i think that in one year you could easyly beat a
game like world of warcraft programming in that speed bro. i saw the
message in the end of how to play,it's great to know how much time i'm
spending with the game. i'm having  some issues with my credit card
registered to paypal. the thing is that my father got a new one and i
don't have the details,but when i register this card with my account i'm
100% sure i'll be donating,it won't be much,but i'll try to donate 20 or
25,i think it will help. it can take a while though.
thanks again for the wonderful work and for one more project that if it
wasn't you,probably we would never have a game like this
one,lunimals,temporal,well,everything,smiles.
-Mensagem original-
De: Zachary Kline zkl...@speedpost.net
Para: Gamers Discussion list gamers@audyssey.org
Data: Sexta, 15 de Julho de 2011 17:42
Assunto: Re: [Audyssey] Castaways, 1 week milestone reached!

Hi Jeremy,
I've said it before, but wow.  This is an absolutely insane 
development pace for any game, audio or otherwise.  I could 
understand, say, fleshing out a small text
adventure in such a timespan, but a complicated strategy game like 
this one is another matter.  Can't wait for the multiplayer, and 
congratulations on a wildly successful

project.
Best,
Zack.
On Jul 15, 2011, at 5:34 PM, Jeremy Kaldobsky wrote:

 Well guys, Castaways has officially been in development for a 
week!  It was last friday evening, when I came up with the idea, 
and subsequently worked out most
of the code at work that night.  It has come a long way, and still 
has a ways to go.  At this very moment I've been running tests on 
the multiplayer portions of
the game.  To start, they are limited, but this will give me a good 
idea of the direction I should go in next.


 If I can finish my tests in time, I will be posting version 1.0b, 
which contains the basic multiplayer co op mode!  Woot!  I don't 
have much time before I go to

work though, so I'm racing to finish!

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[Audyssey] bug with castaways 0.9b strong start

2011-07-16 Thread alex wallis

Hi list.
I am sure this has been reported before, but I just tried playing with 
the strong start option set,

and I wasn't given my store house.
I checked and I am definitely on 0.9b, but I couldn't find the store 
house when I hit shift d and shift f, and I did try leaving the game 
unpaused for a while, but nothing was moved, so I assume this feature 
isn't fully implemented yet or something.


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Re: [Audyssey] bug with castaways 0.9b strong start

2011-07-16 Thread Zachary Kline
Hi Alex,
No, what happens is that your storehouse is built instantly the moment you ask 
for it.
Best,
Zack.
On Jul 16, 2011, at 4:10 AM, alex wallis wrote:

 Hi list.
 I am sure this has been reported before, but I just tried playing with the 
 strong start option set,
 and I wasn't given my store house.
 I checked and I am definitely on 0.9b, but I couldn't find the store house 
 when I hit shift d and shift f, and I did try leaving the game unpaused for a 
 while, but nothing was moved, so I assume this feature isn't fully 
 implemented yet or something.
 
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Re: [Audyssey] using nvda with castaways

2011-07-16 Thread john
Hmmm, I haven't actually used NVDA with the game for several versions, so 
that could very well explain my error. I like the way that I can change the 
sapi voice speed far more easily that nvda, thus my reason for sticking with 
it.


--
From: dark d...@xgam.org
Sent: Saturday, July 16, 2011 12:18 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] using nvda with castaways

If you mean the interupt of speaking new messages when old ones come in, I 
noticed this improved a lot in the last two versions, and will do so even 
more when you can mute some messages. Syncronizing with the sfx very much 
helped here.


Beware the Grue!

Dark.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, July 15, 2011 7:40 PM
Subject: Re: [Audyssey] using nvda with castaways



Odd.  My NVDA cuts off just like sapi.

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Re: [Audyssey] Castaways, version 0.9b

2011-07-16 Thread Milos Przic
Hi, yes, and once to me happened that the most of the population were 
children. 9 children, a few mothers and a few adults, two of whom were sick. 
It happened because in one moment people started starving, so I succeeded 
saving the others, most of whom were children. But while they grew up, while 
I made some of them knights, goblins destroyed the strehouse and the 
hospital. I placed those on another place on the map, trying to be near to 
the tavern and other buildings, but goblins destroyed the tavern and the 
quory, I didn't have enough bricks and bye...

 Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 16, 2011 10:45 AM
Subject: Re: [Audyssey] Castaways, version 0.9b



Actually tom a few versions ago that did happen!

if you built a house, you got population growing like rabbits, and in fact 
I ended up losing when i had three children and three pregnant mothers in 
a population of 15.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 16, 2011 8:06 AM
Subject: Re: [Audyssey] Castaways, version 0.9b



Hi Dark,

Grin. I wouldn't mind having a cook, hunter, a peasent, etc serve  me
hand and foot either. Lol!

speaking of service jobs I just noticed there is a certain job class
missing from Castaways. Perhaps Jeremy should ad a brothel and
prostitutes to 1.0. then, we could spead up population production
faster. Lol!


On 7/16/11, dark d...@xgam.org wrote:

yes I have! 9 hours and 40 minutes,  though I am guessing that only
counted the current save file and current program install, sinse unless 
I
expressly wanted to keep my saved game I deleted the folder and replaced 
it

with a new one.

Stil shows how long my current game has taken though to finish the ship, 
and

how much difference 0.9B made, ;D.

As to the other messages,  obviously Aprone needs a cook and peasant 
and

farmer and hunter to serve him, ;D.

Beware the grue!

Dark.


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Re: [Audyssey] Jeremy's incredible programming speed andmisc thoughtswas Re: Castaways, 1 week milestone reached!

2011-07-16 Thread dark

Hi Darren.

I'm not sure. For a game like shades, just as with what I've heard of 
papasanga, the very lack of visuals is what is appealing to sighted players 
because of the atmosphere

and challenge it represents.

It is true that even in these cases some sort of graphical logo or title is 
needed just to show the person the game is running, but actually a lot of 
audio games already have this, all draconis, troopanum etc (if you listened 
to justin's podcast he talks about getting his brother to do the picture for 
troop one).


Games like entombed could get away with text only and essentially be 
markited as glorified gamebooks, or text games  much as Sryth is.


funnily enough, the audio games that would be hardest to markit would be 
those with simple graphics like sound rts, castaways etc.


funnily enough, I think the hardest audio games to sell would be those with 
a rudimentary graphical interface like sound rts, time of conflict or even 
castaways. graphics are so much a part of games for sited players it's 
actually quite hard to explain how weerd it is when first trying audio games 
not! to have graphics.


I found it so myself, and I had synaesthesia and far more experience relying 
on my hearing to compensate for my limited vision to help me get used to it 
than a normal sighted player would.


%70 of the concern of sighted players is! graphics,  look at how new 
consoles are markited, and even though many indi pc games have very retro 
graphics, it's stil graphics that is the concern.


For instance, there is a new remake of my favourite graphical Turrican 
platformer being developed.


What is the first thing that the developer says?  it'll support more 
graphics in the background of levels than previous remakes.


Even though turrican and it's remakes stil look at best like very good Snes 
games, this is what the developer saw as an important thing in his remake, 
and that's for a game who's gameplay isn't heavily graphically motivated.


While there are some people who play games like angband with it's simple 
graphic tyles or ascii, or dwarf fortress which have very stil graphics and 
no animations at all, they are very much a specialized group.


btw, and Animation would be hell! to do for an audio game and would probably 
take almost as long as making the game itself, sinse it's one of the major 
things in a graphical game to be considered.


I can't quite explain it completely without this message getting very long, 
but animation vs stil pictures is rather like the difference betwene hereing 
the sound of a gunshot then hereing the sound of someone dying, and hereing 
a fully dramatized shooting scene with ambience, positional sound, footsteps 
etc.


Beware the grue!

Dark. 



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[Audyssey] a question about entombed

2011-07-16 Thread john
Does anyone know what the worth and hardness attributes affect? I've found a 
couple of weapons that enhance them, and was wondering what, if anything, that 
would upgrade.
 
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[Audyssey] MitionB dropbox link

2011-07-16 Thread burakyuksek
Hi,
I heard everybody is encountering with errors while trying to open the archive. 
Here is the dropbox link:
http://dl.dropbox.com/u/5167306/Mission%20B.zip
Also there is a German pack.
saygılar sevgiler.
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Re: [Audyssey] MitionB dropbox link

2011-07-16 Thread william lomas
what is this game

On Jul 16, 2011, at 1:09 PM, burakyuksek wrote:

 Hi,
 I heard everybody is encountering with errors while trying to open the 
 archive. Here is the dropbox link:
 http://dl.dropbox.com/u/5167306/Mission%20B.zip
 Also there is a German pack.
 saygılar sevgiler.
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Re: [Audyssey] MitionB dropbox link

2011-07-16 Thread burakyuksek
It is like a real life similation. It is very funny. Read the read me.txt 
for more details.

saygılar sevgiler.
- Original Message - 
From: william lomas will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 16, 2011 3:15 PM
Subject: Re: [Audyssey] MitionB dropbox link



what is this game

On Jul 16, 2011, at 1:09 PM, burakyuksek wrote:


Hi,
I heard everybody is encountering with errors while trying to open the 
archive. Here is the dropbox link:

http://dl.dropbox.com/u/5167306/Mission%20B.zip
Also there is a German pack.
saygılar sevgiler.
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[Audyssey] suggestion for improving building management in castaways

2011-07-16 Thread alex wallis

Hi.
I am just writing, as I am in the middle of a game of castaways, and I 
had a thought about ways to make it easier to keep track of what might 
be needed in the game.
That is, could we either have a new keystroke, or it given as part of 
existing information, to find out how many of each type of building 
there are?

I think this would be particularly useful in the case of houses and farms,
as I am having to go and recount every so often, and it is time 
consuming going through the buildings list.
I would just like to be able to hit a keystroke to find out about 
numbers of any building, and then have shift d and f to arrow through 
them to find out there location on the map. perhaps alt d and alt f 
could be used to let you arrow through your buildings and find out how 
many of each there are.


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Re: [Audyssey] Jeremy's incredible programming speed and misc thoughtswas Re: Castaways, 1 week milestone reached!

2011-07-16 Thread Jeremy Kaldobsky
Good point Darren.  Actually I planned to add more artwork to castaways, but 
even with the super limited graphics already present, it is pretty playable 
from a sighted perspective.  I can play an entire game of castaways, without 
needing the screen reader, and in fact I usually do leave the screen reader off 
and just play it visually.  If any sighted family or friends, see you playing 
and mention that the graphics are incredibly simple, remember that adding 
artwork is pretty much my last priority while making an audio game haha.  I 
have done some pretty good graphical games in my past, so if it came down to 
trying to merge the blind and sighted communities, I'm sure I could do it.

Since I'm not selling my games, there is not much of an incentive to go after 
the mainstream gamers with these audio games.  Once we are talking about a 
multiplayer game, then it starts to make more sense, because we could use the 
extra players.  My work might start leaning in that direction as I expand the 
multiplayer.

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Re: [Audyssey] bug with castaways 0.9b strong start

2011-07-16 Thread Jeremy Kaldobsky
Actually Alex, the strong start perk just means it will build instantly when 
you choose a spot for it.  I still wanted you to be able to pick where you 
wanted it built.  I hope that helps.


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[Audyssey] keeping track of goblins in castaways

2011-07-16 Thread alex wallis

Hi.
another thought that just occurred to me. could we have a key stroke so 
we can check where the goblins are on our land?

perhaps shift g
I think this would be helpful, as we can more easily use the information 
to place guard towers to allow knights to destroy the goblins more quickly.


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Re: [Audyssey] suggestion for improving building management in castaways

2011-07-16 Thread Jeremy Kaldobsky
Good suggestion Alex.  I'll change things around a bit, so that it tells you 
how many of each building type you have.  I agree, with houses especially, this 
would help.

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Re: [Audyssey] keeping track of goblins in castaways

2011-07-16 Thread Jeremy Kaldobsky
Lol, another good idea.  I'll work on adding this as well sir.  :D

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Re: [Audyssey] Jeremy's incredible programming speed and misc thoughtswas Re: Castaways, 1 week milestone reached!

2011-07-16 Thread darren_g_harris
Right. Well like i say i do think that half the roblem with the blind 
friendly games is just that, they are aimed specifically at blind people. Which 
really doesn't give any chance for expposure. Or may i say the right kind of 
exposure. 

I can see a little bit, not too much but a little bit, with pplaying a game 
like shades of doom, am not saying it's not good because it is, but i felt like 
an element was taken from me right there. 

I think and this is my being point blank blunt about this, if people want games 
to pplay who can't see, then game development is going to have to change. Bar 
the likes of time of conflict and a few other mentions including what you're 
doing, i haven't seen anything majorly exciting over the last few years  and 
this isn't good.

Oh before i sign off, i'm writing this message on my phone and the keypppad is 
dying so if there's loads of extra letters in words then this is Why.

-original message-
Subject: Re: [Audyssey] Jeremy's incredible programming speed and misc 
thoughtswas Re: Castaways, 1 week milestone reached!
From: Jeremy Kaldobsky jer...@kaldobsky.com
Date: 16:07:2011 3.29 pm

Good point Darren.  Actually I planned to add more artwork to castaways, but 
even with the super limited graphics already present, it is pretty playable 
from a sighted perspective.  I can play an entire game of castaways, without 
needing the screen reader, and in fact I usually do leave the screen reader off 
and just play it visually.  If any sighted family or friends, see you playing 
and mention that the graphics are incredibly simple, remember that adding 
artwork is pretty much my last priority while making an audio game haha.  I 
have done some pretty good graphical games in my past, so if it came down to 
trying to merge the blind and sighted communities, I'm sure I could do it.

Since I'm not selling my games, there is not much of an incentive to go after 
the mainstream gamers with these audio games.  Once we are talking about a 
multiplayer game, then it starts to make more sense, because we could use the 
extra players.  My work might start leaning in that direction as I expand the 
multiplayer.

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Re: [Audyssey] Jeremy's incredible programming speed and misc thoughtswas Re: Castaways, 1 week milestone reached!

2011-07-16 Thread Jeremy Kaldobsky
Lol, Darren.  I just thought you were cold.

You're right though, people who have some sight, will probably want at least 
some graphics that they can use.  There isn't much of a point taking away a 
sense if we don't have to.

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[Audyssey] bug with production of materials

2011-07-16 Thread alex wallis

Hi list.
I just found a rather serious bug with production, at least I think its 
a bug.
the issue is as follows, I assume this problem probably affects all 
second and third stage jobs.

I noticed it however in the production of cloth.
I suddenly realised that my taylors kept weeving animal fur into yarn, 
even though the textile had the maximum possible yarn, so the yarn the 
taylors were weeving was literally disappearing.
of course, this meant the amount of yarn never went down, and the 
taylors never wove the yarn that was already there.
In the end I closed the textile to new supplys, but I think this is a 
bug that should be fixed.


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[Audyssey] graphics in audio games, was: Jeremy's speed

2011-07-16 Thread Che
  Dark mentioned that Blind Adrenaline could pull sighted players, but 
the name would be a hinderance if I put in graphics.
  Actually, we have a full set of graphics for all the suited games, 
along with mouse support to click on cards etc. additionally, the poker 
games show the cards, though the graphics aren't as fleshed out as the 
suited games.
  I did this thinking the friends and family of sighted players would 
want to play with them, and although we did get a few sighted players, 
overall it was a large waste of coding time unfortunately.
  Folks on the site have told their friends and family about Blind 
Adrenaline, let them know they play there a lot and love it, and they 
can play for free for a month an dall that, and yet, almost nobody 
sighted checked it out.
  I think the reasons for this are many, but it was a good lesson to me 
as a commercial game developer.
  BTW, I love graphics, in fact made my living doing compositing and 3D 
animation before losing my sight, but the potential for cross selling 
here, at least in my experience is very limited.
  In other words, if someone were going to develop a audio game and had 
limited time to get it out the door, I'd advise them to forget the graphics.

  Thoughts?
 Che


On 7/16/2011 10:54 AM, Jeremy Kaldobsky wrote:

Lol, Darren.  I just thought you were cold.

You're right though, people who have some sight, will probably want at least 
some graphics that they can use.  There isn't much of a point taking away a 
sense if we don't have to.

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Re: [Audyssey] suggestion for improving building management in castaways

2011-07-16 Thread Willem
Also a list of tasks that need to be performed with an option to delay a 
task would also be nice. Say you want a barracks, but your peasants keep 
carrying logs to the saw mill and aur is piling up at the mine while 
your metallurgists keep on mining because there is no aur at the forge, 
currently there is no effective way to tell your peasants that they need 
to have that as a priority.

On 7/16/2011 4:11 PM, alex wallis wrote:

Hi.
I am just writing, as I am in the middle of a game of castaways, and I 
had a thought about ways to make it easier to keep track of what might 
be needed in the game.
That is, could we either have a new keystroke, or it given as part of 
existing information, to find out how many of each type of building 
there are?
I think this would be particularly useful in the case of houses and 
farms,
as I am having to go and recount every so often, and it is time 
consuming going through the buildings list.
I would just like to be able to hit a keystroke to find out about 
numbers of any building, and then have shift d and f to arrow through 
them to find out there location on the map. perhaps alt d and alt f 
could be used to let you arrow through your buildings and find out how 
many of each there are.


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Re: [Audyssey] graphics in audio games, was: Jeremy's speed

2011-07-16 Thread darren harris
Hi,

To be very honest, sometimes it's the lack of graphics for me that can put
me off a game. No they aren't important primarily and the main focus should
always be game play. But for someone who has a little sight like myself, I
have to say it does add something else into the game. 

I'm not saying for a second take away the accessibility, I'd be the first
one to say don't do that. but as has already been proven with castaways and
with time of conflict, this doesn't have to happen. It's a question of 1
doing it and 2 doing it in a way that doesn't compremise either side. 





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[Audyssey] Castaways v1.1b

2011-07-16 Thread Jeremy Kaldobsky
Version 1.1b has been posted!  You'll need to update if you want to connect to 
the multiplayer server.  Co op friends no longer count toward your population, 
so you won't need to make extra houses for them.  You can scroll through chat 
using the  and  keys.  Emoticon actions are now supported, so type /e before 
a phrase and it will say you've Done that, rather than Said that.

When scrolling through your buildings, it will now tell you how many of that 
building you have.
Shift + G, tells you all of the land controlled by Goblins.
Other little fixes, but I can't remember them all now.

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Re: [Audyssey] bug with production of materials

2011-07-16 Thread Jeremy Kaldobsky
Thanks for spotting this Alex!  I'm getting to work looking for the source of 
the problem.

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Re: [Audyssey] suggestion for improving building management in castaways

2011-07-16 Thread Jeremy Kaldobsky
I've been brainstorming some different ways I might be able to set up 
prioritizing tasks.  After all of the AI trouble with the temporary jobs, I'm a 
little unsure if I should undertake another huge AI overhaul though.  For the 
moment, remember that you can turn off the resupplying of buildings by pressing 
Enter on them, then backspace.  I find this is a great way to keep my peasants 
from doing stuff that I suddenly consider low priority.  When you disable the 
stuff you don't need, that puts more workers out there doing the stuff you Do! 
need.

Just don't forget to turn the buildings back on after, lol.

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Re: [Audyssey] a question about entombed

2011-07-16 Thread dark
Worth means it sells for more at the shop I believe, but hardness is a 
really useful one.


In entombed, every weapon and monster is made of a material with a different 
hardnesswhich affects how much damage is done. by comparing relative 
hardness of weapon and the skin of the thing your hitting.


This is why creatures like the stone guardians and the drake take so litle 
damage when you hit them,  even if against normal enemies your attacks 
are pretty devastating.


It's not magical resistance, it's just hardness of skin.

Beware the grue!

dark.
- Original Message - 
From: john jpcarnemo...@live.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 16, 2011 1:06 PM
Subject: [Audyssey] a question about entombed


Does anyone know what the worth and hardness attributes affect? I've found 
a couple of weapons that enhance them, and was wondering what, if 
anything, that would upgrade.


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Re: [Audyssey] suggestion for improving building management in castaways

2011-07-16 Thread dark

Or maybe just hit t and get the full list.

I was actually thinking this while playing this afternoon, sinse I had to 
count houses there too esepcailly with online players dropping in and out 
and not being able to calculate how many houses I needed (I actually wound 
up making one extra one and then having to put various building projects on 
hold while all the children grew up).


Beware the grue!

Dark.
- Original Message - 
From: alex wallis alexwallis...@googlemail.com

To: gamers@audyssey.org
Sent: Saturday, July 16, 2011 3:11 PM
Subject: [Audyssey] suggestion for improving building management in 
castaways




Hi.
I am just writing, as I am in the middle of a game of castaways, and I had 
a thought about ways to make it easier to keep track of what might be 
needed in the game.
That is, could we either have a new keystroke, or it given as part of 
existing information, to find out how many of each type of building there 
are?

I think this would be particularly useful in the case of houses and farms,
as I am having to go and recount every so often, and it is time consuming 
going through the buildings list.
I would just like to be able to hit a keystroke to find out about numbers 
of any building, and then have shift d and f to arrow through them to find 
out there location on the map. perhaps alt d and alt f could be used to 
let you arrow through your buildings and find out how many of each there 
are.


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Re: [Audyssey] Jeremy's incredible programming speed and miscthoughtswas Re: Castaways, 1 week milestone reached!

2011-07-16 Thread dark

Hi Jeremy.

as regards the graphics for castaways, I do rather wish there was something 
to show where your buildings are.


i believe there are small written lables, but these are rather hard for me 
to see even where they are (and impossible to read), so some artwork there 
would be very much appreciated.


Maybe players of roguelikes like dwarf fortress and angband would like the 
game, (though whether they would like it enough to lay down some cash could 
be another story), but I'm not sure about others who are more used to 
animation and graphics,  though I'd love to be proved wrong.


Beware the grue!

dark.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 16, 2011 3:11 PM
Subject: Re: [Audyssey] Jeremy's incredible programming speed and 
miscthoughtswas Re: Castaways, 1 week milestone reached!



Good point Darren.  Actually I planned to add more artwork to castaways, 
but even with the super limited graphics already present, it is pretty 
playable from a sighted perspective.  I can play an entire game of 
castaways, without needing the screen reader, and in fact I usually do 
leave the screen reader off and just play it visually.  If any sighted 
family or friends, see you playing and mention that the graphics are 
incredibly simple, remember that adding artwork is pretty much my last 
priority while making an audio game haha.  I have done some pretty good 
graphical games in my past, so if it came down to trying to merge the 
blind and sighted communities, I'm sure I could do it.


Since I'm not selling my games, there is not much of an incentive to go 
after the mainstream gamers with these audio games.  Once we are talking 
about a multiplayer game, then it starts to make more sense, because we 
could use the extra players.  My work might start leaning in that 
direction as I expand the multiplayer.


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Re: [Audyssey] keeping track of goblins in castaways

2011-07-16 Thread dark

That is a good idea too alex.

though i will say that currently, the goblins always expand from set places 
so it's fairly easy to learn where to prtect.


Bewware the grue!

Dark.
- Original Message - 
From: alex wallis alexwallis...@googlemail.com

To: gamers@audyssey.org
Sent: Saturday, July 16, 2011 3:19 PM
Subject: [Audyssey] keeping track of goblins in castaways



Hi.
another thought that just occurred to me. could we have a key stroke so we 
can check where the goblins are on our land?

perhaps shift g
I think this would be helpful, as we can more easily use the information 
to place guard towers to allow knights to destroy the goblins more 
quickly.


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Re: [Audyssey] Jeremy's incredible programming speed and misc thoughtswas Re: Castaways, 1 week milestone reached!

2011-07-16 Thread dark
Well darren, as you'll gather on the stuff I've written about the second 
dimention in 2d to an extent I agree, however I do think things are slowly 
improving due to community in put and discussion in terms of moving away 
from boppit games and on to things that require crytical judgement instead.


Beware the grue!

Dark. 



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Re: [Audyssey] bug with production of materials

2011-07-16 Thread dark
well alex, usually when this happens the materials just get taken to the 
store house, and certainly that stores firs (check with the x key).


However if it was just yarn you mean, then I'm not sure sinse there is no 
yarn catagory in the storehouse from what I can gather, though there is one 
for flour.


Beware the grue!

Dark.
- Original Message - 
From: alex wallis alexwallis...@googlemail.com

To: gamers@audyssey.org
Sent: Saturday, July 16, 2011 5:51 PM
Subject: [Audyssey] bug with production of materials



Hi list.
I just found a rather serious bug with production, at least I think its a 
bug.
the issue is as follows, I assume this problem probably affects all second 
and third stage jobs.

I noticed it however in the production of cloth.
I suddenly realised that my taylors kept weeving animal fur into yarn, 
even though the textile had the maximum possible yarn, so the yarn the 
taylors were weeving was literally disappearing.
of course, this meant the amount of yarn never went down, and the taylors 
never wove the yarn that was already there.
In the end I closed the textile to new supplys, but I think this is a bug 
that should be fixed.


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Re: [Audyssey] graphics in audio games, was: Jeremy's speed

2011-07-16 Thread dark

Hi Che.

Just one thought with blind adrenaline.

All your games say blind adrenaline and on your site it states that they 
are designed by one of us, for all of us


I'm not suggesting a complete change, but I wonder if you advertized 
somewhere where sighted games were mentioned, removed the access and screen 
reader mentions from the cardroom page of the sight and stuck them on a 
separate page, and renamed all the titles to just B.A. cardroom if that 
would improve matters.


Rather the way America online was only ever advertized as Aol in Britain.

Of course it's probably not worth making the changes just for the 
experement, but I do think it'd be interesting to find out how many people 
played the game if the fact that the developer and many of the players were 
blind was not quite so obvious.


I only thought the cardroom could be presented to sighted players sinse 
cards is relatively free of complex 3D stuff, thus people wouldn't expect 
something majorly graphical.


Beware the grue!

Dark. 



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Re: [Audyssey] suggestion for improving building management incastaways

2011-07-16 Thread dark
Hmmm willom, in that situation i just assign more peasants to do the lifting 
and moving, sinse obviously food has to come before buildings.


for me, the ability to kew priorities like that would also be dangerously 
close to making the game feel too automated.


Getting all the jobs done when all you can do is assign people and indicate 
what needs doing is imho rather the point of the game.


Beware the grue!

Dark.
- Original Message - 
From: Willem dwill...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 16, 2011 6:08 PM
Subject: Re: [Audyssey] suggestion for improving building management 
incastaways



Also a list of tasks that need to be performed with an option to delay a 
task would also be nice. Say you want a barracks, but your peasants keep 
carrying logs to the saw mill and aur is piling up at the mine while your 
metallurgists keep on mining because there is no aur at the forge, 
currently there is no effective way to tell your peasants that they need 
to have that as a priority.

On 7/16/2011 4:11 PM, alex wallis wrote:

Hi.
I am just writing, as I am in the middle of a game of castaways, and I 
had a thought about ways to make it easier to keep track of what might be 
needed in the game.
That is, could we either have a new keystroke, or it given as part of 
existing information, to find out how many of each type of building there 
are?
I think this would be particularly useful in the case of houses and 
farms,
as I am having to go and recount every so often, and it is time consuming 
going through the buildings list.
I would just like to be able to hit a keystroke to find out about numbers 
of any building, and then have shift d and f to arrow through them to 
find out there location on the map. perhaps alt d and alt f could be used 
to let you arrow through your buildings and find out how many of each 
there are.


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Re: [Audyssey] graphics in audio games, was: Jeremy's speed

2011-07-16 Thread dark
I agree that I personally like graphics in audio games if possible sinse I 
like to make ful use of what senses i have, however I disagree that games 
with just sound alone always lose something.


there are several games like packman and pinball which I personally find 
more fun in audio.


Visually, when playing packman you see the hole maze (or at least a good 
proportion), and where all the ghosts are in relation to you.


You know just when a new ghost comes out of the ghost house etc.

Audio packman has far more of an exploration feel, and indeed requires you 
to memorize the labyrinth and take note where you and the items are.


ghosts are also more mysterious because of the lack of info about them.

I actually think there's a lot to be said for this style of game,  and I 
believe the developers of pappa sanga and nightjar have done so well because 
they recognize this.


in removing one sense, you also require more judgement of the player.

I also know people who say the horror of shades of doom is what you don't! 
see, just like in a horror radio drama where your mind makes the images.


This is something that impressed me about the hole audio experience when i 
first played shades myself.


Beware the grue!

dark.
- Original Message - 
From: darren harris darren_g_har...@btinternet.com
To: blindadrenal...@gmail.com; 'Gamers Discussion list' 
gamers@audyssey.org

Sent: Saturday, July 16, 2011 6:37 PM
Subject: Re: [Audyssey] graphics in audio games, was: Jeremy's speed



Hi,

To be very honest, sometimes it's the lack of graphics for me that can put
me off a game. No they aren't important primarily and the main focus 
should

always be game play. But for someone who has a little sight like myself, I
have to say it does add something else into the game.

I'm not saying for a second take away the accessibility, I'd be the first
one to say don't do that. but as has already been proven with castaways 
and

with time of conflict, this doesn't have to happen. It's a question of 1
doing it and 2 doing it in a way that doesn't compremise either side.





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Re: [Audyssey] suggestion for improving building management in castaways

2011-07-16 Thread Jeremy Kaldobsky
Fortunately the new 1.1b version solves these problems.  When you use Shift D, 
and F, to move through your buildings, it will also tell you how many of each 
you have.  Dealing with people coming and going in multiplayer won't be so 
confusing now either, since those people do not count toward your housing limit 
anymore.  This means, you could start with 12 people, build 3 houses, 10 
multiplayer friends could wash up on shore, and yet with the very next house 
you build, you will start seeing pregnancies.  Counting toward your housing 
limit was just too unfair before, and it made it more of a burden than a 
blessing, to gain multiplayer people.

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Re: [Audyssey] Jeremy's incredible programming speed and miscthoughtswas Re: Castaways, 1 week milestone reached!

2011-07-16 Thread Jeremy Kaldobsky
I was actually just speaking with Hatred about adding some graphics, and 
pitching the game to a sighted community he is the administrator for.  I have 
only 1 reservation when it comes to inviting mainstream gamers into the game, 
and that is security.

I'm sure they are everywhere, but the sighted gaming communities run rampant 
with people who want nothing more than to try to break a game.  The first thing 
they will do is try to exploit any security holes to hack the game, or even 
bring the servers down.  I've seen this so much, that I can't help but wonder 
if I'm on the verge of opening up Pandora's box here.

As someone who has made indie mainstream games, I know how to put the proper 
security measures in place, but I'd rather not have to.  Instead of adding new 
features, or fixing bugs, I could wind up spending all of my time constantly 
trying to stay 1 step ahead of those who get a thrill out of trying to break it 
and ruin it for everyone else.  Our biggest form of security is simply being 
hidden.  The moment word gets out, into the wrong groups of people, that's 
forever gone.

Here in the blind community, it seems less likely that someone will 
intentionally try to ruin things for everyone, mostly because this is a smaller 
community.  I guess I'll keep mulling it over, though any recommendations would 
be appreciated.

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[Audyssey] security for games was castaways

2011-07-16 Thread Che

  Hi Jeremy,
Wow, I am a posting fiend today, eh?
  Well, your right and wrong there my man.
  I agree, if you hit the mainstream with a MP game, the twits would 
come out of the woodwork to screw it up, but even in as small a market 
as we have, I've had several attempts made to bring my online dedicated 
server down.
  I was completely brand new to this in 2006 when I started on RR, and 
after very little time, i got a heck of an education in protecting both 
my code and my server.
  I know I come across a lot of the time as a crotchity old grouch on 
this list, but I would like to once again offer that you email me off 
list so we can maybe hook up on skype or something and discuss things. 
As I've said before, I'm willing to help developers pushing the envelope 
of accessible gaming where I can.
  Obviously, your programming experience blows probably anyone else on 
the list away, especially me, but if your considering opening up your 
games online and perhaps going commercial, I think I can offer some good 
advice earned from hard experience.
  If you'd rather not do that, no worries at all, but the offer remains 
anytime you want.
  and if I have missed any replies from you on list here, I apologize 
for that, I sometimes go weeks without checking it all all when I'm busy.
  Finally, you should definately see a donation now to your site PP, if 
not, something is wrong, as I received confirmation on my end. If it is 
the first donation, I hope it is the first of many.

  Keep up the excellent work.
  Later,
che
blindadrenal...@gmail.com




On 7/16/2011 3:04 PM, Jeremy Kaldobsky wrote:

I was actually just speaking with Hatred about adding some graphics, and 
pitching the game to a sighted community he is the administrator for.  I have 
only 1 reservation when it comes to inviting mainstream gamers into the game, 
and that is security.

I'm sure they are everywhere, but the sighted gaming communities run rampant 
with people who want nothing more than to try to break a game.  The first thing 
they will do is try to exploit any security holes to hack the game, or even 
bring the servers down.  I've seen this so much, that I can't help but wonder 
if I'm on the verge of opening up Pandora's box here.

As someone who has made indie mainstream games, I know how to put the proper 
security measures in place, but I'd rather not have to.  Instead of adding new 
features, or fixing bugs, I could wind up spending all of my time constantly 
trying to stay 1 step ahead of those who get a thrill out of trying to break it 
and ruin it for everyone else.  Our biggest form of security is simply being 
hidden.  The moment word gets out, into the wrong groups of people, that's 
forever gone.

Here in the blind community, it seems less likely that someone will 
intentionally try to ruin things for everyone, mostly because this is a smaller 
community.  I guess I'll keep mulling it over, though any recommendations would 
be appreciated.

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Re: [Audyssey] suggestion for improving building management in castaways

2011-07-16 Thread Willem
The problem with that is that it usually wastes a lot of manpower. It is 
not that I don't want them to do something, the other actions are just 
more important.

On 7/16/2011 8:44 PM, Jeremy Kaldobsky wrote:

I've been brainstorming some different ways I might be able to set up 
prioritizing tasks.  After all of the AI trouble with the temporary jobs, I'm a 
little unsure if I should undertake another huge AI overhaul though.  For the 
moment, remember that you can turn off the resupplying of buildings by pressing 
Enter on them, then backspace.  I find this is a great way to keep my peasants 
from doing stuff that I suddenly consider low priority.  When you disable the 
stuff you don't need, that puts more workers out there doing the stuff you Do! 
need.

Just don't forget to turn the buildings back on after, lol.

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Re: [Audyssey] suggestion for improving building management incastaways

2011-07-16 Thread Willem
Dark, especially at the end where there are logs to carry to the 
sawmill, fur to make yarn of, barrels and food to shift and many things 
that are essential, being able to control the order of importance would 
add another dimension to the game not make it more automated. As things 
are currently, you have absolutely no fine control over people, which is 
a strength in my opinion, but also a weakness as workers would sometimes 
do insensible things like grind flower and carry logs when I need metal 
for suits of armor, but still flower needs to be made and logs need to 
be split, so I don't want to turn it off.

On 7/16/2011 9:23 PM, dark wrote:
Hmmm willom, in that situation i just assign more peasants to do the 
lifting and moving, sinse obviously food has to come before buildings.


for me, the ability to kew priorities like that would also be 
dangerously close to making the game feel too automated.


Getting all the jobs done when all you can do is assign people and 
indicate what needs doing is imho rather the point of the game.


Beware the grue!

Dark.
- Original Message - From: Willem dwill...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 16, 2011 6:08 PM
Subject: Re: [Audyssey] suggestion for improving building management 
incastaways



Also a list of tasks that need to be performed with an option to 
delay a task would also be nice. Say you want a barracks, but your 
peasants keep carrying logs to the saw mill and aur is piling up at 
the mine while your metallurgists keep on mining because there is no 
aur at the forge, currently there is no effective way to tell your 
peasants that they need to have that as a priority.

On 7/16/2011 4:11 PM, alex wallis wrote:

Hi.
I am just writing, as I am in the middle of a game of castaways, and 
I had a thought about ways to make it easier to keep track of what 
might be needed in the game.
That is, could we either have a new keystroke, or it given as part 
of existing information, to find out how many of each type of 
building there are?
I think this would be particularly useful in the case of houses and 
farms,
as I am having to go and recount every so often, and it is time 
consuming going through the buildings list.
I would just like to be able to hit a keystroke to find out about 
numbers of any building, and then have shift d and f to arrow 
through them to find out there location on the map. perhaps alt d 
and alt f could be used to let you arrow through your buildings and 
find out how many of each there are.


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Re: [Audyssey] security for games was castaways

2011-07-16 Thread Jeremy Kaldobsky
Che, first off, I want to say thank you for the donation!

It is a terrible shame, that even in such a small community you would have 
people looking to do damage, simply to amuse themselves.  Certainly it isn't 
condoned, but in a huge mainstream community of thousands, you can understand 
how people can act without considering the well being of the community.  They 
are lost in a crowd, and it is very impersonal.  Around here, almost everyone 
is tied to the group because you share an attribute that isolates you from the 
rest of the world, in certain ways.  I hope that didn't come across as 
offensive to anyone, that was certainly not my intention.  The audio games 
community, and the blind community in general, seem to me like they should be 
closer to a family than just about any other online community!  Every action 
anyone takes, should have the community's best interest at heart, and I 
honestly don't understand why some people don't see it that way.

I fully expect to have to step in and add more security soon, but so far people 
have been behaving themselves.  I don't know if anyone noticed, but I'm 
actually running a dedicated server, instead of the peer-to-peer system I was 
developing earlier.

Thursday night I was thinking over things at work, and I realized there were 
going to be many updates as I expanded multiplayer features in the future.  The 
peer to peer system is not nearly as simple to update as a master server, so 
that became one of 3 main reasons I made the change.

The second reason is actually security.  Being the first multiplayer game I've 
personally released here on audio games, I kind of had to plan for the worst.  
I knew that if things really got out of hand, with hacking attempts and such, a 
dedicated server is easier to defend, than linking everyone in a peer to peer 
chain.

The final reason is actually an experiment!  Way way back, I was working on a 
multiplayer combat game that I ended up setting aside.  The primary reason was 
that I didn't believe I could maintain the server costs myself, and I didn't 
feel safe relying solely on donations to keep things afloat.  I've put aside 
other ideas for the same reason, in fact this was also the reason I delayed 
work on the multiplayer Daytona game.

Castaways gives me a unique opportunity.  This style of game will work pretty 
well with a peer to peer multiplayer system, though the other projects will 
not.  I would hate to develop and entire game, only to have to shut it down due 
to finances, but if that happens here with Castaways, I can just switch over to 
the p2p design.  Over time, people have tried to assume me that donations would 
support the server, and I can finally test that out in safety.  If things go 
smoothly, and I can keep the server funded, I'll be able to finish up projects 
that will rely on it.  This includes the first person shooter I've been working 
on with Locutus as my sound guy!  I'm sure that since Locutus is handling the 
sounds for this game also, people probably thought this IS! that game.

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[Audyssey] Finding castaways

2011-07-16 Thread Shane Davidson
Hi list members;
I've been readina lot about castaways. And can't find a link to download it,
or it's homepage.
Can anyone advise so I can have a go at playing?
Thanks.
shane


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Re: [Audyssey] Finding castaways

2011-07-16 Thread Jeremy Kaldobsky
People have been passing around the file's download link, but I have finally 
taken the time to put the game on my website.
www.kaldobsky.com/audiogames/

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Re: [Audyssey] Finding castaways

2011-07-16 Thread simon dowling
hi Jeremy, it seems like it takes to turn oar in to metal bars, I have at 
least 3 working it but its very slow.

Simon
msn: simod...@hotmail.com
skype, slifinger
fortis et egregious
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 16, 2011 11:06 PM
Subject: Re: [Audyssey] Finding castaways


People have been passing around the file's download link, but I have 
finally taken the time to put the game on my website.

www.kaldobsky.com/audiogames/

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http://www.eset.com




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[Audyssey] farm management in castaways

2011-07-16 Thread alex wallis

Hi list.
Just another suggestion, but I think there should be an option on farms 
to stop peasants harvesting from them.
as I have had a few situations in this current game, where I have had 
say 100 flower and over a hundred vegetables.
obviously that is quite a lot, and I don't need more of said materials 
for a long time.
so it would be nice to be able to shut down particular types or indeed 
all types of farms, in order that peasants can do more useful things.
the close option doesn't apply to farms as they don't need supplies, so 
I would like to see some way to shut farms down.


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Re: [Audyssey] Finding castaways

2011-07-16 Thread Phil Vlasak

Hi Jeremy,
I've also added your games page to my games list at,
http://www.pcsgames.net/game-co.htm

I've finally tried castaways.
It's enjoyable but I do have a few comments.
When more than one person is doing something could you have the game count 
and say,

6 people have cut down trees at c5.
instead of listing all their names?
I also think the SAPI should be the default voice as most people have SAPI 
working because of all the SAPI games out now.

I suspect you need dx7vb.dll
as that is the last version of DirectX that will play stereo sounds in 
panning mode.

The original Shades of Doom used it and could pan stereo sounds.
But when David changed to dx8vb.dll
he had to change to use all mono sounds.
There is another way to play stereo sound in both version 7 and 8 that just 
plays the sound and doesn't try to position it.


Phil
p...@pcsgames.net




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Re: [Audyssey] Finding castaways

2011-07-16 Thread Jeremy Kaldobsky
True, it is a slow process.  I needed the upper level resources to be more 
costly to produce, either by requiring other materials, or by requiring time.

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Re: [Audyssey] Finding castaways

2011-07-16 Thread darren harris
Hi,

Also send your link to http://www.whitestick.co.uk that's a good resource
for all blindness related issues including gaming.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: 17 July 2011 00:04
To: Gamers Discussion list
Subject: Re: [Audyssey] Finding castaways

True, it is a slow process.  I needed the upper level resources to be more
costly to produce, either by requiring other materials, or by requiring
time.

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Re: [Audyssey] security for games was castaways

2011-07-16 Thread Thomas Ward
Hi Jeremy,

You are absolutely right. The audio games community should be closer
to an online family, and one would think we would ban together to
support each other. However, I've found that its simply not human
nature for people weather blind or sighted big or small to act in the
best interests of a community.  There are always be a few bad apples
who will attempt in their petty ways to ruin the entire pie for
everyone else.

I've been around the blind community for a long time, and have scene
it happen time and time again. There are selfish individuals who will
hack, crack, or pirate any piece of software you create for the
community because they don't want to pay for it requiring stronger
security measures. There is no shortage of blind users who will
endlessly wine and complain if things don't go their way. Then, there
are individuals who are just bent on doing damage by attacking
servers, sending e-mails with a string of characters known to crash
Jaws, and any number of forms of sabotage. Why they do it I don't
know.

One thing I can say is in this business one can't take security too
lightly. We can't expect or rely upon the blind gaming community to
behave and act in everyone's best interests. I've learned as Che and
others have that we game developers have to be security conscious and
take measures to secure our products and services from inside and
outside attacks from the blind community. There always will be a few
rogues who will take advantage of your kindness and generosity just
because they can.

Cheers!


On 7/16/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Che, first off, I want to say thank you for the donation!

 It is a terrible shame, that even in such a small community you would have
 people looking to do damage, simply to amuse themselves.  Certainly it isn't
 condoned, but in a huge mainstream community of thousands, you can
 understand how people can act without considering the well being of the
 community.  They are lost in a crowd, and it is very impersonal.  Around
 here, almost everyone is tied to the group because you share an attribute
 that isolates you from the rest of the world, in certain ways.  I hope that
 didn't come across as offensive to anyone, that was certainly not my
 intention.  The audio games community, and the blind community in general,
 seem to me like they should be closer to a family than just about any
 other online community!  Every action anyone takes, should have the
 community's best interest at heart, and I honestly don't understand why some
 people don't see it that way.

 I fully expect to have to step in and add more security soon, but so far
 people have been behaving themselves.  I don't know if anyone noticed, but
 I'm actually running a dedicated server, instead of the peer-to-peer system
 I was developing earlier.

 Thursday night I was thinking over things at work, and I realized there were
 going to be many updates as I expanded multiplayer features in the future.
 The peer to peer system is not nearly as simple to update as a master
 server, so that became one of 3 main reasons I made the change.

 The second reason is actually security.  Being the first multiplayer game
 I've personally released here on audio games, I kind of had to plan for the
 worst.  I knew that if things really got out of hand, with hacking attempts
 and such, a dedicated server is easier to defend, than linking everyone in a
 peer to peer chain.

 The final reason is actually an experiment!  Way way back, I was working on
 a multiplayer combat game that I ended up setting aside.  The primary reason
 was that I didn't believe I could maintain the server costs myself, and I
 didn't feel safe relying solely on donations to keep things afloat.  I've
 put aside other ideas for the same reason, in fact this was also the reason
 I delayed work on the multiplayer Daytona game.

 Castaways gives me a unique opportunity.  This style of game will work
 pretty well with a peer to peer multiplayer system, though the other
 projects will not.  I would hate to develop and entire game, only to have to
 shut it down due to finances, but if that happens here with Castaways, I can
 just switch over to the p2p design.  Over time, people have tried to assume
 me that donations would support the server, and I can finally test that out
 in safety.  If things go smoothly, and I can keep the server funded, I'll be
 able to finish up projects that will rely on it.  This includes the first
 person shooter I've been working on with Locutus as my sound guy!  I'm sure
 that since Locutus is handling the sounds for this game also, people
 probably thought this IS! that game.

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Re: [Audyssey] farm management in castaways

2011-07-16 Thread Jeremy Kaldobsky
Couldn't you just reassign the farmers to do other jobs?  Or are you trying to 
keep vineyards running?

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Re: [Audyssey] Finding castaways

2011-07-16 Thread Jeremy Kaldobsky
Thank you for adding my games Phil.  Actually that idea for combining the 
messages is on my to do list.  Really anything that has to do with changing the 
messages is a bit of an undertaking, so those improvements have been coming out 
a little slower than most of other types of changes.

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Re: [Audyssey] battlezone

2011-07-16 Thread Sky Mundell
Hello Shane, when I try to download the game and run it I get an error
saying d:\downloads|battle_zone_12.8_setup.exe is not a valid win 32
aplication. Why is giving the error message?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shane Lowe
Sent: Sunday, July 10, 2011 7:26 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] battlezone

you can get the software you need at
www.blastbay.com
click software, then bgt (blastbay game toolkit).
you can find battlezone it'self, by going to
www.audiogames.net
and finding it in the combobox called cellect a game and click go.

hth,
Shane

- Original Message - 
From: Amanda Burt amanda.bu...@btinternet.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 10, 2011 12:49 AM
Subject: Re: [Audyssey] battlezone


 This sounds excelent.

 where do I get this and also the software to run it?

 Thanks Amanda

 --
 From: Jack F mymonkeyboy2...@gmail.com
 Sent: Sunday, July 10, 2011 1:25 AM
 To: gamers gamers@audyssey.org
 Subject: [Audyssey] battlezone

 Hi Mylos,
 Here's a description of the game from audiogames.net.
 Battlezone is one of the first and most major projects undertaken by
 one of our own forum members using the newly released
 Blastbay game toolkit

 One day while piecefully out shopping You are suddenly kidnapped by
 some mad individual and an endless hoard of very violent employees.
 Luckily, you have
 a gun, sword, some exploding booby traps and even an automatic machine
 gun stashed in your shopping bag (you can't be too careful), so you
 set about breaking
 out of the kidnapper's clutches, doing as much damage as possible.
 Thus begins a fast action, high speed side scrollin adventure taking
 you from the enemy's
 lab, past hoards of very angry minians, bottomless pits, stabbing
 blades, rolling boulders, fireballs, on rushing cars and of course
 some of this mysterious
 kidnappers maniacal henchmen as bosses.

 it's not all bad though, you'll be able to spend your points to
 replenish supplies, and if your quick enough be able to grab some of
 the falling items to
 help you through this parade of nastiness.

 The game uses ms Sapi to be self voicing and contains a variety of
 music and sound effects (including many taunts), different ambience
 for the various levels
 and non stop action, this is deffinately worth a try, 
 particularly sinse developement is ongoing and new nasties and extra
 levels are being added
 continuously (at the current 13 stages, it's already a pretty
 monstrous game,  especially considdering that it's completely
 free). Just remember that
 because battlezone was created with the free version of bgt, you'll
 need that installed on your machine in order to run the game.
 Hope that helps.
 best regards,
 jack

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Re: [Audyssey] Jeremy's incredible programming speed and misc thoughtswas Re: Castaways, 1 week milestone reached!

2011-07-16 Thread Thomas Ward
Hi Darren,

Well, its all well and good to say that, but tell me how a totally
blind developer such as myself are going to draw said graphics?

If it were a simple matter of programming sure I can handle that easy
enough. However, in order to render even simple graphics I'd have to
pay or look for sighted assistance with the initialdrawing of the
images and graphics to be used in my games. That's why many VI game
developers just create a blank screen, an empty, window and forget it.

On 7/16/11, darren harris darren_g_har...@btinternet.com wrote:
 Hi dark,

 Well I think that given the technology available now making dare I say blind
 friendly games with even basic graphical interfaces should be possible and
 should be done now to open up the range of players and potential customers.
 It's rather silly really to just present a blank screen and say there you
 are play that. nobody is going to want to do it. because if the roles were
 reversed you wouldn't want 1 of your senses taken away by default, this is
 in essence what's happening here thus I think it's spoiling the potential
 for these types of games.



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Re: [Audyssey] Jeremy's incredible programming speed and misc thoughtswas Re: Castaways, 1 week milestone reached!

2011-07-16 Thread Thomas Ward
Hi Dark,

You are absolutely right. We have in large part alienated the
mainstream simply by declaring ourselves accessible games, blind
games, etc. As you pointed out many games could be adapted to suit
sighted players needs. Even if it is nothing more complex than a text
based UI.

For instance, you know I am working on a WWE wrestling game, and it
will largely be text based. Well, I know for a fact other such games
exist like Piledriver and Wrestling League Manager which were written
by and played by sighted mainstream gamers. I'm going to take that
idea one step forward and add background ambience, entrance music,
start and end bells for the matches, and perhaps a few grunts etc when
people are slammed, kicked, chopped, knocked down, etc. I'm also
considering Jim Kitchens request that I add Sapi 5 support as well.
Although, it happens to be accessible there is no reason I couldn't
market it to a mainstream community as well, because other than say
the Sapi support there is nothing that would indicate that this game
is anything other than a straight up text game with some audio for
ambience.

STFC is another prime example. Although, I wrote it as an audio game I
could in theory rewrite it with a text based UI, add screen
reader/Sapi support, and market it both to blind and mainstream
markets. I'm sure that some sighted players would be just as
interested to play it as we are provided I add some text to the
screen. It would have at the bare minimum some interests with sighted
Trek fans with a text based user interface as I would not be marketing
it specifically as a blind thing.

Cheers!


On 7/16/11, dark d...@xgam.org wrote:
 Hi Tom.

 this is true, and is in fact the reason i no longer played sryth sinse it
 seemed the gm was getting far too greedy, sticking in areas that you
 couldn't get through without the uba gear from tallys workshop and expecting
 people to pay more than the initial subscription which by rights given that
 the game had over 2000 should've been more than enough).

 one thought I have had however, is that many audio games can pretty much
 double as textual or graphical ones with litle work on the interface.

 People stil pay for gamebooks, text games, interactive fiction or even ascii
 games like rogue and angband.

 Given this, if a game like entombed had a basic text interface that printed
 on screen output in text, with either a couple of arrows or words to
 indicate direction so that people did not have to rely upon the wind sound,
 you have a perfectly playable game.

 che could probably do a similar thing with the card room by adding basic
 card graphics,  though with che the name blind adrenaline is a litle
 against him in attracting people's interest.

 The problem is however, people would not look at it as a normal game, but as
 a blind game, meaning it'd need a deal of rewording on it's website to
 appeal to others.

 audio games similarly, can appeal to sited people if they are presented not
 as blind games but as experimental new games with a revolutionary
 interface Look at what pappasanga as a good example.

 I'd actually be interested to see what would happen if David greenwood
 rewrote the description of shades of doom to remove the word accessible and
 subscribed it to one of the online download resellers like lulu to be sold
 along side more usual graphical games.

 I've had friends who are great doom players who were impressed by the
 atmosphere and action in shades simply because! of the lack of visuals,
 however the perception that disabled individuals are of another species and
 require their own special things, be that games, chairs, sticks or
 whatever.

 The amount of times someone has been shocked when i explain I use a standard
 windows pc with a normal keyboard that does not have braille on the keys or
 anything else.

 the sad truth is, if something includes the words accessible, or blind,
 people will not even try it. While this is obviously not a good thing
 socially, it is a truth that anyone trying to sell audio games to sited
 individuals needs to get used too.

 Beware the grue!

 Dark.

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Re: [Audyssey] farm management in castaways

2011-07-16 Thread alex wallis

Hi.
I was trying to keep vin yards going yes.
but I could easily see myself wanting to stop weet production but carry 
on producing vegetables etc.
I think perhaps it would be better if you could assign farmers for 
specific types of farm.


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Re: [Audyssey] Jeremy's incredible programming speed and misc thoughts was Re: Castaways, 1 week milestone reached!

2011-07-16 Thread Thomas Ward
Hi Dark,

Well, not necessarily. Keep in mind that the wrestling game and STFC
will largely be text based. It doesn't make much of a difference one
way or the other if it is written in pure C++ or written in .Net as
the majority of the coding would be fairly similar in practice.

For instance, I might initialize a Window using the Win32 API, and
then use the wprintf() function to write text directly to the window
as follows.

void PrintIntro ()
{
wprintf (WWE\n);
wprintf (Ultimate Legends\n);
wprintf (Version 1.0\n);
}

That's simple enough. However, doing the same thing in VB .Net is just
as equally simple. I might create a simple Window, add a textbox to
the middle of the window, and do something similar to above.

SubPrintIntro ()
textbox.Text = WWE
textbox.Text = Ultimate Legends
textbox.Text = Version 1.0
End Sub

As you might be able to see the VB example in this case doesn't really
save anything in the long run because after all we are just dealing
with text output. This is a fairly straight forward process for most
programming languages. Its the other stuff like loading and playing
audio that makes a difference as there can be a huge difference in how
it is done.

For instance if you take the stock C++ DirectSound 8 library that
ships with MS Windows there is no builtin ability to load sounds and
assign them to a secondary buffer for playback. Therefore the C++
developer pretty much has to write his or her own load functions in
order to use that API. However, com components like dx8vb.dll has
simplified this for Visual Basic developers, because Microsoft has
thoughtfully added an open function which can open wav files for
playback. This is why, I purchased Streemway from Philip, as I have
access to DirectSound without having to write my own load functions
etc just to use the API. With Streemway I have the equal access and
simplicity of a Visual Basic or .Net developer. Make sense?

So even though I might write STFC or my wrestling game without my
engine I still have a huge amount of code that can be reused. I have
Streemway, for audio playback, I've got wrappers for DirectInput, and
I can copy my wrapper for Sapi 5 support to extremely speed up the
process because I have a lot of code in place already.

Cheers!


On 7/16/11, dark d...@xgam.org wrote:
 Hi Tom.

 thanks for the full explanation. just going on what you've said though, I'm
 afraid it sounds as if when you next start on a new game outside your
 platform engine like the startrek or wrestling one, a different language
 from C++ may be better?

 I personally don't particularly mind downloading dependencies sinse often
 they are useful for other things (for instance other games), and while
 security and performance are both important for some programs (I would wager
 my avg antivirus and tuneup were written in C++), I do find myself wondering
 how much difference this makes to a game if it makes it so much more
 difficult and time consuming to program?

 Appologies if this seems hars, I know as a none programmer myself it's easy
 to sit and make judgements, however I will admit i've noticed a tendency
 that some programmers have (rather like logicians), to do something for
 reasons of efficiency of code or general structure which makes litle
 difference to the main user.

 Beware the Grue!

 Dark.


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Re: [Audyssey] graphics in audio games, was: Jeremy's speed

2011-07-16 Thread Thomas Ward
Hi Che,

That's interesting. I would have thought adding more graphics even
simple graphics like cards for an online card game would have some
pull with the mainstream community, but there could be some other
factors involved here.

One factor could be to a mainstream gamer yours is just one of many
online card games available to a sighted computer gamer. Internet
gaming is a large boom now, and one of the first types of games that
hit the internet at large were card games, board games, etc and for
many mainstream gamers it might be a case of been there done that so
to speak.

The other factor could be just the way the mainstream gaming community
is going at large. Sure card games are still fairly basic from
graphics and animation, but when we look at the new games for the PS
III and the XBox 360 the graphics are very detailed and sharp compared
to previous generation platforms. Tomb Raider Annaversary, a remake of
Tomb Raider I, was light years more graphical and technically
supperior than than the game it was based on. If we, as blind
developers, want to keep up we'll end up having to spend a large
amount of time, money, and energy adding high end graphics and
animations to our games just to make them remotely competative to the
mainstream market. This would be, as you say, a waist of time.

Some people are of the opinion that if we were to add simple graphics
and animations the mainstream gamers would flock to our side and play
our games. I sincerely doubt it, and the way graphics technology is
evolving makes it pretty unlikely that you or I could keep up with
that and still produce accessible games that wouldn't take 50 years to
create. Lol!

On 7/16/11, Che blindadrenal...@gmail.com wrote:
Dark mentioned that Blind Adrenaline could pull sighted players, but
 the name would be a hinderance if I put in graphics.
Actually, we have a full set of graphics for all the suited games,
 along with mouse support to click on cards etc. additionally, the poker
 games show the cards, though the graphics aren't as fleshed out as the
 suited games.
I did this thinking the friends and family of sighted players would
 want to play with them, and although we did get a few sighted players,
 overall it was a large waste of coding time unfortunately.
Folks on the site have told their friends and family about Blind
 Adrenaline, let them know they play there a lot and love it, and they
 can play for free for a month an dall that, and yet, almost nobody
 sighted checked it out.
I think the reasons for this are many, but it was a good lesson to me
 as a commercial game developer.
BTW, I love graphics, in fact made my living doing compositing and 3D
 animation before losing my sight, but the potential for cross selling
 here, at least in my experience is very limited.
In other words, if someone were going to develop a audio game and had
 limited time to get it out the door, I'd advise them to forget the graphics.
Thoughts?
   Che

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Re: [Audyssey] Castaways, version 0.9b

2011-07-16 Thread Thomas Ward
Hi Dark,

Lol! I wasn't being serious about the prostitution thing, but it does
sound funny the fact that you had so many women getting pregnant at
once. Something in the water, eh?

On 7/16/11, dark d...@xgam.org wrote:
 Actually tom a few versions ago that did happen!

 if you built a house, you got population growing like rabbits, and in fact I
 ended up losing when i had three children and three pregnant mothers in a
 population of 15.

 Beware the grue!

 Dark.

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[Audyssey] Castaways 1.0b thoughts and impressions.

2011-07-16 Thread Christopher Bartlett
Ok, just spent an enjoyable four or so hours in a coop game with two to four
other people.  I have some observations, some of which are new stuff, some
just old stuff I've forgotten to post about.

 

The co-op play is a nice concept, allowing multiple parallel games with a
bit of cross-over.  I don't think it's fully fleshed out yet, as will be
seen below.

 

Jobs:  At the beginning everybody seems to come in as a builder since this
is the default.  I actually broke that as I had chosen the defender perk, so
I came in as a knight, something that was appreciated by my fellow players.
There is a problem.  I had two or three builders from my co-op partners, but
they never actually built anything for me.  They were always either filling
in as peasants, or standing around as builders.  I'm guessing that there is
some interaction between games, and when Gryffindor's builder was acting as
a peasant in his game, he would do the same in mine, even if I had an open
building project I would have liked his help with.  I never had any other
jobs, so I can't tell if this phenomenon is typical.  I'm also guessing that
when Gryffindor was building in his world he was a builder in mine, but for
some reason he never built even then.

 

Extra co-op people count against your housing allowance.  I know this
because I had sixteen people and four houses, two of whom were co-op
players.  When one disappeared, one of my folk got pregnant right away.
This actually makes sense from a game balance perspective, though it's a
little bizarre in the role-playing sense.  I think I'd leave it as is, but I
wanted others to know.

 

I'm still getting weird materials bugs.  Every one of my building sites took
fewer materials than the building description suggested.  Most of the time
it was bricks that I needed fewer of.  I know no one else has reported this,
but please check a few ticks after you have started a new building project.
When I first set up the building project, the numbers match.  A few ticks
later, it's gotten cheaper almost every time.  I think I had a house or two
that required the full 3 bricks, 3 lumber.  I've never played on the easy
level, does it change the building requirements?

 

When someone becomes pregnant, I'd like to see their former occupation for
the mothers' list, just as we now do for the ailing list.  I almost lost a
couple of people because my cook got pregnant in the thick of things and I
wasn't paying attention.

 

I'd like to see a message explicitly telling me that a building has been
destroyed and which one.  I lost a guard tower and hadn't realized it right
away, and was wondering why I was taking too long to kill goblins.

 

It would be nice to have a key to review currently engoblinated squares.
Towards the midgame, it becomes a bit tedious tracking them by hand.  This
becomes important for guard tower placement.

 

Finally, I'm heartbroken; I was in the midst of a very promising game, that
I hadn't saved recently at all, and it crashed with no error, the game
simply stopped responding at all and I had to kill the task.  I wish I could
provide you with more definite feedback than that, but let it be a warning
to all, save frequently.

 

Co-op enhancements: the ability to trade resources maybe, although again
that distorts the role-playing aspect.  

 

Questions: is there any benefit to multiple storehouses, or any other
building projects other than farms and vineyards?  How do the troops figure
out how to use multiple guard towers?  What about being able to dismantle a
building and take it to a new location?  When the trees and stones give out
near the storehouse, it might be useful to put a sawmill and quarry in
undeveloped land.

 

How is the food for each individual calculated?  It's not an average of the
four food types, nor did it look like an RMS value.  I had a character with
something like 80% meat, 0% bread, 85%vegetables and 35%wine who showed a
49% overall energy level.

 

Well, that's enough for tonight, and my apologies to my co-op partners who
were counting on my good right arm to help protect them.

 

Chris Bartlett

 

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Re: [Audyssey] Castaways, 1 week milestone reached!

2011-07-16 Thread Courtney Curran
Hi,
Where can I get the Castaways game? This sounds like a very very cool game?
Thanks,
Courtney
On Jul 15, 2011, at 8:59 PM, Matheus Rheine wrote:

 hi aprone.
 i've said it many times,but i gotta say it again man,you're not a
 human,you're some sort of machine that programs so fast it's
 unbelievable that you put out this game with all this complex strategy
 that i could get the hang of just now,i'm trying to play it for a few
 days,but with atred'sbuilding descriptions and john's message to the
 list today it helped me a lot!
 i just imagine what you could create if you didn't had other things to
 do,like work,etc. lol,i think that in one year you could easyly beat a
 game like world of warcraft programming in that speed bro. i saw the
 message in the end of how to play,it's great to know how much time i'm
 spending with the game. i'm having  some issues with my credit card
 registered to paypal. the thing is that my father got a new one and i
 don't have the details,but when i register this card with my account i'm
 100% sure i'll be donating,it won't be much,but i'll try to donate 20 or
 25,i think it will help. it can take a while though.
 thanks again for the wonderful work and for one more project that if it
 wasn't you,probably we would never have a game like this
 one,lunimals,temporal,well,everything,smiles.
 -Mensagem original-
 De: Zachary Kline zkl...@speedpost.net
 Para: Gamers Discussion list gamers@audyssey.org
 Data: Sexta, 15 de Julho de 2011 17:42
 Assunto: Re: [Audyssey] Castaways, 1 week milestone reached!
 
 Hi Jeremy,
 I've said it before, but wow.  This is an absolutely insane development pace 
 for any game, audio or otherwise.  I could understand, say, fleshing out a 
 small text
 adventure in such a timespan, but a complicated strategy game like this one 
 is another matter.  Can't wait for the multiplayer, and congratulations on a 
 wildly successful
 project.
 Best,
 Zack.
 On Jul 15, 2011, at 5:34 PM, Jeremy Kaldobsky wrote:
 
 Well guys, Castaways has officially been in development for a week!  It was 
 last friday evening, when I came up with the idea, and subsequently worked 
 out most
 of the code at work that night.  It has come a long way, and still has a ways 
 to go.  At this very moment I've been running tests on the multiplayer 
 portions of
 the game.  To start, they are limited, but this will give me a good idea of 
 the direction I should go in next.
 
 If I can finish my tests in time, I will be posting version 1.0b, which 
 contains the basic multiplayer co op mode!  Woot!  I don't have much time 
 before I go to 
 work though, so I'm racing to finish!
 
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Re: [Audyssey] Castaways, 1 week milestone reached!

2011-07-16 Thread Christina
Very cool.
Thank you for such a wonderful game.
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, July 15, 2011 9:36 PM
Subject: Re: [Audyssey] Castaways, 1 week milestone reached!


Thanks guys, I appreciate it!

Version 1.0b is posted!  I'm running out of time before I head to work, so I 
really won't be around in the event that someone 
experiences an error.  Let me quickly run you through the basics of it.  Start 
a game where you've turned Multiplayer co op 
on.  Within 60 seconds you will link up with other people who are playing.  If 
someone else is playing, you will see a 
message that they washed up on your shore!  This player is now an extra person 
able to help out in your settlement, but you 
are not allowed to change his, or her, job.

You will have other people to help in your city, and they will have a version 
of you in theirs.  This is a very loosely based 
multiplayer, but it's the foundation for future features.  As you know, you 
begin with a person that has your specific name. 
Obviously this person represents you, and this is your link to other players in 
multiplayer.  When you change your job, it 
will change for other players in their cities.  Try to be something useful, so 
that other people are happy to have you, and 
not upset that you're doing some job they don't need.

Press ? if you want to chat, but PLEASE! keep in mind that this isn't meant for 
the stress of a chat room right now.  Chat a 
little, of course, but don't start spamming stuff.  I would also encourage you 
to stick to role playing.  If your character 
is a rough lumberjack, other players will have far more fun if you speak as if 
you are.  Asking questions about the game, or 
general off topic chat, will probably take some fun out of the experience for 
others, so please keep that to a minimum.

You can still save your game, and any game saved in multiplayer can be loaded 
again later.  You don't even have to be playing 
on the same difficulty level, so use the extra people to help you succeed , 
when you might otherwise fail.  Have fun, and I 
will be anxiously looking forward to being done with work, so I can come back 
and play a game with some of you all!  Yay!

If you experience errors, it will be due to files not being registered 
correctly.  This would be the same idea as the people 
who have to register direct X7.  As I've already said, I can't do anything to 
help you right now because I'm heading to work.

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[Audyssey] Doctors in Castaways

2011-07-16 Thread Christina
Hello.
In Castaways, I find that, when I switch someone's job to a doctor, he/she 
doesn't always become a doctor.  The person usually becomes a taylor Just 
standing around.  There are injured people and cloth available for bandages.
Am I doing something wrong here?
Thanks for any help.
Christina
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[Audyssey] Castaways strong start bug.

2011-07-16 Thread Christopher Bartlett
I'm beginning to feel like the proverbial leper.  I have bugs no one else is
reporting.

 

The latest: I chose the strong start starter, selected the location for my
storehouse and expected it to appear.  No, I still had to wait for the
resources to be gathered (the wrong number, 10 lumber and 2 bricks) and my
builders are diligently working away.  In other words, I didn't get a strong
start at all.

 

Chris Bartlett

 

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Re: [Audyssey] Doctors in Castaways

2011-07-16 Thread Jeremy Kaldobsky
If there are injured people, and bandages, but a doctor is choosing to just 
stand around as a tailor, there are a few possible reasons.  Number one, it 
could be a bug.  We've seen a few behavior altering bugs, so this could be the 
case.  Number two, you could have a second doctor that's already treating those 
people.  Only 1 doctor can treat a patient at a time, so maybe there isn't 
anyone available for the other doctor to treat.  And number three, is that you 
have the game paused, and that doctor will go back to healing patients, he just 
hasn't had time yet because the game is paused.

Hopefully it isn't a bug, but if it keeps happening, please send me a saved 
game file of the situation, so that I can take a closer look.


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Re: [Audyssey] farm management in castaways

2011-07-16 Thread Jeremy Kaldobsky
It think what I'll do, because it is a little easier, is make the farm's open 
and close feature affect harvesting.  Right now, opening or closing a farm does 
nothing because they don't need supplies.  I'll just make that affect whether 
farmers harvest those crops.

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Re: [Audyssey] Doctors in Castaways

2011-07-16 Thread Christina
Thanks.
There's only one doctor when this happens and I wait several turns.  The 
pperson supposed to be the doctor stays standing 
around.

I'll see if I can get it to do it again and send you the file.
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 16, 2011 11:18 PM
Subject: Re: [Audyssey] Doctors in Castaways


If there are injured people, and bandages, but a doctor is choosing to just 
stand around as a tailor, there are a few 
possible reasons.  Number one, it could be a bug.  We've seen a few behavior 
altering bugs, so this could be the case. 
Number two, you could have a second doctor that's already treating those 
people.  Only 1 doctor can treat a patient at a 
time, so maybe there isn't anyone available for the other doctor to treat.  And 
number three, is that you have the game 
paused, and that doctor will go back to healing patients, he just hasn't had 
time yet because the game is paused.

Hopefully it isn't a bug, but if it keeps happening, please send me a saved 
game file of the situation, so that I can take a 
closer look.


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Re: [Audyssey] Castaways strong start bug.

2011-07-16 Thread Jeremy Kaldobsky
Ever since it was brought to my attention, just how much regional settings can 
affect things, I've been wondering how many bugs can be traced back to that.  
Would you mind checking your regional settings?  The fact that you've been 
experiencing bugs that no one else is, leads me to believe there is some 
outside influence causing them.  We've already had 2 people whose odd game 
behavior was traced back to non-english regional settings.  I, for one, never 
knew that different regional settings would replace a decimal point with a 
comma!  Little things like that, affect just about everything in the game.

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Re: [Audyssey] Castaways 1.0b thoughts and impressions.

2011-07-16 Thread Jeremy Kaldobsky
Chris, I might be wrong, but I think you wrote this post prior to the recent 
version 1.1b release.  The new version addresses many of the things you brought 
up here.  If you Are!, however, using the newest 1.1b version, then I guess I 
need to take a closer look at some spots in the code!

The multiplayer characters aren't tied That! closely to their owner.  If I were 
a character in your settlement, and I was a builder, your Aprone won't work 
as a peasant just because my Aprone is temporarily serving as one in my 
settlement.  If they both are doing the same temp job, that's purely 
coincidental.  Only their main assigned job is translated between everyone's 
settlements.

If your multiplayer builder wasn't helping out, it could simply have been 
because there wasn't enough work to go around.  Multiplayer characters are 
usually assigned jobs after your own people have been given theirs.  This is 
because you never know when one of them is going to exit the game, and it's 
better to maximize how much control you have over what's going on.  If you had, 
say, 10 builders of your own, plus an Aprone builder, he wouldn't even be 
needed if a construction site just finished being stocked.  The 10 builders 
ahead of him would take the building to 100% competition, so he would spend his 
time simply standing around.

It is just a guess as to what was really happening though.

Back in 1.0v, co op people Did! count toward your housing, but in version 1.1b 
they shouldn't.  If you are using the newest version, then your 4 houses 
example is pretty good evidence that there is a bug with that still.

The materials bug has been really hard to track down.  Many people have sent me 
saved games where the bug occurs, but it seems to work when I load the games.  
It must be a mistake that isn't saved into the save game files, which means it 
is that much harder for me to track down.  I've never had it happen to me 
personally, so I just keep waiting for when it finally does.

The difficulty settings do not change the building requirements.

I'm not sure if this is a bug, or a time when a message was overlooked, but 
there is code that explains exactly where, and what, was attacked by the 
Goblins.  I'm not sure why you didn't receive a message, but please tell me if 
it happens again.

Hold shift, and press G, to hear all of the squares being occupied by Goblins.

The bug that causes the game to hang was reported earlier today actually.  I 
can't remember who told me, but they were able to tell me exactly what they had 
done before it happened, and I spotted the problem in the code.  When I release 
the next update, that bug will be squashed.  Even with it squashed, your advice 
is still good for Any! game that involves hours of work.  Save often!

I do have eventual plans for resource trading, although this probably won't be 
in the co op mode.  It might be, but I haven't actually Planned! to add this 
feature to the existing co op mode.

While different people will argue different strategies, personally I would say 
that yes, there is a benefit to having multiples of some buildings.  Some 
people build out, stretching away from their first storehouse.  This means that 
each new building is a longer walk for your people.  If I know, in advance, 
that my city will grow quite large, I don't center my storehouse, I think of it 
as my right or left side to my eventual city.  As things expand, I'll put 
another storehouse on the other side, so that all of my buildings are pretty 
close to one storehouse or the other.  This serves as an efficiency boost for 
my people who need to travel.

The Tavern is another building I like to have 2 of.  If things like up just 
right, you can easily run in to a dinner rush where a dozen people all seem 
to want to eat at the same time.  Assuming I'm only stocking 2 food types at 
the time, at least 2 of my people will have to sit in the empty tavern, waiting 
for more food to be carried over.  With a second Tavern, I can support twice as 
large of a dinner rush without anyone needing to wait for restocking.  I'd 
rather have my main work force eat fast and get back to work, and while they're 
working, peasants can take their time restocking the Taverns.  A single cook 
will just walk back and forth between the 2 taverns, so I don't necessarily 
need 2 of them when I'm using 2 taverns.

Multiple guard towers works the same as having multiple storehouses.  When 
carrying supplies around, workers will use whichever storehouse is closest.  
The supplies all magically get pooled into the same place, so it really just 
comes down to distance.  When soldiers travel out to fight Goblins, they will 
launch from, and return to, the guard tower that will require them to walk the 
shortest distance.  This means that putting a guard tower up close to the 
enemy, cuts down on wasted time as your soldiers walk back and forth to the 
tower.

As forests and rocks thin out, I have been known to build a 

Re: [Audyssey] Castaways 1.0b thoughts and impressions.

2011-07-16 Thread Thomas Ward
Hi Jeremy,

Thanks for the long explanation. That clears up a number of questions
I had myself, but just haven't had time to ask on list.

As for the version issue, this is just a possible theory, but I think
in some cases you update faster than some people can upgrade. In one
week we have had 11 updates to the game which is good, but I myself
have ended up missing several releases because by the time I find out
version x is out the next version has already been posted. For
instance I remember getting a message that 0.5b was released only to
find out that 0.7b was up already. I just downloaded 0.9b like last
night, and this afternoon when I checked my mail 1.1b was out. I
didn't even know 1.0b was out until after I heard about 1.1b. This is
good as I said, but its possible some people are falling behind the
updates because they are coming too fast. I myself get on average 300
e-mails a day and by the time I sort it all out I discover there have
been one oor two new upgrades since the version I downloaded.

Cheers!

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Re: [Audyssey] old version of light cars

2011-07-16 Thread Alfredo

On 7/16/2011 11:44 PM, Bryant walker wrote:

Hello everyone,
I was wondering if anyone has the old version of light cars where you could 
change how many lives you had. If someone still has this version, and could 
upload it, that would be great. I have looked everywhere, but have found 
nothing.
Thanks  
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Hello,
I know that clangor has a hard to find old audio games. Have you checked 
their folder to see if they had it? If not, you we will see what we can 
do for you.


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Re: [Audyssey] old version of light cars

2011-07-16 Thread Richard Sherman
HI,

If I got them correct, I've got versions 1.06 and 1.2. I don't remember 
which one does what.

The download links are below:

http://dl.dropbox.com/u/13968355/light%20cars_106_setup.exe

http://dl.dropbox.com/u/13968355/light%20cars_12_setup.exe

Rich
- Original Message - 
From: bryant walker bryantwalk...@hotmail.com
Sent: Saturday, July 16, 2011 9:44 PM


Hello everyone,
I was wondering if anyone has the old version of light cars where you could 
change how many lives you had. If someone still has this version, and could 
upload it, that would be great. I have looked everywhere, but have found 
nothing.
Thanks


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You can make changes or update your subscription via the web, at
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