Re: [Audyssey] A Dark Room, now an IOS iPhone game
Well darren, the map is not large by mud standards, but when you considder having to balance food and water requirements it is pretty big, since until you've built some of the bigger items you just can't hold enough to get far. I also believe the map locations might be somewhat randomized, but I'm not sure on that one not having played many games, though from the looks of it the game does have a story with a what I believe will be a conclusion. I only really have two issues with the game thus far, one miner and one major. The miner issue is that the encounter with the scout offering to sell a map always shows up when i get back from an expedition. This is fine, accept it makes it a little difficult to read the history about what I brought back from the expedition, whether I died or not and whether I buy te new map or not. The rather more major problem I have is that if you manage your resources correctly, the loot from exploration is a little superfluous, since most of what you get are what your minians are making by the tick at home, and since you can only carry a limited amount (especially with inventory juggling food and water), exploring really doesn't do much, particularly since though the game has unlockable skills (or perks as their called), you get no experience, or points or anything else for killing monsters, meaning that a lot of the random encounters are something of a waste of time. Of course not everything! you find exploring is useless, and you can use it as a way to build items you can't currently produce resources for, but in general I would've liked to see a little more bennifit to that in the game, although I will explore around and at least try out every type of location there is on the map just for interest's sake, (particularly as there are some hidden ones including some that actually explain the world and story of the game). I might contact the developers about this though, since it wouldn't be hard to add some experience into the game, or maybe some resources or items that are only! available by exploration, particularly as there really could be more weapons, container s, armor and other items in the game than what there are. Beware the grue! Dark. - Original Message - From: "Darren Harris" To: "'Gamers Discussion list'" Sent: Saturday, January 04, 2014 11:03 PM Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game So is it a large game would you say? How vast is the game world is it a game with an end or is it something you just keep doing and doing? -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark Sent: 04 January 2014 20:34 To: Gamers Discussion list Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game Hi. Basically the game is a mix between resource management and an old fashioned dungeon style rpg (it rather reminded me of a dos game like fallthru or drone). You have a village of slaves who work to get you resources like wood, fir, scales, teeth and such. You can build different buildings such as huts to increase your population size, or buildings like a tanary, smoke house or hunters lodge to give you access to other jobs to get more materials. That end of things is sort of similar to castaways. The difference however is that you use these resources to not only expand your village but also build your rpg adventuring items, for example to enter dungeons and such you need torches which must be crafted from wood and cloth, while the backpack needs making from leather. The rpg end of things reminds me of fallthru, since you are limited in the amount of things you can carry by your equipment, so even when you defeat a monster you might not be able to pick up all the loot, and you also need to make sure you have enough water, food etc to travel around and have encounters. The game has some random events and encounters, and various locations to explore, though I've not got far in the exploring yet so I can't say how things like dungeons work exactly, still it's an interesting one. One very odd mechanic is that the game is actually real time like a mud, but the developers have put a lot of work into making the game accessible. All new events get instantly spoken, whether random occurrences or standard things in your history, and even though everything in the game (including hits in battle), works on cool down timers with percentages this presents no access issues at all. The only thing I haven't really got thus far is exactly how this fire thing is supposed to work, since while I keep stoking the fire in the main dark room hub of the game I'm not exactly sure what it does, though I'm guessing bad things happen if you ignore it for too long. Beware the grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update y
Re: [Audyssey] A Dark Room, now an IOS iPhone game
So is it a large game would you say? How vast is the game world is it a game with an end or is it something you just keep doing and doing? -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark Sent: 04 January 2014 20:34 To: Gamers Discussion list Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game Hi. Basically the game is a mix between resource management and an old fashioned dungeon style rpg (it rather reminded me of a dos game like fallthru or drone). You have a village of slaves who work to get you resources like wood, fir, scales, teeth and such. You can build different buildings such as huts to increase your population size, or buildings like a tanary, smoke house or hunters lodge to give you access to other jobs to get more materials. That end of things is sort of similar to castaways. The difference however is that you use these resources to not only expand your village but also build your rpg adventuring items, for example to enter dungeons and such you need torches which must be crafted from wood and cloth, while the backpack needs making from leather. The rpg end of things reminds me of fallthru, since you are limited in the amount of things you can carry by your equipment, so even when you defeat a monster you might not be able to pick up all the loot, and you also need to make sure you have enough water, food etc to travel around and have encounters. The game has some random events and encounters, and various locations to explore, though I've not got far in the exploring yet so I can't say how things like dungeons work exactly, still it's an interesting one. One very odd mechanic is that the game is actually real time like a mud, but the developers have put a lot of work into making the game accessible. All new events get instantly spoken, whether random occurrences or standard things in your history, and even though everything in the game (including hits in battle), works on cool down timers with percentages this presents no access issues at all. The only thing I haven't really got thus far is exactly how this fire thing is supposed to work, since while I keep stoking the fire in the main dark room hub of the game I'm not exactly sure what it does, though I'm guessing bad things happen if you ignore it for too long. Beware the grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] A Dark Room, now an IOS iPhone game
Thanks Phil for letting us know about the game and thanks dark too for some extra info on the game as well. sounds really good and just downloading it now looking forward to giving it a go. Paul -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Phil Vlasak Sent: 04 January 2014 17:15 To: Gamers Discussion list Subject: [Audyssey] A Dark Room, now an IOS iPhone game A Dark Room By Amirali Rajan Description An unforgettable journey that starts small and slowly becomes much, much, more. A minimalist text adventure by Michael Townsend. Developed at doublespeak games and inspired by Candy Box. There are several locations that the player will encounter throughout the game. Performing certain actions, building different structures, purchasing key items, or finding special areas on The World will unlock specific locations. The player begins in A Dark Room. The only option presented to the player is to light the fire. Once the dark room is lit, the room will become A Firelit Room. The Firelit Room can be upgraded to allow the player the ability to build a variety of structures, craft weapons or supplies, or buy resources from the Trading Post. The Room will report its temperature and the status of the fire whenever entered. The fire may be flickering, burning, or roaring, which will cause the room to be mild, warm, or hot respectively. If not stoked for a period of time, the fire will degenerate from roaring to burning to flickering, with the room cooling as it goes. If the fire tries to fall below flickering, Builder will stoke it automatically to keep it lit. Since Builder generates a constant +2 wood per 10 seconds, it would seem to be impossible for the fire to actually go out (and the room to drop back below mild) once burning. If the temperature gets too low, the builder refuses to build. Other than this, the state of the fire and temperature of the room do not appear to have any impact on the rest of the game after the builder recovers, apart from causing a Buildings constant slow consumption of wood. awake. head throbbing. vision blurry. A Dark Room Version 1.2 Enhancements for the vision impaired. $1.99 Updated: Jan 03, 2014 Version: 1.2 Size: 5.3 MB Language: English Seller: Amirali Rajan Rated 9+ for the following: Infrequent/Mild Horror/Fear Themes Infrequent/Mild Mature/Suggestive Themes Compatibility: Requires iOS 7.0 or later. Compatible with iPhone, iPad, and iPod touch. This app is optimized for iPhone 5. https://itunes.apple.com/us/app/a-dark-room/id736683061?mt=8 Tools. The only tool in the game, the Torch provides the player with the ability to venture into dark or dimly lit dungeons encountered on The Barren World. Torch. "a torch to keep the dark away" Cost: wood: 1 cloth: 1 Upgrades. Upgrades provide the player with permanent benefits for when they traverse The World; from greater water reserves, to additional carrying capacity, and increased health. Waterskin "this waterskin'll hold a bit of water, at least" Increases water reserves to 20. Cost: leather: 50 Cask "the cask holds enough water for longer expeditions" Increases water reserves to 30. Cost: leather: 100 iron: 20 Water Tank "never go thirsty again" Increases water reserves to 60. Cost: iron: 100 steel: 50 Rucksack "carrying more means longer expeditions to the wilds" Increases carrying capacity to 20. Cost: leather: 200 Wagon "the wagon can carry a lot of supplies" Increases carrying capacity to 40 Cost: wood: 500 iron: 100 Convoy "the convoy can haul mostly everything" Increases carrying capacity to 70. Cost: wood: 1000 iron: 200 steel: 100 Leather Armour "leather's not strong. better than rags, though." Leather Armour. Raises the avatar's HP to 15. Cost: leather: 200 scales: 20 Iron armour "iron's stronger than leather" Iron Armour. Raises the avatar's HP to 25. Cost: leather: 200 iron: 100 Steel armour "steel's stronger than iron" Steel Armour. Raises the avatar's HP to 45. Cost: leather: 200 steel: 100 Compass Unlocks The Dusty Path. When first purchased, it will point in a direction of interest. Trade Cost: Fur: 400 Scales: 20 Teeth: 10 Weapons Weapons provide the player with a means to defend themselves while traversing The World. Weapons can either be crafted, traded, or found in a variety of locations throughout The World. It is important to note that with the exception of the Fists, carrying weapons does not override the ability to attack with either weapon; this means that if the avatar is carrying both an Iron Sword and a Steel Sword, they will be able to both "swing" with the Iron Sword and "slash" with the Steel Sword, and both weapons will experience cooldown timers independent of each other. In this way, it is typically advantageous to carry a variety of weapons, as their carrying cost is generally outweighed by the benefit to simultaneously attack with multiple weapons in battle. Carrying more than 1 of any single type of weapon does
Re: [Audyssey] A Dark Room, now an IOS iPhone game
oh sorry, I've just relised that you're talking about an I phone game. Sorry about that. I don't have an I phone. Amanda -- From: "Darren Harris" Sent: Saturday, January 04, 2014 8:05 PM To: "'Gamers Discussion list'" Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game Hi dark, I looked at the ap store description of this game and it said practically nothing about it at all. can you give some insite as to what this game is and what it's about? -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark Sent: 04 January 2014 20:02 To: Gamers Discussion list Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game Well the exploring is fun, and I like the access on the map, with the main map for double tap and then move buttons it's a nice setup, also this is the first Iphone game I've ever seen that has vo repeat spoken message in battle in case you miss them which is good. Deffinitely a good game for anyone who enjoys exploring and managing slaves, m, willing workers! :D. Beware the grue! Dark. - Original Message - From: "Ian McNamara" To: "Gamers Discussion list" Sent: Saturday, January 04, 2014 7:25 PM Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game I do like what i've seen of it so far, I am always looking for new iPhone games to get as I play games more on my iPhone now than I do on the computer. Ian McNamara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] A Dark Room, now an IOS iPhone game
where do you get it and how much does it cost? Thanks Amanda -- From: "dark" Sent: Saturday, January 04, 2014 8:33 PM To: "Gamers Discussion list" Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game Hi. Basically the game is a mix between resource management and an old fashioned dungeon style rpg (it rather reminded me of a dos game like fallthru or drone). You have a village of slaves who work to get you resources like wood, fir, scales, teeth and such. You can build different buildings such as huts to increase your population size, or buildings like a tanary, smoke house or hunters lodge to give you access to other jobs to get more materials. That end of things is sort of similar to castaways. The difference however is that you use these resources to not only expand your village but also build your rpg adventuring items, for example to enter dungeons and such you need torches which must be crafted from wood and cloth, while the backpack needs making from leather. The rpg end of things reminds me of fallthru, since you are limited in the amount of things you can carry by your equipment, so even when you defeat a monster you might not be able to pick up all the loot, and you also need to make sure you have enough water, food etc to travel around and have encounters. The game has some random events and encounters, and various locations to explore, though I've not got far in the exploring yet so I can't say how things like dungeons work exactly, still it's an interesting one. One very odd mechanic is that the game is actually real time like a mud, but the developers have put a lot of work into making the game accessible. All new events get instantly spoken, whether random occurrences or standard things in your history, and even though everything in the game (including hits in battle), works on cool down timers with percentages this presents no access issues at all. The only thing I haven't really got thus far is exactly how this fire thing is supposed to work, since while I keep stoking the fire in the main dark room hub of the game I'm not exactly sure what it does, though I'm guessing bad things happen if you ignore it for too long. Beware the grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] A Dark Room, now an IOS iPhone game
Hi. Basically the game is a mix between resource management and an old fashioned dungeon style rpg (it rather reminded me of a dos game like fallthru or drone). You have a village of slaves who work to get you resources like wood, fir, scales, teeth and such. You can build different buildings such as huts to increase your population size, or buildings like a tanary, smoke house or hunters lodge to give you access to other jobs to get more materials. That end of things is sort of similar to castaways. The difference however is that you use these resources to not only expand your village but also build your rpg adventuring items, for example to enter dungeons and such you need torches which must be crafted from wood and cloth, while the backpack needs making from leather. The rpg end of things reminds me of fallthru, since you are limited in the amount of things you can carry by your equipment, so even when you defeat a monster you might not be able to pick up all the loot, and you also need to make sure you have enough water, food etc to travel around and have encounters. The game has some random events and encounters, and various locations to explore, though I've not got far in the exploring yet so I can't say how things like dungeons work exactly, still it's an interesting one. One very odd mechanic is that the game is actually real time like a mud, but the developers have put a lot of work into making the game accessible. All new events get instantly spoken, whether random occurrences or standard things in your history, and even though everything in the game (including hits in battle), works on cool down timers with percentages this presents no access issues at all. The only thing I haven't really got thus far is exactly how this fire thing is supposed to work, since while I keep stoking the fire in the main dark room hub of the game I'm not exactly sure what it does, though I'm guessing bad things happen if you ignore it for too long. Beware the grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] A Dark Room, now an IOS iPhone game
Hi dark, I looked at the ap store description of this game and it said practically nothing about it at all. can you give some insite as to what this game is and what it's about? -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark Sent: 04 January 2014 20:02 To: Gamers Discussion list Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game Well the exploring is fun, and I like the access on the map, with the main map for double tap and then move buttons it's a nice setup, also this is the first Iphone game I've ever seen that has vo repeat spoken message in battle in case you miss them which is good. Deffinitely a good game for anyone who enjoys exploring and managing slaves, m, willing workers! :D. Beware the grue! Dark. - Original Message - From: "Ian McNamara" To: "Gamers Discussion list" Sent: Saturday, January 04, 2014 7:25 PM Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game I do like what i've seen of it so far, I am always looking for new iPhone games to get as I play games more on my iPhone now than I do on the computer. Ian McNamara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] A Dark Room, now an IOS iPhone game
Well the exploring is fun, and I like the access on the map, with the main map for double tap and then move buttons it's a nice setup, also this is the first Iphone game I've ever seen that has vo repeat spoken message in battle in case you miss them which is good. Deffinitely a good game for anyone who enjoys exploring and managing slaves, m, willing workers! :D. Beware the grue! Dark. - Original Message - From: "Ian McNamara" To: "Gamers Discussion list" Sent: Saturday, January 04, 2014 7:25 PM Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game I do like what i’ve seen of it so far, I am always looking for new iPhone games to get as I play games more on my iPhone now than I do on the computer. Ian McNamara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] A Dark Room, now an IOS iPhone game
I do like what i’ve seen of it so far, I am always looking for new iPhone games to get as I play games more on my iPhone now than I do on the computer. Ian McNamara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] A Dark Room, now an IOS iPhone game
Hi Ian. I decided the description was so crazy I had to try this one, and it is actually a lot of fun, sort of a bit like fallthru or castaways. Basically, the buttons appear at the top and the history of what's going on appear at the bottom mud style, though vo reads all the history anyway. Everytime something is at 100 percent you can hit it to perform the action, for example when gather wood is at 100 percent you can gather wood. Part of the game is resource management. You have a village, and can build huts for more population and other buildings to unlock different jobs that give resources, eg, hunters give you meat and fir, trappers give you bate but take meat (they also improve the output of any traps you have down), then when you build them annery and smokehouse let your recruit different workers. Once you have the supplies you can go exploring. The access in the game is pretty awsome actually in terms of help buttons everywhere to tell you what is what, though what you have to do requires a bit more work. I'm just getting into the exploring side now, having got all the stuff. It's actually a really addictve and rather fun game though I agree you need to get going with it. Beware the grue! dark. - Original Message - From: "Ian McNamara" To: "Gamers Discussion list" Sent: Saturday, January 04, 2014 5:56 PM Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game I just got this game, a bit confusing at the moment but I do like it so far. Ian McNamara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] A Dark Room, now an IOS iPhone game
Can you give more, or any, details? --- Be positive! When it comes to being defeated, if you think you're finished, you! really! are! finished! - Original Message - From: "Ian McNamara" To: "Gamers Discussion list" Sent: Saturday, January 04, 2014 11:56 AM Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game I just got this game, a bit confusing at the moment but I do like it so far. Ian McNamara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Accessible Chess Tutor
I haven't seen that program in a long time, but it seems like I remember that you have to hit enter on a piece, and it will then let you know where that piece can be moved to, although I don't recall how it conveys the info. Or maybe you have to hit enter on the squares you wish to move from and to, and it tells you whether that would be a legal move. I'm just not totally sure, as I only monkeyed with it for a short time. For those interested, I host a chess chat every Wednesday at 1 PM. Eastern time in the Chess Castle chat room of www.Out-Of-Sight.net During this voice chat session, we do whatever the participants choose that is related to the game of chess. As a group, we might try to beat an iPhone at chess. Or two people might challenge one another. We might work through any problems someone is having with the Hadley School for the Blind's correspondence courses. We might work on improving our skills through the use of an electronic book from the NLS. We might chit chat about how we got started playing or about our experiences. We might talk about strategies. If you don't even know how to play, but would like to get started, we cover that, too. If interested, signing up is free and painless. Go to www.Out-Of-Sight.net and I hope to hear you at the next chess chat, or any of the other activities held there. --- Be positive! When it comes to being defeated, if you think you're finished, you! really! are! finished! - Original Message - From: "Kelly Sapergia" To: Sent: Saturday, January 04, 2014 12:12 PM Subject: [Audyssey] Accessible Chess Tutor Hi, While looking around AudioGames.net just now, I came across a program called Accessible Chess Tutor. It's a self-voicing program that's supposed to tell you the moves for each piece, but so far all I've been able to do is navigate around a chess board with the arrow keys. When I find a piece like a pawn for example, I don't know what to do next in order to hear the moves you can make. As there's no documentation included, I'm wondering if anyone's tried this program, and if so how do you use it? Thanks. Yours Sincerely, Kelly John Sapergia Show Host and Production Director The Global Voice Internet Radio www.theglobalvoice.info Personal Website: www.ksapergia.net Business Website (KJS Productions): www.kjsproductions.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Accessible Chess Tutor
Hi, While looking around AudioGames.net just now, I came across a program called Accessible Chess Tutor. It's a self-voicing program that's supposed to tell you the moves for each piece, but so far all I've been able to do is navigate around a chess board with the arrow keys. When I find a piece like a pawn for example, I don't know what to do next in order to hear the moves you can make. As there's no documentation included, I'm wondering if anyone's tried this program, and if so how do you use it? Thanks. Yours Sincerely, Kelly John Sapergia Show Host and Production Director The Global Voice Internet Radio www.theglobalvoice.info Personal Website: www.ksapergia.net Business Website (KJS Productions): www.kjsproductions.com --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] A Dark Room, now an IOS iPhone game
I just got this game, a bit confusing at the moment but I do like it so far. Ian McNamara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] king of draggon pass help please
Hi Darren. Firstly regarding the map, you can swipe to scan around. You always start with your tula selected so sending out an exploration mission will explore your tula itself. To explore more generally, first you need the wanderers blessing (it's virtually a necessity if you don't want exploration missions lost), then if you tap around carefully you should be able to find an unexplored hex somewhere, you don't particularly need to worry too much about physical places or direction, indeed since the map is made up of tessalated hexagons it's a little difficult to do that anyway. This makes your hints a bit of a problem since I've never managed myself when I'm told "explore east" to actually find! east, but mostly this doesn't matter too much. Regarding amounts, 50 cows is way! over kill for sacrifice or trade, which is likely why your running out. -15 is usually enough, likewise about 20 cows is a generous gift (and giving gifts can be helpful). i would also personally recommend not sacrificing or trading cows if you can help it, since you generally want your herd to reproduce (blessings help with this), usually goods are better for this. I also personally never relied on rading just to get more cows. Generally I found the best stratogy with raiding was perhaps to have two rival clans who I would raide exclusively, and then try to make friends with everyone else.This is why having two rival clans is helpful, since if you do enough successful raides one clan will sue for a cease fire, but it always pays to have someone to test your warriors on. While the manual says most clans will tolerate a raide or two for a bit of sport, it's usually a good idea to not raide your allies, and since you want as many allies as possible a couple of enemies are always good to keep your swords sharp :D. Regarding seasonal calendar, well the manual is about right. I tend to Do trading and exploring in sea season, rading in fire season, more trading or relations in earth season and then use dark season for building and sacrificing, though it isn't a problem if you have to use the season wheel a time or two to skip turns, since things will come up anyway. The best advice I can personally give however is not to ignore blessings. Temples to Venga the wanderer, Heumact or orlanth himself and to the earth mother goddess (who's name I can't recall the exact spelling of), are almost requirements, since you need a prosperous herd for giving gifts and the like, and tough enough strength to defend it, and a temple to the god of trade can be handy too. Generally if you've sorted out your defenses and your herd everything else will sort itself out too, but the early game can be brutal if you don't get in the gods good books as soon as possible. Thus my priorities are personally temples, fortifications, alliances and trade in that order. Then again I have only played balanced clans thus far, I don't know how things change if you play a war or peace clan, since it's likely then that you can change things around somewhat. Beware the grue! Dark. - Original Message - From: "Darren Harris" To: "Gamers Discussion list" Sent: Saturday, January 04, 2014 3:24 PM Subject: [Audyssey] king of draggon pass help please Lol ok, I've picked this game up again after an age of not playing it and yes I do love this game it's really clever. Unfortunately I'm finding it difficult to get the balance right and to understand the map with vo. The map is quite accessible yes but what I don't understand is the layout of the map. Obviously I have the phone in landscape mode with the home button to the left as per normal. Is the map a physical map or a political one? am trying to work out north south east west etc on the map and there's no real pointers. Also is there a way to centre the map on my clan settlement so I can work my way outwards into the pass from home? Ok so now moving on to resource management and all that. Firstly I find it difficult to get a balance right between sacrificing in as much as how much to sacrifice at any given time. for gods to make sure I get a result I always do the full amount which seems to be 50 of whatever. I tend to use cattle. The problem there is after a while you don't always have enough cattle to keep up your stock. Not even trading can always help there. raiding is ok but sometimes if you send out too few you get swatted and if you send out too many you get counterraided at the same time you do your raid so that almost nullifies any advantage raiding in the first place. So really here am asking for balancing help and what people tend to find are good stratagies for balancing. I try not to raid in seed or earth seasons. I try trading and relation building in fire seasons. Sacrificing in storm seasons. Dark season sometimes I try fourtifying etc. Any assistants would be greatly appreciated. --- Gamers mailin
[Audyssey] A Dark Room, now an IOS iPhone game
A Dark Room By Amirali Rajan Description An unforgettable journey that starts small and slowly becomes much, much, more. A minimalist text adventure by Michael Townsend. Developed at doublespeak games and inspired by Candy Box. There are several locations that the player will encounter throughout the game. Performing certain actions, building different structures, purchasing key items, or finding special areas on The World will unlock specific locations. The player begins in A Dark Room. The only option presented to the player is to light the fire. Once the dark room is lit, the room will become A Firelit Room. The Firelit Room can be upgraded to allow the player the ability to build a variety of structures, craft weapons or supplies, or buy resources from the Trading Post. The Room will report its temperature and the status of the fire whenever entered. The fire may be flickering, burning, or roaring, which will cause the room to be mild, warm, or hot respectively. If not stoked for a period of time, the fire will degenerate from roaring to burning to flickering, with the room cooling as it goes. If the fire tries to fall below flickering, Builder will stoke it automatically to keep it lit. Since Builder generates a constant +2 wood per 10 seconds, it would seem to be impossible for the fire to actually go out (and the room to drop back below mild) once burning. If the temperature gets too low, the builder refuses to build. Other than this, the state of the fire and temperature of the room do not appear to have any impact on the rest of the game after the builder recovers, apart from causing a Buildings constant slow consumption of wood. awake. head throbbing. vision blurry. A Dark Room Version 1.2 Enhancements for the vision impaired. $1.99 Updated: Jan 03, 2014 Version: 1.2 Size: 5.3 MB Language: English Seller: Amirali Rajan Rated 9+ for the following: Infrequent/Mild Horror/Fear Themes Infrequent/Mild Mature/Suggestive Themes Compatibility: Requires iOS 7.0 or later. Compatible with iPhone, iPad, and iPod touch. This app is optimized for iPhone 5. https://itunes.apple.com/us/app/a-dark-room/id736683061?mt=8 Tools. The only tool in the game, the Torch provides the player with the ability to venture into dark or dimly lit dungeons encountered on The Barren World. Torch. "a torch to keep the dark away" Cost: wood: 1 cloth: 1 Upgrades. Upgrades provide the player with permanent benefits for when they traverse The World; from greater water reserves, to additional carrying capacity, and increased health. Waterskin "this waterskin'll hold a bit of water, at least" Increases water reserves to 20. Cost: leather: 50 Cask "the cask holds enough water for longer expeditions" Increases water reserves to 30. Cost: leather: 100 iron: 20 Water Tank "never go thirsty again" Increases water reserves to 60. Cost: iron: 100 steel: 50 Rucksack "carrying more means longer expeditions to the wilds" Increases carrying capacity to 20. Cost: leather: 200 Wagon "the wagon can carry a lot of supplies" Increases carrying capacity to 40 Cost: wood: 500 iron: 100 Convoy "the convoy can haul mostly everything" Increases carrying capacity to 70. Cost: wood: 1000 iron: 200 steel: 100 Leather Armour "leather's not strong. better than rags, though." Leather Armour. Raises the avatar's HP to 15. Cost: leather: 200 scales: 20 Iron armour "iron's stronger than leather" Iron Armour. Raises the avatar's HP to 25. Cost: leather: 200 iron: 100 Steel armour "steel's stronger than iron" Steel Armour. Raises the avatar's HP to 45. Cost: leather: 200 steel: 100 Compass Unlocks The Dusty Path. When first purchased, it will point in a direction of interest. Trade Cost: Fur: 400 Scales: 20 Teeth: 10 Weapons Weapons provide the player with a means to defend themselves while traversing The World. Weapons can either be crafted, traded, or found in a variety of locations throughout The World. It is important to note that with the exception of the Fists, carrying weapons does not override the ability to attack with either weapon; this means that if the avatar is carrying both an Iron Sword and a Steel Sword, they will be able to both "swing" with the Iron Sword and "slash" with the Steel Sword, and both weapons will experience cooldown timers independent of each other. In this way, it is typically advantageous to carry a variety of weapons, as their carrying cost is generally outweighed by the benefit to simultaneously attack with multiple weapons in battle. Carrying more than 1 of any single type of weapon does not allow the avatar to attack twice with that weapon without a cooldown. Fists verb: punch type: unarmed damage: 1 cooldown: 2 seconds Bone Spear "this spear's not elegant, but its pretty good at stabbing" verb: stab type: melee damage: 2 cooldown: 2 seconds weight: 2 creation cost: 100 Wood, 5 Teeth Iron Sword "sword is sharp. good protection out in the wilds." verb: swing type
[Audyssey] king of draggon pass help please
Lol ok, I've picked this game up again after an age of not playing it and yes I do love this game it's really clever. Unfortunately I'm finding it difficult to get the balance right and to understand the map with vo. The map is quite accessible yes but what I don't understand is the layout of the map. Obviously I have the phone in landscape mode with the home button to the left as per normal. Is the map a physical map or a political one? am trying to work out north south east west etc on the map and there's no real pointers. Also is there a way to centre the map on my clan settlement so I can work my way outwards into the pass from home? Ok so now moving on to resource management and all that. Firstly I find it difficult to get a balance right between sacrificing in as much as how much to sacrifice at any given time. for gods to make sure I get a result I always do the full amount which seems to be 50 of whatever. I tend to use cattle. The problem there is after a while you don't always have enough cattle to keep up your stock. Not even trading can always help there. raiding is ok but sometimes if you send out too few you get swatted and if you send out too many you get counterraided at the same time you do your raid so that almost nullifies any advantage raiding in the first place. So really here am asking for balancing help and what people tend to find are good stratagies for balancing. I try not to raid in seed or earth seasons. I try trading and relation building in fire seasons. Sacrificing in storm seasons. Dark season sometimes I try fourtifying etc. Any assistants would be greatly appreciated. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MindCraft for the blind.
Hi Tom. I recognize the experience issue, which is precisely why I try to analyse the factors which make a game like marrio brothers, (simple though it is), more addictive and entertaining to play than a game like Q9, and then analise these factors in detail so that my experience is at least sshared. I do still certainly play mainstream games, indeed I've just reconnected my megadrive (genesis), this morning and was having a bash at streets of rage 2, however as an adult I can break that experience down and analyse it, and then share my thoughts which I do hope are helpful. Regarding mathematics, well that is a good point, though perhaps that is an area where experienced programers could offer some explanation. For example, I do not precisely know the relative walking speeds, jump hights or stopping distances of characters in any game, and thus can only guess at the numbers (2.5 marrio hights is only a rough guess). perhaps however, since the physics is not at rock bottom that complex, someone who does have that understanding such as yourself or che martin could write some information that other programmers could examine, since it'd make a major difference to an audio game just to get this factor sorted out. Imagine a 1D side scroller like Q9, but with knockback when hit, analogue jumps and correct accelleration. You'd have something miles harder, without including any new tricks of viewpoint or methods of conveying information in audio. Beware the grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MindCraft for the blind.
Hi Dark: Well, I certainly see where you are going with this, and you definitely have raised some good points. However, I find myself inescapably coming back to the issue of know-how and experience. Both of which may be lacking from a lot of our audio game developers. Let's start with the issue of experience. I've been listening to you suggest a number of suggestions based on your experience with Super Mario, Super Metroid, Megaman, etc. They are all good ideas accept the average blind gamer, and I suspect many blind game developers, has never picked up and played one of those games in their life. Therefore you have something they do not, and that is experience. You can't expect someone who has never played a mainstream game like Mario Brothers to come up with equivalent game mechanics etc unless they themselves have some experience to compare it too. In fact, I personally use to play many games from the Atari, NES, and Super NES era and many of the suggestions had not occurred to me until you brought them up. I know that might sound strange considering I have some experience, some history with mainstream games, but the fact still remains that at the time I played those games I was basically a kid and I didn't think about how this or that game worked. All I cared about was playing it and the mechanics meant nothing to me at the time. Now, twenty-some years later I am trying to think back how this or that worked and don't clearly remember specific details like how high or far Mario could jump. At the time details like that were simply unimportant so I wasn't paying attention to things like that. Which brings me to another point. While experience is important it also helps depending on how current that experience is. I take it you play mainstream games fairly regularly and I would not at all be surprised you have played them in the last year or so. That's a completely different situation from someone like myself who went blind in the mid 90's and haven't play said games for the last twenty years. So while I generally know what you are talking about when you remind me of them in one of your e-mails I don't necessarily recall those things when I am home alone working on some game or another. Take for instance the differences between Mario and Luiji in Mario Brothers. To be honest it has been so long since I played the game that I didn't even know there was a difference in how the game handled those two characters. I would have assumed, wrongly of course, that the mechanics were the same for both characters , and the primary reason was I have forgotten the specific differences in how each character moves, jumps, and handles over all. So without a reminder such as yours I am afraid my experience doesn't mean much in the scheme of things, because it has been too long since I have played a game with those sorts of game mechanics. The other important issue is know-how. By know-how I am not just talking programming, but some basic understanding of mathematics and physics. If someone isn't very good with math or physics then chances are they will implement some rudimentary game mechanics absent of physics. Therefore if you run, jump, whatever instead of sliding to a stop, decelerating, etc you just stop because the game developer doesn't have the mathematical know-how to implement a better more realistic system. ¿Still, you are right. It would be nice to see more advanced design mechanics, different types of enemies, a greater variety of enemy types, etc. I think the only solution is if people such as yourself e-mail the various game developers with your suggestions, thoughts, and concerns and make them aware of what they can do to improve game x. After all, if they are unaware of how a similar mainstream game would implement this or that they can't attempt it in their audio game. On 1/2/14, dark wrote: > Well Tom, while I agree an understandable lack of experience might be behind > > the changes, at the same time there are some very basic things which could > be done to improve the players interaction with a game. > > One example is character movement. In a game like shades, you move at a > fixed speed, turn at a fixed speed etc. One of the hardest things in Super > marrio brothers is simply the act of jumping, since marrio's jumps require > handling and marrio's walking and running speeds both have different > accelleration, much like a car in a racing game. You can see this when > playing as Luiji, who's over all hight and distance are greater but who's > handling is worse. > > yet I've not seen an audio game use this sort of character handling to > enhance difficulty. Even when audio games feature two movement speeds such > as walking and running, stopping is instantanius and jump mechanics are > pretty stable. > > The second is environment. Most audio games happen on a flat plane, either a > > mostly 1 dimentional strip, or a 2D area seen in the first person. Yet, even > > a game like original marrio h
Re: [Audyssey] MindCraft for the blind.
Hi: Yes, once again I find myself in agreement with Dallas. While it is certainly true audio is limiting to a point it doesn't mean that it has to be simplistic as it all too often tends to be with audio games. For example, one genre or style of games that is way over represented is the Space Invaders type arcade game. Just your basic 2d arcade game with ships falling or landing and you have to move left and right and shoot them out of the sky. That's alright as far as it goes, but the truth is we could do so much more with the game idea than has been done. One way is rather than a simple 2d game why not have a 3d arcade game where you fly a ship around a 3d grid up, down, left, right, forward, and backwards while shooting enemy spaceships. With libraries like OpenAL its entirely possible to do a pretty fair representation of your position in 3d space, and you would end up with a far more complex audio game. While still having a pretty cool arcade shoot-m-up. The thing is that so much more can be done with audio than has been tried or is being done, and while there are certainly times when a developer might not want a full on 3d audio environment it would greatly enhance many existing audio games just by adding some extra complexity to the game. Cheers! On 1/2/14, Dallas O'Brien wrote: > no shaun. we perhaps aren't mainstream. but yes, there its lots that > can be done in sound. i agree, there are limits to sound over visual > elements, but it actually doesn't have to be as simplistic as it > currently tends to be. > as for the online thing, well, i'm sorry, but if you look at the > amount of people playing online, to the amount that don't, the online > stuff is the thing now. agreed, there are those who don't. but > generally, online play is where it's at now. > dallas --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] I fancy playing something new. Was Re: The red herring of visual game recreation, was: MindCraft for the blind.
Hi all. I really wish I could find a way to run those games on the mac, or find a windows emulator of some sort. I've thought of another way of multiplatform. What about the web? I know there are a few simple web games on the experimental audiogames site, but what about longer games? Could a web app be that full of features? I could see a good MMO with a dumb client and a smart server, like RS games. Or maybe put a tad bit more load on the client, as Klango did. Would this be possible? Also, there could be two versions: an audio version and a text version. Perhaps, the audio version could just be the text version with something like "if "you take the sword" is played, then play "sword_taken.ogg". The remainance of the text version would be for older browsers or for times when you just want your imagination to create the scenes. I would imagine interaction would be, for the audio version, using the arrow keys, with quicknav or similar modes of screen readers turned off, to navigate the world. I'm not sure how you'd manage sterio or 3d audio, but I'm sure browsers, or at least Java, would have this option. In the text versions, it'd be more like gamebook style, with links. The audio version could have these underlying links as well, just like, when you get to the object you want, and press enter on it, that link would be activated, but the user wouldn't know that. Also, moving around would be the same, except the player wouldn't have to click on a link to keep moving into a different room, the link would automatically be activated when the user reached the boarder of the room and that next room. I hope this isn't too complicated, and is probably very simple compared to what could be done with HTML five technologies. On Fri, Jan 3, 2014 at 1:45 AM, Thomas Ward wrote: > Hi Lindsay: > > Well, off the top of my head have you tried any of the Japanese audio > games? Those are pretty action packed,a and are decent games once you > get them setup and configured for an English speaking player. Other > than that I can not really think of anything new and free. Could you > be more specific as to what kind of game you are /looking for? > > Cheers! > > > On 1/1/14, Lindsay Cowell wrote: > > Hi All, > > > > I fancy trying a new game. Something with a lot of action. I sadly can't > > afford to buy any games, so are there any free ones with a lot of action > in > > them? I love taking things apart. > > > > Lindsay Cowell > > > > -original message- > > Subject: Re: [Audyssey] The red herring of visual game recreation, was: > > MindCraft for the blind. > > From: Ian Reed > > Date: 01/01/2014 4:30 pm > > > > Hi Dark, > > > > I too dislike 1D side scrollers and after trying a few I was put off of > > trying more. > > Because of that I may not have a good concept of which games actually > > stretch that boundary and become more 2D. > > > > Fortunately I finally tried bokurano daiboukenn 3 yesterday and was > > quite impressed. > > It is a fully 2D platformer. > > Your character is one space tall and can jump 3 spaces higher than > himself. > > The jumps seem somewhat analog since if you want to jump onto a high > > ledge that has a gap underneath it you must make sure to move to the > > right at the middle of your jump rather than right after you jump. > > > > While I think it is still far more difficult than playing a mainstream > > platformer with vision it does work reasonably well. > > I think there are a few more improvements that could be made, but the > > author has done a good job and any developer wanting to experiment in > > this area should try BK3 first to see how the author has solved some of > > the problems so they don't go re-inventing the wheel. > > > > I know you're not excited about going through the setup required to play > > Japanese games. > > I was not either, which is why it took me 4 and a half months since > > Bladestorm360's Guide to playing Japanese games and Clement Chou's > > earlier guide before I finally got setup. > > > > I ran into 2 hitches during setup which were quite frustrating. > > The first was getting the Japanese keyboard installed because NVDA > > reported a treeview item as a list view item and so I did not realize I > > had to expand it to get down to the actual check box items. > > You might not hit the same issue since we are running different versions > > of Windows and different screen readers. > > The second was because BK3 did not output to the clipboard by default > > and I had to use control C to grab the Japanese text of the screen > > before using instant translate to convert it to English. > > Once I got BK3 copying it's output to the clipboard the process became > > much more smooth. > > > > I recommend finding some time to devote to getting through the Japanese > > game setup process. > > > > If you're not ready to do that yet then you should try a game called 2D > > Platformer located here: > > http://forum.audiogames.net/viewtopic.php?id=12126 > > > > 2DP uses t
Re: [Audyssey] MindCraft for the blind.
no shaun. we perhaps aren't mainstream. but yes, there its lots that can be done in sound. i agree, there are limits to sound over visual elements, but it actually doesn't have to be as simplistic as it currently tends to be. as for the online thing, well, i'm sorry, but if you look at the amount of people playing online, to the amount that don't, the online stuff is the thing now. agreed, there are those who don't. but generally, online play is where it's at now. dallas On 02/01/2014, shaun everiss wrote: > dallas we are not mainstreamed though we are blind. > There is only so much that can be done with sound. > As for online I have never been that sort in fact there are friends I > have that really hate the online side and don't have cash for extras. > > At 08:40 AM 1/2/2014, you wrote: >>ahh yes, but we are forgetting one thing here. I am sorry to the devs >>out there, but most games we have, are no! where, near, main stream. >>it's just a fact. so yes, we pay about what sighted people do. but the >>replay ability of a game they buy, tends to be miles higher. how ever, >>as has already been stated, the audio game creators, are making games >>for a limited market. I think this is why audio games on iPhone have >>taken off, partly because it's not just us that play them. so the >>market is larger. so a 5 dollar purchase for their games, may seem >>like a relatively low amount to us, but the amount of purchases they >>get, makes that price quite effective. >> >>now, as for an example given earlier, lets take tank commander. you >>say this is nearly main stream? I say, not even close. I mean, just 7 >>or 8 levels? most tank games you get out there, even for free! have >>like, thousands of levels. let alone the fact that the games are >>fairly graphically intense, they have huge replay ability, because of >>random map creation, random things happening, and so on. so in stead >>of having level 1 being one map, and you know it all the time, you >>might start the game, and yes, you'd be on level 1, but the map would >>be different every time. small things like that, make things far more >>interesting, and replayable. having the same map over and over, makes >>it way too easy for people to know exactly how to get through that >>level. makes it more interesting if there is some kind of randomness >>to it. sure, make it so that you start on the south side, and you >>have to make it to the north side somewhere to level up, ... but other >>then that, the map in between is random, and you really don't know >>what you will be coming up against. so in stead of full speed ahead, >>you'd have to be more careful, and investigate the area you are >>working through. >>so on and so forth. there are many reasons why things like tank >>commander and other such games, are not replayable past a certain >>point. and of course, the other options for game devs, is to bring out >>a game at a nice low price, and yes, you'd be able to play it, and >>it's a full game in and of itself, but perhaps they could sell packs >>that add functions to it, or adds new weapons / enemies, and so on. >>and perhaps each pack would only cost maybe 5 bucks. lets say the game >>also costs 5 bucks. if those packs add new functions, I'd be buying >>the packs. now lets say I have had tank commander for a year. well? so >>what. I've already beat it, and it's useless to me. now lets say that >>David came out with a pack, an add-on, that would add another 50 >>levels. or new weapons to my tank. new enemies I have to fight, random >>effects happening to my tank to bring me to a standstill while I >>repair it, ... so on. that would drastically increase the replay >>ability of the game. right now, tank commander is useless to me, as I >>have completed it. >>and, mind you, it took me all of 3 days to complete. so, was the price >>really worth it? not really. but that's what we have to deal with at >>the moment. and it really doesn't have to be that way. even if we >>don't quite work the same way as mainstream, games shouldn't have just >>a few levels, and that's it. specially when the price is up over 30 >>bucks. even TDV isn't outside my complaints. yes, it has a cool >>mission mode. and don't get me wrong, they've done a fantastic job on >>it. but, ... it's a single mission. once I've completed it, that will >>be it. that function will be of less use to me. now, of course, they >>are working on the online side of things, and that offers far greater >>possibilities. and I think this will be the saving grace for TDV. the >>online side. because, and I'm not joking here, sighted players have >>been playing with, and against, their friends online, for over 15! >>years! lol. it's time we caught up. playing against a computer is one >>thing. it's mostly predictable. but playing against a human, is far >>more interesting, and replayable. >>I'm not saying that the devs out there aren't doing a good job with >>what they are making. I'm simply saying, it's time to br