Re: [Audyssey] Accessible methods for locating special items in games.
Hi Andy, I do know what you mean. (Smile) Some things like ropes, chains, swords can be given loops that sound exactly like they are. They also fit into the background environment very well. Even old scrolls etc can be crumpling and shuffling paper which again is very destinctive and would fit in to the background very well. As for doors perhaps have a specific pannel beep like a control pannel in sci-fi games, and something like a rattling lock for midevil games. Andy Smith wrote: > HI I think, that a sound would be best for an item. You know like in > troopanum and sod, and I think pipe2 as well the toolboxes. So by all > measn, sounds because you can tell what they are, and you know an > annoying voice gets really annoying, like you know the "game paused" > in ailiens in the outback from draconis, music, game paused. music, > game paused. Annoying! > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Accessible methods for locating special items in games.
HI I think, that a sound would be best for an item. You know like in troopanum and sod, and I think pipe2 as well the toolboxes. So by all measn, sounds because you can tell what they are, and you know an annoying voice gets really annoying, like you know the "game paused" in ailiens in the outback from draconis, music, game paused. music, game paused. Annoying! On 7/19/07, Robin Kipp <[EMAIL PROTECTED]> wrote: > Hi Tom, > Well I'd like an object locator sound that is easy to make out even when > you're in the middle of a battle. I also like it when objects can be > destroyed accidentally, for example by shooting them. Also a great idea > would be if an enemy close to you could also try to pick up the object > and use it against you. Imagine there's a blaster infront of you and you > want to pick it up, but the enemy is faster than you, picks it up and > tries to shoot you with this blaster then. I haven't seen that in any > game yet, but I really like this idea. > Robin > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Thomas Ward > > Sent: Thursday, July 19, 2007 9:55 PM > > To: gamers@audyssey.org > > Subject: [Audyssey] Accessible methods for locating special > > items in games. > > > > > > Hi all, > > All of us know there are several ways to make an inanimate object > > accessible in a game for a blind gamer, but I am wondering > > which way is > > best. For example, in Shades of doom when you wish to find a door, > > datacard, security chip, etc you can locate the object by > > listening for > > a continuous beep. That's fine for Sci-fi games. However, > > assume for a > > moment we are in a castle like in Sarah. In Sarah you will hear words > > spoken like sweet spoken over and over until you pick it up. There is > > also a third way as in Montezuma's Revenge were you are > > presented with > > sounds for gems, gold coins, etc and you listen for the > > specific sounds > > to collect the items. > > As many of you know I am working on other titles besides Montezuma's > > Revenge. > > In Star Wars for example when a enemy drops a hand blaster how would > > you like me to identify where that object is. Would you like to hear > > the sound of a voice saying hand blaster, hand blaster, hand blaster, > > over and over again, or would you like an object locator > > sound similar > > to Shades of Doom to find that object. > > Recently Trenton has braught up the idea for an accessible > > Tomb Raider > > which happened to be one of my favorite game series when I > > was sighted. > > If I do eventually do one of those I'll have to be creative in > > identifying objects as most of them are inanimate objects like > > hyrogliphs, chains and levers to open secret passages, > > swinging ropes, > > weapon ammo, med kits, and so on. Basically, some things such > > as ropes > > and chains I can put sounds in which would fit with no > > problem. Some of > > the other things are questionable. Say you are seaking a > > golden mask or > > golden snake. I can't really represent them with sound, but I > > can use a > > object locator with a beep to pick them up, or I can use words to > > announce golden snake, golden mask, etc > > What are your thoughts on this? > > > > > > ___ > > Gamers mailing list .. Gamers@audyssey.org > > To unsubscribe send E-mail to > > [EMAIL PROTECTED] You can visit > > http://audyssey.org/mailman/listinfo/gamers_au> dyssey.org to > > make any subscription changes via the web. > > > > > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > -- Andy, the best audio gamer! Aim: blindguitardude msn: [EMAIL PROTECTED] skype: musicproandy ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Accessible methods for locating special items in games.
Hi trenton, The problem with using both words and sounds is it will add quite a bit of size to games that are already large. The Star Wars game is already around 150 MB, and I've already collected almost that much for Tomb Raider effects. Let's just say when either game, Star Wars or Tomb Raider, is available for the blind they are going to be huge downloads. As far as using either or it is possible, but allot more work. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Accessible methods for locating special items in games.
Hi Trouble, As it happens I have a beep very similar to the SOD beep in the sound archives I own. Yeah, I think using the o key or control o combo like in SOD is good enough to identify what the object is. Trouble wrote: > Would use a sound like in SOD, and also the identify key. So you get > the sound until you pick up, and if want to know what the object is > you hit a key and it says name of object. > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Accessible methods for locating special items in games.
I prefer an object locater, but I think it may very widely from person to person. - Original Message - From: "Thomas Ward" <[EMAIL PROTECTED]> To: Sent: Thursday, July 19, 2007 9:54 PM Subject: [Audyssey] Accessible methods for locating special items in games. > Hi all, > All of us know there are several ways to make an inanimate object > accessible in a game for a blind gamer, but I am wondering which way is > best. For example, in Shades of doom when you wish to find a door, > datacard, security chip, etc you can locate the object by listening for > a continuous beep. That's fine for Sci-fi games. However, assume for a > moment we are in a castle like in Sarah. In Sarah you will hear words > spoken like sweet spoken over and over until you pick it up. There is > also a third way as in Montezuma's Revenge were you are presented with > sounds for gems, gold coins, etc and you listen for the specific sounds > to collect the items. > As many of you know I am working on other titles besides Montezuma's > Revenge. > In Star Wars for example when a enemy drops a hand blaster how would > you like me to identify where that object is. Would you like to hear > the sound of a voice saying hand blaster, hand blaster, hand blaster, > over and over again, or would you like an object locator sound similar > to Shades of Doom to find that object. > Recently Trenton has braught up the idea for an accessible Tomb Raider > which happened to be one of my favorite game series when I was sighted. > If I do eventually do one of those I'll have to be creative in > identifying objects as most of them are inanimate objects like > hyrogliphs, chains and levers to open secret passages, swinging ropes, > weapon ammo, med kits, and so on. Basically, some things such as ropes > and chains I can put sounds in which would fit with no problem. Some of > the other things are questionable. Say you are seaking a golden mask or > golden snake. I can't really represent them with sound, but I can use a > object locator with a beep to pick them up, or I can use words to > announce golden snake, golden mask, etc > What are your thoughts on this? > > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can > visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Accessible methods for locating special items in games.
Hi Mich, Sure they will work, but my question was to determine which method most felt was the better way of doing this. (Smile) Mich wrote: > hi tom and all. I think that all those things would work. from Mich. > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Accessible methods for locating special items in games.
I myself like the "Change Reaction" myself. Have two diffenrt modes. Easy difficulty with words, and harder difficulties use sound. - Original Message - From: "Thomas Ward" <[EMAIL PROTECTED]> To: Sent: Thursday, July 19, 2007 1:54 PM Subject: [Audyssey] Accessible methods for locating special items in games. > Hi all, > All of us know there are several ways to make an inanimate object > accessible in a game for a blind gamer, but I am wondering which way is > best. For example, in Shades of doom when you wish to find a door, > datacard, security chip, etc you can locate the object by listening for > a continuous beep. That's fine for Sci-fi games. However, assume for a > moment we are in a castle like in Sarah. In Sarah you will hear words > spoken like sweet spoken over and over until you pick it up. There is > also a third way as in Montezuma's Revenge were you are presented with > sounds for gems, gold coins, etc and you listen for the specific sounds > to collect the items. > As many of you know I am working on other titles besides Montezuma's > Revenge. > In Star Wars for example when a enemy drops a hand blaster how would > you like me to identify where that object is. Would you like to hear > the sound of a voice saying hand blaster, hand blaster, hand blaster, > over and over again, or would you like an object locator sound similar > to Shades of Doom to find that object. > Recently Trenton has braught up the idea for an accessible Tomb Raider > which happened to be one of my favorite game series when I was sighted. > If I do eventually do one of those I'll have to be creative in > identifying objects as most of them are inanimate objects like > hyrogliphs, chains and levers to open secret passages, swinging ropes, > weapon ammo, med kits, and so on. Basically, some things such as ropes > and chains I can put sounds in which would fit with no problem. Some of > the other things are questionable. Say you are seaking a golden mask or > golden snake. I can't really represent them with sound, but I can use a > object locator with a beep to pick them up, or I can use words to > announce golden snake, golden mask, etc > What are your thoughts on this? > > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can > visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > > > -- > No virus found in this incoming message. > Checked by AVG Free Edition. > Version: 7.5.476 / Virus Database: 269.10.9/907 - Release Date: 7/18/2007 > 3:30 PM > > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Accessible methods for locating special items in games.
I like the style in Monty and SOD the best for identifying objects. I think sounds make things very easy to pick out even if it does take some time and practice to learn. To me that's part of playing the game... Casey - Original Message - From: "Thomas Ward" <[EMAIL PROTECTED]> To: Sent: Thursday, July 19, 2007 3:54 PM Subject: [Audyssey] Accessible methods for locating special items in games. Hi all, All of us know there are several ways to make an inanimate object accessible in a game for a blind gamer, but I am wondering which way is best. For example, in Shades of doom when you wish to find a door, datacard, security chip, etc you can locate the object by listening for a continuous beep. That's fine for Sci-fi games. However, assume for a moment we are in a castle like in Sarah. In Sarah you will hear words spoken like sweet spoken over and over until you pick it up. There is also a third way as in Montezuma's Revenge were you are presented with sounds for gems, gold coins, etc and you listen for the specific sounds to collect the items. As many of you know I am working on other titles besides Montezuma's Revenge. In Star Wars for example when a enemy drops a hand blaster how would you like me to identify where that object is. Would you like to hear the sound of a voice saying hand blaster, hand blaster, hand blaster, over and over again, or would you like an object locator sound similar to Shades of Doom to find that object. Recently Trenton has braught up the idea for an accessible Tomb Raider which happened to be one of my favorite game series when I was sighted. If I do eventually do one of those I'll have to be creative in identifying objects as most of them are inanimate objects like hyrogliphs, chains and levers to open secret passages, swinging ropes, weapon ammo, med kits, and so on. Basically, some things such as ropes and chains I can put sounds in which would fit with no problem. Some of the other things are questionable. Say you are seaking a golden mask or golden snake. I can't really represent them with sound, but I can use a object locator with a beep to pick them up, or I can use words to announce golden snake, golden mask, etc What are your thoughts on this? ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Accessible methods for locating special items in games.
Would use a sound like in SOD, and also the identify key. So you get the sound until you pick up, and if want to know what the object is you hit a key and it says name of object. At 03:54 PM 7/19/2007, you wrote: >Hi all, >All of us know there are several ways to make an inanimate object >accessible in a game for a blind gamer, but I am wondering which way is >best. For example, in Shades of doom when you wish to find a door, >datacard, security chip, etc you can locate the object by listening for >a continuous beep. That's fine for Sci-fi games. However, assume for a >moment we are in a castle like in Sarah. In Sarah you will hear words >spoken like sweet spoken over and over until you pick it up. There is >also a third way as in Montezuma's Revenge were you are presented with >sounds for gems, gold coins, etc and you listen for the specific sounds >to collect the items. >As many of you know I am working on other titles besides Montezuma's >Revenge. > In Star Wars for example when a enemy drops a hand blaster how would >you like me to identify where that object is. Would you like to hear >the sound of a voice saying hand blaster, hand blaster, hand blaster, >over and over again, or would you like an object locator sound similar >to Shades of Doom to find that object. >Recently Trenton has braught up the idea for an accessible Tomb Raider >which happened to be one of my favorite game series when I was sighted. >If I do eventually do one of those I'll have to be creative in >identifying objects as most of them are inanimate objects like >hyrogliphs, chains and levers to open secret passages, swinging ropes, >weapon ammo, med kits, and so on. Basically, some things such as ropes >and chains I can put sounds in which would fit with no problem. Some of >the other things are questionable. Say you are seaking a golden mask or >golden snake. I can't really represent them with sound, but I can use a >object locator with a beep to pick them up, or I can use words to >announce golden snake, golden mask, etc >What are your thoughts on this? > > >___ >Gamers mailing list .. Gamers@audyssey.org >To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit >http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make >any subscription changes via the web. Tim trouble "Never offend people with style when you can offend them with substance." --Sam Brown Blindeudora list owner. To subscribe or info: http://www.freelists.org/webpage/blindeudora ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Accessible methods for locating special items in games.
Beeps, most definitely. If that's what you have to resort to, then so be it, even if it breaks the setting. Have the words spoken repetatively tends to grate on my nerves. Just my two cents. - Original Message - From: "Thomas Ward" <[EMAIL PROTECTED]> To: Sent: Thursday, July 19, 2007 1:54 PM Subject: [Audyssey] Accessible methods for locating special items in games. > Hi all, > All of us know there are several ways to make an inanimate object > accessible in a game for a blind gamer, but I am wondering which way is > best. For example, in Shades of doom when you wish to find a door, > datacard, security chip, etc you can locate the object by listening for > a continuous beep. That's fine for Sci-fi games. However, assume for a > moment we are in a castle like in Sarah. In Sarah you will hear words > spoken like sweet spoken over and over until you pick it up. There is > also a third way as in Montezuma's Revenge were you are presented with > sounds for gems, gold coins, etc and you listen for the specific sounds > to collect the items. > As many of you know I am working on other titles besides Montezuma's > Revenge. > In Star Wars for example when a enemy drops a hand blaster how would > you like me to identify where that object is. Would you like to hear > the sound of a voice saying hand blaster, hand blaster, hand blaster, > over and over again, or would you like an object locator sound similar > to Shades of Doom to find that object. > Recently Trenton has braught up the idea for an accessible Tomb Raider > which happened to be one of my favorite game series when I was sighted. > If I do eventually do one of those I'll have to be creative in > identifying objects as most of them are inanimate objects like > hyrogliphs, chains and levers to open secret passages, swinging ropes, > weapon ammo, med kits, and so on. Basically, some things such as ropes > and chains I can put sounds in which would fit with no problem. Some of > the other things are questionable. Say you are seaking a golden mask or > golden snake. I can't really represent them with sound, but I can use a > object locator with a beep to pick them up, or I can use words to > announce golden snake, golden mask, etc > What are your thoughts on this? > > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can > visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Accessible methods for locating special items in games.
hi tom and all. I think that all those things would work. from Mich. - Original Message - From: "Thomas Ward" <[EMAIL PROTECTED]> To: Sent: Thursday, July 19, 2007 3:54 PM Subject: [Audyssey] Accessible methods for locating special items in games. > Hi all, > All of us know there are several ways to make an inanimate object > accessible in a game for a blind gamer, but I am wondering which way is > best. For example, in Shades of doom when you wish to find a door, > datacard, security chip, etc you can locate the object by listening for > a continuous beep. That's fine for Sci-fi games. However, assume for a > moment we are in a castle like in Sarah. In Sarah you will hear words > spoken like sweet spoken over and over until you pick it up. There is > also a third way as in Montezuma's Revenge were you are presented with > sounds for gems, gold coins, etc and you listen for the specific sounds > to collect the items. > As many of you know I am working on other titles besides Montezuma's > Revenge. > In Star Wars for example when a enemy drops a hand blaster how would > you like me to identify where that object is. Would you like to hear > the sound of a voice saying hand blaster, hand blaster, hand blaster, > over and over again, or would you like an object locator sound similar > to Shades of Doom to find that object. > Recently Trenton has braught up the idea for an accessible Tomb Raider > which happened to be one of my favorite game series when I was sighted. > If I do eventually do one of those I'll have to be creative in > identifying objects as most of them are inanimate objects like > hyrogliphs, chains and levers to open secret passages, swinging ropes, > weapon ammo, med kits, and so on. Basically, some things such as ropes > and chains I can put sounds in which would fit with no problem. Some of > the other things are questionable. Say you are seaking a golden mask or > golden snake. I can't really represent them with sound, but I can use a > object locator with a beep to pick them up, or I can use words to > announce golden snake, golden mask, etc > What are your thoughts on this? > > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can > visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Accessible methods for locating special items in games.
I think that the game, and it's environment, would determine the method. For example, in Raceway, why use speech to signify a turn when Jim Kitchen's echo off the wall approach would work and fit very well into the game without ruining the ambiance? The sounds in Monty work very well. No need for speech if a sound will do just fine while enhancing, rather than detracting from, the game and it's atmosphere. -- God loves everyone, but probably prefers "fruits of the spirit" over "religious nuts!" - Original Message - From: "Thomas Ward" <[EMAIL PROTECTED]> To: Sent: Thursday, July 19, 2007 2:54 PM Subject: [Audyssey] Accessible methods for locating special items in games. > Hi all, > All of us know there are several ways to make an inanimate object > accessible in a game for a blind gamer, but I am wondering which way is > best. For example, in Shades of doom when you wish to find a door, > datacard, security chip, etc you can locate the object by listening for > a continuous beep. That's fine for Sci-fi games. However, assume for a > moment we are in a castle like in Sarah. In Sarah you will hear words > spoken like sweet spoken over and over until you pick it up. There is > also a third way as in Montezuma's Revenge were you are presented with > sounds for gems, gold coins, etc and you listen for the specific sounds > to collect the items. > As many of you know I am working on other titles besides Montezuma's > Revenge. > In Star Wars for example when a enemy drops a hand blaster how would > you like me to identify where that object is. Would you like to hear > the sound of a voice saying hand blaster, hand blaster, hand blaster, > over and over again, or would you like an object locator sound similar > to Shades of Doom to find that object. > Recently Trenton has braught up the idea for an accessible Tomb Raider > which happened to be one of my favorite game series when I was sighted. > If I do eventually do one of those I'll have to be creative in > identifying objects as most of them are inanimate objects like > hyrogliphs, chains and levers to open secret passages, swinging ropes, > weapon ammo, med kits, and so on. Basically, some things such as ropes > and chains I can put sounds in which would fit with no problem. Some of > the other things are questionable. Say you are seaking a golden mask or > golden snake. I can't really represent them with sound, but I can use a > object locator with a beep to pick them up, or I can use words to > announce golden snake, golden mask, etc > What are your thoughts on this? > > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can > visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Accessible methods for locating special items in games.
Hi Tom, Well I'd like an object locator sound that is easy to make out even when you're in the middle of a battle. I also like it when objects can be destroyed accidentally, for example by shooting them. Also a great idea would be if an enemy close to you could also try to pick up the object and use it against you. Imagine there's a blaster infront of you and you want to pick it up, but the enemy is faster than you, picks it up and tries to shoot you with this blaster then. I haven't seen that in any game yet, but I really like this idea. Robin > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Thomas Ward > Sent: Thursday, July 19, 2007 9:55 PM > To: gamers@audyssey.org > Subject: [Audyssey] Accessible methods for locating special > items in games. > > > Hi all, > All of us know there are several ways to make an inanimate object > accessible in a game for a blind gamer, but I am wondering > which way is > best. For example, in Shades of doom when you wish to find a door, > datacard, security chip, etc you can locate the object by > listening for > a continuous beep. That's fine for Sci-fi games. However, > assume for a > moment we are in a castle like in Sarah. In Sarah you will hear words > spoken like sweet spoken over and over until you pick it up. There is > also a third way as in Montezuma's Revenge were you are > presented with > sounds for gems, gold coins, etc and you listen for the > specific sounds > to collect the items. > As many of you know I am working on other titles besides Montezuma's > Revenge. > In Star Wars for example when a enemy drops a hand blaster how would > you like me to identify where that object is. Would you like to hear > the sound of a voice saying hand blaster, hand blaster, hand blaster, > over and over again, or would you like an object locator > sound similar > to Shades of Doom to find that object. > Recently Trenton has braught up the idea for an accessible > Tomb Raider > which happened to be one of my favorite game series when I > was sighted. > If I do eventually do one of those I'll have to be creative in > identifying objects as most of them are inanimate objects like > hyrogliphs, chains and levers to open secret passages, > swinging ropes, > weapon ammo, med kits, and so on. Basically, some things such > as ropes > and chains I can put sounds in which would fit with no > problem. Some of > the other things are questionable. Say you are seaking a > golden mask or > golden snake. I can't really represent them with sound, but I > can use a > object locator with a beep to pick them up, or I can use words to > announce golden snake, golden mask, etc > What are your thoughts on this? > > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to > [EMAIL PROTECTED] You can visit > http://audyssey.org/mailman/listinfo/gamers_au> dyssey.org to > make any subscription changes via the web. > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] Accessible methods for locating special items in games.
i like the spoken word best. Brandon - Original Message - From: "Thomas Ward" <[EMAIL PROTECTED]> To: Sent: Thursday, July 19, 2007 2:54 PM Subject: [Audyssey] Accessible methods for locating special items in games. > Hi all, > All of us know there are several ways to make an inanimate object > accessible in a game for a blind gamer, but I am wondering which way is > best. For example, in Shades of doom when you wish to find a door, > datacard, security chip, etc you can locate the object by listening for > a continuous beep. That's fine for Sci-fi games. However, assume for a > moment we are in a castle like in Sarah. In Sarah you will hear words > spoken like sweet spoken over and over until you pick it up. There is > also a third way as in Montezuma's Revenge were you are presented with > sounds for gems, gold coins, etc and you listen for the specific sounds > to collect the items. > As many of you know I am working on other titles besides Montezuma's > Revenge. > In Star Wars for example when a enemy drops a hand blaster how would > you like me to identify where that object is. Would you like to hear > the sound of a voice saying hand blaster, hand blaster, hand blaster, > over and over again, or would you like an object locator sound similar > to Shades of Doom to find that object. > Recently Trenton has braught up the idea for an accessible Tomb Raider > which happened to be one of my favorite game series when I was sighted. > If I do eventually do one of those I'll have to be creative in > identifying objects as most of them are inanimate objects like > hyrogliphs, chains and levers to open secret passages, swinging ropes, > weapon ammo, med kits, and so on. Basically, some things such as ropes > and chains I can put sounds in which would fit with no problem. Some of > the other things are questionable. Say you are seaking a golden mask or > golden snake. I can't really represent them with sound, but I can use a > object locator with a beep to pick them up, or I can use words to > announce golden snake, golden mask, etc > What are your thoughts on this? > > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can > visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] Accessible methods for locating special items in games.
Hi all, All of us know there are several ways to make an inanimate object accessible in a game for a blind gamer, but I am wondering which way is best. For example, in Shades of doom when you wish to find a door, datacard, security chip, etc you can locate the object by listening for a continuous beep. That's fine for Sci-fi games. However, assume for a moment we are in a castle like in Sarah. In Sarah you will hear words spoken like sweet spoken over and over until you pick it up. There is also a third way as in Montezuma's Revenge were you are presented with sounds for gems, gold coins, etc and you listen for the specific sounds to collect the items. As many of you know I am working on other titles besides Montezuma's Revenge. In Star Wars for example when a enemy drops a hand blaster how would you like me to identify where that object is. Would you like to hear the sound of a voice saying hand blaster, hand blaster, hand blaster, over and over again, or would you like an object locator sound similar to Shades of Doom to find that object. Recently Trenton has braught up the idea for an accessible Tomb Raider which happened to be one of my favorite game series when I was sighted. If I do eventually do one of those I'll have to be creative in identifying objects as most of them are inanimate objects like hyrogliphs, chains and levers to open secret passages, swinging ropes, weapon ammo, med kits, and so on. Basically, some things such as ropes and chains I can put sounds in which would fit with no problem. Some of the other things are questionable. Say you are seaking a golden mask or golden snake. I can't really represent them with sound, but I can use a object locator with a beep to pick them up, or I can use words to announce golden snake, golden mask, etc What are your thoughts on this? ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.