[Audyssey] 3D Navigation was Important MOTA News

2010-07-18 Thread Thomas Ward
Hello Nicol,
Um…think about that question a moment. There is no such thing as a
keyboard with six arrow keys. So no you don’t need a special keyboard
to play my 3d games.
In answer to your question to climb up or down you would use a
keyboard combo like control-up arrow or control-down arrow to ascend
or descend a climbable object.  The shift-left and shift-right arrow
keys are used to sidestep left or right and shift-up and shift-down
are used to walk forward or backward. The up arrow key by itself runs
forward, down arrow spins you around 180 degrees, and the left and
right arrow keys are used to turn you left or right. I’ve recently
added control=-left and control-right to do a 90-degree turn left or
right as well.
As for your paper example that’s way off. The horizontal line, the x
axis, runs East-West across the paper. The vertical line, the z axis,
runs North-South. However, that’s only a 2d plane. If we stuck your
pencil through the center of the page, make a poll running from floor
to ceiling, that would constitute a third axis of movement, the y
axis, which runs up and down. Does that make any sense?
Let’s look at it another way. I know you have played Shades of Doom
before. You know in that game you can go North, South, East, and West.
But you can’t climb up and down on ropes and things. With my 3d games
it will be similar to that accept instead of being able to go North,
South, East, and West you can also climb up and down to get to rooms
above and below your current location.

HTH



On 7/18/10, Nicol nicoljaco...@telkomsa.net wrote:
 HI Tom
 Yeah, makes sense somewhat.
 Although, on paper it is not possible to draw a line going up in the air? Is
 it?
 On paper the vertical line is the line going from north to eastt and the
 horizontal line is going from south to west?
 Then you get the diagonal line that goes oblique.
 So with a 3d game like you are creating, do I need a keybord with 6 arrow
 keys?
 Do I understand you correctly?
 In your 3d game  I will move east and west with my left and right arrow
 keys, north and south with my up and down arrow keys and from floor to
 ceiling with yet another 2 additional arrow keys?

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]on
 Behalf Of Thomas Ward
 Sent: 11 July 2010 09:02 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Important MOTA News

 Hi Nicol,
 No, the line running from left to right and the line running from
 front to back are completely different. They are perpendicular to each
 other.  That means running in two completely different directions. Let
 me give you a simple example maybe you can under stand.
 On a piece of paper you draw a line from left and right, east and
 west, that represents the x axis of the plane. Now, lets draw a line
 running from top to bottom of the paper that runs North and South and
 call that axis y. At this point we have your cross shape that points
 to the four compass directions North, South, East, and West. Finally,
 we are going to add a third dimension to this sheet of paper by
 driving a stake through the center of that cross. We now have a new
 axis running from floor to ceiling and we will call that axis z.  When
 we get done we have three lines all pointing to six different cardinal
 directions East, West, North, South, floor, and the ceiling. Make
 sense?

 HTH

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Re: [Audyssey] 3D Navigation was Important MOTA News

2010-07-18 Thread Bryan Peterson
I don't even think there are keyboards with six arrows, so if you did need 
one you'd pretty much be out of luck.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, July 18, 2010 2:29 PM
Subject: [Audyssey] 3D Navigation was Important MOTA News


Hello Nicol,
Um…think about that question a moment. There is no such thing as a
keyboard with six arrow keys. So no you don’t need a special keyboard
to play my 3d games.
In answer to your question to climb up or down you would use a
keyboard combo like control-up arrow or control-down arrow to ascend
or descend a climbable object.  The shift-left and shift-right arrow
keys are used to sidestep left or right and shift-up and shift-down
are used to walk forward or backward. The up arrow key by itself runs
forward, down arrow spins you around 180 degrees, and the left and
right arrow keys are used to turn you left or right. I’ve recently
added control=-left and control-right to do a 90-degree turn left or
right as well.
As for your paper example that’s way off. The horizontal line, the x
axis, runs East-West across the paper. The vertical line, the z axis,
runs North-South. However, that’s only a 2d plane. If we stuck your
pencil through the center of the page, make a poll running from floor
to ceiling, that would constitute a third axis of movement, the y
axis, which runs up and down. Does that make any sense?
Let’s look at it another way. I know you have played Shades of Doom
before. You know in that game you can go North, South, East, and West.
But you can’t climb up and down on ropes and things. With my 3d games
it will be similar to that accept instead of being able to go North,
South, East, and West you can also climb up and down to get to rooms
above and below your current location.

HTH



On 7/18/10, Nicol nicoljaco...@telkomsa.net wrote:

HI Tom
Yeah, makes sense somewhat.
Although, on paper it is not possible to draw a line going up in the air? 
Is

it?
On paper the vertical line is the line going from north to eastt and the
horizontal line is going from south to west?
Then you get the diagonal line that goes oblique.
So with a 3d game like you are creating, do I need a keybord with 6 arrow
keys?
Do I understand you correctly?
In your 3d game  I will move east and west with my left and right arrow
keys, north and south with my up and down arrow keys and from floor to
ceiling with yet another 2 additional arrow keys?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]on
Behalf Of Thomas Ward
Sent: 11 July 2010 09:02 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA News

Hi Nicol,
No, the line running from left to right and the line running from
front to back are completely different. They are perpendicular to each
other.  That means running in two completely different directions. Let
me give you a simple example maybe you can under stand.
On a piece of paper you draw a line from left and right, east and
west, that represents the x axis of the plane. Now, lets draw a line
running from top to bottom of the paper that runs North and South and
call that axis y. At this point we have your cross shape that points
to the four compass directions North, South, East, and West. Finally,
we are going to add a third dimension to this sheet of paper by
driving a stake through the center of that cross. We now have a new
axis running from floor to ceiling and we will call that axis z.  When
we get done we have three lines all pointing to six different cardinal
directions East, West, North, South, floor, and the ceiling. Make
sense?

HTH

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Re: [Audyssey] 3D Navigation was Important MOTA News

2010-07-18 Thread weisi4u
Hi,,


Well, we always could create one of those, but that would first cost a loat, 
and second way to much efford put into a game if you have modifiers and can use 
them.
I like the way that modifier up arrow moves up,, and a modifier and down moves 
down. I myself have no problems with that. Also I really love the fact that in 
most games you can use ctrl left and right, or any other modifier to turn 90 
Degrees into a direction. I find that especially helpful when navigating a 
large room, or maze, like in pac man or Shades of doom.

I know I am one of the not many people who really like 3D games, but I really 
really badly enjoy playing 3d Games. Especially if it has been made well, so 
that you can walk around and explore. An independependend ambience, so that 
objects themself make sounds, not a always the same staying ambience. Like in 
Monkey business. Every singe ambience sound has been made by some sort of 
object that you can see on the map. Maybe not interact with, but it is there. 
My thoughts.

Kevin
- Original Message -
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 18 Jul 2010 15:34:02 -0600
Subject: Re: [Audyssey] 3D Navigation was Important MOTA News

 I don't even think there are keyboards with six arrows, so if you did need 
 one you'd pretty much be out of luck.
 We are the Knights who say...Ni!
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, July 18, 2010 2:29 PM
 Subject: [Audyssey] 3D Navigation was Important MOTA News
 
 
 Hello Nicol,
 Um…think about that question a moment. There is no such thing as a
 keyboard with six arrow keys. So no you don’t need a special keyboard
 to play my 3d games.
 In answer to your question to climb up or down you would use a
 keyboard combo like control-up arrow or control-down arrow to ascend
 or descend a climbable object.  The shift-left and shift-right arrow
 keys are used to sidestep left or right and shift-up and shift-down
 are used to walk forward or backward. The up arrow key by itself runs
 forward, down arrow spins you around 180 degrees, and the left and
 right arrow keys are used to turn you left or right. I’ve recently
 added control=-left and control-right to do a 90-degree turn left or
 right as well.
 As for your paper example that’s way off. The horizontal line, the x
 axis, runs East-West across the paper. The vertical line, the z axis,
 runs North-South. However, that’s only a 2d plane. If we stuck your
 pencil through the center of the page, make a poll running from floor
 to ceiling, that would constitute a third axis of movement, the y
 axis, which runs up and down. Does that make any sense?
 Let’s look at it another way. I know you have played Shades of Doom
 before. You know in that game you can go North, South, East, and West.
 But you can’t climb up and down on ropes and things. With my 3d games
 it will be similar to that accept instead of being able to go North,
 South, East, and West you can also climb up and down to get to rooms
 above and below your current location.
 
 HTH
 
 
 
 On 7/18/10, Nicol nicoljaco...@telkomsa.net wrote:
  HI Tom
  Yeah, makes sense somewhat.
  Although, on paper it is not possible to draw a line going up in the air? 
  Is
  it?
  On paper the vertical line is the line going from north to eastt and the
  horizontal line is going from south to west?
  Then you get the diagonal line that goes oblique.
  So with a 3d game like you are creating, do I need a keybord with 6 arrow
  keys?
  Do I understand you correctly?
  In your 3d game  I will move east and west with my left and right arrow
  keys, north and south with my up and down arrow keys and from floor to
  ceiling with yet another 2 additional arrow keys?
 
  -Original Message-
  From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]on
  Behalf Of Thomas Ward
  Sent: 11 July 2010 09:02 PM
  To: Gamers Discussion list
  Subject: Re: [Audyssey] Important MOTA News
 
  Hi Nicol,
  No, the line running from left to right and the line running from
  front to back are completely different. They are perpendicular to each
  other.  That means running in two completely different directions. Let
  me give you a simple example maybe you can under stand.
  On a piece of paper you draw a line from left and right, east and
  west, that represents the x axis of the plane. Now, lets draw a line
  running from top to bottom of the paper that runs North and South and
  call that axis y. At this point we have your cross shape that points
  to the four compass directions North, South, East, and West. Finally,
  we are going to add a third dimension to this sheet of paper by
  driving a stake through the center of that cross. We now have a new
  axis running from floor to ceiling and we will call that axis z.  When
  we get done we have three lines all pointing to six

Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread dark
Treasurehunt I actually find rather difficult myself, due to the total lack 
of any sort of audio ambience or ability to place markers,  -everything 
just looks the same to me. Shades I find significantly easier.


I don't particularly mind handling the direction facing commands in 
something like shades,  so long as there is something to distinguish in 
the different directions.


beware the Grue!

dark.

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, December 26, 2009 4:32 AM
Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios


Personally, in regards to 3D navigation, I am about the same as you Dark. 
I

personally prefer something similar to treasure hunt; I find it easier to
keep track of when each arrow does something different in regards to
direction.
Best Regards,
Hayden




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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread dark
Actually, the first generation of 3D games such as original doom did use the 
left right to turn method (one reason why audio quake has those controls), 
and other games like tomb rader or mario 64 use the analogue stick, --- with 
a short left press turning the character, and a long left hold causing them 
to run in the correct direction.


It's also worth remembering that audio 3D games are first person, while 
visual ones like resident evil are actually third person,  ie, you see 
the character on the screen and the environment around him/her, which has a 
profound effect on the control scheme,  as if everything turned with the 
character, you would lose the perspective of what is around them.


Beware the Grue!

Dark.
- Original Message - 
From: clement chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 25, 2009 5:53 AM
Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios


I like the side-steping idea... I mean, isn't that akin to what you do in 
mainstream console games that are 3d? If you hold left, you don't just spin 
around in circles... you walk and or run in that direction. The only gae 
I've seen it done diferently is resident evil... and maybe the first three 
onimusha games.



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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread Thomas Ward

Hi Dark,
As a game developer I find your comments and suggestions most helpful. 
So as I understand it as long as I design my game engine a long the GMA 
engine, which I am, including such features as place markers, visited 
here before announcements, and even try my best to give each room a name 
you and possably others should be able to give you enough info to go on 
in order to play the game right?


dark wrote:

Hi.

As regards 3D navigation,  in fact navigation in general, as I've 
said, i'm probably the worst person you meet, with a biological cause 
sinse I was born prematurely and suffered brain damage which has 
resulted in me having an attrocious sense of spacial coordination and 
balance.


Frequently I'll see something or hit it with my cane,  but stil 
walk into it becauwse my ability to judge distance is so bad. i also 
find rotional exercises absolutely awful.


How I manage in 3D games however, is much the same way I manage in 
actual life,  and perhaps it's a method which would help others.


i physically don't even try to mentally map where I am going, or where 
the relation betwene places is. I simply remember landmarks and sets 
of directions.


thus in shades of doom, if there is a T junction, I'll mark the 
passage I came up, and the passage I go down,  then leave the 
other unmarked. i thus only have to remember occasions where the path 
forks, and where there is more than one choice of direction, --- -then 
mark those, and remember the choice I took.


when I've finished down one passage, I retrace my steps until i find 
something I've not yet explored,  and try that.


also, i make extensive use of the navigation features, and use the 
various sizes of chamber as land marks,  as well as the audio kews 
around,   and (in sarah), the names of the rooms.


Yes, this method is bizarre, and yes I sometimes get lost,  but it 
does work for me quite a lot of the time.


It's also how I remember routes in real life,  not by remembering 
actual directions, but by simply memorizing lists of land marks and 
what I should do,  eg, turn right when i get to the tactile 
paving,  or when i can smell a certain coffee shop.


the one game this uttelry fails in is monkey business, firstly because 
your running around all over the place looking for those bloody 
monkies and often end up getting lost catching them, --, secondly 
because the areas in the game seem far more open than in something 
like shades, and thirdly (and probably most importantly), i find the 
navigation keys in monkey business distinctly unreliable, and not 
great at showing the environment or highlighting objects around you.


just my thoughts.

Beware the grue!

Dark.

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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread dark
Short answer,  yes, those features are what I use exhaustively. On the 
other hand audio maps I'm afraid I find just incomprehensible,  cool 
though the marauders' map in Sarah was.


Even coordinates I only tend to use as a general guideline to know if I'm in 
the middle or at the edge of a level,  or as an extra land mark feature 
(eg, i need to explore the turning at 8-23).


this is of course just the way i do things,  and other people (who do 
not have my spacial difficulties), may do things entirely differently.


Interestingly enough, I'll be having my mobility assessment with guide dogs 
on january the eighth, so I've been thinking about this (and explaining iot 
to the guide dogs service people), sinse I've often found myself at a loss 
with mobility officers who insist! upon using things like step counting or 
route mental mapping which my brain just won't cope with.


i remember one awful incident when learning my way around secondary school, 
there was a turning I needed to make. The bloody stupid mobility officer did 
it with me inumerable times, counting steps and being generally stupid!


I eventually asked my mum (who is also visually impared),  and she 
instantly pointed out that four feet beyond the turning was a cattle 
grid,  so all I neded to do to find it was go too far, reach the grid 
and turn back.


needless to say, i called the mobility officer some very colourful names 
after that.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 26, 2009 8:32 PM
Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios



Hi Dark,
As a game developer I find your comments and suggestions most helpful. So 
as I understand it as long as I design my game engine a long the GMA 
engine, which I am, including such features as place markers, visited here 
before announcements, and even try my best to give each room a name you 
and possably others should be able to give you enough info to go on in 
order to play the game right?



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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread Scott Chesworth
Interesting point about coordinates Dark.  With your taste for RPG's
that tend to have a lot more number crunching and stats to take in,
I'd have expected you to rely pretty heavily on those.

Personally I can't make numbers relate to situations in the slightest
in any game, even remembering simple things like what coordinates the
fires are at in MOTA is beyond me, numbers of steps or coordinates and
the like just won't tie themselves to spacial considerations in my
mind for some reason.  I rely on audio cues or clues instead, which
sometimes means going past a turning to recognise what's beyond it
yup, and those combined with the navigation features of whatever game
I'm playing usually serve me well.  It does mean that I tend to take a
much less military approach in something like GMA Tank Commander I
suppose, but Mr Brain seems to prefer the free roaming feeling and
there's not much I can do to persuade him otherwise.

Scott

On 12/26/09, dark d...@xgam.org wrote:
 Short answer,  yes, those features are what I use exhaustively. On the
 other hand audio maps I'm afraid I find just incomprehensible,  cool
 though the marauders' map in Sarah was.

 Even coordinates I only tend to use as a general guideline to know if I'm in
 the middle or at the edge of a level,  or as an extra land mark feature
 (eg, i need to explore the turning at 8-23).

 this is of course just the way i do things,  and other people (who do
 not have my spacial difficulties), may do things entirely differently.

 Interestingly enough, I'll be having my mobility assessment with guide dogs
 on january the eighth, so I've been thinking about this (and explaining iot
 to the guide dogs service people), sinse I've often found myself at a loss
 with mobility officers who insist! upon using things like step counting or
 route mental mapping which my brain just won't cope with.

 i remember one awful incident when learning my way around secondary school,
 there was a turning I needed to make. The bloody stupid mobility officer did
 it with me inumerable times, counting steps and being generally stupid!

 I eventually asked my mum (who is also visually impared),  and she
 instantly pointed out that four feet beyond the turning was a cattle
 grid,  so all I neded to do to find it was go too far, reach the grid
 and turn back.

 needless to say, i called the mobility officer some very colourful names
 after that.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 26, 2009 8:32 PM
 Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios


 Hi Dark,
 As a game developer I find your comments and suggestions most helpful. So
 as I understand it as long as I design my game engine a long the GMA
 engine, which I am, including such features as place markers, visited here

 before announcements, and even try my best to give each room a name you
 and possably others should be able to give you enough info to go on in
 order to play the game right?


 ---
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 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread dark
Well scot, for me the number crunching is always subordinate to the game and 
the exploration of that game, --- so working out the best weapon and 
stratogy in a numerical rpg system helps because I can then go more places 
and do more things,  not just fight stronger monsters.


coordinates I tend to think of in the same way. i can't really map out 
pathways betwene coordinates if the path winds as in shades of doom. In 
games with flat coordinates and no obstacles such as galaxy ranger, I do use 
them quite a lot, but only on a flat horizontal and vertical line 
usually,  and I also work out weapon ranges based on coordinates.


this isn't really spacial though, it's more knowing that if the enemy 
command center in Gma tank commander is 1000 meters away, that's how much i 
have to elivate my gun barrel to fire the shells.


generally how much I use coordinates depends upon the game, and the more 
mazelike it is, the less I use them sinse mapping paths betwene different 
coordinates is something my brain won't cope with either.


In shades, sarah or entombed I never touch the coordinates command at all.

beware the grue!

dark.
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 26, 2009 10:38 PM
Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios



Interesting point about coordinates Dark.  With your taste for RPG's
that tend to have a lot more number crunching and stats to take in,
I'd have expected you to rely pretty heavily on those.

Personally I can't make numbers relate to situations in the slightest
in any game, even remembering simple things like what coordinates the
fires are at in MOTA is beyond me, numbers of steps or coordinates and
the like just won't tie themselves to spacial considerations in my
mind for some reason.  I rely on audio cues or clues instead, which
sometimes means going past a turning to recognise what's beyond it
yup, and those combined with the navigation features of whatever game
I'm playing usually serve me well.  It does mean that I tend to take a
much less military approach in something like GMA Tank Commander I
suppose, but Mr Brain seems to prefer the free roaming feeling and
there's not much I can do to persuade him otherwise.

Scott



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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread Thomas Ward

Hi Dark,
Ok? Sounds like your mobility instructor was an idiot. Never once in my 
life has  a mobility instructor told me to count steps. Quite the 
opposite  in fact. They usually cued me into land marks, sounds, and 
other things I could use to assess where I was without depending on 
something as unreliable as counting steps. Were it my instructors they 
would have told me about the grill so I would know if I went too far and 
passed my turn off point. Sheesh.
Anyway, getting back on track with games when I play Sarah or Shades of 
Doom I use a lot of my own mobility training while playing. There are 
several things I use, and they are pretty basic.
First, is the audio environment itself. Today with advanced audio APIs 
like XAudio 2 and X3DAudio, FMOD Ex, or OpenAL it is pretty easy to 
program a game to use 5.1 or 7.1 3d audio environments fairly easily. 
Combine that with a good high quality 5.1 or 7.1 stereo sound card and a 
set of
5.1 3d stereo headphones and you have a pretty realistic audio sound 
system at your disposal. Unfortunately, lots of VI gamers haven't got 
the high tech equipment to get the most out of Shades of Doom or Sarah 
so they never quite get a true 3d audio environment which is too bad.
For me I have lots of high tech gear for my games so when I'm in Shades 
of Doom, Tank Commander, or Sarah it sounds like I am standing there in 
the game. I can hear everything around me in 3d space, and I can use the 
sound to navigate around the level. Plus it helps to count doors, and 
the various machines in a game like SOD to identify which room is wich.
Second, is the look ahead commands which comes in handy. If you can do a 
control+n and have it tell you the corridor turns left in 5 feet and 
makes a hard left in 15 feet you obviously can get a good idea where to 
go. This feature isn't that much different than seeing it as you get 
exactly the same information and have to make the same judgment weather 
to try the first corridor or go down the second one. I make lots of use 
of the control+n command in Shades of Doom.
Finaly, I am pretty good with using coordinates to remember my location. 
If I want to know where I am I usually go for the coordinates key. For 
me that usually is enough to figure out exactly where I am, and gives me 
a good idea where to go next. Of course, that's only useful if I've been 
playing a game for a long time and walk around with a map of the level 
in my head.
Come to think of it that is another tool I use, and helps me out alot. 
Having had sighte before i tend to see myself, my character anyway, in 
the game world and visualize the entire level in my mind. By being able 
to draw upon a mental picture in my mind it gives me somewhat of an edge 
in putting things in their correct 3d sspacial orientation to the 
character. Without a doubt that has to be a slight advantage when 
playing these sorts of games and figuring them out.


Cheers!

dark wrote:
Short answer,  yes, those features are what I use exhaustively. On 
the other hand audio maps I'm afraid I find just incomprehensible, 
 cool though the marauders' map in Sarah was.


Even coordinates I only tend to use as a general guideline to know if 
I'm in the middle or at the edge of a level,  or as an extra land 
mark feature (eg, i need to explore the turning at 8-23).


this is of course just the way i do things,  and other people (who 
do not have my spacial difficulties), may do things entirely differently.


Interestingly enough, I'll be having my mobility assessment with guide 
dogs on january the eighth, so I've been thinking about this (and 
explaining iot to the guide dogs service people), sinse I've often 
found myself at a loss with mobility officers who insist! upon using 
things like step counting or route mental mapping which my brain just 
won't cope with.


i remember one awful incident when learning my way around secondary 
school, there was a turning I needed to make. The bloody stupid 
mobility officer did it with me inumerable times, counting steps and 
being generally stupid!


I eventually asked my mum (who is also visually impared),  and she 
instantly pointed out that four feet beyond the turning was a cattle 
grid,  so all I neded to do to find it was go too far, reach the 
grid and turn back.


needless to say, i called the mobility officer some very colourful 
names after that.



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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread Bryan Peterson
That sounds like my mom's former neighbor, whom I need hardly point out had 
never been around a blind person before meeting me. She also thought the 
cane would magically tell you where the doors to the store were regardless 
of where you parked the car. Now if it'd been something like the EVA in 
Shades of Doom it might have worked out that way, but let's face it. I doubt 
we're likely to see anything like that in the near future.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 26, 2009 9:32 PM
Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios



Hi Dark,
Ok? Sounds like your mobility instructor was an idiot. Never once in my 
life has  a mobility instructor told me to count steps. Quite the opposite 
in fact. They usually cued me into land marks, sounds, and other things I 
could use to assess where I was without depending on something as 
unreliable as counting steps. Were it my instructors they would have told 
me about the grill so I would know if I went too far and passed my turn 
off point. Sheesh.
Anyway, getting back on track with games when I play Sarah or Shades of 
Doom I use a lot of my own mobility training while playing. There are 
several things I use, and they are pretty basic.
First, is the audio environment itself. Today with advanced audio APIs 
like XAudio 2 and X3DAudio, FMOD Ex, or OpenAL it is pretty easy to 
program a game to use 5.1 or 7.1 3d audio environments fairly easily. 
Combine that with a good high quality 5.1 or 7.1 stereo sound card and a 
set of
5.1 3d stereo headphones and you have a pretty realistic audio sound 
system at your disposal. Unfortunately, lots of VI gamers haven't got the 
high tech equipment to get the most out of Shades of Doom or Sarah so they 
never quite get a true 3d audio environment which is too bad.
For me I have lots of high tech gear for my games so when I'm in Shades of 
Doom, Tank Commander, or Sarah it sounds like I am standing there in the 
game. I can hear everything around me in 3d space, and I can use the sound 
to navigate around the level. Plus it helps to count doors, and the 
various machines in a game like SOD to identify which room is wich.
Second, is the look ahead commands which comes in handy. If you can do a 
control+n and have it tell you the corridor turns left in 5 feet and makes 
a hard left in 15 feet you obviously can get a good idea where to go. This 
feature isn't that much different than seeing it as you get exactly the 
same information and have to make the same judgment weather to try the 
first corridor or go down the second one. I make lots of use of the 
control+n command in Shades of Doom.
Finaly, I am pretty good with using coordinates to remember my location. 
If I want to know where I am I usually go for the coordinates key. For me 
that usually is enough to figure out exactly where I am, and gives me a 
good idea where to go next. Of course, that's only useful if I've been 
playing a game for a long time and walk around with a map of the level in 
my head.
Come to think of it that is another tool I use, and helps me out alot. 
Having had sighte before i tend to see myself, my character anyway, in the 
game world and visualize the entire level in my mind. By being able to 
draw upon a mental picture in my mind it gives me somewhat of an edge in 
putting things in their correct 3d sspacial orientation to the character. 
Without a doubt that has to be a slight advantage when playing these sorts 
of games and figuring them out.


Cheers!

dark wrote:
Short answer,  yes, those features are what I use exhaustively. On 
the other hand audio maps I'm afraid I find just incomprehensible,   
cool though the marauders' map in Sarah was.


Even coordinates I only tend to use as a general guideline to know if I'm 
in the middle or at the edge of a level,  or as an extra land mark 
feature (eg, i need to explore the turning at 8-23).


this is of course just the way i do things,  and other people (who do 
not have my spacial difficulties), may do things entirely differently.


Interestingly enough, I'll be having my mobility assessment with guide 
dogs on january the eighth, so I've been thinking about this (and 
explaining iot to the guide dogs service people), sinse I've often found 
myself at a loss with mobility officers who insist! upon using things 
like step counting or route mental mapping which my brain just won't cope 
with.


i remember one awful incident when learning my way around secondary 
school, there was a turning I needed to make. The bloody stupid mobility 
officer did it with me inumerable times, counting steps and being 
generally stupid!


I eventually asked my mum (who is also visually impared),  and she 
instantly pointed out that four feet

Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread mike maslo
Yes mine too though my mobility instructor was worse than me laughing.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, December 26, 2009 10:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

Hi Dark,
Ok? Sounds like your mobility instructor was an idiot. Never once in my 
life has  a mobility instructor told me to count steps. Quite the 
opposite  in fact. They usually cued me into land marks, sounds, and 
other things I could use to assess where I was without depending on 
something as unreliable as counting steps. Were it my instructors they 
would have told me about the grill so I would know if I went too far and 
passed my turn off point. Sheesh.
Anyway, getting back on track with games when I play Sarah or Shades of 
Doom I use a lot of my own mobility training while playing. There are 
several things I use, and they are pretty basic.
First, is the audio environment itself. Today with advanced audio APIs 
like XAudio 2 and X3DAudio, FMOD Ex, or OpenAL it is pretty easy to 
program a game to use 5.1 or 7.1 3d audio environments fairly easily. 
Combine that with a good high quality 5.1 or 7.1 stereo sound card and a 
set of
5.1 3d stereo headphones and you have a pretty realistic audio sound 
system at your disposal. Unfortunately, lots of VI gamers haven't got 
the high tech equipment to get the most out of Shades of Doom or Sarah 
so they never quite get a true 3d audio environment which is too bad.
For me I have lots of high tech gear for my games so when I'm in Shades 
of Doom, Tank Commander, or Sarah it sounds like I am standing there in 
the game. I can hear everything around me in 3d space, and I can use the 
sound to navigate around the level. Plus it helps to count doors, and 
the various machines in a game like SOD to identify which room is wich.
Second, is the look ahead commands which comes in handy. If you can do a 
control+n and have it tell you the corridor turns left in 5 feet and 
makes a hard left in 15 feet you obviously can get a good idea where to 
go. This feature isn't that much different than seeing it as you get 
exactly the same information and have to make the same judgment weather 
to try the first corridor or go down the second one. I make lots of use 
of the control+n command in Shades of Doom.
Finaly, I am pretty good with using coordinates to remember my location. 
If I want to know where I am I usually go for the coordinates key. For 
me that usually is enough to figure out exactly where I am, and gives me 
a good idea where to go next. Of course, that's only useful if I've been 
playing a game for a long time and walk around with a map of the level 
in my head.
Come to think of it that is another tool I use, and helps me out alot. 
Having had sighte before i tend to see myself, my character anyway, in 
the game world and visualize the entire level in my mind. By being able 
to draw upon a mental picture in my mind it gives me somewhat of an edge 
in putting things in their correct 3d sspacial orientation to the 
character. Without a doubt that has to be a slight advantage when 
playing these sorts of games and figuring them out.

Cheers!

dark wrote:
 Short answer,  yes, those features are what I use exhaustively. On 
 the other hand audio maps I'm afraid I find just incomprehensible, 
  cool though the marauders' map in Sarah was.

 Even coordinates I only tend to use as a general guideline to know if 
 I'm in the middle or at the edge of a level,  or as an extra land 
 mark feature (eg, i need to explore the turning at 8-23).

 this is of course just the way i do things,  and other people (who 
 do not have my spacial difficulties), may do things entirely differently.

 Interestingly enough, I'll be having my mobility assessment with guide 
 dogs on january the eighth, so I've been thinking about this (and 
 explaining iot to the guide dogs service people), sinse I've often 
 found myself at a loss with mobility officers who insist! upon using 
 things like step counting or route mental mapping which my brain just 
 won't cope with.

 i remember one awful incident when learning my way around secondary 
 school, there was a turning I needed to make. The bloody stupid 
 mobility officer did it with me inumerable times, counting steps and 
 being generally stupid!

 I eventually asked my mum (who is also visually impared),  and she 
 instantly pointed out that four feet beyond the turning was a cattle 
 grid,  so all I neded to do to find it was go too far, reach the 
 grid and turn back.

 needless to say, i called the mobility officer some very colourful 
 names after that.


---
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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
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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-26 Thread Hayden Presley
Interesting...counting steps? Just walk 9234 to the store, then 23056 to the
restaurant for lunch...
Grin
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of mike maslo
Sent: Sunday, December 27, 2009 11:02 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

Yes mine too though my mobility instructor was worse than me laughing.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, December 26, 2009 10:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

Hi Dark,
Ok? Sounds like your mobility instructor was an idiot. Never once in my 
life has  a mobility instructor told me to count steps. Quite the 
opposite  in fact. They usually cued me into land marks, sounds, and 
other things I could use to assess where I was without depending on 
something as unreliable as counting steps. Were it my instructors they 
would have told me about the grill so I would know if I went too far and 
passed my turn off point. Sheesh.
Anyway, getting back on track with games when I play Sarah or Shades of 
Doom I use a lot of my own mobility training while playing. There are 
several things I use, and they are pretty basic.
First, is the audio environment itself. Today with advanced audio APIs 
like XAudio 2 and X3DAudio, FMOD Ex, or OpenAL it is pretty easy to 
program a game to use 5.1 or 7.1 3d audio environments fairly easily. 
Combine that with a good high quality 5.1 or 7.1 stereo sound card and a 
set of
5.1 3d stereo headphones and you have a pretty realistic audio sound 
system at your disposal. Unfortunately, lots of VI gamers haven't got 
the high tech equipment to get the most out of Shades of Doom or Sarah 
so they never quite get a true 3d audio environment which is too bad.
For me I have lots of high tech gear for my games so when I'm in Shades 
of Doom, Tank Commander, or Sarah it sounds like I am standing there in 
the game. I can hear everything around me in 3d space, and I can use the 
sound to navigate around the level. Plus it helps to count doors, and 
the various machines in a game like SOD to identify which room is wich.
Second, is the look ahead commands which comes in handy. If you can do a 
control+n and have it tell you the corridor turns left in 5 feet and 
makes a hard left in 15 feet you obviously can get a good idea where to 
go. This feature isn't that much different than seeing it as you get 
exactly the same information and have to make the same judgment weather 
to try the first corridor or go down the second one. I make lots of use 
of the control+n command in Shades of Doom.
Finaly, I am pretty good with using coordinates to remember my location. 
If I want to know where I am I usually go for the coordinates key. For 
me that usually is enough to figure out exactly where I am, and gives me 
a good idea where to go next. Of course, that's only useful if I've been 
playing a game for a long time and walk around with a map of the level 
in my head.
Come to think of it that is another tool I use, and helps me out alot. 
Having had sighte before i tend to see myself, my character anyway, in 
the game world and visualize the entire level in my mind. By being able 
to draw upon a mental picture in my mind it gives me somewhat of an edge 
in putting things in their correct 3d sspacial orientation to the 
character. Without a doubt that has to be a slight advantage when 
playing these sorts of games and figuring them out.

Cheers!

dark wrote:
 Short answer,  yes, those features are what I use exhaustively. On 
 the other hand audio maps I'm afraid I find just incomprehensible, 
  cool though the marauders' map in Sarah was.

 Even coordinates I only tend to use as a general guideline to know if 
 I'm in the middle or at the edge of a level,  or as an extra land 
 mark feature (eg, i need to explore the turning at 8-23).

 this is of course just the way i do things,  and other people (who 
 do not have my spacial difficulties), may do things entirely differently.

 Interestingly enough, I'll be having my mobility assessment with guide 
 dogs on january the eighth, so I've been thinking about this (and 
 explaining iot to the guide dogs service people), sinse I've often 
 found myself at a loss with mobility officers who insist! upon using 
 things like step counting or route mental mapping which my brain just 
 won't cope with.

 i remember one awful incident when learning my way around secondary 
 school, there was a turning I needed to make. The bloody stupid 
 mobility officer did it with me inumerable times, counting steps and 
 being generally stupid!

 I eventually asked my mum (who is also visually impared),  and she 
 instantly pointed out that four feet beyond the turning was a cattle 
 grid

[Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-25 Thread dark

Hi.

As regards 3D navigation,  in fact navigation in general, as I've said, 
i'm probably the worst person you meet, with a biological cause sinse I was 
born prematurely and suffered brain damage which has resulted in me having 
an attrocious sense of spacial coordination and balance.


Frequently I'll see something or hit it with my cane,  but stil walk 
into it becauwse my ability to judge distance is so bad. i also find 
rotional exercises absolutely awful.


How I manage in 3D games however, is much the same way I manage in actual 
life,  and perhaps it's a method which would help others.


i physically don't even try to mentally map where I am going, or where the 
relation betwene places is. I simply remember landmarks and sets of 
directions.


thus in shades of doom, if there is a T junction, I'll mark the passage I 
came up, and the passage I go down,  then leave the other unmarked. i 
thus only have to remember occasions where the path forks, and where there 
is more than one choice of direction, --- -then mark those, and remember the 
choice I took.


when I've finished down one passage, I retrace my steps until i find 
something I've not yet explored,  and try that.


also, i make extensive use of the navigation features, and use the various 
sizes of chamber as land marks,  as well as the audio kews around,   
and (in sarah), the names of the rooms.


Yes, this method is bizarre, and yes I sometimes get lost,  but it does 
work for me quite a lot of the time.


It's also how I remember routes in real life,  not by remembering actual 
directions, but by simply memorizing lists of land marks and what I should 
do,  eg, turn right when i get to the tactile paving,  or when i can 
smell a certain coffee shop.


the one game this uttelry fails in is monkey business, firstly because your 
running around all over the place looking for those bloody monkies and often 
end up getting lost catching them, --, secondly because the areas in the 
game seem far more open than in something like shades, and thirdly (and 
probably most importantly), i find the navigation keys in monkey business 
distinctly unreliable, and not great at showing the environment or 
highlighting objects around you.


just my thoughts.

Beware the grue!

Dark. 



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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-25 Thread Hayden Presley
Personally, in regards to 3D navigation, I am about the same as you Dark. I
personally prefer something similar to treasure hunt; I find it easier to
keep track of when each arrow does something different in regards to
direction.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Friday, December 25, 2009 9:10 PM
To: Gamers Discussion list
Subject: [Audyssey] 3D navigation was: The future of Blastbay Studios

Hi.

As regards 3D navigation,  in fact navigation in general, as I've said, 
i'm probably the worst person you meet, with a biological cause sinse I was 
born prematurely and suffered brain damage which has resulted in me having 
an attrocious sense of spacial coordination and balance.

Frequently I'll see something or hit it with my cane,  but stil walk 
into it becauwse my ability to judge distance is so bad. i also find 
rotional exercises absolutely awful.

How I manage in 3D games however, is much the same way I manage in actual 
life,  and perhaps it's a method which would help others.

i physically don't even try to mentally map where I am going, or where the 
relation betwene places is. I simply remember landmarks and sets of 
directions.

thus in shades of doom, if there is a T junction, I'll mark the passage I 
came up, and the passage I go down,  then leave the other unmarked. i 
thus only have to remember occasions where the path forks, and where there 
is more than one choice of direction, --- -then mark those, and remember the

choice I took.

when I've finished down one passage, I retrace my steps until i find 
something I've not yet explored,  and try that.

also, i make extensive use of the navigation features, and use the various 
sizes of chamber as land marks,  as well as the audio kews around, 

and (in sarah), the names of the rooms.

Yes, this method is bizarre, and yes I sometimes get lost,  but it does 
work for me quite a lot of the time.

It's also how I remember routes in real life,  not by remembering actual

directions, but by simply memorizing lists of land marks and what I should 
do,  eg, turn right when i get to the tactile paving,  or when i can

smell a certain coffee shop.

the one game this uttelry fails in is monkey business, firstly because your 
running around all over the place looking for those bloody monkies and often

end up getting lost catching them, --, secondly because the areas in the 
game seem far more open than in something like shades, and thirdly (and 
probably most importantly), i find the navigation keys in monkey business 
distinctly unreliable, and not great at showing the environment or 
highlighting objects around you.

just my thoughts.

Beware the grue!

Dark. 


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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the list,
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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] 3D navigation was: The future of Blastbay Studios

2009-12-25 Thread clement chou
I like the side-steping idea... I mean, isn't that akin to what you do in 
mainstream console games that are 3d? If you hold left, you don't just spin 
around in circles... you walk and or run in that direction. The only gae 
I've seen it done diferently is resident evil... and maybe the first three 
onimusha games.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 25, 2009 7:10 PM
Subject: [Audyssey] 3D navigation was: The future of Blastbay Studios



Hi.

As regards 3D navigation,  in fact navigation in general, as I've 
said, i'm probably the worst person you meet, with a biological cause 
sinse I was born prematurely and suffered brain damage which has resulted 
in me having an attrocious sense of spacial coordination and balance.


Frequently I'll see something or hit it with my cane,  but stil walk 
into it becauwse my ability to judge distance is so bad. i also find 
rotional exercises absolutely awful.


How I manage in 3D games however, is much the same way I manage in actual 
life,  and perhaps it's a method which would help others.


i physically don't even try to mentally map where I am going, or where the 
relation betwene places is. I simply remember landmarks and sets of 
directions.


thus in shades of doom, if there is a T junction, I'll mark the passage I 
came up, and the passage I go down,  then leave the other unmarked. i 
thus only have to remember occasions where the path forks, and where there 
is more than one choice of direction, --- -then mark those, and remember 
the choice I took.


when I've finished down one passage, I retrace my steps until i find 
something I've not yet explored,  and try that.


also, i make extensive use of the navigation features, and use the various 
sizes of chamber as land marks,  as well as the audio kews 
around,   and (in sarah), the names of the rooms.


Yes, this method is bizarre, and yes I sometimes get lost,  but it 
does work for me quite a lot of the time.


It's also how I remember routes in real life,  not by remembering 
actual directions, but by simply memorizing lists of land marks and what I 
should do,  eg, turn right when i get to the tactile paving,  or 
when i can smell a certain coffee shop.


the one game this uttelry fails in is monkey business, firstly because 
your running around all over the place looking for those bloody monkies 
and often end up getting lost catching them, --, secondly because the 
areas in the game seem far more open than in something like shades, and 
thirdly (and probably most importantly), i find the navigation keys in 
monkey business distinctly unreliable, and not great at showing the 
environment or highlighting objects around you.


just my thoughts.

Beware the grue!

Dark.

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Re: [Audyssey] 3D navigation

2009-11-03 Thread Jacob Kruger
Along the lines of this version of 3D rendering, I tried out using the vOICe 
to help render a slightly better version of the audio quake screen with 
graphics turned on, and while didn't try too much, it definitely gave me a 
bit more of a 'warning' about things like walls, and their angles since it 
let me know about them before the audio cues implemented in audio quake 
itsself did, and this is making use of the vOICe's GUI rendering facility.


Stay well

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

- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 02, 2009 8:11 PM
Subject: Re: [Audyssey] 3D navigation



Hi Tom.

On the matter of sound, well I've never had the full 5.1 but have always 
used a pair of very good headphones, and the virtual 3D support in the Gma 
engine has always done very well.


On the sensary front though, - while obviously including smell and 
touch in a game is beyond the limits of current technology, you could put 
in some assistive audio to in a sense take their place.


For example, varying step sounds for different surfaces, - even within 
the same general area given the land marks,  rather the way Superliam 
used the different step bounderies to indicate hazards in the path.


then, as already mentioned, make the wall bump sound sterrio, so you can 
tell when the wall is ahead or to one side.


You might considder using a wall trailing sound as Terraformers did, to 
allow you to trail along one wall in audio,  rather the way many 
people would trail along a wall by touch in real life.


Just my thoughts.

Beware the grue!

dark.

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Re: [Audyssey] 3D navigation

2009-11-03 Thread Charles Rivard
Using only audio feedback isn't as good when it comes to navigation as it is 
if you can smell, feel, and sense your surroundings.  We haven't gotten to 
that point in gaming yet.  (ornery grin)
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- Original Message - 
From: Jim Kitchen j...@kitchensinc.net
To: Charles Rivard Gamers@audyssey.org
Sent: Monday, November 02, 2009 12:00 AM
Subject: Re: [Audyssey] 3D navigation


Hi Charles,

I due to RPs tunnel vision became legally blind at 21 and had to give up 
driving at that point.  I could still see pretty good until I was about 30. 
So I still think that I have pretty good spacial visualization skills.  And 
with some exploring I get around new environments pretty darn good.

But when it comes to games, I am one of those who just walks around and 
around running into walls and getting frustrated.  Could be because I do not 
have surround sound speakers or headphones or sound card,  But could also be 
because in the real world there is tactile feedback, wind, smells, being 
able to stand, listen, turn your head back and forth etc etc.  I think that 
it also has some to do with how much you really really want to be able to 
play the game and how many times and how much frustration you are willing to 
put up with to get it.

Some people have had allot of trouble with Pong, Homer on a Harley, Puppy 1, 
Mach 1 and Mach 1 tts.  Just can not get the play of the game pictured in 
their head I guess.

I did buy a Book Sense XT and some professional stereo ear bud sort of type 
microphones.  I recorded a walk out to the flag pole and back.  I think that 
it sounds awesome!  Don't know if one could get such realism in a game or 
not.

BFN

 Jim

Reality is the only obstacle to happiness.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] 3D navigation

2009-11-02 Thread Jim Kitchen

Hi Charles,

I due to RPs tunnel vision became legally blind at 21 and had to give up 
driving at that point.  I could still see pretty good until I was about 30.  So 
I still think that I have pretty good spacial visualization skills.  And with 
some exploring I get around new environments pretty darn good.

But when it comes to games, I am one of those who just walks around and around 
running into walls and getting frustrated.  Could be because I do not have 
surround sound speakers or headphones or sound card,  But could also be because 
in the real world there is tactile feedback, wind, smells, being able to stand, 
listen, turn your head back and forth etc etc.  I think that it also has some 
to do with how much you really really want to be able to play the game and how 
many times and how much frustration you are willing to put up with to get it.

Some people have had allot of trouble with Pong, Homer on a Harley, Puppy 1, 
Mach 1 and Mach 1 tts.  Just can not get the play of the game pictured in their 
head I guess.

I did buy a Book Sense XT and some professional stereo ear bud sort of type 
microphones.  I recorded a walk out to the flag pole and back.  I think that it 
sounds awesome!  Don't know if one could get such realism in a game or not.

BFN

Jim

Reality is the only obstacle to happiness.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] 3D navigation

2009-11-02 Thread Thomas Ward

Hi Kelly,
That very well may be. Although, one thing I've noticed about Monkey 
Business in particular is you really have to depend a lot on audio 
landmarks. Take the jungle for example.
You have a lot of very good clues to let you know exactly where you are 
in the jungle. You have the bee hive, the various waterfalls, quicksand, 
various stones represented by birds, and then even the ambiance of the 
jungle changes slightly depending on where you are in the jungle. If you 
are good at picking out these sounds and using them as a guide that game 
is easy enough to get around even without the GMA style view commands.


Kellie and my lovable Lady J. wrote:
This is much how I think as well. Though I also had perfect vision or 
the first 8 years and remember things clearly. I actually think in 
visually terms still and can read maps pretty easily.
But maybe that is why I don't have as hard of a time navigating in 
monkey business. My husband is also good at monkey business and he saw 
until he was 15 so who knows.

Kellie and my lovable Lady J.
Resident Adviser, Guide Dogs for the Blind Oregon campus
www.guidedogs.com



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Re: [Audyssey] 3D navigation

2009-11-02 Thread Thomas Ward

Hi Peter,

Hmmm...Well in Shades of Doom and Sarah too there are commands to mark 
your location.That way if you run across a marker you know you've been 
there before. Plus Shades of doom does let you find doors and exits with 
the x key.  Both also have a way to check if you've visited that spot 
before. However, in Sarah you need the Remember All to get the visited 
here reminder. I wonder if these features would help you much, and how 
much success you have had using them?


As far as background ambiance goes I certainly plan to do all I can in 
terms of providing that kind of feedback. Obvious things like lava pits, 
fire, dripping ledges, swinging ropes, etc does a good job of providing 
an audio landmark of where you are. I could also add visited here 
commands to let you know if you've been in a certain room or not before.


peter Mahach wrote:
well thomas, I'm not exactly sure, however I can give a great example 
of a game I could quickly get out of circling, that game being 
entombed. the first thing that could tell me I'm iomewhere I explored 
was the squishing sound of enemy corpses and the coordinates key said 
if I have been or have not been here before. but the cool part is the 
slash key. it gives a message of something like this. nearest 
unexplored space: west, 1. north, 2. east, 3. north, 2. west, 7... 
and so on.you could call it a gps of sorts that doesn't spoil anything 
but it can certainly lead you out of circling. but being the game is 
more based on squares like treasure hunt I see a different way that'd 
be more suited for an full fps game. up on pressing a key you could 
hear something like area locator on. go straight... turn east here... 
climb this ladder... or something like that until you reach the area. 
then it could say unexplored space located. area navigator off. 
another thing could be sound landmarks. for instance in monkey 
business almost on every level there are different ambiences that only 
add to the atmosphere yet aid in navigation. ah, I've been here 
before... so let's go another way. I know this isn't suited for 
something like mota unless you could use different drips, wind howls 
for different areas but in something like a star trek game that could 
work better with sounds of people working with pads... the warp core 
in the middle of the room... etc. 




hth.



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Re: [Audyssey] 3D navigation

2009-11-02 Thread Thomas Ward

Hi Dark,

Yes, I am a fan of mazes too. Not to mention in games such as the Tomb 
Hunter series I'm starting mazes would be quite appropriate for that 
genre of game. After all mazes would be an effective deterrent for the 
casual tomb robber and treasure hunter. Plus it would be just another 
type of puzzle you --- the gamer --- would have to solve in order to 
beat the game.



One thing I've always enjoyed about the Tomb Raider games is it's not 
all about slaying monsters and collecting ancient treasure. A good 
portion of that series of games has to do with puzzle solving and 
figuring out riddles. It is often challenging and fun, but not for 
someone who is impatient. Not all of the puzzles/riddles are that easy 
to figure out unless you are the type who looks up the answers in a 
walkthrough.


Anyway, using 3d mazes, although it might be confusing, certainly would 
be a challenging part of the game. For those who enjoy such challenges 
it would be all a part of the game's replay value. For those people who 
like puzzles all of the mazes would be a new puzzle to solve.


Smile.


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Re: [Audyssey] 3D navigation

2009-11-02 Thread Thomas Ward

Hi Dark,

A good point. Not to mention if I'm intentionally creating a maze in the 
Tomb Hunter games like David with Shades of Doom an unexplored navigator 
might be too much like a cheat. A simple visited here reminder should be 
enough to tell you that you've explored this location before. Plus the 
ambient effects such as dripping water, windy passages, swinging ropes, 
lava pits, whatever should be a clue you've been in this room before as 
well.


dark wrote:
I'm not sure on the unexplored space navigator,  sinse discovering 
ropes to climb etc would be part of the challenge of the game for me.


Maybe it could tell you roughly where the nearest unexplored area was, 
  and leave getting there up to you,  Eg, east 30 meters, or 
down 10 if it was space on another floor.


I totally agree with peter here about the ambient sounds,  though 
i well suspect this is already planned for Mota anyway.


this is something I've used significantly in Shades, Sarah and Gma 
tank commander, which has helped hugely!


Beware the Grue!

dark.

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Re: [Audyssey] 3D navigation

2009-11-02 Thread Thomas Ward

Hi Jim,

Certainly having a 5.1 surround sound headphones and sound card 
certainly helps, but it isn't always necessary to play an FPS game like 
Shades of Doom. I know in Shades of Doom it can be configured for 
standard stereo headphones and speakers or for a full 5.1 surround sound 
system.  Even without a 5.1 surround sound setup I did play and beat the 
game. Having that kind of audio setup added to the realism, made things 
easier, but wasn't necessary for me to beat the game.


However, I think you brought up a good point about games lacking good 
tactile feedback. All of us use some form of tactile feedback in the 
real world such as trailing walls and sidewalks, get feedback from our 
canes and our feet, pick up smells, listen for audio cues, etc. As a 
result we can generally depend on four of our five senses. In a game we 
depend specifically on audio alone, and I guess some people aren't able 
to travel based on audio alone.


Jim Kitchen wrote:

Hi Charles,

I due to RPs tunnel vision became legally blind at 21 and had to give 
up driving at that point.  I could still see pretty good until I was 
about 30.  So I still think that I have pretty good spacial 
visualization skills.  And with some exploring I get around new 
environments pretty darn good.


But when it comes to games, I am one of those who just walks around 
and around running into walls and getting frustrated.  Could be 
because I do not have surround sound speakers or headphones or sound 
card,  But could also be because in the real world there is tactile 
feedback, wind, smells, being able to stand, listen, turn your head 
back and forth etc etc.  I think that it also has some to do with how 
much you really really want to be able to play the game and how many 
times and how much frustration you are willing to put up with to get it.


Some people have had allot of trouble with Pong, Homer on a Harley, 
Puppy 1, Mach 1 and Mach 1 tts.  Just can not get the play of the game 
pictured in their head I guess.


I did buy a Book Sense XT and some professional stereo ear bud sort of 
type microphones.  I recorded a walk out to the flag pole and back.  I 
think that it sounds awesome!  Don't know if one could get such 
realism in a game or not.


BFN

Jim

Reality is the only obstacle to happiness.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] 3D navigation

2009-11-02 Thread dark

Hi Tom.

On the matter of sound, well I've never had the full 5.1 but have always 
used a pair of very good headphones, and the virtual 3D support in the Gma 
engine has always done very well.


On the sensary front though, - while obviously including smell and touch 
in a game is beyond the limits of current technology, you could put in some 
assistive audio to in a sense take their place.


For example, varying step sounds for different surfaces, - even within 
the same general area given the land marks,  rather the way Superliam 
used the different step bounderies to indicate hazards in the path.


then, as already mentioned, make the wall bump sound sterrio, so you can 
tell when the wall is ahead or to one side.


You might considder using a wall trailing sound as Terraformers did, to 
allow you to trail along one wall in audio,  rather the way many people 
would trail along a wall by touch in real life.


Just my thoughts.

Beware the grue!

dark. 



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Re: [Audyssey] 3D navigation

2009-11-02 Thread Yohandy

   Hi Thomas,
I certainly can't picture my room as a whole like that. I have never seen 
pictures as I've been blind since birth, so picturing the room that way is 
quite impossible. I can just picture the items in relation to each other. I 
too have spacial orientation issues. in fact I'm not good at mobility at 
all. I don't know why this is, and I'm very curious since I know friends 
that have been totally blind their entire lives and have no problems. for me 
to learn a new area it takes a lot of memorization and practice.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 31, 2009 4:56 PM
Subject: Re: [Audyssey] 3D navigation



Hi Dark,

Yes, I do understand. Although, it seams to me that quite a few gamers on 
this list do have serious difficulties with spacial orientation especially 
in games like Shades of Doom. As I don't seam to have this problem I can't 
help but wonder what is the cause. Why do they have difficulty when I do 
not?


I'm sure there is a root cause, and as a game developer it may help to 
discover what that issue is. Is it because I had sight for a long time and 
maybe many of them did not? Were they perhaps born with some inability to 
perceive spacial orientation such as yourself? Is there yet some other 
cause I haven't figured out yet?


I don't know what the answer is, but all i do know is how I am able to 
construct the world in my minds eye. Seeing as I did have sight for many 
years i generally know what things look like, and if someone describes 
something to me I can construct a rough aproximation of it in my mind with 
color, shape, and size. EVen if it doesn't look exactly as it is in real 
life I can put it in its context in the real world. Take my living room 
for example.


As I stand at the end of the hallway leading into the living room my mind 
is able to imagine mental a image of a room in 3d that is about 20 by 20 
feet with a ceiling 8 feet high. Off to my left is the doorway leading 
into the kitchen. Ahead of me is the front door, and to the right of that 
is the couch. Above the couch are shelves containing miscelanious items. 
Immediately to my right, directly in front of the couch, is an 
entertainment set with a dvd player, our cable box, and on top of that is 
our tv. Beside that is a telephone stand and a coat closet. To Further to 
my right, along the far wall are windows, and below them is a desk, 
shelves, and so on.


All of this I can see in my mind as one single image. I don't think of 
each item in the room as a single landmark or part of a whole, but i see 
the whole of it in my mind. I don't know if someone born blind would be 
able to do that or not. They certainly wouldn't be able to add color as I 
can if they have never seen colors before. Regardless of the answer I'm 
able to use that same mental image and apply it to games and see the 
levels the same way I can mentally see my living room.


dark wrote:

Hi tom.

do not judge perception of blind people in general by me at all, sinse my 
spacial awareness is actually worse than most people's,  
possibly due to some brain damage I suffered at birth.


I have absolutely no idea how to spacially relate one place I am in to 
another, construct any sort of map, or even basically understand 
rotational exercises.
Frequently when walking around I will perceive an object either by 
vision, touch or something else, and stil walk into it because my ability 
to judge distance is so extremely terrible.


I've learnt to get around this by use of memory, and synaesthesic 
representations of land marks in various senses from visual to auditory 
to tactile,  even smell.


In a game like Shades, I'll simply attempt to remember familiar land 
marks around the maze, useful sfx etc,  I also make use of the block 
graphics display.



My spacial difficulties are also why I cannot play games with a spacial 
overview involved, such as solitare, the scrabble style word puzles, and 
find battleships and mine sweeper tremendously difficult.


I certainly could not play chess without a physical board in front of me 
on which to constantly check the pieces,  by touch and vision.


all this being said though, these problemts are uniquely mine. i've met 
people with literally no working vision who have amazing sense of 
space,  take for example the blind painter, who could paint entirely 
by mental representation!



I am in no way an average model for spacial awareness, as when I was born 
I did suffer brain damage from oxygen starvation,  and after living 
for quite some time believe this is the area of my brain which was 
damaged.


All this being said though, i totally agree with you about the Gma 
engine, and find myself quite able to use land mark systems in games like 
Shades or Gma tank commander,  and if your engine works on a similar 
principle I'm confident I'll be able to make use

Re: [Audyssey] 3D navigation

2009-11-02 Thread shaun everiss
hmmm my room, well it is semi square. like a borg ship, though its one of the 
large rooms in the house not the biggest but big enough, At 01:55 p.m. 
3/11/2009, you wrote:
   Hi Thomas,
I certainly can't picture my room as a whole like that. I have never seen 
pictures as I've been blind since birth, so picturing the room that way is 
quite impossible. I can just picture the items in relation to each other. I 
too have spacial orientation issues. in fact I'm not good at mobility at all. 
I don't know why this is, and I'm very curious since I know friends that have 
been totally blind their entire lives and have no problems. for me to learn a 
new area it takes a lot of memorization and practice.
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 31, 2009 4:56 PM
Subject: Re: [Audyssey] 3D navigation


Hi Dark,

Yes, I do understand. Although, it seams to me that quite a few gamers on 
this list do have serious difficulties with spacial orientation especially in 
games like Shades of Doom. As I don't seam to have this problem I can't help 
but wonder what is the cause. Why do they have difficulty when I do not?

I'm sure there is a root cause, and as a game developer it may help to 
discover what that issue is. Is it because I had sight for a long time and 
maybe many of them did not? Were they perhaps born with some inability to 
perceive spacial orientation such as yourself? Is there yet some other cause 
I haven't figured out yet?

I don't know what the answer is, but all i do know is how I am able to 
construct the world in my minds eye. Seeing as I did have sight for many 
years i generally know what things look like, and if someone describes 
something to me I can construct a rough aproximation of it in my mind with 
color, shape, and size. EVen if it doesn't look exactly as it is in real life 
I can put it in its context in the real world. Take my living room for 
example.

As I stand at the end of the hallway leading into the living room my mind is 
able to imagine mental a image of a room in 3d that is about 20 by 20 feet 
with a ceiling 8 feet high. Off to my left is the doorway leading into the 
kitchen. Ahead of me is the front door, and to the right of that is the 
couch. Above the couch are shelves containing miscelanious items. Immediately 
to my right, directly in front of the couch, is an entertainment set with a 
dvd player, our cable box, and on top of that is our tv. Beside that is a 
telephone stand and a coat closet. To Further to my right, along the far wall 
are windows, and below them is a desk, shelves, and so on.

All of this I can see in my mind as one single image. I don't think of each 
item in the room as a single landmark or part of a whole, but i see the whole 
of it in my mind. I don't know if someone born blind would be able to do that 
or not. They certainly wouldn't be able to add color as I can if they have 
never seen colors before. Regardless of the answer I'm able to use that same 
mental image and apply it to games and see the levels the same way I can 
mentally see my living room.

dark wrote:
Hi tom.

do not judge perception of blind people in general by me at all, sinse my 
spacial awareness is actually worse than most people's,  possibly due to 
some brain damage I suffered at birth.

I have absolutely no idea how to spacially relate one place I am in to 
another, construct any sort of map, or even basically understand rotational 
exercises.
Frequently when walking around I will perceive an object either by vision, 
touch or something else, and stil walk into it because my ability to judge 
distance is so extremely terrible.

I've learnt to get around this by use of memory, and synaesthesic 
representations of land marks in various senses from visual to auditory to 
tactile,  even smell.

In a game like Shades, I'll simply attempt to remember familiar land marks 
around the maze, useful sfx etc,  I also make use of the block graphics 
display.


My spacial difficulties are also why I cannot play games with a spacial 
overview involved, such as solitare, the scrabble style word puzles, and 
find battleships and mine sweeper tremendously difficult.

I certainly could not play chess without a physical board in front of me on 
which to constantly check the pieces,  by touch and vision.

all this being said though, these problemts are uniquely mine. i've met 
people with literally no working vision who have amazing sense of space, 
 take for example the blind painter, who could paint entirely by mental 
representation!


I am in no way an average model for spacial awareness, as when I was born I 
did suffer brain damage from oxygen starvation,  and after living for 
quite some time believe this is the area of my brain which was damaged.

All this being said though, i totally agree with you about the Gma engine, 
and find myself quite able to use land

Re: [Audyssey] 3D navigation

2009-11-01 Thread peter Mahach
I was also born blind and, although I have great hearing and I can rely a 
lot on the position of the sound heck, I can feel acoustic changes and I 
know if something's in front of me and I do understand the idea of boards in 
games like battleship, I just can't get the hang of fps games though I can 
get around kind of and eventualy beat the level, but at many points when I 
killed the monsters and knocked out equipment in the process in sod, I end 
up circling around, eventually quitting because of frustration.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 10:37 AM
Subject: Re: [Audyssey] 3D navigation



Once I learn my way around an area, I can visualize it as you do for the
most part.  In a game, especially one with a lot of stuff to work with, 
and

you do a lot of moving around, it's easy to get disoriented.  I was born
blind, and I'm still that way.  (grin)
---
In God we trust!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 31, 2009 11:56 AM
Subject: Re: [Audyssey] 3D navigation


Hi Dark,

Yes, I do understand. Although, it seams to me that quite a few gamers
on this list do have serious difficulties with spacial orientation
especially in games like Shades of Doom. As I don't seam to have this
problem I can't help but wonder what is the cause. Why do they have
difficulty when I do not?

I'm sure there is a root cause, and as a game developer it may help to
discover what that issue is. Is it because I had sight for a long time
and maybe many of them did not? Were they perhaps born with some
inability to perceive spacial orientation such as yourself? Is there yet
some other cause I haven't figured out yet?

I don't know what the answer is, but all i do know is how I am able to
construct the world in my minds eye. Seeing as I did have sight for many
years i generally know what things look like, and if someone describes
something to me I can construct a rough aproximation of it in my mind
with color, shape, and size. EVen if it doesn't look exactly as it is in
real life I can put it in its context in the real world. Take my living
room for example.

As I stand at the end of the hallway leading into the living room my
mind is able to imagine mental a image of a room in 3d that is about 20
by 20 feet with a ceiling 8 feet high. Off to my left is the doorway
leading into the kitchen. Ahead of me is the front door, and to the
right of that is the couch. Above the couch are shelves containing
miscelanious items. Immediately to my right, directly in front of the
couch, is an entertainment set with a dvd player, our cable box, and on
top of that is our tv. Beside that is a telephone stand and a coat
closet. To Further to my right, along the far wall are windows, and
below them is a desk, shelves, and so on.

All of this I can see in my mind as one single image. I don't think of
each item in the room as a single landmark or part of a whole, but i see
the whole of it in my mind. I don't know if someone born blind would be
able to do that or not. They certainly wouldn't be able to add color as
I can if they have never seen colors before. Regardless of the answer
I'm able to use that same mental image and apply it to games and see the
levels the same way I can mentally see my living room.

dark wrote:

Hi tom.

do not judge perception of blind people in general by me at all, sinse
my spacial awareness is actually worse than most people's,  
possibly due to some brain damage I suffered at birth.


I have absolutely no idea how to spacially relate one place I am in to
another, construct any sort of map, or even basically understand
rotational exercises.
Frequently when walking around I will perceive an object either by
vision, touch or something else, and stil walk into it because my
ability to judge distance is so extremely terrible.

I've learnt to get around this by use of memory, and synaesthesic
representations of land marks in various senses from visual to
auditory to tactile,  even smell.

In a game like Shades, I'll simply attempt to remember familiar land
marks around the maze, useful sfx etc,  I also make use of the
block graphics display.


My spacial difficulties are also why I cannot play games with a
spacial overview involved, such as solitare, the scrabble style word
puzles, and find battleships and mine sweeper tremendously difficult.

I certainly could not play chess without a physical board in front of
me on which to constantly check the pieces,  by touch and vision.

all this being said though, these problemts are uniquely mine. i've
met people with literally no working vision who have amazing sense of
space,  take for example the blind painter, who could paint
entirely by mental representation!


I am in no way an average model for spacial awareness, as when I was
born I

Re: [Audyssey] 3D navigation

2009-11-01 Thread Phil Vlasak

Hi Thomas,
Many people have problems in mazes.
Some people do not know their left hand from their right as no one taught 
them when they were young.
They just see something and grab it with the nearest hand to it, not 
thinking it is on the left or right of them.
Or when they are looking at you and you ask for directions, they will give 
you the direction they would go even though it is opposite the way you need 
to go.
Many people could not say which way is east if they are facing north as they 
never looked at a map.

With blindness, these tendencies may be worse.
That is why we encouraged people to make maps of a game level with something 
like push pins on a pizza box.
And why the Seeing Eye and the NLS have 3D wooden maps of their floors with 
brail or talking indicators to locate where you are.

Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 31, 2009 4:56 PM
Subject: Re: [Audyssey] 3D navigation



Hi Dark,

Yes, I do understand. Although, it seams to me that quite a few gamers
on this list do have serious difficulties with spacial orientation
especially in games like Shades of Doom. As I don't seam to have this
problem I can't help but wonder what is the cause. Why do they have
difficulty when I do not?

I'm sure there is a root cause, and as a game developer it may help to
discover what that issue is. Is it because I had sight for a long time
and maybe many of them did not? Were they perhaps born with some
inability to perceive spacial orientation such as yourself? Is there yet
some other cause I haven't figured out yet?

I don't know what the answer is, but all i do know is how I am able to
construct the world in my minds eye. Seeing as I did have sight for many
years i generally know what things look like, and if someone describes
something to me I can construct a rough aproximation of it in my mind
with color, shape, and size. EVen if it doesn't look exactly as it is in
real life I can put it in its context in the real world. Take my living
room for example.

As I stand at the end of the hallway leading into the living room my
mind is able to imagine mental a image of a room in 3d that is about 20
by 20 feet with a ceiling 8 feet high. Off to my left is the doorway
leading into the kitchen. Ahead of me is the front door, and to the
right of that is the couch. Above the couch are shelves containing
miscelanious items. Immediately to my right, directly in front of the
couch, is an entertainment set with a dvd player, our cable box, and on
top of that is our tv. Beside that is a telephone stand and a coat
closet. To Further to my right, along the far wall are windows, and
below them is a desk, shelves, and so on.

All of this I can see in my mind as one single image. I don't think of
each item in the room as a single landmark or part of a whole, but i see
the whole of it in my mind. I don't know if someone born blind would be
able to do that or not. They certainly wouldn't be able to add color as
I can if they have never seen colors before. Regardless of the answer
I'm able to use that same mental image and apply it to games and see the
levels the same way I can mentally see my living room.

dark wrote:

Hi tom.

do not judge perception of blind people in general by me at all, sinse
my spacial awareness is actually worse than most people's,  
possibly due to some brain damage I suffered at birth.


I have absolutely no idea how to spacially relate one place I am in to
another, construct any sort of map, or even basically understand
rotational exercises.
Frequently when walking around I will perceive an object either by
vision, touch or something else, and stil walk into it because my
ability to judge distance is so extremely terrible.

I've learnt to get around this by use of memory, and synaesthesic
representations of land marks in various senses from visual to
auditory to tactile,  even smell.

In a game like Shades, I'll simply attempt to remember familiar land
marks around the maze, useful sfx etc,  I also make use of the
block graphics display.


My spacial difficulties are also why I cannot play games with a
spacial overview involved, such as solitare, the scrabble style word
puzles, and find battleships and mine sweeper tremendously difficult.

I certainly could not play chess without a physical board in front of
me on which to constantly check the pieces,  by touch and vision.

all this being said though, these problemts are uniquely mine. i've
met people with literally no working vision who have amazing sense of
space,  take for example the blind painter, who could paint
entirely by mental representation!


I am in no way an average model for spacial awareness, as when I was
born I did suffer brain damage from oxygen starvation,  and after
living for quite some time believe this is the area of my brain which
was damaged.

All this being said though, i totally

Re: [Audyssey] 3D navigation

2009-11-01 Thread Willem

Hello.
While it might be true that many people may not have been taught all the 
necessary navigational skills  or find it more difficult, it shouldn't 
be a reason not to make a game 3d. In my experience struggling is a good 
teacher, though I also know that many people want everything handed to 
them. Another consequence of being spoiled because of their blindness.

Phil Vlasak wrote:

Hi Thomas,
Many people have problems in mazes.
Some people do not know their left hand from their right as no one 
taught them when they were young.
They just see something and grab it with the nearest hand to it, not 
thinking it is on the left or right of them.
Or when they are looking at you and you ask for directions, they will 
give you the direction they would go even though it is opposite the 
way you need to go.
Many people could not say which way is east if they are facing north 
as they never looked at a map.

With blindness, these tendencies may be worse.
That is why we encouraged people to make maps of a game level with 
something like push pins on a pizza box.
And why the Seeing Eye and the NLS have 3D wooden maps of their floors 
with brail or talking indicators to locate where you are.

Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 31, 2009 4:56 PM
Subject: Re: [Audyssey] 3D navigation



Hi Dark,

Yes, I do understand. Although, it seams to me that quite a few gamers
on this list do have serious difficulties with spacial orientation
especially in games like Shades of Doom. As I don't seam to have this
problem I can't help but wonder what is the cause. Why do they have
difficulty when I do not?

I'm sure there is a root cause, and as a game developer it may help to
discover what that issue is. Is it because I had sight for a long time
and maybe many of them did not? Were they perhaps born with some
inability to perceive spacial orientation such as yourself? Is there yet
some other cause I haven't figured out yet?

I don't know what the answer is, but all i do know is how I am able to
construct the world in my minds eye. Seeing as I did have sight for many
years i generally know what things look like, and if someone describes
something to me I can construct a rough aproximation of it in my mind
with color, shape, and size. EVen if it doesn't look exactly as it is in
real life I can put it in its context in the real world. Take my living
room for example.

As I stand at the end of the hallway leading into the living room my
mind is able to imagine mental a image of a room in 3d that is about 20
by 20 feet with a ceiling 8 feet high. Off to my left is the doorway
leading into the kitchen. Ahead of me is the front door, and to the
right of that is the couch. Above the couch are shelves containing
miscelanious items. Immediately to my right, directly in front of the
couch, is an entertainment set with a dvd player, our cable box, and on
top of that is our tv. Beside that is a telephone stand and a coat
closet. To Further to my right, along the far wall are windows, and
below them is a desk, shelves, and so on.

All of this I can see in my mind as one single image. I don't think of
each item in the room as a single landmark or part of a whole, but i see
the whole of it in my mind. I don't know if someone born blind would be
able to do that or not. They certainly wouldn't be able to add color as
I can if they have never seen colors before. Regardless of the answer
I'm able to use that same mental image and apply it to games and see the
levels the same way I can mentally see my living room.

dark wrote:

Hi tom.

do not judge perception of blind people in general by me at all, sinse
my spacial awareness is actually worse than most people's,  
possibly due to some brain damage I suffered at birth.


I have absolutely no idea how to spacially relate one place I am in to
another, construct any sort of map, or even basically understand
rotational exercises.
Frequently when walking around I will perceive an object either by
vision, touch or something else, and stil walk into it because my
ability to judge distance is so extremely terrible.

I've learnt to get around this by use of memory, and synaesthesic
representations of land marks in various senses from visual to
auditory to tactile,  even smell.

In a game like Shades, I'll simply attempt to remember familiar land
marks around the maze, useful sfx etc,  I also make use of the
block graphics display.


My spacial difficulties are also why I cannot play games with a
spacial overview involved, such as solitare, the scrabble style word
puzles, and find battleships and mine sweeper tremendously difficult.

I certainly could not play chess without a physical board in front of
me on which to constantly check the pieces,  by touch and vision.

all this being said though, these problemts are uniquely mine. i've
met people with literally no working vision

Re: [Audyssey] 3D navigation

2009-11-01 Thread Thomas Ward

Peter,

Is there anything specifically about FPS games like Shades of Doom that 
confuses you. Any specific reason why you get lost, and anything I can 
do as a developer to make it easier for gamers like you to get full 
enjoyment out of the game?


I will say this about Shades of Doom though. Shades of Doom is a poor 
example of an FPS title, because the levels were intended to be a maze. 
In other words they are not logically layed out as a typical building, 
and I believe David Greenwood intentially made the levels difficult to 
navigate to add extra challenge to the game. Now, when anyone says FPS 
they automatically do the, I can't do that because Shades of Doom is 
too hard, even though most levels in sighted FPS games aren't quite 
that complex to navigate.


I think what is needed for people who have troubles with FPS games you 
need a simple example of an FPS game with a more normal layout. Rooms 
that aren't mazes and are more or less like you would find in real life. 
That said I personally like the maze factor as it really does add some 
additional challenge to the game.


Smile.


peter Mahach wrote:
I was also born blind and, although I have great hearing and I can 
rely a lot on the position of the sound heck, I can feel acoustic 
changes and I know if something's in front of me and I do understand 
the idea of boards in games like battleship, I just can't get the hang 
of fps games though I can get around kind of and eventualy beat the 
level, but at many points when I killed the monsters and knocked out 
equipment in the process in sod, I end up circling around, eventually 
quitting because of frustration.



---
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Re: [Audyssey] 3D navigation

2009-11-01 Thread Thomas Ward

Hi Phil,
Yeah, I do know when I was learning Shades of Doom saving the level as a 
braille map and printing it out did help me a lot in getting a view of 
the level. Unfortunately, braille printers are expensive and very fiew 
blind people I know have one. So that is one reason I never added a 
braille mapping feature.
Besides that when I do begin creating full 3d FPS games I'm not quite 
sure how I could indicate that room x is above room y unless I have two 
maps showing the level floor by floor, but then the relationship between 
the two floors is probably lost.


Smile.

Phil Vlasak wrote:

Hi Thomas,
Many people have problems in mazes.
Some people do not know their left hand from their right as no one 
taught them when they were young.
They just see something and grab it with the nearest hand to it, not 
thinking it is on the left or right of them.
Or when they are looking at you and you ask for directions, they will 
give you the direction they would go even though it is opposite the 
way you need to go.
Many people could not say which way is east if they are facing north 
as they never looked at a map.

With blindness, these tendencies may be worse.
That is why we encouraged people to make maps of a game level with 
something like push pins on a pizza box.
And why the Seeing Eye and the NLS have 3D wooden maps of their floors 
with brail or talking indicators to locate where you are.

Phil



---
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All messages are archived and can be searched and read at
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Re: [Audyssey] 3D navigation

2009-11-01 Thread Kellie and my lovable Lady J.
This is much how I think as well. Though I also had perfect vision or the 
first 8 years and remember things clearly. I actually think in visually 
terms still and can read maps pretty easily.
But maybe that is why I don't have as hard of a time navigating in monkey 
business. My husband is also good at monkey business and he saw until he was 
15 so who knows.

Kellie and my lovable Lady J.
Resident Adviser, Guide Dogs for the Blind Oregon campus
www.guidedogs.com
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, October 30, 2009 5:53 PM
Subject: Re: [Audyssey] 3D navigation



Hi Dark,

That happens to me from time to time too, but I do have very good spacial 
orientation skills which is a huge plus in my favor.  As a result I 
generally don't have a lot of problems getting around the levels in Monkey 
Business. One reason I believe I am so good at Monkey Business, Sarah, or 
Shades of Doom, is even though I'm totally blind now I still think like a 
sighted person. I'm able to see the level in my head and put doors, items, 
staircases, whatever in their proper relationship to each other. I'm able 
to see an entire level like a 2d map with this or that to the south, this 
or that to the east, something else is west of here, etc.


So from what you and Scott both have said I gather blind people generally 
don't think like this. They think of an area not as a whole, but only in 
terms from getting from one landmark to the next. This is completely 
foreign to me, and would be for anyone who has been sighted for very long. 
This sounds to me like a very big difference in perception from a sighted 
person's  point of view of the world and a blind person's point of view of 
the world. If so that would explain why I don't have problems getting 
around games like Shades of Doom, and why so many others can't make heads 
or tails out of the mazes. They litterally have no sense of depth, shape, 
and how things relate to one another in the real world.



dark wrote:
I love the sound effects and environmnet of the game too,  I just 
find the unprecise nature of the game's navigation features rather gets 
on my nerves.


there's personally nothing more annoying than hereing an object beacon, 
walking towards it only to walk past, then attempting to find it only to 
realize it's on the other side of some complicated wall Terrain.


I admit though, my senses of both space and navigation are pretty 
abyssmal,  even in real life (I remember all my routes by land marks, 
not by any sort of relations betwene the places I'm going), which is 
probably why i personally need such a handy navigation system as the one 
in the Gma engine and terraformers.


Beware the grue!

dark.



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Re: [Audyssey] 3D navigation

2009-11-01 Thread peter Mahach
well thomas, I'm not exactly sure, however I can give a great example of a 
game I could quickly get out of circling, that game being entombed. the 
first thing that could tell me I'm iomewhere I explored was the squishing 
sound of enemy corpses and the coordinates key said if I have been or have 
not been here before. but the cool part is the slash key. it gives a message 
of something like this. nearest unexplored space: west, 1. north, 2. east, 
3. north, 2. west, 7... and so on.you could call it a gps of sorts that 
doesn't spoil anything but it can certainly lead you out of circling. but 
being the game is more based on squares like treasure hunt I see a different 
way that'd be more suited for an full fps game. up on pressing a key you 
could hear something like area locator on. go straight... turn east here... 
climb this ladder... or something like that until you reach the area. then 
it could say unexplored space located. area navigator off. another thing 
could be sound landmarks. for instance in monkey business almost on every 
level there are different ambiences that only add to the atmosphere yet aid 
in navigation. ah, I've been here before... so let's go another way. I 
know this isn't suited for something like mota unless you could use 
different drips, wind howls for different areas but in something like a star 
trek game that could work better with sounds of people working with pads... 
the warp core in the middle of the room... etc. hth.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 10:03 PM
Subject: Re: [Audyssey] 3D navigation



Peter,

Is there anything specifically about FPS games like Shades of Doom that 
confuses you. Any specific reason why you get lost, and anything I can do 
as a developer to make it easier for gamers like you to get full enjoyment 
out of the game?


I will say this about Shades of Doom though. Shades of Doom is a poor 
example of an FPS title, because the levels were intended to be a maze. In 
other words they are not logically layed out as a typical building, and I 
believe David Greenwood intentially made the levels difficult to navigate 
to add extra challenge to the game. Now, when anyone says FPS they 
automatically do the, I can't do that because Shades of Doom is too 
hard, even though most levels in sighted FPS games aren't quite that 
complex to navigate.


I think what is needed for people who have troubles with FPS games you 
need a simple example of an FPS game with a more normal layout. Rooms that 
aren't mazes and are more or less like you would find in real life. That 
said I personally like the maze factor as it really does add some 
additional challenge to the game.


Smile.


peter Mahach wrote:
I was also born blind and, although I have great hearing and I can rely a 
lot on the position of the sound heck, I can feel acoustic changes and I 
know if something's in front of me and I do understand the idea of boards 
in games like battleship, I just can't get the hang of fps games though I 
can get around kind of and eventualy beat the level, but at many points 
when I killed the monsters and knocked out equipment in the process in 
sod, I end up circling around, eventually quitting because of 
frustration.



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Re: [Audyssey] 3D navigation

2009-11-01 Thread David Chittenden
When I was in school learning geometry, the braille diagrams used dashes 
rather than complete lines to symbolize lines which were hidden from 
view. Something like that could be used to show rooms which are under 
other rooms in a level.


David Chittenden, MS, CRC, MRCAA


Thomas Ward wrote:

Hi Phil,
Yeah, I do know when I was learning Shades of Doom saving the level as 
a braille map and printing it out did help me a lot in getting a view 
of the level. Unfortunately, braille printers are expensive and very 
fiew blind people I know have one. So that is one reason I never added 
a braille mapping feature.
Besides that when I do begin creating full 3d FPS games I'm not quite 
sure how I could indicate that room x is above room y unless I have 
two maps showing the level floor by floor, but then the relationship 
between the two floors is probably lost.


Smile.

Phil Vlasak wrote:

Hi Thomas,
Many people have problems in mazes.
Some people do not know their left hand from their right as no one 
taught them when they were young.
They just see something and grab it with the nearest hand to it, not 
thinking it is on the left or right of them.
Or when they are looking at you and you ask for directions, they will 
give you the direction they would go even though it is opposite the 
way you need to go.
Many people could not say which way is east if they are facing north 
as they never looked at a map.

With blindness, these tendencies may be worse.
That is why we encouraged people to make maps of a game level with 
something like push pins on a pizza box.
And why the Seeing Eye and the NLS have 3D wooden maps of their 
floors with brail or talking indicators to locate where you are.

Phil



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Re: [Audyssey] 3D navigation

2009-11-01 Thread dark
As an exploration fan I enjoy mazes, sinse they give me a wide variety of 
different rooms to explore, always with the possibility of meeting something 
new, and actuallly Tom i was hoping for a maze or two in the tomb hunter 
games later on.


In shades as I said, the navigation features I found perfectly adequate 
despite my own spacial difficulties.


That's one reason though when discussing 3D games I try to talk about the 
Gma engine as a hole and terraformers.


If people want to get used to the engine and navigating with it, I'd 
personally advise playing Gma tank commander.


while obviously not strictly an fps game,  sinse your driving a tank, it 
does use the same scans, marks and other nav aides, and apart from the 
second stage in the it's areas are incredibly open.


Even the town stage is imho very easy to navigate, - especially sinse 
you can always read the manual's stage descriptions if your too stuck.


Beware the grue!

Dark. 



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Re: [Audyssey] 3D navigation

2009-11-01 Thread dark
I'm not sure on the unexplored space navigator,  sinse discovering ropes 
to climb etc would be part of the challenge of the game for me.


Maybe it could tell you roughly where the nearest unexplored area was,   
and leave getting there up to you,  Eg, east 30 meters, or down 10 if it 
was space on another floor.


I totally agree with peter here about the ambient sounds,  though i well 
suspect this is already planned for Mota anyway.


this is something I've used significantly in Shades, Sarah and Gma tank 
commander, which has helped hugely!


Beware the Grue!

dark. 



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Re: [Audyssey] 3D navigation

2009-11-01 Thread Willem
I'm with you there dark, I won't mind the odd maze here and there. Even 
accidentally getting my head chopped off by a door isn't a problem lol. 
Though mindless difficulty isn't fun either, but that's where 
exploration comes in.

dark wrote:
As an exploration fan I enjoy mazes, sinse they give me a wide variety 
of different rooms to explore, always with the possibility of meeting 
something new, and actuallly Tom i was hoping for a maze or two in the 
tomb hunter games later on.


In shades as I said, the navigation features I found perfectly 
adequate despite my own spacial difficulties.


That's one reason though when discussing 3D games I try to talk about 
the Gma engine as a hole and terraformers.


If people want to get used to the engine and navigating with it, I'd 
personally advise playing Gma tank commander.


while obviously not strictly an fps game,  sinse your driving a 
tank, it does use the same scans, marks and other nav aides, and apart 
from the second stage in the it's areas are incredibly open.


Even the town stage is imho very easy to navigate, - especially 
sinse you can always read the manual's stage descriptions if your too 
stuck.


Beware the grue!

Dark.

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Re: [Audyssey] 3D navigation

2009-11-01 Thread Ken
Quake is an excellent example of a good FPS game.  The only thing I could 
think to add would be stereo positioning of the wall scrapes so you know 
exactly where that wall is and can get away from it.  Okay, I thought of 
another thing.  I'd be willing to give up my axe for a bouncing ball that 
when you let it go, it bounces all the way down to the end of the hallway, 
hits the wall and either stops or zooms down the next corridor, stopping 
when it's out of hearing range.





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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 01, 2009 4:03 PM
Subject: Re: [Audyssey] 3D navigation



Peter,

Is there anything specifically about FPS games like Shades of Doom that 
confuses you. Any specific reason why you get lost, and anything I can do 
as a developer to make it easier for gamers like you to get full enjoyment 
out of the game?


I will say this about Shades of Doom though. Shades of Doom is a poor 
example of an FPS title, because the levels were intended to be a maze. In 
other words they are not logically layed out as a typical building, and I 
believe David Greenwood intentially made the levels difficult to navigate 
to add extra challenge to the game. Now, when anyone says FPS they 
automatically do the, I can't do that because Shades of Doom is too 
hard, even though most levels in sighted FPS games aren't quite that 
complex to navigate.


I think what is needed for people who have troubles with FPS games you 
need a simple example of an FPS game with a more normal layout. Rooms that 
aren't mazes and are more or less like you would find in real life. That 
said I personally like the maze factor as it really does add some 
additional challenge to the game.


Smile.


peter Mahach wrote:
I was also born blind and, although I have great hearing and I can rely a 
lot on the position of the sound heck, I can feel acoustic changes and I 
know if something's in front of me and I do understand the idea of boards 
in games like battleship, I just can't get the hang of fps games though I 
can get around kind of and eventualy beat the level, but at many points 
when I killed the monsters and knocked out equipment in the process in 
sod, I end up circling around, eventually quitting because of 
frustration.



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Re: [Audyssey] 3D navigation

2009-10-31 Thread dark

Hi tom.

do not judge perception of blind people in general by me at all, sinse my 
spacial awareness is actually worse than most people's,  possibly due to 
some brain damage I suffered at birth.


I have absolutely no idea how to spacially relate one place I am in to 
another, construct any sort of map, or even basically understand rotational 
exercises.
Frequently when walking around I will perceive an object either by vision, 
touch or something else, and stil walk into it because my ability to judge 
distance is so extremely terrible.


I've learnt to get around this by use of memory, and synaesthesic 
representations of land marks in various senses from visual to auditory to 
tactile,  even smell.


In a game like Shades, I'll simply attempt to remember familiar land marks 
around the maze, useful sfx etc,  I also make use of the block graphics 
display.



My spacial difficulties are also why I cannot play games with a spacial 
overview involved, such as solitare, the scrabble style word puzles, and 
find battleships and mine sweeper tremendously difficult.


I certainly could not play chess without a physical board in front of me on 
which to constantly check the pieces,  by touch and vision.


all this being said though, these problemts are uniquely mine. i've met 
people with literally no working vision who have amazing sense of 
space,  take for example the blind painter, who could paint entirely by 
mental representation!



I am in no way an average model for spacial awareness, as when I was born I 
did suffer brain damage from oxygen starvation,  and after living for 
quite some time believe this is the area of my brain which was damaged.


All this being said though, i totally agree with you about the Gma engine, 
and find myself quite able to use land mark systems in games like Shades or 
Gma tank commander,  and if your engine works on a similar principle I'm 
confident I'll be able to make use of it as well.


Beware the grue!

Dark. 



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Re: [Audyssey] 3D navigation

2009-10-31 Thread Casey Mathews
Maybe these 3d games could have a toggle. a breadcrumb mode for those that 
have difficulty visualizing, and a more regular mode, like SOD. This way 
both users could be represented...


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Friday, October 30, 2009 9:53 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] 3D navigation


Hi Dark,

That happens to me from time to time too, but I do have very good spacial 
orientation skills which is a huge plus in my favor.  As a result I 
generally don't have a lot of problems getting around the levels in Monkey 
Business. One reason I believe I am so good at Monkey Business, Sarah, or 
Shades of Doom, is even though I'm totally blind now I still think like a 
sighted person. I'm able to see the level in my head and put doors, items, 
staircases, whatever in their proper relationship to each other. I'm able 
to see an entire level like a 2d map with this or that to the south, this 
or that to the east, something else is west of here, etc.


So from what you and Scott both have said I gather blind people generally 
don't think like this. They think of an area not as a whole, but only in 
terms from getting from one landmark to the next. This is completely 
foreign to me, and would be for anyone who has been sighted for very long. 
This sounds to me like a very big difference in perception from a sighted 
person's  point of view of the world and a blind person's point of view of 
the world. If so that would explain why I don't have problems getting 
around games like Shades of Doom, and why so many others can't make heads 
or tails out of the mazes. They litterally have no sense of depth, shape, 
and how things relate to one another in the real world.



dark wrote:
I love the sound effects and environmnet of the game too,  I just 
find the unprecise nature of the game's navigation features rather gets 
on my nerves.


there's personally nothing more annoying than hereing an object beacon, 
walking towards it only to walk past, then attempting to find it only to 
realize it's on the other side of some complicated wall Terrain.


I admit though, my senses of both space and navigation are pretty 
abyssmal,  even in real life (I remember all my routes by land marks, 
not by any sort of relations betwene the places I'm going), which is 
probably why i personally need such a handy navigation system as the one 
in the Gma engine and terraformers.


Beware the grue!

dark.



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Re: [Audyssey] 3D navigation

2009-10-31 Thread Thomas Ward

Hi Dark,

Yes, I do understand. Although, it seams to me that quite a few gamers 
on this list do have serious difficulties with spacial orientation 
especially in games like Shades of Doom. As I don't seam to have this 
problem I can't help but wonder what is the cause. Why do they have 
difficulty when I do not?


I'm sure there is a root cause, and as a game developer it may help to 
discover what that issue is. Is it because I had sight for a long time 
and maybe many of them did not? Were they perhaps born with some 
inability to perceive spacial orientation such as yourself? Is there yet 
some other cause I haven't figured out yet?


I don't know what the answer is, but all i do know is how I am able to 
construct the world in my minds eye. Seeing as I did have sight for many 
years i generally know what things look like, and if someone describes 
something to me I can construct a rough aproximation of it in my mind 
with color, shape, and size. EVen if it doesn't look exactly as it is in 
real life I can put it in its context in the real world. Take my living 
room for example.


As I stand at the end of the hallway leading into the living room my 
mind is able to imagine mental a image of a room in 3d that is about 20 
by 20 feet with a ceiling 8 feet high. Off to my left is the doorway 
leading into the kitchen. Ahead of me is the front door, and to the 
right of that is the couch. Above the couch are shelves containing 
miscelanious items. Immediately to my right, directly in front of the 
couch, is an entertainment set with a dvd player, our cable box, and on 
top of that is our tv. Beside that is a telephone stand and a coat 
closet. To Further to my right, along the far wall are windows, and 
below them is a desk, shelves, and so on.


All of this I can see in my mind as one single image. I don't think of 
each item in the room as a single landmark or part of a whole, but i see 
the whole of it in my mind. I don't know if someone born blind would be 
able to do that or not. They certainly wouldn't be able to add color as 
I can if they have never seen colors before. Regardless of the answer 
I'm able to use that same mental image and apply it to games and see the 
levels the same way I can mentally see my living room.


dark wrote:

Hi tom.

do not judge perception of blind people in general by me at all, sinse 
my spacial awareness is actually worse than most people's,  
possibly due to some brain damage I suffered at birth.


I have absolutely no idea how to spacially relate one place I am in to 
another, construct any sort of map, or even basically understand 
rotational exercises.
Frequently when walking around I will perceive an object either by 
vision, touch or something else, and stil walk into it because my 
ability to judge distance is so extremely terrible.


I've learnt to get around this by use of memory, and synaesthesic 
representations of land marks in various senses from visual to 
auditory to tactile,  even smell.


In a game like Shades, I'll simply attempt to remember familiar land 
marks around the maze, useful sfx etc,  I also make use of the 
block graphics display.



My spacial difficulties are also why I cannot play games with a 
spacial overview involved, such as solitare, the scrabble style word 
puzles, and find battleships and mine sweeper tremendously difficult.


I certainly could not play chess without a physical board in front of 
me on which to constantly check the pieces,  by touch and vision.


all this being said though, these problemts are uniquely mine. i've 
met people with literally no working vision who have amazing sense of 
space,  take for example the blind painter, who could paint 
entirely by mental representation!



I am in no way an average model for spacial awareness, as when I was 
born I did suffer brain damage from oxygen starvation,  and after 
living for quite some time believe this is the area of my brain which 
was damaged.


All this being said though, i totally agree with you about the Gma 
engine, and find myself quite able to use land mark systems in games 
like Shades or Gma tank commander,  and if your engine works on a 
similar principle I'm confident I'll be able to make use of it as well.


Beware the grue!




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Re: [Audyssey] 3D navigation

2009-10-31 Thread dark

Hello Tom.

Well as I said, I'm not the best person to answer this at all.

the colour and shape aspects of visualization are certainly ones I 
understand,  having enough vision to see such things, though spacially I 
cannot.


I remember routes in a different way.

thus for instance, to get from my flat to the nearest corner shop I walk up 
the driveway (recognizeable by it's white metal railing up the edge), turn 
right and follow the road until I get to the end where I can see the large 
red brick wall of Durham prison.


I then turn left, cross the road and walk forward, passed a wooden fence and 
some buildings, until I get to the end of the buildings and some yellow 
tactile paving at which point i can turn right, cross another road, and walk 
streight forward,  passed a large entrance way, to get to the shop.


I'll know I am there by A, the smell, B, the rush of air from the door, and 
C, the white bank building with the large metal cash machine on the side 
which is just before the door to said shop.


I'll use similar methods in Shades or any other game, and thus far it's only 
in Monkey business where I've found they fail me.


As I said though, i'm not the person to ask on either visionless navigation, 
or,  spacial understanding.


though I find such matters interesting from a philosophical perspective (I 
wrote an essay on sensary functionalism and synaesthesia for my masters), 
i'm not precisely experienced in them, and it's probably better to ask 
someone else.


I also suspect the brain damage I suffered (which was due to premature birth 
complications rather than a genetic abnormality), is most likely not the 
cause of other people's spacial issues.


I believe though, if your modeling your engine on the navigational features 
found in the gma engine, there will be no hastle either way.


Despite my spacial orientation difficulties, I've never had issues using 
land marks with the Gma engine at all,  it's only really Monkey business 
which has been beyond me.


beware the gruie!

Dark.

Actual relations betwene any of these places are literally impossible for me 
to say.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 31, 2009 9:56 PM
Subject: Re: [Audyssey] 3D navigation



Hi Dark,

Yes, I do understand. Although, it seams to me that quite a few gamers on 
this list do have serious difficulties with spacial orientation especially 
in games like Shades of Doom. As I don't seam to have this problem I can't 
help but wonder what is the cause. Why do they have difficulty when I do 
not?


I'm sure there is a root cause, and as a game developer it may help to 
discover what that issue is. Is it because I had sight for a long time and 
maybe many of them did not? Were they perhaps born with some inability to 
perceive spacial orientation such as yourself? Is there yet some other 
cause I haven't figured out yet?


I don't know what the answer is, but all i do know is how I am able to 
construct the world in my minds eye. Seeing as I did have sight for many 
years i generally know what things look like, and if someone describes 
something to me I can construct a rough aproximation of it in my mind with 
color, shape, and size. EVen if it doesn't look exactly as it is in real 
life I can put it in its context in the real world. Take my living room 
for example.


As I stand at the end of the hallway leading into the living room my mind 
is able to imagine mental a image of a room in 3d that is about 20 by 20 
feet with a ceiling 8 feet high. Off to my left is the doorway leading 
into the kitchen. Ahead of me is the front door, and to the right of that 
is the couch. Above the couch are shelves containing miscelanious items. 
Immediately to my right, directly in front of the couch, is an 
entertainment set with a dvd player, our cable box, and on top of that is 
our tv. Beside that is a telephone stand and a coat closet. To Further to 
my right, along the far wall are windows, and below them is a desk, 
shelves, and so on.


All of this I can see in my mind as one single image. I don't think of 
each item in the room as a single landmark or part of a whole, but i see 
the whole of it in my mind. I don't know if someone born blind would be 
able to do that or not. They certainly wouldn't be able to add color as I 
can if they have never seen colors before. Regardless of the answer I'm 
able to use that same mental image and apply it to games and see the 
levels the same way I can mentally see my living room.


dark wrote:

Hi tom.

do not judge perception of blind people in general by me at all, sinse my 
spacial awareness is actually worse than most people's,  
possibly due to some brain damage I suffered at birth.


I have absolutely no idea how to spacially relate one place I am in to 
another, construct any sort of map, or even basically understand 
rotational exercises

Re: [Audyssey] 3D navigation

2009-10-31 Thread Charles Rivard
Once I learn my way around an area, I can visualize it as you do for the 
most part.  In a game, especially one with a lot of stuff to work with, and 
you do a lot of moving around, it's easy to get disoriented.  I was born 
blind, and I'm still that way.  (grin)
---
In God we trust!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 31, 2009 11:56 AM
Subject: Re: [Audyssey] 3D navigation


Hi Dark,

Yes, I do understand. Although, it seams to me that quite a few gamers
on this list do have serious difficulties with spacial orientation
especially in games like Shades of Doom. As I don't seam to have this
problem I can't help but wonder what is the cause. Why do they have
difficulty when I do not?

I'm sure there is a root cause, and as a game developer it may help to
discover what that issue is. Is it because I had sight for a long time
and maybe many of them did not? Were they perhaps born with some
inability to perceive spacial orientation such as yourself? Is there yet
some other cause I haven't figured out yet?

I don't know what the answer is, but all i do know is how I am able to
construct the world in my minds eye. Seeing as I did have sight for many
years i generally know what things look like, and if someone describes
something to me I can construct a rough aproximation of it in my mind
with color, shape, and size. EVen if it doesn't look exactly as it is in
real life I can put it in its context in the real world. Take my living
room for example.

As I stand at the end of the hallway leading into the living room my
mind is able to imagine mental a image of a room in 3d that is about 20
by 20 feet with a ceiling 8 feet high. Off to my left is the doorway
leading into the kitchen. Ahead of me is the front door, and to the
right of that is the couch. Above the couch are shelves containing
miscelanious items. Immediately to my right, directly in front of the
couch, is an entertainment set with a dvd player, our cable box, and on
top of that is our tv. Beside that is a telephone stand and a coat
closet. To Further to my right, along the far wall are windows, and
below them is a desk, shelves, and so on.

All of this I can see in my mind as one single image. I don't think of
each item in the room as a single landmark or part of a whole, but i see
the whole of it in my mind. I don't know if someone born blind would be
able to do that or not. They certainly wouldn't be able to add color as
I can if they have never seen colors before. Regardless of the answer
I'm able to use that same mental image and apply it to games and see the
levels the same way I can mentally see my living room.

dark wrote:
 Hi tom.

 do not judge perception of blind people in general by me at all, sinse
 my spacial awareness is actually worse than most people's,  
 possibly due to some brain damage I suffered at birth.

 I have absolutely no idea how to spacially relate one place I am in to
 another, construct any sort of map, or even basically understand
 rotational exercises.
 Frequently when walking around I will perceive an object either by
 vision, touch or something else, and stil walk into it because my
 ability to judge distance is so extremely terrible.

 I've learnt to get around this by use of memory, and synaesthesic
 representations of land marks in various senses from visual to
 auditory to tactile,  even smell.

 In a game like Shades, I'll simply attempt to remember familiar land
 marks around the maze, useful sfx etc,  I also make use of the
 block graphics display.


 My spacial difficulties are also why I cannot play games with a
 spacial overview involved, such as solitare, the scrabble style word
 puzles, and find battleships and mine sweeper tremendously difficult.

 I certainly could not play chess without a physical board in front of
 me on which to constantly check the pieces,  by touch and vision.

 all this being said though, these problemts are uniquely mine. i've
 met people with literally no working vision who have amazing sense of
 space,  take for example the blind painter, who could paint
 entirely by mental representation!


 I am in no way an average model for spacial awareness, as when I was
 born I did suffer brain damage from oxygen starvation,  and after
 living for quite some time believe this is the area of my brain which
 was damaged.

 All this being said though, i totally agree with you about the Gma
 engine, and find myself quite able to use land mark systems in games
 like Shades or Gma tank commander,  and if your engine works on a
 similar principle I'm confident I'll be able to make use of it as well.

 Beware the grue!



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[Audyssey] 3D navigation

2009-10-30 Thread dark
Hi. 

to me, the difficulty of a 3D game depends entirely upon how good the 
navigation tools in that particular game are. 

Monkey business, i have to admit, I'm actually absolutely appauling! at and 
have never made it through the Jungle stage successfully. I just find the 
navigation used in that game extremely imprecise, as to pointing out objects, 
and spend most of my time running into walls uncertain of where I am. 

the games produced with the Gma engine,  and indeed Terraformers however, 
are a vastly different story. 

The precise nature of audio to in game objects with turn indicators etc, the 
use of various viewing tools like the list view, or the 360 and streight ahead 
scans,  the precise nature of object indication sounds and the ability to 
have objects in range listed by catagory using the monster view,  not to 
mention of course some great sonar for targiting (though the audio precision in 
the Gma engine is quite useable as it is). 

All of these contribute to making 3D navigation not only possible,  but 
considderably easy. 

I'm fairly certain that however complex the environment, Tom will be able to 
utilize tools to compensate, - actually I personally think the view 
function in 2D mota makes the game a litle too easy when calculating jumps 
(though I'm certainly not saying it should be removed or changed,  just 
illustrating Tom's ability to create really good ease of use tools for his 
games. 

I'd therefore really encourage people who've felt 3D frustration not to be put 
off 3D entirely,  and especially not by monkey business. 

Beware the grue! 

dark.
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Re: [Audyssey] 3D navigation

2009-10-30 Thread Kellie and my lovable Lady J.
now I like monkey business. I have beaten the game it it is personally one 
of my favorite games out there. I love the 3d sound effects and find the 
difficulty the greatest part about it. I would love to see more games like 
that.

Kellie and my lovable Lady J.
Resident Adviser, Guide Dogs for the Blind Oregon campus
www.guidedogs.com
- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Friday, October 30, 2009 10:29 AM
Subject: [Audyssey] 3D navigation



Hi.

to me, the difficulty of a 3D game depends entirely upon how good the 
navigation tools in that particular game are.


Monkey business, i have to admit, I'm actually absolutely appauling! at 
and have never made it through the Jungle stage successfully. I just find 
the navigation used in that game extremely imprecise, as to pointing out 
objects, and spend most of my time running into walls uncertain of where I 
am.


the games produced with the Gma engine,  and indeed Terraformers 
however, are a vastly different story.


The precise nature of audio to in game objects with turn indicators etc, 
the use of various viewing tools like the list view, or the 360 and 
streight ahead scans,  the precise nature of object indication sounds 
and the ability to have objects in range listed by catagory using the 
monster view,  not to mention of course some great sonar for targiting 
(though the audio precision in the Gma engine is quite useable as it is).


All of these contribute to making 3D navigation not only possible,   
but considderably easy.


I'm fairly certain that however complex the environment, Tom will be able 
to utilize tools to compensate, - actually I personally think the view 
function in 2D mota makes the game a litle too easy when calculating jumps 
(though I'm certainly not saying it should be removed or changed,   
just illustrating Tom's ability to create really good ease of use tools 
for his games.


I'd therefore really encourage people who've felt 3D frustration not to be 
put off 3D entirely,  and especially not by monkey business.


Beware the grue!

dark.
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Re: [Audyssey] 3D navigation

2009-10-30 Thread dark
I love the sound effects and environmnet of the game too,  I just find 
the unprecise nature of the game's navigation features rather gets on my 
nerves.


there's personally nothing more annoying than hereing an object beacon, 
walking towards it only to walk past, then attempting to find it only to 
realize it's on the other side of some complicated wall Terrain.


I admit though, my senses of both space and navigation are pretty 
abyssmal,  even in real life (I remember all my routes by land marks, 
not by any sort of relations betwene the places I'm going), which is 
probably why i personally need such a handy navigation system as the one in 
the Gma engine and terraformers.


Beware the grue!

dark.
- Original Message - 
From: Kellie and my lovable Lady J. pebbles...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, October 30, 2009 6:18 PM
Subject: Re: [Audyssey] 3D navigation


now I like monkey business. I have beaten the game it it is personally one 
of my favorite games out there. I love the 3d sound effects and find the 
difficulty the greatest part about it. I would love to see more games like 
that.

Kellie and my lovable Lady J.
Resident Adviser, Guide Dogs for the Blind Oregon campus
www.guidedogs.com
- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Friday, October 30, 2009 10:29 AM
Subject: [Audyssey] 3D navigation



Hi.

to me, the difficulty of a 3D game depends entirely upon how good the 
navigation tools in that particular game are.


Monkey business, i have to admit, I'm actually absolutely appauling! at 
and have never made it through the Jungle stage successfully. I just find 
the navigation used in that game extremely imprecise, as to pointing out 
objects, and spend most of my time running into walls uncertain of where 
I am.


the games produced with the Gma engine,  and indeed Terraformers 
however, are a vastly different story.


The precise nature of audio to in game objects with turn indicators etc, 
the use of various viewing tools like the list view, or the 360 and 
streight ahead scans,  the precise nature of object indication sounds 
and the ability to have objects in range listed by catagory using the 
monster view,  not to mention of course some great sonar for 
targiting (though the audio precision in the Gma engine is quite useable 
as it is).


All of these contribute to making 3D navigation not only possible,   
but considderably easy.


I'm fairly certain that however complex the environment, Tom will be able 
to utilize tools to compensate, - actually I personally think the 
view function in 2D mota makes the game a litle too easy when calculating 
jumps (though I'm certainly not saying it should be removed or 
changed,   just illustrating Tom's ability to create really good ease 
of use tools for his games.


I'd therefore really encourage people who've felt 3D frustration not to 
be put off 3D entirely,  and especially not by monkey business.


Beware the grue!

dark.
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Re: [Audyssey] 3D navigation

2009-10-30 Thread Thomas Ward

Hi Dark,
I would agree with that assessment. I'll admit I've largely noddled my 
own engine after the GMA engine for the plane fact that it is familiar 
to me, it has some very excellent features, and it seamed like a great 
example of a fully accessible game engine to me. Even though it isn't 
fully 3d I instantly saw how the same engine could be updated to have a 
fully 3d environment, and I could build upon what was there to make a 
fully 3d FPS type title accessible.


I happen to own Monkey Business myself and the biggest disappointment is 
the navigation features in the game. I've done pretty well with the 
game, think it is fun, but I do get frustrated at times with the game 
when I have to listen to a sonar sound instead of having it described 
verbally. So obviously I'd be more in favor of doing things the way GMA 
did it rather than the way it was done in Monkey Business.


Anyway, I personally don't think going from a 2d FPS like shades of Doom 
to a 3d FPS is going to be that much of a big adjustment. Especially, 
since my game engine was designed along the lines of the GMA engine. 
Although, we will see how well it is received when I release my first 3d 
title.


dark wrote:
Hi. 

to me, the difficulty of a 3D game depends entirely upon how good the navigation tools in that particular game are. 

Monkey business, i have to admit, I'm actually absolutely appauling! at and have never made it through the Jungle stage successfully. I just find the navigation used in that game extremely imprecise, as to pointing out objects, and spend most of my time running into walls uncertain of where I am. 

the games produced with the Gma engine,  and indeed Terraformers however, are a vastly different story. 

The precise nature of audio to in game objects with turn indicators etc, the use of various viewing tools like the list view, or the 360 and streight ahead scans,  the precise nature of object indication sounds and the ability to have objects in range listed by catagory using the monster view,  not to mention of course some great sonar for targiting (though the audio precision in the Gma engine is quite useable as it is). 

All of these contribute to making 3D navigation not only possible,  but considderably easy. 

I'm fairly certain that however complex the environment, Tom will be able to utilize tools to compensate, - actually I personally think the view function in 2D mota makes the game a litle too easy when calculating jumps (though I'm certainly not saying it should be removed or changed,  just illustrating Tom's ability to create really good ease of use tools for his games. 

I'd therefore really encourage people who've felt 3D frustration not to be put off 3D entirely,  and especially not by monkey business. 

Beware the grue! 


dark.
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Re: [Audyssey] 3D navigation

2009-10-30 Thread Thomas Ward

Hi Dark,

That happens to me from time to time too, but I do have very good 
spacial orientation skills which is a huge plus in my favor.  As a 
result I generally don't have a lot of problems getting around the 
levels in Monkey Business. One reason I believe I am so good at Monkey 
Business, Sarah, or Shades of Doom, is even though I'm totally blind now 
I still think like a sighted person. I'm able to see the level in my 
head and put doors, items, staircases, whatever in their proper 
relationship to each other. I'm able to see an entire level like a 2d 
map with this or that to the south, this or that to the east, something 
else is west of here, etc.


So from what you and Scott both have said I gather blind people 
generally don't think like this. They think of an area not as a whole, 
but only in terms from getting from one landmark to the next. This is 
completely foreign to me, and would be for anyone who has been sighted 
for very long. This sounds to me like a very big difference in 
perception from a sighted person's  point of view of the world and a 
blind person's point of view of the world. If so that would explain why 
I don't have problems getting around games like Shades of Doom, and why 
so many others can't make heads or tails out of the mazes. They 
litterally have no sense of depth, shape, and how things relate to one 
another in the real world.



dark wrote:
I love the sound effects and environmnet of the game too,  I just 
find the unprecise nature of the game's navigation features rather 
gets on my nerves.


there's personally nothing more annoying than hereing an object 
beacon, walking towards it only to walk past, then attempting to find 
it only to realize it's on the other side of some complicated wall 
Terrain.


I admit though, my senses of both space and navigation are pretty 
abyssmal,  even in real life (I remember all my routes by land 
marks, not by any sort of relations betwene the places I'm going), 
which is probably why i personally need such a handy navigation system 
as the one in the Gma engine and terraformers.


Beware the grue!

dark.



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