[Audyssey] Life, The AGRIP Project and Everything

2006-10-08 Thread Matthew T. Atkinson
Hello all,

For those of you that are not on the AGRIP lists and may not know me, I
am the lead developer of AudioQuake and a research student in the area
of computer and game accessibility.  I am writing to tell you about some
recent events that have affected the AGRIP project and my work -- though
this email, being sent to gaming lists, is primarily about the AGRIP
project, which is overseen by myself and Sabahattin ``Sebby'' Gucukoglu.
My hope is that community feedback will once again help us decide where
we should be going next.

On the 23rd of August, I was hit by a car whilst on a pedestrian
crossing on the way home from work.  Since then, I have been in hospital
for a month, then at home with my parents for a few weeks.  Very
fortunately, it is expected that I will be able to walk again (though
not for a few months) and I did not sustain any head injuries.

I'm on the way to being back online now.  I'm returning to university
tomorrow, to start getting back into my studies.  I've been lucky to get
hold of a wheelchair-accessible room in hall that I can stay in until I
can walk again.  This will take some time.  So will catching up with my
research work.

I am not sure where that leaves us at the moment.  I am very keen to do
all the things I mentioned that we were planning for the AGRIP project
just a few weeks before my accident.  However, I have no idea of when
I'll be able to get back into active development of AudioQuake, at the
rate that such plans would require, as my research schedule has now been
blown out of the water.  It may take months to get back to where I was.

This creates a dilemma -- I always wanted (and still do want) AGRIP to
become an application of the core research I'm working on right now and
that requires that we have an active community of users.  But if I'm
unable to do the development work to support such users right now, what
will happen?  I don't want to see people leave due to lack of
improvements.  But at the same time, I can't personally make those
improvements right now.

So, I propose that instead of me doing all the development work from now
on, I will work only on providing the community with a completed set of
documentation on how to do the development themselves.  I will finish
the manuals that tell you how to get, build and edit the code -- that's
the gamecode and the engine, so you can make modifications to either and
create new games from what AudioQuake now is.  I will also try to give
information on how the statistics collection works (maybe I can finish
the update of the stats site too, if things go well, but I'm not sure
right now).

Thanks very much for your input on the survey we carried out recently
before my accident.  I will publish the results as soon as I can; I hope
you now appreciate why there has been such a delay in doing this.

The survey told me that people do want to see some things changed, and a
lot of you want to make changes yourselves.  Level editing was a big
part of this, and I fully intend to continue work on that when I can.
But for now, I think the best I can do is give you all the information
and help you require to make code-based changes (game mods and engine
mods).  There are some very talented people in the AGRIP community
who're learning the hard way and I feel I should concentrate on
providing the documentation to make that an easier learning curve for
all of you, now that these people (Cara Quinn being the name that leaps
off the top of my head, along with Derek London) have forged the way.

I would like to know what people in the community think of this -- it
seems to me that this is the only way I can allow the project to evolve,
as I simply can't afford the time right now to actively develop it
myself (certainly not between all the catch-up I have to do, and the
physio, etc).

If people are interested in developing their own modifications or even
versions of the game, then please let me know and I'll do my best to
finish the manuals that will give you all the information on how to do
it.  For your reference, the current one (not entirely complete) can be
found at http://docs.agrip.org.uk/ .

Thanks for your time in listening to this.  I look forward to becoming
as involved as I once was in the Accessible Gaming community again in
the not-too-distant future :-).

best regards,


-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>

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Re: [Audyssey] Big News from the AGRIP Project

2006-07-06 Thread Matthew T. Atkinson
On Thu, 2006-07-06 at 09:59 +0200, AudioGames.net wrote:
> Great to hear that. I would suggest Doom3 as well. It is relatively new (2-3 
> years?), the gameplay isn't that diverse, there's lots of good audio in the 
> game already (some parts of the game are near complete darkness anyway) and 
> than it would be the first game to be accessible for the blind AND the deaf 
> (see http://gamescc.rbkdesign.com/).
end-quote

That last point has made me stop and think about DooM 3 (despite needing
a vast new computer to develop on it).  I am concerned that it's not
Open Source may mean I can't actually do the stuff I need to -- such as
interface to a TTS engine, or allow people to modify it fully, or ensure
there are demos for people to try.

Additionally, it's not multiplayer-centric, like Quake 3 or Unreal
Tournament and that's something I want to make accessible in the future
(the collaborative stuff).  Also, the map-editing side will be very
complex, as opposed to that for Quake 1 and, to some extent, Quake 3.
However, it is worth considering.

If at a personal level I consider DooM 3, I must also consider Unreal
Tournament because my main objections (non-Open Source) hold for that
game too, but it is new and it is very nice to develop with.

One final caveat about DooM 3 is that, eventually, as with Quake 3, it
is expected that it will be Open Sourced, so there is always that...

Thanks to everyone who's made suggestions so far.  We are a long way off
seriously looking at this (end of summer at the earliest, as I want to
tidy up AudioQuake and make development on it easier for the community
first) so there is lots of scope for future discussion.

This new game, whatever it is, will be for you, the community, and I
want to ensure it gives you the tools to do what you like with it.

best regards,


-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>


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Re: [Audyssey] Big News from the AGRIP Project

2006-07-06 Thread Matthew T. Atkinson
On Thu, 2006-07-06 at 13:58 +1200, shaun everiss wrote:
> I would really like doom1 2 and maybe 3 developped.
> I think there is source code on the ftp.idsoftware.com site somewhere.
> Ideally I'd like duke nukem, the 3d addition, the last one for dos 
> that was devellopped or some of the newer additions.
end-quote

These are good suggestions, and we thought about them when starting with
Quake.  However, the engines are now very limited and not played much
and we'd like to keep the AGRIP project reasonably current with the next
game, whatever and whenever that may be.

quote
> If you still wanted to stay with quake quake2 and quake 3.
end-quote

Quake 3 is the next logical choice, as it is Open Source and popular
(and will be for a while yet; QuakeWorld -- the game AudioQuake is based
on -- still is!)

I would like to use the Unreal Tournament engine but it's not Open
Source and doesn't look like it's ever going to be.  That's a shame,
because it is a much better environment for developing extensible
gamecode than the Quake engines.

Cheers muchly for the input!

best regards,


-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>


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Re: [Audyssey] Big News from the AGRIP Project

2006-07-06 Thread Matthew T. Atkinson
On Thu, 2006-07-06 at 11:10 +0100, Søren Jensen wrote:
> It could be really cool, if you can make Doom 3 accessible. This game is 
> really the best 3D shooter I have seen. If you have a sighted friends there 
> likes 3D shooter games, you should try the game...
end-quote

Interesting suggestion; thanks.  I am a little concerned about
developing on a non Open Source engine because I may need access to it
to actually make the accessibility work.  I will have to look into this,
however.  Also, there would need to be a demo version of DooM 3 so that
people could try the AGRIP game first.

Unfortunately, my computer is not capable of running DooM 3.  I guess
that if I was to develop this, I would have to raise money to buy a new
computer.

Thanks for the input,

best regards,


-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>


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Re: [Audyssey] Big News from the AGRIP Project

2006-07-06 Thread Matthew T. Atkinson
Ari,

Thanks for the input.  It may interest you to know that you can use the
shareware (no cost, downloadable) version of Quake.  It can be
downloaded and installed by the AudioQuake installer for you as part of
the setup process.  It's not the whole thing, but it's pretty good
nonetheless and will enable you to play all of the AGRIP levels.

Hopefully this will negate the potential issues with using other means
to get the game.

best regards,


-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>


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[Audyssey] Big News from the AGRIP Project

2006-07-05 Thread Matthew T. Atkinson
uld like to see it applicable to other accessible games
too -- it's up to developers of those games to get in touch so we can
work out how, closer to the time.  I will of course be publicising this
on the appropriate developers' lists when the time is right.

!!! Improved Development Process

There are lots of ways we are starting to improve the process; making
more code available for you all, trying new means of supporting users
and beginning to document cool stuff like auto-installing modifications
and so on.  If you feel there are any major omissions or mistakes being
made, please let us know.  Thanks in advance!

!!! The End

Once again, a huge thank you to all those that filled in the survey so
far, as well as all those who are about to :-).  It has helped
tremendously to see exactly what we are doing right and wrong and where
we should be going next.  I'm pleased that I am now able to spend a
little more time on the project and really do look forward to seeing
these plans come to fruition.

Thanks for reading this; I hope that it has allayed any concerns you may
have had about what direction we're going in.  I also hope it will
generate some discussion about things you'd like to see improve and how,
now that we seem to be at an appropriate point in the history of the
project.

I look forward to really getting my teeth into this at the start of
August (in the mean time, I'll keep up with the discussion)...

best regards,


-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>


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[Audyssey] Please Help the AGRIP Project

2006-06-20 Thread Matthew T. Atkinson
I would really appreciate it if users of AudioQuake could take about 7-8
minutes of their time to tell us what they think of the project and it's
goals as a whole.  I have put a (small) set of multiple-choice questions
on the web and would appreciate it if you could answer them at your
earliest convenience -- your feedback really *will* make a difference to
how the project is developed in future.  However, we really need as many
AudioQuake users as possible to voice their opinions (please don't fill
this in if you've not used AudioQuake before).

Please visit http://eval.agrip.org.uk/ for more information and to help
us out (I've included the time it'll take to read that page in the 7-8
minutes quoted above).  If you have any questions, please use the
``contact the author'' link provided on that site.

I realise that I've been somewhat inactive lately, due to being very
busy on the research side of things.  However I am working on the
announced project improvements as and when I can.  It is great to see
the AGRIP mailing lists so active and I am enjoying our continuing (if
sometimes slow) work on the development side of things, the new stats
infrastructure and other goals on our roadmap.

Thanks again for your time,

best regards,


-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>


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[Audyssey] AGDev-newbies list is up!

2006-05-03 Thread Matthew T. Atkinson
'ello there!

Just wanted to let you know that we are now happy with the list and it
seems ready for members to sign up.

Please visit http://lists.agdev.org/ and sign up to the AGDev-newbies
list if you are one of those interested in beginning AG development :-).

We look forward to reading you soon!

best regards,


-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>


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Re: [Audyssey] additional lists on audyssey

2006-05-01 Thread Matthew T. Atkinson
Done!  Thanks for the input so far :-).

I would appreciate it if those stepping up to be moderators sign up
using this web page (but please do not sign up yet if you don't intend
to be a moderator):

http://lists.agdev.org/cgi-bin/mailman/listinfo/agdev-newbies

Given the discussion so far, I am expecting Sean, Raul and Tom.  Once
you've signed up I'll e-mail you all the moderator password so that you
can do your stuff (I will help when I can but spare time tends to be
quite sparse at the moment).

After that's done and things seem to be working OK, I will send one
final e-mail to this list, on a new thread, to say the list is open and
where people can sign up.

Please, don't sign up yet unless you want to be a mod!  If there are any
problems, please mail me at my private address and I'll do my best to
sort them out.

best regards,


-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>


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Re: [Audyssey] additional lists on audyssey

2006-04-30 Thread Matthew T. Atkinson
Regarding moderation of the new ``-newbies'' list...

I have bounced Tom's recent mail to AGDev to see what people say about
it.  I would be happy for anyone here or there to moderate it -- I can
easily give out list admin passwords so it's no big deal in that
department.

I will keep an eye on things when I can but my spare time tends to be
sporadic at best so I can't guarantee I'd be suitable as a mod (and I
don't know VB/.NET, lol).

Anyway, I do think that there are issues I would be able to help with
and would, when I have time, but if anyone would like to step up to be a
mod on that last, then don't let hosting arrangements be a barrier to
you -- I can easily give people the appropriate access if it were to be
hosted at AGDev.org.

best regards,


-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>


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Re: [Audyssey] additional lists on audyssey

2006-04-30 Thread Matthew T. Atkinson
On Fri, 2006-04-28 at 21:10 -0400, Thomas Ward wrote:
> Well, agdev seams to be the apropriate place since the site already has 
> some initial tootorials etc up there.
> There is nothing saying we can not link audyssey to agdev and in a sense 
> run as one unit. Agdev handling all the developer end, and audyssey for 
> the end user end of games.
end-quote

I agree -- have there been any developments (oh dear) on this front
since last I posted?  If we could get an initial set of moderators
together then I can set something up and we can discuss it more on that
list when it has been created.

bye just now, best regards,


-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>


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Re: [Audyssey] additional lists on audyssey

2006-04-28 Thread Matthew T. Atkinson
On Fri, 2006-04-28 at 18:15 -0600, Raul A. Gallegos wrote:
> I also am wondering however if perhaps we really should use the 
> established agdev network as Richard suggested.
end-quote

I would have no objection to setting up an extra list for newbies at
agdev.org (no cost, uses Mailman).  I am probing existing list members
for their thoughts at the moment but this list, as it's for newbies,
would be separate.

We'd need someone to moderate it and some existing wise developers to
populate it for the newbies to be assured of good advice (at least at
the start).  I'm only really experienced with Linux game development and
the Quake-related game engines so I'm probably not much help in that
department, as most people use Windows and VB/.NET.

However, I think it would be appropriate to host the list at AGDev.org
and would like to remind everyone that they can all read the wiki, if
not write to it, and they are all welcome to mail in with suggestions
for other topics and improvements to existing ones.

I posted about this earlier but the discussion seems to have become very
popular and it may have been lost in the sheer number of messages on
this subject that have come through.

best regards,


P.S. I am in GMT and it's quite late here so I will not be back for at
least 12 hours but I'll catch up ASAP later on today.
-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>


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Re: [Audyssey] Creating a game programming list?

2006-04-28 Thread Matthew T. Atkinson
On Fri, 2006-04-28 at 20:46 -0400, Thomas Ward wrote:
> If you are willing to use the agdev server for another list that would 
> be great. We could have the current agdev list for us developers who are 
> experienced and have advanced questions etc, and a general list where 
> everyone can join in and get answers to newby questions.

> However, we certainly need a forem for those who have not cut their 
> teeth on anything, and can't even get DirectSound, DirectInput, and 
> other APIs going.
end-quote

There's no technical reason I can think of why I would not be able to
make a new list.  We would need to ensure that the appropriate
moderation was put in place and that enough wise people would be there
to advise the newbies and that's more of a decision for the community to
make, so please do volunteer and if we get enough interest then I'd be
happy to go ahead and create a mailman list.

You are all welcome to read the AGDev wiki, even if you're not a current
member, by the way.  You are also welcome to suggest and submit new
content or updates and fixes to existing content.

Assuming we set a list up, then once people on the newbies list feel
it's appropriate they can move the developers list and get write access
to the Wiki as per the current membership process.

I am CC'ing this to AGDev-discuss as it is important to keep everyone in
the loop and give them the chance to voice their opinions.

best regards,


-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>


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Re: [Audyssey] Creating a game programming list?

2006-04-28 Thread Matthew T. Atkinson
Further to Tom's suggestion of a newbie programming list, I have some
thoughts

At AGDev.org, we have mailing lists and a wiki (website that is easily
editable by its members) that people use to describe their work and host
tutorials on the topics they are experts in.  Anyone can read this stuff
but only members can write to it (though anyone is welcome to mail in
with comments, suggestions and additions).

Our community is made up of some of the most well-known AG developers
and many other enthusiastic members.  Our main list is not as
high-traffic as this one, but posts tend to be either informative or
questions that start interesting threads on a number of issues relating
to AG development.

I would like to encourage people that are genuinely interested in games
development (i.e. working on a project now) to visit www.agdev.org and
to consider signing up.  If you have already released a game, you can
sign up straight away.  If not, then you can contact an existing member
who will be happy to forward your reasons for wanting to sign up to the
mailing list.  Once this is done, if the other members have no
objections, you can sign up.

The reason we do things this way is so that only genuinely interested
people sign up.  This has, so far, prevented us from having flame-wars,
keeps traffic to an acceptable and high-quality level and goes some way
to ensuring that the community stays positive and focused.

Seems to me that it would make sense for those genuinely motivated about
and perhaps already partly involved in AG development to sign up to
AGDev -- both our groups happily complement each other.

With respect to people very new to game programming that need more
general guidance, a newbie list sounds like a good idea.  I wonder if we
could set up such a list on AGDev.org and invite a few of the main
members to help moderate and answer questions in the newbie list.

A lot of us are under variable and sometimes excessive workloads,
however.  For this reason it might be nice to have moderators who are
active community members here as well.  Seeing as we run mailman, anyone
can be assigned access/admin/moderator rights.

Maybe we could even start a section for Newbies on the AGDev wiki -- if
people are interested in this it could be interesting.

I've still not had time to look into Richard of AudioGames' site -- what
I have seen is impressive, but seems aimed at grabbing researchers' and
mainstream games developers' attention -- but f it already does these
things then all three of us (Audyseey, AGDev and G-A.com) should think
about getting together and directing people who visit our sites to the
most appropriate place for them.

Just my thoughts, but I would like to see all the key sites in the AG
area pulling in the same direction; it gives a much better impression to
the ``outsiders'' we want to invite into our community.  It should also
mean that each of us keeps to our remit and we aren't all wasting effort
trying to be all things to all people.

Please let me know what you think :-).

best regards,


-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>


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