Re: [Audyssey] Accessible methods for locating special items in games.

2007-07-19 Thread gmail
i like the spoken word best.
Brandon
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
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?


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Re: [Audyssey] Accessible methods for locating special items in games.

2007-07-19 Thread Robin Kipp
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?
 
 
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 [EMAIL PROTECTED] You can visit 
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Re: [Audyssey] Accessible methods for locating special items in games.

2007-07-19 Thread Charles Rivard
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: gamers@audyssey.org
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.
 



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Re: [Audyssey] Accessible methods for locating special items in games.

2007-07-19 Thread Mich
hi tom and all. I think that all those things would work. from Mich.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
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
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Re: [Audyssey] Accessible methods for locating special items in games.

2007-07-19 Thread Shadow Dragon
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: gamers@audyssey.org
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.
 


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Re: [Audyssey] Accessible methods for locating special items in games.

2007-07-19 Thread Trouble
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?


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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   



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Re: [Audyssey] Accessible methods for locating special items in games.

2007-07-19 Thread Casey
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: gamers@audyssey.org
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?


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Re: [Audyssey] Accessible methods for locating special items in games.

2007-07-19 Thread Trenton Matthews
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: gamers@audyssey.org
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 
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 -- 
 No virus found in this incoming message.
 Checked by AVG Free Edition.
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 3:30 PM

 

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Re: [Audyssey] Accessible methods for locating special items in games.

2007-07-19 Thread Thomas Ward
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.
   


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Re: [Audyssey] Accessible methods for locating special items in games.

2007-07-19 Thread Willem
I prefer an object locater, but I think it may very widely from person to 
person.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: gamers@audyssey.org
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
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Re: [Audyssey] Accessible methods for locating special items in games.

2007-07-19 Thread Thomas Ward
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.
   


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Re: [Audyssey] Accessible methods for locating special items in games.

2007-07-19 Thread Thomas Ward
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.
 

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Re: [Audyssey] Accessible methods for locating special items in games.

2007-07-19 Thread Andy Smith
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?
 
 
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-- 
Andy, the best audio gamer!
Aim: blindguitardude
msn: [EMAIL PROTECTED]
skype: musicproandy

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Re: [Audyssey] Accessible methods for locating special items in games.

2007-07-19 Thread Thomas Ward
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!
   


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