Re: [Audyssey] info AudioGames Game Engine

2015-07-02 Thread Devin Prater
Ah, I see your point, Lord Dentin. But you yourself have made your game, ... 
supposedly I'd think firstly made for sighted players, accessible. I know, text 
is a lot easier to work with than graphics, but still, there are other devs who 
have done things for us. Look at Injustice, gods among us, with its audio 
feedback for items and such, and I think Mortal kombat x has it now too. I'm 
not saying all devs could or would do this. I think Ed Boon had a run-in with a 
blind player, learned our ways and will hopefully simply support us, well I 
mean make his games accessible, from then on, although I think the dragon ball 
z budokai tencaichi games were extremely accessible even without the devs, I 
assume, knowing that adding spoken contents to the menues of the games, like
Here you can fight lots of battles, I wonder if anyone can beat Dad?
--Videl, for the martial arts tournament.
and things like that. Of course there were references to dragon ball z 
relations and events, but you could easily get the basics of the menues that 
way, and I've never seen a series so very accessible since, even the later 
dragon ball z games don't have this.
So, I think that if devs try, and we reach out to different developers, and 
companies make it easier to put accessibility into their games, and Dentin 
makes a mac/iOS client with sounds, for alter aeon, ... on that note, I wonder 
why Dentin can't just send the text of the game to the terminal's say 
function? Hmm. I wouldn't imagine a toolkit that supports other operating 
systems would lock out the use of that system's API's. Hmm. Couldn't he use 
voiceover and it's apple scripting to speak? Gosh that'd be awesome! Especially 
if there was a way to take out those horrible delays in speech when a new line 
comes in. Okay I've gotten way off topic here, but if y'all want you can start 
a new topic for each of the thoughts I've had. Its just all coming out at once, 
lol.

Sent from my iPhone

 On Jul 1, 2015, at 12:53 PM, Dennis Towne s...@xirr.com wrote:
 
 As a programmer, I have to agree with Thomas, and I won't be signing it 
 either.
 
 The biggest reason I have is that Unity is primarily a graphical
 development engine.  Sure, it has a lot of infrastructure, and sure
 there's a lot of utility in there - but fundamentally, it's designed
 for and used by game developers to make highly graphical, visual games
 for which there can be no little to no accessibility.  Making menus
 and other such things accessible is utterly unhelpful if the vast bulk
 of the games go into full screen rendered graphics immediately
 afterward.
 
 Also as Thomas said, specialized tools are really the 'correct' thing
 to do here.  Much like you wouldn't try to tack a backhoe or crane
 onto a bicycle, we shouldn't be trying to tack on accessibility
 support to a product designed from the ground up to develop graphical
 software.  Things like BGT are exceptionally good development tools,
 and I'm truly surprised it isn't used more by audio game devs.
 
 I know the community here is all about equality and 'just being able
 to play the same games that sighted people can' - but I really feel
 that's not only the wrong focus, but counterproductive.  My years of
 running AA have shown me that the best sighted interface is almost
 completely unusable to the blind, and the best blind interface is
 almost completely unusable to the sighted.  This is not a bug; this is
 a feature.  Blind games should be and have to be optimized for the
 blind, because the blind interact with the game in a fundamentally
 different way than the sighted.  Very few games are going to be able
 to provide both interfaces in a meaningful fashion.
 
 We should focus on games that are awesome for the blind because they
 were designed with the blind in mind, instead of trying to force
 developers to tack on token support that won't help anyone anyway.
 
 Dennis Towne
 
 Alter Aeon MUD
 http://www.alteraeon.com
 
 
 
 On Wed, Jul 1, 2015 at 10:12 AM, Daniele Casarola
 casaroladani...@gmail.com wrote:
 I'm sorry Thomas to read your words, above all after reading in this list
 about the real big lack between video games and audio games development.
 Someone who knows indeed Unity, its community, its asset store and its
 potentially wouldn't say something like that.
 In truth I don't believe you understand me personally and few others: we
 both know that even if tomorrow morning Votes number will be 10.000, the
 process to the final target is long, complex and unsure; it is not for my
 career or that of few others, it is a way of thinking in the long run.
 
 I appreciate your opinion of experience when you say is better off working
 with
 a fully qualified programming language and tools rather than a third-party
 engine like Unity., but one method doesn't exclude the other one, rather...
 
 In any case I'm glad I have the opportunity to expose this
 First-Step-Project in this list.
 Thank you.
 
 Daniele.
 ---
 Gamers mailing 

Re: [Audyssey] info AudioGames Game Engine

2015-07-02 Thread Devin Prater
Yes but I think that kind of battle of ideas have been what makes up history. 
Do you think there was one singular idea about how America should be ran?

Sent from my iPhone

 On Jun 16, 2015, at 7:30 AM, Thomas Ward thomasward1...@gmail.com wrote:
 
 Hi Dark,
 
 Yeah, I know what you meant. However, I wanted to specify what types
 of games would appeal to the blind organizations. Generally
 educationally specific games would have an appeal to NFB, ACB, AFB,
 etc because they would have none of the stigma and other issues
 attached to them making them an ideal choice.
 
 The one thing you are not considering is that over the last couple of
 decades or so many Americans have caught a mental disease called
 political correctness. In our new politically correct world
 businesses, organizations, and government agencies are hesitant to
 adopt things that even smell like trouble. Anything and everything can
 be considered offensive by somebody and that kind of craziness is
 ruining America as a country because everybody is aloud to speak their
 mind, have a right to be heard, even though what they have to say
 might be absolutely insane. We are in many ways caught up in a culture
 war where ideas are being battled out in courts and in the news papers
 and TV over someone's ideas of what the right kind of society we
 should have.
 
 For example, take a simple card game like Blackjack or Poker. A
 non-Christian might find such a game as harmless entertainment. A
 Christian fundamentalist might view that game as sinful, evil, and as
 promoting the evils of gambling. So would take offense if they found
 such a game on a computer at their local NFB, ACB, or AFB training
 center. Thus what some might view as harmless entertainment another
 person might find reason to complain and raise a stink over it.
 Therefore an organization who doesn't want that kind of hassle would
 forego all games and not deal with the pressures that go with a bit of
 controversy.
 If you think I am stretching things I've known people my ex and I use
 to go to church with who didn't own a deck of playing cards because
 they thought card playing was sinful. They had the Microsoft card
 games like Solitaire, Hearts, etc removed from their computer because
 they didn't want them around. To a non-Christian like me I found their
 attitudes towards games a bit crazy, but once you understand the
 religiosity that runs deep in this country you would understand how
 passing out games to organizations could be a controversial  problem
 for them just because not all their clients are going to view those
 games as harmless entertainment. Either they are going to dislike them
 out of some religious sense of morality, or they may have this
 attitude that gamers are over grown children. Thus games might not be
 something organizations will want to per mote unless they are so
 neutral and generic that they don't offend anyone's sensibilities.
 
 As to the stigma of gamers themselves being overgrown kids I think for
 the most part that attitude is slowly falling off herein the states
 too. For one thing games haven't remained the same and they are
 growing up as the gamers have grown up.
 
 Back in the 80's games were basically toys. Games like Pac-Man,
 Centipede, and Frogger were rather childish and if one's definition of
 games is simple arcade games then yeah they would seem somewhat
 childish to some adults.
 
 However, as I pointed out games have grown up too. We have the horror
 games like Silent Hill which requires a more mature audience than your
 typical kid. Silent Hill is in many ways pretty darn disturbing and is
 designed for an older more mature gamer. Games like Grand Theft Auto
 also are not designed for kids per se and are for an older age group
 of gamers.
 
 I suspect those with the idea that gamers are lazy social outcasts,
 nerds, or overgrown kids are people who have no connection with games,
 are somewhat older people, thus have no idea how much games have
 changed. All they know is games are just some expensive toys that
 their children and perhaps grandchildren have not grown out of for
 some reason. They have not educated themselves on how different gaming
 is today than it was 20 or 30 years ago.
 
 Cheers!
 
 
 On 6/16/15, dark d...@xgam.org wrote:
 Hi Tom.
 
 I wasn't actually thinking of developers making specifically designed
 educational games to teach something (although it's obviously good when that
 
 happens as with the Looktell voiceover tutorial), just of presenting some of
 
 the games we already have as education exercises in pointing out what can be
 
 learnt from them.
 
 For example, many of the space invaders style audio titles encourage sound
 memorization and identification, several first person games like shades of
 doom require the player to learn techniques for navigating space from only
 audio information, while more recently on the Iphone we're seeing games like
 
 audio defense zombie arena that actually 

Re: [Audyssey] info AudioGames Game Engine

2015-07-02 Thread Devin Prater
4 hours on one thing? I admit to having played entombed for maybe 10 hours 
straight, but I could never do something as frustrating as learn to program for 
that long.

Sent from my iPhone

 On Jun 19, 2015, at 1:03 AM, Thomas Ward thomasward1...@gmail.com wrote:
 
 Hi Shaun,
 
 It sounds to me you are describing attention deficit disorder better
 known as A.D.D. In order to program anything let alone games you have
 to be able to sit down and spend more time than 30 minutes on it
 without becoming distracted. If you can't stay focused on a project
 more than 30 minutes there is no way you will ever get anything
 productive done. There were days at the height of game development
 where I sat down and worked for four hours straight without taking a
 break. Granted that was before my personal health issues came up, but
 the point here is that programming games and other software requires
 quite a commitment above and beyond five minutes here and there when a
 person feels like it.
 
 Cheers!
 
 
 On 6/17/15, shaun everiss sm.ever...@gmail.com wrote:
 wow been out of touch lately playing ironic renpy gamebooks.
 Anyway I agree with everything you have said up to this point.
 I tried to program but I never got that far never had the patience to
 stick with actual code nore the wish to write programs.
 While I can write stories in my head writing it down is impossible I
 never can get everything or if I do it its way to short or I forget
 and have a mindlock.
 Testing and sounds are my strong point though sound recorder and
 shoving sfx together is as far as I have needed to go.
 I have done some voice scripts but to be honest my hardware is budget
 and I have neither the cash or space more importantly space to store
 or use the more expensive stuff pluss my environment is just not cut
 out  for that sort of thing.
 I have also the lazyness issue where I tend to comit to stuff then
 suddenly get distracted or burn out  for no reason what so ever.
 Then I stress that if I have something I need to do that I won't get
 it in on time etc.
 Saying that the stuff I do do I try to do the best I can.
 However I have never been able to work for more than 30 minutes at a
 time even less and I have to be in a mood to even do things.
 This  mood can change depending on what the computer is doing or if
 something is on my plate to do or if I am completely relaxed.
 Sometimes I get to a point where I feel I can string things together
 and make something sometimes I get there sometimes I don't.
 Eventually though shortly before I am even done reality comes back to
 hit me again and I wander what I started and kill it till the next time.
 I find it hard to stick to some tasks long term  or if something is
 to hard or needs concentration over a sertain point I find it easier
 to put it off for ever so yeah to be a developer is hard work and as
 far as I care you devs are cool an do good things.
 I don't know if I will get to that stage I may do some day who knows.
 
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Re: [Audyssey] info AudioGames Game Engine

2015-07-02 Thread Devin Prater
Well if all this fails, I think the best way to go about things is to make an 
engine like BGT that works with multiple platforms. Perhaps Swift would be a 
good choice, or perhaps that thing Irion made would work, although I rather 
doubt it, and haven't heard of anything new in that for quite a while. Perhaps 
Python? I'd imagine Java is too clunkie for that, but Python and PyGame might 
be good choices, well if the project doesn't flop like that audio version of 
something close to super Mario bros did in 2006 or so.

Sent from my iPhone

 On Jul 1, 2015, at 2:16 PM, Thomas Ward thomasward1...@gmail.com wrote:
 
 Thanks, Dennis.
 
 Yes, I agree. It is not that I am outright apposed to making Unity
 accessible so much as I am very doubtful to what extent that
 accessibility would really help. We are talking about two completely
 different concepts. Unity was designed to create highly graphical
 visual games, and what a blind person needs is highly specialized
 audio based games. I have always felt that specialized languages and
 tools are better suited to making specialized software because the
 developer is not trying to tack accessibility onto something that was
 never designed for that purpose in the first place.
 
 That is why for the most part I have designed my own engine and some
 tools for game development. I have done well for myself, got what I
 wanted, and I don't have to mess around with pleading with some
 developer to make their tools accessible to me. Plus I have the
 advantages of owning the source code to same so can upgrade, change,
 or fix anything that needs done without having to file a bug report or
 feature request with some other developer. I suppose that just comes
 from a sense of independence and choice that some people do not have.
 
 Cheers!
 
 
 On 7/1/15, Dennis Towne s...@xirr.com wrote:
 As a programmer, I have to agree with Thomas, and I won't be signing it
 either.
 
 The biggest reason I have is that Unity is primarily a graphical
 development engine.  Sure, it has a lot of infrastructure, and sure
 there's a lot of utility in there - but fundamentally, it's designed
 for and used by game developers to make highly graphical, visual games
 for which there can be no little to no accessibility.  Making menus
 and other such things accessible is utterly unhelpful if the vast bulk
 of the games go into full screen rendered graphics immediately
 afterward.
 
 Also as Thomas said, specialized tools are really the 'correct' thing
 to do here.  Much like you wouldn't try to tack a backhoe or crane
 onto a bicycle, we shouldn't be trying to tack on accessibility
 support to a product designed from the ground up to develop graphical
 software.  Things like BGT are exceptionally good development tools,
 and I'm truly surprised it isn't used more by audio game devs.
 
 I know the community here is all about equality and 'just being able
 to play the same games that sighted people can' - but I really feel
 that's not only the wrong focus, but counterproductive.  My years of
 running AA have shown me that the best sighted interface is almost
 completely unusable to the blind, and the best blind interface is
 almost completely unusable to the sighted.  This is not a bug; this is
 a feature.  Blind games should be and have to be optimized for the
 blind, because the blind interact with the game in a fundamentally
 different way than the sighted.  Very few games are going to be able
 to provide both interfaces in a meaningful fashion.
 
 We should focus on games that are awesome for the blind because they
 were designed with the blind in mind, instead of trying to force
 developers to tack on token support that won't help anyone anyway.
 
 Dennis Towne
 
 Alter Aeon MUD
 http://www.alteraeon.com
 
 
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Re: [Audyssey] info AudioGames Game Engine

2015-07-02 Thread Daniele Casarola
Yes Dennis, Unity is primarily a graphical development engine, and yes,
 it's designed
for and used by game developers to make highly graphical, visual games.
You use always tools that are at first designed for graphic use: a word
processor, a chat client, a web browser,

etc.
Every kind of application isn’t blind friendly, you will always have to fit
to a graphic interface, and it doesn't

make sense to have application specifically for blinds, simply because you
share them with other people all

around the world.
But I understand you when you say you want your working tools to be dressed
upon your needs, and that

specialized tools are the correct thing to do, why should it be different?
Well… in this case it should: when you think to Unity Accessible you
think to what you lose, but if you accept

this “compromise” you can see that what you gain is higher than what you
lose.

I'm here also because I need your opinion, and to ask if what I've just
said can be valid or not. I don't know

indeed your specialized tools, and you don't know indeed Unity. I will show
my side.

Unreal Engine and CryEngine are strictly connected to high quality visual
experience, they have complex tools to

design massive terrain, vegetation, light effects, etc.
Unity isn’t like them, why the Unity Company should offer the same product
as the two colossus Unreal and

CryEngine? In fact it doesn’t.
When you at first open Unity, you won’t have any kind of complex tool for
character, terrain, AI, explosion,

collision, etc. In some case they are very basic, in other there aren’t at
all.
Basically it has a poor interface and tools, the minimum necessary:
-A window containing the list of all scene objects
-A window which shows properties of selected object
-A sort of Windows Explorer which shows all the files of your project in
your hard disk

But it lets you the ability to create or import the tools you need. This is
for me the first important point: the

flexibility. It is like a lego construction, you add or remove bricks
accordly with your need, you can create your

own tools, shortcut and interface if you want.
But, for now this is not so important for you.

Programming skills are absolutly required. This means job opportunities for
blind into a sighted pipeline. A

designer who opens Unity and say:Ok, now I create fast and easy the best
game in the world and I gain a lot of money, will be soon disappointed. A
lot of time during a Unity Project is spent on a script editor. Due to his
flexibility (it doesn't force you to a specific tool) you have to create
your own assets and scripts, or you can buy it in the Asset Store.
This is a second important point: the need of one in a lot of cases is the
need of many. You can spend hours and hours to create something that
already has been done, and with few dollars you save a lot of time, then
nothing prevents you from custom it. Do not underestimate the power of a
community, it makes the entire workflow more fluid and leaner, even if you
are theorically able to do all by yourself. In general a more complex
project can be realized in less time and, consequently, less money.

Third point: multiplatform. But doesn't need to spend words for that.

Another important thing is 3D sound.
A lot of modern disciplines must say thank you to VideoGames, because
they increased hardware and software progress. Now the graphic experience
has reached a high level, and the interest is moving toward the other part
which has been left behind: Audio.
Consider technologies like Oculus Rift, it means VR (Virtual Reality), both
for video and audio too. The future implementation of HRTF (Head-related
transfer function) for binaural effect and ambisonic sound. 3D Audio Render
Engine are yet in development. You can design and project acoustics of
environment not only for games but also for architectural purpose.
Why a blind person (developer or designer) should be cut off from all this?

Unfortunatley I don't take money if more users use Unity, and times to make
it full accessible are very long for use it in a short period into a strong
pipeline. If I say these things is because I really believe that an
application like that could improve audiogames development and
distribution, and job opportunities for blinds.
I'm not a good talker, and the limitation of language doesn't help. The web
is full of useful information about more technical subjects. You can also
ask in the forum for more specific how-to.

At the end... Unity is just a tool for a purpose. If you feel you have
reached the goal with other tools, sounds good anyway.

I thank you very much for this comparison.
Good Job.

Daniele.


2015-07-02 8:38 GMT+02:00 Devin Prater r.d.t.pra...@gmail.com:

 Well if all this fails, I think the best way to go about things is to make
 an engine like BGT that works with multiple platforms. Perhaps Swift would
 be a good choice, or perhaps that thing Irion made would work, although I
 rather doubt it, and haven't heard of 

Re: [Audyssey] info AudioGames Game Engine

2015-07-01 Thread Thomas Ward
Hello Daniele ,

You are right. One method does not exclude the other. I was merely
pointing out that for me personally it isn't something I'd be
interested in per suing as a developer. I was not, however, suggesting
that someone else such as yourself should follow the path I have
taken.

That said, I am somewhat skeptical, maybe even a bit cynical,  how
much ground we will get with the Unity developers. I may be surprised,
but in the majority of cases of talking with mainstream developers
they seem fairly apposed to introducing serious changes in their
products to add accessibility unless they can truly be convinced of
some financial or other benefit to the changes. Thus I guess you could
say I have given up trying. My philosophy is more or less do it myself
or not at all rather than depend on mainstream developers to take time
out of their lives to add accessibility to their product. That in a
nutshell is why I prefer to sit on the sidelines, because I have found
another way to go about the same results that work for me personally.

Cheers!


On 7/1/15, Daniele Casarola casaroladani...@gmail.com wrote:
 I'm sorry Thomas to read your words, above all after reading in this list
 about the real big lack between video games and audio games development.
 Someone who knows indeed Unity, its community, its asset store and its
 potentially wouldn't say something like that.
 In truth I don't believe you understand me personally and few others: we
 both know that even if tomorrow morning Votes number will be 10.000, the
 process to the final target is long, complex and unsure; it is not for my
 career or that of few others, it is a way of thinking in the long run.

 I appreciate your opinion of experience when you say is better off working
 with
 a fully qualified programming language and tools rather than a third-party
 engine like Unity., but one method doesn't exclude the other one,
 rather...

 In any case I'm glad I have the opportunity to expose this
 First-Step-Project in this list.
 Thank you.

 Daniele.
 ---
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Re: [Audyssey] info AudioGames Game Engine

2015-07-01 Thread Thomas Ward
Hi Scott,

Yes, cross-platform support is definitely one reason people may want
to use Unity. Anyone who has tried doing cross-platform development
learns early on that it is pretty difficult and a tool like Unity
obviously helps ease a developer in the transition from one platform
to another because it was developed for multiple platforms. That is
most definitely an advantage in Unity's favor over traditional
programming languages.

That said, the reason most accessible games are not cross-platform is
simply because the developer in question chose a lot of Windows
specific languages and tools like Visual Basic 6, for example, and now
are unable to change because their games and development tools were
tied specifically to Windows. Had they chosen C, C++, Python, Java, or
something else they would have had much more freedom to explore
alternative platforms. So while Unity would certainly help just
choosing a more cross-platform language and tools would work equally
well.

Cheers!



On 7/1/15, Scott Chesworth scottcheswo...@gmail.com wrote:
 Whether I agree or not, I think it's worth pointing out early on in
 the discussion that cross platform compatibility is probably a big
 draw when it comes to reasons that this chap would like to see Unity
 improve accessibility. BGT is great, but it doesn't help anyone
 compile games on iOS or any of the other platforms with fast growing
 adoption.

 I'm aware of just a few of the many hurdles in the way of decent cross
 platform accessibility, but will probably pop a vote down on this just
 in case it meets a receptive developer and something however small
 improves about the gaming experience on iOS or Mac.

 Just some thoughts...

 Scott

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Re: [Audyssey] info AudioGames Game Engine

2015-07-01 Thread Scott Chesworth
Whether I agree or not, I think it's worth pointing out early on in
the discussion that cross platform compatibility is probably a big
draw when it comes to reasons that this chap would like to see Unity
improve accessibility. BGT is great, but it doesn't help anyone
compile games on iOS or any of the other platforms with fast growing
adoption.

I'm aware of just a few of the many hurdles in the way of decent cross
platform accessibility, but will probably pop a vote down on this just
in case it meets a receptive developer and something however small
improves about the gaming experience on iOS or Mac.

Just some thoughts...

Scott

On 7/1/15, Dennis Towne s...@xirr.com wrote:
 As a programmer, I have to agree with Thomas, and I won't be signing it
 either.

 The biggest reason I have is that Unity is primarily a graphical
 development engine.  Sure, it has a lot of infrastructure, and sure
 there's a lot of utility in there - but fundamentally, it's designed
 for and used by game developers to make highly graphical, visual games
 for which there can be no little to no accessibility.  Making menus
 and other such things accessible is utterly unhelpful if the vast bulk
 of the games go into full screen rendered graphics immediately
 afterward.

 Also as Thomas said, specialized tools are really the 'correct' thing
 to do here.  Much like you wouldn't try to tack a backhoe or crane
 onto a bicycle, we shouldn't be trying to tack on accessibility
 support to a product designed from the ground up to develop graphical
 software.  Things like BGT are exceptionally good development tools,
 and I'm truly surprised it isn't used more by audio game devs.

 I know the community here is all about equality and 'just being able
 to play the same games that sighted people can' - but I really feel
 that's not only the wrong focus, but counterproductive.  My years of
 running AA have shown me that the best sighted interface is almost
 completely unusable to the blind, and the best blind interface is
 almost completely unusable to the sighted.  This is not a bug; this is
 a feature.  Blind games should be and have to be optimized for the
 blind, because the blind interact with the game in a fundamentally
 different way than the sighted.  Very few games are going to be able
 to provide both interfaces in a meaningful fashion.

 We should focus on games that are awesome for the blind because they
 were designed with the blind in mind, instead of trying to force
 developers to tack on token support that won't help anyone anyway.

 Dennis Towne

 Alter Aeon MUD
 http://www.alteraeon.com



 On Wed, Jul 1, 2015 at 10:12 AM, Daniele Casarola
 casaroladani...@gmail.com wrote:
 I'm sorry Thomas to read your words, above all after reading in this list
 about the real big lack between video games and audio games development.
 Someone who knows indeed Unity, its community, its asset store and its
 potentially wouldn't say something like that.
 In truth I don't believe you understand me personally and few others:
 we
 both know that even if tomorrow morning Votes number will be 10.000, the
 process to the final target is long, complex and unsure; it is not for my
 career or that of few others, it is a way of thinking in the long run.

 I appreciate your opinion of experience when you say is better off
 working
 with
 a fully qualified programming language and tools rather than a
 third-party
 engine like Unity., but one method doesn't exclude the other one,
 rather...

 In any case I'm glad I have the opportunity to expose this
 First-Step-Project in this list.
 Thank you.

 Daniele.
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the
 list,
 please send E-mail to gamers-ow...@audyssey.org.

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
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 You can make changes or update your subscription via the web, at
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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 

Re: [Audyssey] info AudioGames Game Engine

2015-07-01 Thread dark

Hi Dennis.

I don't have enough knolidge of unity one way or the other, however I will 
say audiogames have been developed with it previously.


Firstlyy, extant by  the creative heroes tame who run audiogames.net, it's 
still a beta but has a rather unique design for an fps game, sinse it's 
completely spherical with no walls anywhere:

http://creativehero.es/Extant

Then, there is a game called the blind swordsman developed for the sampsung 
vr headset, (no not the same one developed by Evildog games that has a page 
on the db, a different game of the same name): 
http://vrjam.challengepost.com/submissions/36270-blind-swordsman


Of course, how much mangling of the engine was required to create these I do 
not know, whether they had to for example place graphically invisible 
objects and then tie audio sound sources to them or some other shenanigans, 
but it's obviously possible to create audiogames with the thing some how, 
and (judging by Extant), games that handle full 360 degree movement and 
sound source tracking.


Of course, both of these are pretty experimental short affairs too rather 
than being extremely major game projects that have spawned highly successful 
titles, (I actually do wish Sander and Richard would develop extant some 
more it's a rather unique system), and whether this is because developing 
audio in unity is more of a pain than it would be without I'm not sure.


Beware the grue!
Dark.
There is always more to know, more to see, more to learn. The world is vast 
and wondrous strange and there are more things benieth the stars than even 
the archmaesters of the citadel can dream.
- Original Message - 
From: Dennis Towne s...@xirr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, July 01, 2015 6:53 PM
Subject: Re: [Audyssey] info AudioGames Game Engine


As a programmer, I have to agree with Thomas, and I won't be signing it 
either.


The biggest reason I have is that Unity is primarily a graphical
development engine.  Sure, it has a lot of infrastructure, and sure
there's a lot of utility in there - but fundamentally, it's designed
for and used by game developers to make highly graphical, visual games
for which there can be no little to no accessibility.  Making menus
and other such things accessible is utterly unhelpful if the vast bulk
of the games go into full screen rendered graphics immediately
afterward.

Also as Thomas said, specialized tools are really the 'correct' thing
to do here.  Much like you wouldn't try to tack a backhoe or crane
onto a bicycle, we shouldn't be trying to tack on accessibility
support to a product designed from the ground up to develop graphical
software.  Things like BGT are exceptionally good development tools,
and I'm truly surprised it isn't used more by audio game devs.

I know the community here is all about equality and 'just being able
to play the same games that sighted people can' - but I really feel
that's not only the wrong focus, but counterproductive.  My years of
running AA have shown me that the best sighted interface is almost
completely unusable to the blind, and the best blind interface is
almost completely unusable to the sighted.  This is not a bug; this is
a feature.  Blind games should be and have to be optimized for the
blind, because the blind interact with the game in a fundamentally
different way than the sighted.  Very few games are going to be able
to provide both interfaces in a meaningful fashion.

We should focus on games that are awesome for the blind because they
were designed with the blind in mind, instead of trying to force
developers to tack on token support that won't help anyone anyway.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com



On Wed, Jul 1, 2015 at 10:12 AM, Daniele Casarola
casaroladani...@gmail.com wrote:

I'm sorry Thomas to read your words, above all after reading in this list
about the real big lack between video games and audio games development.
Someone who knows indeed Unity, its community, its asset store and its
potentially wouldn't say something like that.
In truth I don't believe you understand me personally and few others: 
we

both know that even if tomorrow morning Votes number will be 10.000, the
process to the final target is long, complex and unsure; it is not for my
career or that of few others, it is a way of thinking in the long run.

I appreciate your opinion of experience when you say is better off 
working

with
a fully qualified programming language and tools rather than a 
third-party
engine like Unity., but one method doesn't exclude the other one, 
rather...


In any case I'm glad I have the opportunity to expose this
First-Step-Project in this list.
Thank you.

Daniele.
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages

Re: [Audyssey] info AudioGames Game Engine

2015-07-01 Thread Daniele Casarola
Please guys, support the project to make Unity Accessible.

Put your Vote to this feedback:
http://feedback.unity3d.com/suggestions/screen-reader-accessibility

More Votes, more visibility to Unity Developers.
Thomas, in one of your last posts you wrote that people usually say only
what they want, and they do nothing for that.
This is a first simple ste.

Thanks
---
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If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] info AudioGames Game Engine

2015-07-01 Thread Josh K

I want to vote but it is not letting me create an account.

follow me on twitter @joshknnd1982

On 7/1/2015 9:37 AM, Daniele Casarola wrote:

Please guys, support the project to make Unity Accessible.

Put your Vote to this feedback:
http://feedback.unity3d.com/suggestions/screen-reader-accessibility

More Votes, more visibility to Unity Developers.
Thomas, in one of your last posts you wrote that people usually say only
what they want, and they do nothing for that.
This is a first simple ste.

Thanks
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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Re: [Audyssey] info AudioGames Game Engine

2015-07-01 Thread Daniele Casarola
It should be quite easy, at this address:
https://accounts.unity3d.com/sign-up

Maybe they have some problems, try later if you can.
Please share the feedback link to other could interest to.
There's no other way to ask Unity Developers for this feature.

Thank you man.

2015-07-01 16:19 GMT+02:00 Josh K joshknnd1...@gmail.com:

 I want to vote but it is not letting me create an account.

 follow me on twitter @joshknnd1982

 On 7/1/2015 9:37 AM, Daniele Casarola wrote:

 Please guys, support the project to make Unity Accessible.

 Put your Vote to this feedback:
 http://feedback.unity3d.com/suggestions/screen-reader-accessibility

 More Votes, more visibility to Unity Developers.
 Thomas, in one of your last posts you wrote that people usually say only
 what they want, and they do nothing for that.
 This is a first simple ste.

 Thanks
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the
 list,
 please send E-mail to gamers-ow...@audyssey.org.



 ---
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 If you want to leave the list, send E-mail to
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 You can make changes or update your subscription via the web, at
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 All messages are archived and can be searched and read at
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Re: [Audyssey] info AudioGames Game Engine

2015-07-01 Thread Thomas Ward
Hi Daniele ,
\

While I understand you personally and a few others would like to see
Unity become accessible I  personally do not see a need. As a fully
qualified programmer myself I'm not in a position to require or desire
such a tool. So probably won't be adding my name to the feedback to
encourage the developers to make it accessible since Unity accessible
wouldn't effect me either way. I personally am of the opinion if one
wants to develop accessible games he or she is better off working with
a fully qualified programming language and tools rather than a
third-party engine like Unity.

Cheers!




On 7/1/15, Daniele Casarola casaroladani...@gmail.com wrote:
 Please guys, support the project to make Unity Accessible.

 Put your Vote to this feedback:
 http://feedback.unity3d.com/suggestions/screen-reader-accessibility

 More Votes, more visibility to Unity Developers.
 Thomas, in one of your last posts you wrote that people usually say only
 what they want, and they do nothing for that.
 This is a first simple ste.

 Thanks
 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.


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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] info AudioGames Game Engine

2015-07-01 Thread Josh K
the i agree checkbox was not accessible i had to have my son click it 
for me.


follow me on twitter @joshknnd1982

On 7/1/2015 10:28 AM, Daniele Casarola wrote:

It should be quite easy, at this address:
https://accounts.unity3d.com/sign-up

Maybe they have some problems, try later if you can.
Please share the feedback link to other could interest to.
There's no other way to ask Unity Developers for this feature.

Thank you man.

2015-07-01 16:19 GMT+02:00 Josh K joshknnd1...@gmail.com:


I want to vote but it is not letting me create an account.

follow me on twitter @joshknnd1982

On 7/1/2015 9:37 AM, Daniele Casarola wrote:


Please guys, support the project to make Unity Accessible.

Put your Vote to this feedback:
http://feedback.unity3d.com/suggestions/screen-reader-accessibility

More Votes, more visibility to Unity Developers.
Thomas, in one of your last posts you wrote that people usually say only
what they want, and they do nothing for that.
This is a first simple ste.

Thanks
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
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list,
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Re: [Audyssey] info AudioGames Game Engine

2015-07-01 Thread Dennis Towne
I agree Dark, and I'd never say you couldn't do it.  Rather, my whole
thrust was that if you're going to spend the time on it, it would be
best to use tools designed for that purpose, and target the games at
the people likely to be playing them.

Again, while it's completely possible to attach a backhoe to a
bicycle, there's a reason you don't see very many of them in the real
world.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com



On Wed, Jul 1, 2015 at 11:31 AM, dark d...@xgam.org wrote:
 Hi Dennis.

 I don't have enough knolidge of unity one way or the other, however I will
 say audiogames have been developed with it previously.

 Firstlyy, extant by  the creative heroes tame who run audiogames.net, it's
 still a beta but has a rather unique design for an fps game, sinse it's
 completely spherical with no walls anywhere:
 http://creativehero.es/Extant

 Then, there is a game called the blind swordsman developed for the sampsung
 vr headset, (no not the same one developed by Evildog games that has a page
 on the db, a different game of the same name):
 http://vrjam.challengepost.com/submissions/36270-blind-swordsman

 Of course, how much mangling of the engine was required to create these I do
 not know, whether they had to for example place graphically invisible
 objects and then tie audio sound sources to them or some other shenanigans,
 but it's obviously possible to create audiogames with the thing some how,
 and (judging by Extant), games that handle full 360 degree movement and
 sound source tracking.

 Of course, both of these are pretty experimental short affairs too rather
 than being extremely major game projects that have spawned highly successful
 titles, (I actually do wish Sander and Richard would develop extant some
 more it's a rather unique system), and whether this is because developing
 audio in unity is more of a pain than it would be without I'm not sure.

 Beware the grue!
 Dark.
 There is always more to know, more to see, more to learn. The world is vast
 and wondrous strange and there are more things benieth the stars than even
 the archmaesters of the citadel can dream.
 - Original Message - From: Dennis Towne s...@xirr.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, July 01, 2015 6:53 PM
 Subject: Re: [Audyssey] info AudioGames Game Engine



 As a programmer, I have to agree with Thomas, and I won't be signing it
 either.

 The biggest reason I have is that Unity is primarily a graphical
 development engine.  Sure, it has a lot of infrastructure, and sure
 there's a lot of utility in there - but fundamentally, it's designed
 for and used by game developers to make highly graphical, visual games
 for which there can be no little to no accessibility.  Making menus
 and other such things accessible is utterly unhelpful if the vast bulk
 of the games go into full screen rendered graphics immediately
 afterward.

 Also as Thomas said, specialized tools are really the 'correct' thing
 to do here.  Much like you wouldn't try to tack a backhoe or crane
 onto a bicycle, we shouldn't be trying to tack on accessibility
 support to a product designed from the ground up to develop graphical
 software.  Things like BGT are exceptionally good development tools,
 and I'm truly surprised it isn't used more by audio game devs.

 I know the community here is all about equality and 'just being able
 to play the same games that sighted people can' - but I really feel
 that's not only the wrong focus, but counterproductive.  My years of
 running AA have shown me that the best sighted interface is almost
 completely unusable to the blind, and the best blind interface is
 almost completely unusable to the sighted.  This is not a bug; this is
 a feature.  Blind games should be and have to be optimized for the
 blind, because the blind interact with the game in a fundamentally
 different way than the sighted.  Very few games are going to be able
 to provide both interfaces in a meaningful fashion.

 We should focus on games that are awesome for the blind because they
 were designed with the blind in mind, instead of trying to force
 developers to tack on token support that won't help anyone anyway.

 Dennis Towne

 Alter Aeon MUD
 http://www.alteraeon.com



 On Wed, Jul 1, 2015 at 10:12 AM, Daniele Casarola
 casaroladani...@gmail.com wrote:

 I'm sorry Thomas to read your words, above all after reading in this list
 about the real big lack between video games and audio games development.
 Someone who knows indeed Unity, its community, its asset store and its
 potentially wouldn't say something like that.
 In truth I don't believe you understand me personally and few others:
 we
 both know that even if tomorrow morning Votes number will be 10.000, the
 process to the final target is long, complex and unsure; it is not for my
 career or that of few others, it is a way of thinking in the long run.

 I appreciate your opinion of experience when you say is better off

Re: [Audyssey] info AudioGames Game Engine

2015-07-01 Thread Bryan Peterson

Excellent points there.



Focus your powers and prepare for buttle.
-Original Message- 
From: Dennis Towne

Sent: Wednesday, July 01, 2015 11:53 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] info AudioGames Game Engine

As a programmer, I have to agree with Thomas, and I won't be signing it 
either.


The biggest reason I have is that Unity is primarily a graphical
development engine.  Sure, it has a lot of infrastructure, and sure
there's a lot of utility in there - but fundamentally, it's designed
for and used by game developers to make highly graphical, visual games
for which there can be no little to no accessibility.  Making menus
and other such things accessible is utterly unhelpful if the vast bulk
of the games go into full screen rendered graphics immediately
afterward.

Also as Thomas said, specialized tools are really the 'correct' thing
to do here.  Much like you wouldn't try to tack a backhoe or crane
onto a bicycle, we shouldn't be trying to tack on accessibility
support to a product designed from the ground up to develop graphical
software.  Things like BGT are exceptionally good development tools,
and I'm truly surprised it isn't used more by audio game devs.

I know the community here is all about equality and 'just being able
to play the same games that sighted people can' - but I really feel
that's not only the wrong focus, but counterproductive.  My years of
running AA have shown me that the best sighted interface is almost
completely unusable to the blind, and the best blind interface is
almost completely unusable to the sighted.  This is not a bug; this is
a feature.  Blind games should be and have to be optimized for the
blind, because the blind interact with the game in a fundamentally
different way than the sighted.  Very few games are going to be able
to provide both interfaces in a meaningful fashion.

We should focus on games that are awesome for the blind because they
were designed with the blind in mind, instead of trying to force
developers to tack on token support that won't help anyone anyway.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com



On Wed, Jul 1, 2015 at 10:12 AM, Daniele Casarola
casaroladani...@gmail.com wrote:

I'm sorry Thomas to read your words, above all after reading in this list
about the real big lack between video games and audio games development.
Someone who knows indeed Unity, its community, its asset store and its
potentially wouldn't say something like that.
In truth I don't believe you understand me personally and few others: we
both know that even if tomorrow morning Votes number will be 10.000, the
process to the final target is long, complex and unsure; it is not for my
career or that of few others, it is a way of thinking in the long run.

I appreciate your opinion of experience when you say is better off 
working

with
a fully qualified programming language and tools rather than a third-party
engine like Unity., but one method doesn't exclude the other one, 
rather...


In any case I'm glad I have the opportunity to expose this
First-Step-Project in this list.
Thank you.

Daniele.
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] info AudioGames Game Engine

2015-07-01 Thread Thomas Ward
Thanks, Dennis.

Yes, I agree. It is not that I am outright apposed to making Unity
accessible so much as I am very doubtful to what extent that
accessibility would really help. We are talking about two completely
different concepts. Unity was designed to create highly graphical
visual games, and what a blind person needs is highly specialized
audio based games. I have always felt that specialized languages and
tools are better suited to making specialized software because the
developer is not trying to tack accessibility onto something that was
never designed for that purpose in the first place.

That is why for the most part I have designed my own engine and some
tools for game development. I have done well for myself, got what I
wanted, and I don't have to mess around with pleading with some
developer to make their tools accessible to me. Plus I have the
advantages of owning the source code to same so can upgrade, change,
or fix anything that needs done without having to file a bug report or
feature request with some other developer. I suppose that just comes
from a sense of independence and choice that some people do not have.

Cheers!


On 7/1/15, Dennis Towne s...@xirr.com wrote:
 As a programmer, I have to agree with Thomas, and I won't be signing it
 either.

 The biggest reason I have is that Unity is primarily a graphical
 development engine.  Sure, it has a lot of infrastructure, and sure
 there's a lot of utility in there - but fundamentally, it's designed
 for and used by game developers to make highly graphical, visual games
 for which there can be no little to no accessibility.  Making menus
 and other such things accessible is utterly unhelpful if the vast bulk
 of the games go into full screen rendered graphics immediately
 afterward.

 Also as Thomas said, specialized tools are really the 'correct' thing
 to do here.  Much like you wouldn't try to tack a backhoe or crane
 onto a bicycle, we shouldn't be trying to tack on accessibility
 support to a product designed from the ground up to develop graphical
 software.  Things like BGT are exceptionally good development tools,
 and I'm truly surprised it isn't used more by audio game devs.

 I know the community here is all about equality and 'just being able
 to play the same games that sighted people can' - but I really feel
 that's not only the wrong focus, but counterproductive.  My years of
 running AA have shown me that the best sighted interface is almost
 completely unusable to the blind, and the best blind interface is
 almost completely unusable to the sighted.  This is not a bug; this is
 a feature.  Blind games should be and have to be optimized for the
 blind, because the blind interact with the game in a fundamentally
 different way than the sighted.  Very few games are going to be able
 to provide both interfaces in a meaningful fashion.

 We should focus on games that are awesome for the blind because they
 were designed with the blind in mind, instead of trying to force
 developers to tack on token support that won't help anyone anyway.

 Dennis Towne

 Alter Aeon MUD
 http://www.alteraeon.com


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Re: [Audyssey] info AudioGames Game Engine

2015-07-01 Thread Dennis Towne
As a programmer, I have to agree with Thomas, and I won't be signing it either.

The biggest reason I have is that Unity is primarily a graphical
development engine.  Sure, it has a lot of infrastructure, and sure
there's a lot of utility in there - but fundamentally, it's designed
for and used by game developers to make highly graphical, visual games
for which there can be no little to no accessibility.  Making menus
and other such things accessible is utterly unhelpful if the vast bulk
of the games go into full screen rendered graphics immediately
afterward.

Also as Thomas said, specialized tools are really the 'correct' thing
to do here.  Much like you wouldn't try to tack a backhoe or crane
onto a bicycle, we shouldn't be trying to tack on accessibility
support to a product designed from the ground up to develop graphical
software.  Things like BGT are exceptionally good development tools,
and I'm truly surprised it isn't used more by audio game devs.

I know the community here is all about equality and 'just being able
to play the same games that sighted people can' - but I really feel
that's not only the wrong focus, but counterproductive.  My years of
running AA have shown me that the best sighted interface is almost
completely unusable to the blind, and the best blind interface is
almost completely unusable to the sighted.  This is not a bug; this is
a feature.  Blind games should be and have to be optimized for the
blind, because the blind interact with the game in a fundamentally
different way than the sighted.  Very few games are going to be able
to provide both interfaces in a meaningful fashion.

We should focus on games that are awesome for the blind because they
were designed with the blind in mind, instead of trying to force
developers to tack on token support that won't help anyone anyway.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com



On Wed, Jul 1, 2015 at 10:12 AM, Daniele Casarola
casaroladani...@gmail.com wrote:
 I'm sorry Thomas to read your words, above all after reading in this list
 about the real big lack between video games and audio games development.
 Someone who knows indeed Unity, its community, its asset store and its
 potentially wouldn't say something like that.
 In truth I don't believe you understand me personally and few others: we
 both know that even if tomorrow morning Votes number will be 10.000, the
 process to the final target is long, complex and unsure; it is not for my
 career or that of few others, it is a way of thinking in the long run.

 I appreciate your opinion of experience when you say is better off working
 with
 a fully qualified programming language and tools rather than a third-party
 engine like Unity., but one method doesn't exclude the other one, rather...

 In any case I'm glad I have the opportunity to expose this
 First-Step-Project in this list.
 Thank you.

 Daniele.
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Re: [Audyssey] info AudioGames Game Engine

2015-07-01 Thread Daniele Casarola
I'm sorry Thomas to read your words, above all after reading in this list
about the real big lack between video games and audio games development.
Someone who knows indeed Unity, its community, its asset store and its
potentially wouldn't say something like that.
In truth I don't believe you understand me personally and few others: we
both know that even if tomorrow morning Votes number will be 10.000, the
process to the final target is long, complex and unsure; it is not for my
career or that of few others, it is a way of thinking in the long run.

I appreciate your opinion of experience when you say is better off working
with
a fully qualified programming language and tools rather than a third-party
engine like Unity., but one method doesn't exclude the other one, rather...

In any case I'm glad I have the opportunity to expose this
First-Step-Project in this list.
Thank you.

Daniele.
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Re: [Audyssey] info AudioGames Game Engine

2015-07-01 Thread Devin Prater
If the game were on mac or iOS, in-app purchases could be good for expanding 
the game, and giving the dev a reason to.

Sent from my iPhone

 On Jun 13, 2015, at 1:03 AM, Thomas Ward thomasward1...@gmail.com wrote:
 
 Hi Mohsin ,
 
 Honestly most of our games seem more on par with mainstream games from
 20 years ago rather than 10 to 15 years ago. I'd say comparing our
 games to Sega, Nintendo, or any other games from 10 to 15 years ago is
 pretty conservative as I happen to own a number of console games from
 2000 to 2005 and a lot of them are far superior to any audio game I
 know of in terms of audio, graphics, game play, etc. So the question
 at hand is what to do about it.
 
 It is all well and good to plead for better and more advanced audio
 games.  It is even alright to encourage our developers to build better
 and more complex games. However, until certain issues have practical
 solutions the audio games industry isn't going anywhere.
 
 First, is finances. Our audio game developers are not multi-million
 dollar companies with lots of money to pay out on royalties for
 sounds, music, and top notch acting. So one way you can accomplish
 your goal of better audio games is by helping us find ways to finance
 our game development. People have tried kickstarter and crowd funding
 with mixed success. Others have tried taking preorders and not managed
 to raise the funds they really needed. There are ways of razing money
 but so far none of the usual ways were too successful at sponsoring an
 audio game for such a limited market as ours.
 
 Second, time it takes to develop a very complex game. Now, obviously
 if more advanced game engines like Unity were accessible that would
 drastically cut down the time and effort it takes to create an audio
 game, but the fact of the matter is such an engine does not exist for
 audio game developers. Most have to put blood sweat and tears into a
 creation even with a tool like BGT making it a long and drawn out
 process to put together a simple side-scroller like Q9 let alone
 something as complex as Call of Duty, Assassin Creed, or Mass Effect.
 Until we have a method and means of creating bigger and complex games
 without taking years to create a game I don't see anyone really doing
 so. Its not that they don't want to, but that the method and means
 just isn't there.
 
 The problem comes back to time management. If we have a five year
 period is it better for a developer to spend that entire five year
 period developing one massively complex game or perhaps writing five
 smaller arcade games. Those desiring a bigger more complex game would
 ask that he or she spend the time on a bigger and better game, but it
 might be more beneficial for the community as a whole to have five
 smaller and less complex games.
 
 Then, there is the issue of the money. If a developer is a commercial
 developer he or she will make more money off five or six smaller games
 than he or she will ever make off of one big complex game. The
 financial returns on an Assassin Creed or Call of Duty just isn't
 there because there aren't enough blind gamers out there to support
 such a game financially.
 
 In summary what I am hearing from threads like this is a lot of I
 wants. How about some solid and constructive ideas to resolve the
 difficulties of developing such a game and we will see if it is
 possible.
 
 Cheers!
 
 
 On 6/12/15, Mohsin Ali sma...@gmail.com wrote:
 Hello Thomas!
 
 yes, all of your points are valid and I agree completely with them,
 however, we must find a way to evolve because, if you see the present
 level of audio games, then you will find that they are equelant to
 those of sega or Nintendo systems 10  or 15 years ago.
 
 as an audio gamer my self, I want more games which have better audio
 and have a large setting of missions and story etc.
 
 I know that our lovely developers are sweating blood while making all
 of the present games but , you know, when I hear the quality and story
 of normal games like assassin creed, hitman, age of empire, empire
 earth, call of duty , mass effect, strong hold crusader, grand theft
 auto, EA sports, EA games SIMS. and many many more, then I feel very
 much left out.
 
 again I know that we are too much scattered all over the globe to sit
 together and develop games but, I want somebody to come forward and
 start leading this campaign.
 
 I myself am not a proper programmer or I would have taken this initial
 step.
 
 
 at the end I'd like to plead that guys! please , please think about
 it, and try to find a way to do it. that's all we ask.
 
 
 salute  to all of the programmers and developers.
 
 
 cheers.
 
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Re: [Audyssey] info AudioGames Game Engine

2015-07-01 Thread Devin Prater
Well guess what guys. We can either make our own, or make those that are 
already made accessible, sort of like the mario the audio edition. 

Sent from my iPhone

 On Jun 15, 2015, at 1:33 AM, Thomas Ward thomasward1...@gmail.com wrote:
 
 Hi Mohsin ,
 
 I can definitely understand where you are coming from because I was
 where you are now a few years ago. I was a sighted gamer up until my
 mid teens when I went blind, and when I went to college I had some
 idea I'd get a degree in computer science and be a computer
 programmer. My initial idea or dream was to write accessible computer
 games equivalent to those I had ben exposed to before I lost my sight.
 Stuff like Quake, Doom, Tomb Raider, Jedi Knight, Soldier of Fortune,
 etc. I was convinced all I needed to do was learn to program and from
 their it would be easy. As it turned out it wasn't as simple or as
 straight forward as I thought.
 
 Interesting enough I personally did not find learning programming to
 be that hard. I know we are all different, some learn things easier
 than others, but by far learning to develop games was actually easier
 than other aspects of the process. There are a lot of problems I had
 not even imagined or considered when I decided to specialize in game
 programming. Things that were in my opinion much more difficult than
 the programming required to write a game or accessible product.
 
 One issue I see as a problem for audio game developers is advertising.
 Sure there are a few hundred blind customers on Audyssey and the Audio
 Games Forum, but the reality is they are just a small minority of the
 thousands perhaps millions of blind people world wide who are not
 connected with any audio gaming venue. Let's face it advertising via
 TV and radio can get extremely expensive. So expensive that it would
 take incredible financing to market a product that way. News Papers
 are a cheaper method of advertising games and other products, but
 there we have the problem of its not an accessible means of
 communication from an audio game developer to his/her potential blind
 customers. We can assume the majority of blind people do not read the
 morning paper and if they do an aid or family member reads it to them
 meaning that the best we can hope for that a friend or family member
 brings it to the blind persons attention. Regardless of the method and
 means a developer looks at it is going to cost a lot of money to get
 the word out about their product, and there does not seem to be a good
 method to market a product to the blind community at large at this
 time.
 
 Another difficulty is just demographics and age. It is a well known
 fact that the majority of people with vision problems today are senior
 citizens who are 60 or older. In other words people who are
 grandparents who likely have different interests than their grandkids
 in their teens or early 20's. As a result a young developer might
 spend years writing a blockbuster equivalent to the latest and
 greatest mainstream game aimed at his or generation only to discover
 it has absolutely no market value beyond his generation. The older
 generation of senior citizens, who make up the majority of the blind
 and low vision market, aren't interested in that type of game. So
 while it sounds exciting and fun to create accessible versions of our
 favorite mainstream game or games it turns out it might not be
 marketable outside of a handful of enthusiasts our own age.
 
 There is a way to offset both of those problems and that is to create
 games that can directly be sold in the mainstream market as indie
 games. The problem there is the game developer will have to compete
 with other indie games of similar quality by hiring a graphics
 designer, learn how to do proper graphics animation, and will involve
 more time and overhead in adding lots of visual effects that won't aid
 the audio games community. Thus potentially distracting the developer
 from other concerns.
 
 Bottom line, I see where you are coming from. A lot of younger blind
 people have this dream of having accessible audio games equivalent to
 the mainstream games they know and love, but as you can hopefully see
 it is not that simple. There are an entire host of issues unresolved
 in terms of marketing, of developing games for the right age group,
 and so forth that need to be discussed. Programming the game we want
 is only half the story because after some developer does it he or she
 still needs to find a way to market it to the community at large and
 find like minded gamers in the right age group.
 
 Cheers!
 
 
 On 6/14/15, Mohsin Ali sma...@gmail.com wrote:
 Hi Thomas,
 
 I see your point now, yes, you are right on both accounts, and I agree
 that those are all valid reasons. but, you cant fault a man for hoping
 of better future. we all must put some effort to accomplish this task.
 although, I am studying history, but I did my intermediate in computer
 science, and am trying to make the heads and 

Re: [Audyssey] info AudioGames Game Engine

2015-07-01 Thread Thomas Ward
Hi Daniele,

Upon re reading your message I must confess I don't really understand
what you are after and what it is specifically about Unity that is so
great. You mentioned if I knew Unity, its community, its assets store,
etc that I wouldn't say what I did. Well, I'm here to confess I know
little about those things, and that is why I am left a bit curious as
to what it is about Unity you feel so strongly will aid the audio
games community. I am getting the impression by the tone of your
messages you believe if Unity were accessible that it would bring in
some new and possibly spectacular games for the blind, and I'm frankly
skeptical about such a view. However, rather than put words in your
mouth that you did not say or intend let me simply ask what it is
about Unity, its community, its assets store, etc that makes it the
tool of tools for blind game developers above all others?

I'm asking this as someone who has been to an accredited state
college, took computer science courses, and am skilled with languages
such as C, C++, Python, Java, Visual Basic, etc so am having
difficulties seeing how a tool like Unity, assuming it were
accessible, would be better than what I know and use for my own games
and other projects. Although, I have not released all of my games to
this particular community I do know how to develop decent games in the
languages and tools mentioned above, and am curious if Unity were
truly accessible what you expect I could do with it that I could not
do with a standard programming language and tools. Point being if I
were to join your cause in requesting that Unity become accessible
what could I do with it that would be better or superior to what I
already use?

To get to the point. I have seen a number of posts from you extolling
that Unity is so great, so wonderful, and seem to be indicating that
we need this tool to be accessible for audio games to grow and
continue. That may or may not be your intent, but if you are of the
opinion Unity is necessary I want to know why. Why is Unity so great,
so wonderful, and so vital for audio game developers?

Cheers!


On 7/1/15, Daniele Casarola casaroladani...@gmail.com wrote:
 I'm sorry Thomas to read your words, above all after reading in this list
 about the real big lack between video games and audio games development.
 Someone who knows indeed Unity, its community, its asset store and its
 potentially wouldn't say something like that.
 In truth I don't believe you understand me personally and few others: we
 both know that even if tomorrow morning Votes number will be 10.000, the
 process to the final target is long, complex and unsure; it is not for my
 career or that of few others, it is a way of thinking in the long run.

 I appreciate your opinion of experience when you say is better off working
 with
 a fully qualified programming language and tools rather than a third-party
 engine like Unity., but one method doesn't exclude the other one,
 rather...

 In any case I'm glad I have the opportunity to expose this
 First-Step-Project in this list.
 Thank you.

 Daniele.

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Re: [Audyssey] info AudioGames Game Engine

2015-06-27 Thread Shaun Everiss

I would like 2000 per week it would sertainly make life a lot easier grin
Right now, a whole lot of little internal life dramas not just for me 
but the entire family mean we actually are a bit full up cash is the 
least of those but yeah we all wouldn't mind even more cash.
I have just listened to a news article that told of a guy in some large 
city organisation that earned a lot of cash and stole more because he 
recond he wasn't being payed his share so yeah everyone seems to want 
more than they have



On 25/06/2015 1:49 a.m., Thomas Ward wrote:

Ah, that makes a lot more sense. I'd say $200 per week sounds a lot
more like what a blind person on government benefits makes per week on
average in most countries. Although, I'm sure we all would like it if
we got $2,000 per week. Then, we'd be sitting pretty comfortable. LOL.

Cheers!


On 6/22/15, shaun everiss sm.ever...@gmail.com wrote:

it was a typo.
This keyboard has seen better days.
its 200 dollars new zealand ones.
This board is used for everything from games to blogs.
I used to have an external but one of the systems here got a flat
wireless and the user hasn't fixed his, pluss with all the crazyness
going on I just havn't got round to get it back.


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Re: [Audyssey] info AudioGames Game Engine

2015-06-24 Thread shaun everiss

it was a typo.
This keyboard has seen better days.
its 200 dollars new zealand ones.
This board is used for everything from games to blogs.
I used to have an external but one of the systems here got a flat 
wireless and the user hasn't fixed his, pluss with all the crazyness 
going on I just havn't got round to get it back.


At 10:27 a.m. 22/06/2015, you wrote:

Hi Valiant,

It must be a typo or Shaun is not talking about U.S. dollars. You are
right $2,200 per week would be a lot of money and just one weeks
paycheck would be enough to live comfortably for a month let alone
getting that on a weekly basis assuming of course the person was
living in a relatively low income area. So I'd have to say he was
probably meaning to say $220 not $2,200.

Cheers!


On 6/21/15, valiant8086 valiant8...@gmail.com wrote:
 Hi.
 Lol is 2200 a typo? Here in the US, you can do a lot with 2200 dollars
 if you live in the right place. That lasts our 3 person family a whole
 month though just barely and we have a new four wheel drive truck with a
 6 leter v8 gas guzzling engine, a pretty fancy car, a new comfortable
 home that we own, not rent, and we use natural gas for heat, electricity
 for cooling and whatnot. Granted, we built the house ourselves, but still.


 Cheers, Sent with Thunderbird 31.3.0 portable

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Re: [Audyssey] info AudioGames Game Engine

2015-06-24 Thread Thomas Ward
Ah, that makes a lot more sense. I'd say $200 per week sounds a lot
more like what a blind person on government benefits makes per week on
average in most countries. Although, I'm sure we all would like it if
we got $2,000 per week. Then, we'd be sitting pretty comfortable. LOL.

Cheers!


On 6/22/15, shaun everiss sm.ever...@gmail.com wrote:
 it was a typo.
 This keyboard has seen better days.
 its 200 dollars new zealand ones.
 This board is used for everything from games to blogs.
 I used to have an external but one of the systems here got a flat
 wireless and the user hasn't fixed his, pluss with all the crazyness
 going on I just havn't got round to get it back.

---
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Re: [Audyssey] info AudioGames Game Engine

2015-06-21 Thread Dakotah Rickard
Hi all.
I skipped a good chunk of this, so I'm sort of coming in blind, as it
were, to the last parts of the debate.

First of all, one of the biggest things to hit the internet has been
social media. I'm talking Twitter, Facebook, Youtube. We need to
advertise there, and we need to stop talking about games for the
blind. That was in quotes. Papa Sangre, Audio Defense, etc. don't
market themselves as games for the blind. They market themselves as
audiogames. Yes, the distinction is small, but it is tremendously
important. Frankly, blindness scares a good chunk of the sighted
population. They feel they can't relate to a blind person, so why
would they want to play a game for the blind. (Not trying to nag, but
that has been my argument about a lot of the entries on
audiogames.net. It's more like BlindGames.net.)

Anyway, the second part of the contribution I'd like to make is this.
It's really easy to want to do everything oneself. It's someone's
dream that gets games off the ground. Someone's idea that gets put
into all the work. That's why I was so pleased with Aprone and Jason
Alan, because they actively wanted community feedback throughout the
process of game creation. I can personally point to several examples
of suggestions I made that got into both Entombed and Swamp. That kind
of flexibility is necessary in a larger project.
If there were to be a larger project, there would be conflicts and
clashing. The person in charge would have to be able to deal with
that, because nobody really has thus far. Also, we now have the
technology to minimize equipment differences and environmental
difficulties with volunteers recording their voices. So if someone
wanted to get a project up in the air, and if someone wanted to get
volunteers, it would be less difficult.

Please allow me to illustrate. I sent an e-mail, I think, about two
years ago to Jean-Leuc Pontico and Jeremy Kaldobsky. I had judged the
creations they had made and their level of skill necessary to the
project I set forth. I wanted them to make a highly scaled back indie
game on similar lines to the Sims franchise. I knew it could be done,
because the iPhone app store has many examples of indie life sim
games. I gave them possible interfaces. I gave them ideas of variable
management. I gave them, in short, a project outline. Neither of the
two could take the project at the time, so it didn't get done, what
with my very limited programming skills not being up to the challenge.

However, let's say that there was a tremendous positive response to my
idea on-list. I would immediately set up a request for developers
willing to take up the challenge. I would try to figure out what
skills they had in common, so as to pull the most people with
appropriate skills.
I would set up a crowd-funding campaign with similar layout to the
Entombed funding campaign I mapped out on that list, if anyone saw
that. It would involve multiple funding levels, each with appropriate
compensation.
Given that the game would be a life simulation, most of what we need
would, sound wise, would already be available with a little time and
patience. In order to maximize continuity with possible other sound
sources, all recording would be done with iPhones. I would help with
UI design, the hardest part of most complex projects, so I'm told. I
could also step in to help people manage possible difficulties they
had in making something work.
I would act as that project manager people have said is lacking.

When the game was complete, it would be sold, not as a game for the
blind but as an audiogame, or maybe simply as a non-graphical game. I
would have trailors on Youtube. I'd try to get big name game reviewers
(Pewtie pie, Total Biscuit, etc.) to give the thing a chance, thus
generating publicity. I'd get as many smaller reviewers as I could to
do the same, and I'd post the game on social media accounts as well.
I'm not saying the dev team would be able to move to the Bahamas or
anything, but I think that we might make something off the thing at
least.

My point in elaborating so heavily on that potential project is this.
It can be done. It's not impossible. Frankly, it's not even that
difficult, with some division of labor. I just need people to tell me
they're interested in helping and what skills they possess.

We hold ourselves back simply by not moving forward.



On 6/19/15, Josh K joshknnd1...@gmail.com wrote:
 yes and my longtime favorites will always be jim kitchen's games,
 especially football and baseball. those are my favorites and now with
 talking dosbox i can play both versions of his games with ASAP talking
 through NVDA!

 follow me on twitter @joshknnd1982

 On 6/17/2015 2:06 AM, shaun everiss wrote:
 Maybe josh, I have misgivings on blind organisations taking a serious
 look at gaming in general over educational card and board though.
 Its about all they are interested in.
 I had a project I was going to do with schools on a old unused laptop,
 but suddenly it fell 

Re: [Audyssey] info AudioGames Game Engine

2015-06-21 Thread shaun everiss

I agree they were the first games I started with back in dos.
The others I like are the richard desteno games especially since a 
lot of them are windows console apps.


At 02:40 a.m. 20/06/2015, you wrote:
yes and my longtime favorites will always be jim kitchen's games, 
especially football and baseball. those are my favorites and now 
with talking dosbox i can play both versions of his games with ASAP 
talking through NVDA!


follow me on twitter @joshknnd1982

On 6/17/2015 2:06 AM, shaun everiss wrote:
Maybe josh, I have misgivings on blind organisations taking a 
serious look at gaming in general over educational card and board though.

Its about all they are interested in.
I had a project I was going to do with schools on a old unused 
laptop, but suddenly it fell through.
Then there are those that get games that don't necessarily portray 
what the gaming industry is now yet they are marketed as what the 
blind play and always play.
In an extreme example if I was told that all blind and disabled 
people were poor helpless and stupid I'd probably believe them.
In gaming terms if I was told that board games were all we could 
ever play and didn't get the net or other ways or was to scared to 
look at other ways I'd probably believe that to.
My point I don't trust some of these organisations, they have their 
own agendas and interests.

At least I think they must.
I know there are big game developer conferences but the point is 
there are so many potential developers.
The fact with tech and such getting better and better means things 
are not as dyre as it once was but even so.


At 02:16 a.m. 16/06/2015, you wrote:
I think the best way to really get games out there would be to 
attend the ACB and nfb conventions and bring them to the attention 
of many many blind people and agencies.


follow me on twitter @joshknnd1982

On 6/15/2015 2:33 AM, Thomas Ward wrote:

Hi Mohsin ,

I can definitely understand where you are coming from because I was
where you are now a few years ago. I was a sighted gamer up until my
mid teens when I went blind, and when I went to college I had some
idea I'd get a degree in computer science and be a computer
programmer. My initial idea or dream was to write accessible computer
games equivalent to those I had ben exposed to before I lost my sight.
Stuff like Quake, Doom, Tomb Raider, Jedi Knight, Soldier of Fortune,
etc. I was convinced all I needed to do was learn to program and from
their it would be easy. As it turned out it wasn't as simple or as
straight forward as I thought.

Interesting enough I personally did not find learning programming to
be that hard. I know we are all different, some learn things easier
than others, but by far learning to develop games was actually easier
than other aspects of the process. There are a lot of problems I had
not even imagined or considered when I decided to specialize in game
programming. Things that were in my opinion much more difficult than
the programming required to write a game or accessible product.

One issue I see as a problem for audio game developers is advertising.
Sure there are a few hundred blind customers on Audyssey and the Audio
Games Forum, but the reality is they are just a small minority of the
thousands perhaps millions of blind people world wide who are not
connected with any audio gaming venue. Let's face it advertising via
TV and radio can get extremely expensive. So expensive that it would
take incredible financing to market a product that way. News Papers
are a cheaper method of advertising games and other products, but
there we have the problem of its not an accessible means of
communication from an audio game developer to his/her potential blind
customers. We can assume the majority of blind people do not read the
morning paper and if they do an aid or family member reads it to them
meaning that the best we can hope for that a friend or family member
brings it to the blind persons attention. Regardless of the method and
means a developer looks at it is going to cost a lot of money to get
the word out about their product, and there does not seem to be a good
method to market a product to the blind community at large at this
time.

Another difficulty is just demographics and age. It is a well known
fact that the majority of people with vision problems today are senior
citizens who are 60 or older. In other words people who are
grandparents who likely have different interests than their grandkids
in their teens or early 20's. As a result a young developer might
spend years writing a blockbuster equivalent to the latest and
greatest mainstream game aimed at his or generation only to discover
it has absolutely no market value beyond his generation. The older
generation of senior citizens, who make up the majority of the blind
and low vision market, aren't interested in that type of game. So
while it sounds exciting and fun to create accessible versions of our
favorite mainstream game or games it turns out it 

Re: [Audyssey] info AudioGames Game Engine

2015-06-21 Thread shaun everiss

yes I agree.

At 06:18 p.m. 19/06/2015, you wrote:

Hi Shaun,

Well, I'd say it all depends on the blind organization in question.
Certainly they each have their own motives and agendas for doing what
they do, and it sounds like based on things Dark has said about the
RNIB they precisely have the attitude you describe in your message.
However, the same can't be said for all blindness organizations around
the world. I of course can't speak to those in your home country, but
here in the USA blindness organizations are geared for job and
employment training therefore have a business outlook on blindness
related matters. They often times don't have interest in games and
other entertainment because it is all secondary to getting their
clients trained and helped into getting out on their own and getting
gainfully employed. Playing games has nothing to do with navigating
the job market so doesn't get much attention from organizations.

Cheers!


On 6/17/15, shaun everiss sm.ever...@gmail.com wrote:
 Maybe josh, I have misgivings on blind organisations taking a serious
 look at gaming in general over educational card and board though.
 Its about all they are interested in.
 I had a project I was going to do with schools on a old unused
 laptop, but suddenly it fell through.
 Then there are those that get games that don't necessarily portray
 what the gaming industry is now yet they are marketed as what the
 blind play and always play.
 In an extreme example if I was told that all blind and disabled
 people were poor helpless and stupid I'd probably believe them.
 In gaming terms if I was told that board games were all we could ever
 play and didn't get the net or other ways or was to scared to look at
 other ways I'd probably believe that to.
 My point I don't trust some of these organisations, they have their
 own agendas and interests.
 At least I think they must.
 I know there are big game developer conferences but the point is
 there are so many potential developers.
 The fact with tech and such getting better and better means things
 are not as dyre as it once was but even so.


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Re: [Audyssey] info AudioGames Game Engine

2015-06-21 Thread shaun everiss

hmmm interesting.
Sometimes I am able to get a lot done sometimes well.
I think its in the family we are all easily distracted.
So maybe I have a bit of what you mentioned wouldn't surprise me.

At 06:03 p.m. 19/06/2015, you wrote:

Hi Shaun,

It sounds to me you are describing attention deficit disorder better
known as A.D.D. In order to program anything let alone games you have
to be able to sit down and spend more time than 30 minutes on it
without becoming distracted. If you can't stay focused on a project
more than 30 minutes there is no way you will ever get anything
productive done. There were days at the height of game development
where I sat down and worked for four hours straight without taking a
break. Granted that was before my personal health issues came up, but
the point here is that programming games and other software requires
quite a commitment above and beyond five minutes here and there when a
person feels like it.

Cheers!


On 6/17/15, shaun everiss sm.ever...@gmail.com wrote:
 wow been out of touch lately playing ironic renpy gamebooks.
 Anyway I agree with everything you have said up to this point.
 I tried to program but I never got that far never had the patience to
 stick with actual code nore the wish to write programs.
 While I can write stories in my head writing it down is impossible I
 never can get everything or if I do it its way to short or I forget
 and have a mindlock.
 Testing and sounds are my strong point though sound recorder and
 shoving sfx together is as far as I have needed to go.
 I have done some voice scripts but to be honest my hardware is budget
 and I have neither the cash or space more importantly space to store
 or use the more expensive stuff pluss my environment is just not cut
 out  for that sort of thing.
 I have also the lazyness issue where I tend to comit to stuff then
 suddenly get distracted or burn out  for no reason what so ever.
 Then I stress that if I have something I need to do that I won't get
 it in on time etc.
 Saying that the stuff I do do I try to do the best I can.
 However I have never been able to work for more than 30 minutes at a
 time even less and I have to be in a mood to even do things.
 This  mood can change depending on what the computer is doing or if
 something is on my plate to do or if I am completely relaxed.
 Sometimes I get to a point where I feel I can string things together
 and make something sometimes I get there sometimes I don't.
 Eventually though shortly before I am even done reality comes back to
 hit me again and I wander what I started and kill it till the next time.
 I find it hard to stick to some tasks long term  or if something is
 to hard or needs concentration over a sertain point I find it easier
 to put it off for ever so yeah to be a developer is hard work and as
 far as I care you devs are cool an do good things.
 I don't know if I will get to that stage I may do some day who knows.

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Re: [Audyssey] info AudioGames Game Engine

2015-06-21 Thread Thomas Ward
Hi Valiant,

It must be a typo or Shaun is not talking about U.S. dollars. You are
right $2,200 per week would be a lot of money and just one weeks
paycheck would be enough to live comfortably for a month let alone
getting that on a weekly basis assuming of course the person was
living in a relatively low income area. So I'd have to say he was
probably meaning to say $220 not $2,200.

Cheers!


On 6/21/15, valiant8086 valiant8...@gmail.com wrote:
 Hi.
 Lol is 2200 a typo? Here in the US, you can do a lot with 2200 dollars
 if you live in the right place. That lasts our 3 person family a whole
 month though just barely and we have a new four wheel drive truck with a
 6 leter v8 gas guzzling engine, a pretty fancy car, a new comfortable
 home that we own, not rent, and we use natural gas for heat, electricity
 for cooling and whatnot. Granted, we built the house ourselves, but still.


 Cheers, Sent with Thunderbird 31.3.0 portable

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Re: [Audyssey] info AudioGames Game Engine

2015-06-21 Thread valiant8086

Hi.
Lol is 2200 a typo? Here in the US, you can do a lot with 2200 dollars 
if you live in the right place. That lasts our 3 person family a whole 
month though just barely and we have a new four wheel drive truck with a 
6 leter v8 gas guzzling engine, a pretty fancy car, a new comfortable 
home that we own, not rent, and we use natural gas for heat, electricity 
for cooling and whatnot. Granted, we built the house ourselves, but still.



Cheers, Sent with Thunderbird 31.3.0 portable


On 6/17/2015 2:09 AM, shaun everiss wrote:

And thats another point I can agree on.
While I may spend a bit on games and other stuff realisticly if I lost 
my living at home situation I doubt I could even afford the net now or 
even a game.
I get payed around 2200 dollars a week. take 50 for rent maybe 100 for 
food and a few other things and I am allready out of cash and rent 
costs more than 50 dollars so allready I have no cash at all.

I myself am not a traveler I would need someone to travel with.

At 02:33 a.m. 16/06/2015, you wrote:

Hi Josh,

I agree that going to blind conventions is probably the best way to
market accessible games to the blind community. Unfortunately, we come
back to the problem of money. A lot of audio game developers are blind
themselves, are probably only getting SSI for income, so do not have a
lot of money to spend on airfare, hotel rooms, and everything else
required for extensive travel to and from various convention centers.
That means while it might be a good way to promote a product the game
developer still needs to raise enough cash to actually go to said
conventions in the first place.

Cheers!


On 6/15/15, Josh K joshknnd1...@gmail.com wrote:
 I think the best way to really get games out there would be to attend
 the ACB and nfb conventions and bring them to the attention of many 
many

 blind people and agencies.

 follow me on twitter @joshknnd1982

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list,

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Re: [Audyssey] info AudioGames Game Engine

2015-06-19 Thread Thomas Ward
Hi Shaun,

It sounds to me you are describing attention deficit disorder better
known as A.D.D. In order to program anything let alone games you have
to be able to sit down and spend more time than 30 minutes on it
without becoming distracted. If you can't stay focused on a project
more than 30 minutes there is no way you will ever get anything
productive done. There were days at the height of game development
where I sat down and worked for four hours straight without taking a
break. Granted that was before my personal health issues came up, but
the point here is that programming games and other software requires
quite a commitment above and beyond five minutes here and there when a
person feels like it.

Cheers!


On 6/17/15, shaun everiss sm.ever...@gmail.com wrote:
 wow been out of touch lately playing ironic renpy gamebooks.
 Anyway I agree with everything you have said up to this point.
 I tried to program but I never got that far never had the patience to
 stick with actual code nore the wish to write programs.
 While I can write stories in my head writing it down is impossible I
 never can get everything or if I do it its way to short or I forget
 and have a mindlock.
 Testing and sounds are my strong point though sound recorder and
 shoving sfx together is as far as I have needed to go.
 I have done some voice scripts but to be honest my hardware is budget
 and I have neither the cash or space more importantly space to store
 or use the more expensive stuff pluss my environment is just not cut
 out  for that sort of thing.
 I have also the lazyness issue where I tend to comit to stuff then
 suddenly get distracted or burn out  for no reason what so ever.
 Then I stress that if I have something I need to do that I won't get
 it in on time etc.
 Saying that the stuff I do do I try to do the best I can.
 However I have never been able to work for more than 30 minutes at a
 time even less and I have to be in a mood to even do things.
 This  mood can change depending on what the computer is doing or if
 something is on my plate to do or if I am completely relaxed.
 Sometimes I get to a point where I feel I can string things together
 and make something sometimes I get there sometimes I don't.
 Eventually though shortly before I am even done reality comes back to
 hit me again and I wander what I started and kill it till the next time.
 I find it hard to stick to some tasks long term  or if something is
 to hard or needs concentration over a sertain point I find it easier
 to put it off for ever so yeah to be a developer is hard work and as
 far as I care you devs are cool an do good things.
 I don't know if I will get to that stage I may do some day who knows.

---
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You can make changes or update your subscription via the web, at
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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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Re: [Audyssey] info AudioGames Game Engine

2015-06-19 Thread Thomas Ward
Hi Shaun,

Well, I'd say it all depends on the blind organization in question.
Certainly they each have their own motives and agendas for doing what
they do, and it sounds like based on things Dark has said about the
RNIB they precisely have the attitude you describe in your message.
However, the same can't be said for all blindness organizations around
the world. I of course can't speak to those in your home country, but
here in the USA blindness organizations are geared for job and
employment training therefore have a business outlook on blindness
related matters. They often times don't have interest in games and
other entertainment because it is all secondary to getting their
clients trained and helped into getting out on their own and getting
gainfully employed. Playing games has nothing to do with navigating
the job market so doesn't get much attention from organizations.

Cheers!


On 6/17/15, shaun everiss sm.ever...@gmail.com wrote:
 Maybe josh, I have misgivings on blind organisations taking a serious
 look at gaming in general over educational card and board though.
 Its about all they are interested in.
 I had a project I was going to do with schools on a old unused
 laptop, but suddenly it fell through.
 Then there are those that get games that don't necessarily portray
 what the gaming industry is now yet they are marketed as what the
 blind play and always play.
 In an extreme example if I was told that all blind and disabled
 people were poor helpless and stupid I'd probably believe them.
 In gaming terms if I was told that board games were all we could ever
 play and didn't get the net or other ways or was to scared to look at
 other ways I'd probably believe that to.
 My point I don't trust some of these organisations, they have their
 own agendas and interests.
 At least I think they must.
 I know there are big game developer conferences but the point is
 there are so many potential developers.
 The fact with tech and such getting better and better means things
 are not as dyre as it once was but even so.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] info AudioGames Game Engine

2015-06-19 Thread Josh K
yes and my longtime favorites will always be jim kitchen's games, 
especially football and baseball. those are my favorites and now with 
talking dosbox i can play both versions of his games with ASAP talking 
through NVDA!


follow me on twitter @joshknnd1982

On 6/17/2015 2:06 AM, shaun everiss wrote:
Maybe josh, I have misgivings on blind organisations taking a serious 
look at gaming in general over educational card and board though.

Its about all they are interested in.
I had a project I was going to do with schools on a old unused laptop, 
but suddenly it fell through.
Then there are those that get games that don't necessarily portray 
what the gaming industry is now yet they are marketed as what the 
blind play and always play.
In an extreme example if I was told that all blind and disabled people 
were poor helpless and stupid I'd probably believe them.
In gaming terms if I was told that board games were all we could ever 
play and didn't get the net or other ways or was to scared to look at 
other ways I'd probably believe that to.
My point I don't trust some of these organisations, they have their 
own agendas and interests.

At least I think they must.
I know there are big game developer conferences but the point is there 
are so many potential developers.
The fact with tech and such getting better and better means things are 
not as dyre as it once was but even so.


At 02:16 a.m. 16/06/2015, you wrote:
I think the best way to really get games out there would be to attend 
the ACB and nfb conventions and bring them to the attention of many 
many blind people and agencies.


follow me on twitter @joshknnd1982

On 6/15/2015 2:33 AM, Thomas Ward wrote:

Hi Mohsin ,

I can definitely understand where you are coming from because I was
where you are now a few years ago. I was a sighted gamer up until my
mid teens when I went blind, and when I went to college I had some
idea I'd get a degree in computer science and be a computer
programmer. My initial idea or dream was to write accessible computer
games equivalent to those I had ben exposed to before I lost my sight.
Stuff like Quake, Doom, Tomb Raider, Jedi Knight, Soldier of Fortune,
etc. I was convinced all I needed to do was learn to program and from
their it would be easy. As it turned out it wasn't as simple or as
straight forward as I thought.

Interesting enough I personally did not find learning programming to
be that hard. I know we are all different, some learn things easier
than others, but by far learning to develop games was actually easier
than other aspects of the process. There are a lot of problems I had
not even imagined or considered when I decided to specialize in game
programming. Things that were in my opinion much more difficult than
the programming required to write a game or accessible product.

One issue I see as a problem for audio game developers is advertising.
Sure there are a few hundred blind customers on Audyssey and the Audio
Games Forum, but the reality is they are just a small minority of the
thousands perhaps millions of blind people world wide who are not
connected with any audio gaming venue. Let's face it advertising via
TV and radio can get extremely expensive. So expensive that it would
take incredible financing to market a product that way. News Papers
are a cheaper method of advertising games and other products, but
there we have the problem of its not an accessible means of
communication from an audio game developer to his/her potential blind
customers. We can assume the majority of blind people do not read the
morning paper and if they do an aid or family member reads it to them
meaning that the best we can hope for that a friend or family member
brings it to the blind persons attention. Regardless of the method and
means a developer looks at it is going to cost a lot of money to get
the word out about their product, and there does not seem to be a good
method to market a product to the blind community at large at this
time.

Another difficulty is just demographics and age. It is a well known
fact that the majority of people with vision problems today are senior
citizens who are 60 or older. In other words people who are
grandparents who likely have different interests than their grandkids
in their teens or early 20's. As a result a young developer might
spend years writing a blockbuster equivalent to the latest and
greatest mainstream game aimed at his or generation only to discover
it has absolutely no market value beyond his generation. The older
generation of senior citizens, who make up the majority of the blind
and low vision market, aren't interested in that type of game. So
while it sounds exciting and fun to create accessible versions of our
favorite mainstream game or games it turns out it might not be
marketable outside of a handful of enthusiasts our own age.

There is a way to offset both of those problems and that is to create
games that can directly be sold in the mainstream market as 

Re: [Audyssey] info AudioGames Game Engine

2015-06-18 Thread shaun everiss

True thats another way its an extra cost but if it works for you maybe.

At 03:28 a.m. 16/06/2015, you wrote:
An alternative is to set up contacts with resellers around the world 
who go to the conventions already but often they take commission.





 On 15 Jun 2015, at 16:17, dark d...@xgam.org wrote:

 Hi Tom.

 Conventions might be problematic, partiuclarly sinse they only 
cover certain geographical regions meaning even if the money was 
raised to send someone the return on new interest probably wouldn't 
be worth it.


 I do wonder however if there is an alternative approach.

 As I have said before, some of my first pc games were the ones I 
discovered through whitestick.co.uk, web games like Legend of the 
green dragon and ashes of angels. I found out about those  thanks 
to a small one line paragraph in the rnib  braille 
advertising  leaflet with the silly name of welcome to a world of


 I'm not sure where that add came from, indeed Tom Lorimer the 
whitestick.co.uk webmaster said he didn't know about it, however it 
does make me wonder about the uses of promotional literature, 
particularly for people or organizations who might have reach to 
people who are only just learning their way around computers.


 I wonder therefore if it would be worth creating a general 
audiogames introduction, and paying the smaller amount of money 
(compared at least to sending someone to a convention), it'd take 
to get it recreated in braille and large print as well as 
electronically, and then sending copies of that! to various 
organizations, conventions etc, for people to pick up, find on a desk etc.


 such a thing could even be translated into different languages as well.

 All the best,

 Dark.
 There is always more to know, more to see, more to learn. The 
world is vast and wondrous strange and there are more things 
benieth the stars than even the archmaesters of the citadel can dream.

 - Original Message - From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, June 15, 2015 3:33 PM
 Subject: Re: [Audyssey] info AudioGames Game Engine


 Hi Josh,

 I agree that going to blind conventions is probably the best way to
 market accessible games to the blind community. Unfortunately, we come
 back to the problem of money. A lot of audio game developers are blind
 themselves, are probably only getting SSI for income, so do not have a
 lot of money to spend on airfare, hotel rooms, and everything else
 required for extensive travel to and from various convention centers.
 That means while it might be a good way to promote a product the game
 developer still needs to raise enough cash to actually go to said
 conventions in the first place.

 Cheers!


 On 6/15/15, Josh K joshknnd1...@gmail.com wrote:
 I think the best way to really get games out there would be to attend
 the ACB and nfb conventions and bring them to the attention of many many
 blind people and agencies.

 follow me on twitter @joshknnd1982

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Re: [Audyssey] info AudioGames Game Engine

2015-06-18 Thread shaun everiss
Maybe josh, I have misgivings on blind organisations taking a serious 
look at gaming in general over educational card and board though.

Its about all they are interested in.
I had a project I was going to do with schools on a old unused 
laptop, but suddenly it fell through.
Then there are those that get games that don't necessarily portray 
what the gaming industry is now yet they are marketed as what the 
blind play and always play.
In an extreme example if I was told that all blind and disabled 
people were poor helpless and stupid I'd probably believe them.
In gaming terms if I was told that board games were all we could ever 
play and didn't get the net or other ways or was to scared to look at 
other ways I'd probably believe that to.
My point I don't trust some of these organisations, they have their 
own agendas and interests.

At least I think they must.
I know there are big game developer conferences but the point is 
there are so many potential developers.
The fact with tech and such getting better and better means things 
are not as dyre as it once was but even so.


At 02:16 a.m. 16/06/2015, you wrote:
I think the best way to really get games out there would be to 
attend the ACB and nfb conventions and bring them to the attention 
of many many blind people and agencies.


follow me on twitter @joshknnd1982

On 6/15/2015 2:33 AM, Thomas Ward wrote:

Hi Mohsin ,

I can definitely understand where you are coming from because I was
where you are now a few years ago. I was a sighted gamer up until my
mid teens when I went blind, and when I went to college I had some
idea I'd get a degree in computer science and be a computer
programmer. My initial idea or dream was to write accessible computer
games equivalent to those I had ben exposed to before I lost my sight.
Stuff like Quake, Doom, Tomb Raider, Jedi Knight, Soldier of Fortune,
etc. I was convinced all I needed to do was learn to program and from
their it would be easy. As it turned out it wasn't as simple or as
straight forward as I thought.

Interesting enough I personally did not find learning programming to
be that hard. I know we are all different, some learn things easier
than others, but by far learning to develop games was actually easier
than other aspects of the process. There are a lot of problems I had
not even imagined or considered when I decided to specialize in game
programming. Things that were in my opinion much more difficult than
the programming required to write a game or accessible product.

One issue I see as a problem for audio game developers is advertising.
Sure there are a few hundred blind customers on Audyssey and the Audio
Games Forum, but the reality is they are just a small minority of the
thousands perhaps millions of blind people world wide who are not
connected with any audio gaming venue. Let's face it advertising via
TV and radio can get extremely expensive. So expensive that it would
take incredible financing to market a product that way. News Papers
are a cheaper method of advertising games and other products, but
there we have the problem of its not an accessible means of
communication from an audio game developer to his/her potential blind
customers. We can assume the majority of blind people do not read the
morning paper and if they do an aid or family member reads it to them
meaning that the best we can hope for that a friend or family member
brings it to the blind persons attention. Regardless of the method and
means a developer looks at it is going to cost a lot of money to get
the word out about their product, and there does not seem to be a good
method to market a product to the blind community at large at this
time.

Another difficulty is just demographics and age. It is a well known
fact that the majority of people with vision problems today are senior
citizens who are 60 or older. In other words people who are
grandparents who likely have different interests than their grandkids
in their teens or early 20's. As a result a young developer might
spend years writing a blockbuster equivalent to the latest and
greatest mainstream game aimed at his or generation only to discover
it has absolutely no market value beyond his generation. The older
generation of senior citizens, who make up the majority of the blind
and low vision market, aren't interested in that type of game. So
while it sounds exciting and fun to create accessible versions of our
favorite mainstream game or games it turns out it might not be
marketable outside of a handful of enthusiasts our own age.

There is a way to offset both of those problems and that is to create
games that can directly be sold in the mainstream market as indie
games. The problem there is the game developer will have to compete
with other indie games of similar quality by hiring a graphics
designer, learn how to do proper graphics animation, and will involve
more time and overhead in adding lots of visual effects that won't aid
the audio games community. 

Re: [Audyssey] info AudioGames Game Engine

2015-06-18 Thread shaun everiss

And thats another point I can agree on.
While I may spend a bit on games and other stuff realisticly if I 
lost my living at home situation I doubt I could even afford the net 
now or even a game.
I get payed around 2200 dollars a week. take 50 for rent maybe 100 
for food and a few other things and I am allready out of cash and 
rent costs more than 50 dollars so allready I have no cash at all.

I myself am not a traveler I would need someone to travel with.

At 02:33 a.m. 16/06/2015, you wrote:

Hi Josh,

I agree that going to blind conventions is probably the best way to
market accessible games to the blind community. Unfortunately, we come
back to the problem of money. A lot of audio game developers are blind
themselves, are probably only getting SSI for income, so do not have a
lot of money to spend on airfare, hotel rooms, and everything else
required for extensive travel to and from various convention centers.
That means while it might be a good way to promote a product the game
developer still needs to raise enough cash to actually go to said
conventions in the first place.

Cheers!


On 6/15/15, Josh K joshknnd1...@gmail.com wrote:
 I think the best way to really get games out there would be to attend
 the ACB and nfb conventions and bring them to the attention of many many
 blind people and agencies.

 follow me on twitter @joshknnd1982

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Re: [Audyssey] info AudioGames Game Engine

2015-06-18 Thread shaun everiss

wow been out of touch lately playing ironic renpy gamebooks.
Anyway I agree with everything you have said up to this point.
I tried to program but I never got that far never had the patience to 
stick with actual code nore the wish to write programs.
While I can write stories in my head writing it down is impossible I 
never can get everything or if I do it its way to short or I forget 
and have a mindlock.
Testing and sounds are my strong point though sound recorder and 
shoving sfx together is as far as I have needed to go.
I have done some voice scripts but to be honest my hardware is budget 
and I have neither the cash or space more importantly space to store 
or use the more expensive stuff pluss my environment is just not cut 
out  for that sort of thing.
I have also the lazyness issue where I tend to comit to stuff then 
suddenly get distracted or burn out  for no reason what so ever.
Then I stress that if I have something I need to do that I won't get 
it in on time etc.

Saying that the stuff I do do I try to do the best I can.
However I have never been able to work for more than 30 minutes at a 
time even less and I have to be in a mood to even do things.
This  mood can change depending on what the computer is doing or if 
something is on my plate to do or if I am completely relaxed.
Sometimes I get to a point where I feel I can string things together 
and make something sometimes I get there sometimes I don't.
Eventually though shortly before I am even done reality comes back to 
hit me again and I wander what I started and kill it till the next time.
I find it hard to stick to some tasks long term  or if something is 
to hard or needs concentration over a sertain point I find it easier 
to put it off for ever so yeah to be a developer is hard work and as 
far as I care you devs are cool an do good things.

I don't know if I will get to that stage I may do some day who knows.

At 06:33 p.m. 15/06/2015, you wrote:

Hi Mohsin ,

I can definitely understand where you are coming from because I was
where you are now a few years ago. I was a sighted gamer up until my
mid teens when I went blind, and when I went to college I had some
idea I'd get a degree in computer science and be a computer
programmer. My initial idea or dream was to write accessible computer
games equivalent to those I had ben exposed to before I lost my sight.
Stuff like Quake, Doom, Tomb Raider, Jedi Knight, Soldier of Fortune,
etc. I was convinced all I needed to do was learn to program and from
their it would be easy. As it turned out it wasn't as simple or as
straight forward as I thought.

Interesting enough I personally did not find learning programming to
be that hard. I know we are all different, some learn things easier
than others, but by far learning to develop games was actually easier
than other aspects of the process. There are a lot of problems I had
not even imagined or considered when I decided to specialize in game
programming. Things that were in my opinion much more difficult than
the programming required to write a game or accessible product.

One issue I see as a problem for audio game developers is advertising.
Sure there are a few hundred blind customers on Audyssey and the Audio
Games Forum, but the reality is they are just a small minority of the
thousands perhaps millions of blind people world wide who are not
connected with any audio gaming venue. Let's face it advertising via
TV and radio can get extremely expensive. So expensive that it would
take incredible financing to market a product that way. News Papers
are a cheaper method of advertising games and other products, but
there we have the problem of its not an accessible means of
communication from an audio game developer to his/her potential blind
customers. We can assume the majority of blind people do not read the
morning paper and if they do an aid or family member reads it to them
meaning that the best we can hope for that a friend or family member
brings it to the blind persons attention. Regardless of the method and
means a developer looks at it is going to cost a lot of money to get
the word out about their product, and there does not seem to be a good
method to market a product to the blind community at large at this
time.

Another difficulty is just demographics and age. It is a well known
fact that the majority of people with vision problems today are senior
citizens who are 60 or older. In other words people who are
grandparents who likely have different interests than their grandkids
in their teens or early 20's. As a result a young developer might
spend years writing a blockbuster equivalent to the latest and
greatest mainstream game aimed at his or generation only to discover
it has absolutely no market value beyond his generation. The older
generation of senior citizens, who make up the majority of the blind
and low vision market, aren't interested in that type of game. So
while it sounds exciting and fun to create accessible 

Re: [Audyssey] info AudioGames Game Engine

2015-06-18 Thread shaun everiss
Well there are those i mentioned before that start biting off more 
than they can chew with dreams of making it big.

Sometimes they keep up steam but most times they just stop.
I have already put this up before so I won't do it again.
Some people think they can jump in to the deepend and expect to swim 
immediately.


At 06:43 p.m. 15/06/2015, you wrote:

Hi John,

True. However, I have known my fair share of game developers, myself
included, who have asked for volunteers and there is an initial wave
of people beating down the door wanting to help. Then, after a couple
of weeks or so they all drift away and lose interest in the project
and no longer want to help out. So that could be one reason developers
don't seem to be asking for help. It is no fun to ask for help only to
have all the potential volunteers walk away two or three weeks into
the project.

Cheers!


On 6/14/15, john jpcarnemo...@gmail.com wrote:
 My personal opinion goes to the tune of you can't receive that which you
 don't ask for. Every time I've seen help asked for here on list (I don't
 follow audiogames.net as closely, so this statement only applies to
 audyssey), its been replied to pretty promptly and from a pretty 
good number


 of sources. I suspect that the reason it appears that people aren't willing

 to help is simply because help isn't being asked for - for 
whatever reason -


 and that's causing things to look different than they might otherwise
 appear.

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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread Thomas Ward
Hi Dark,

Yeah, I know what you meant. However, I wanted to specify what types
of games would appeal to the blind organizations. Generally
educationally specific games would have an appeal to NFB, ACB, AFB,
etc because they would have none of the stigma and other issues
attached to them making them an ideal choice.

The one thing you are not considering is that over the last couple of
decades or so many Americans have caught a mental disease called
political correctness. In our new politically correct world
businesses, organizations, and government agencies are hesitant to
adopt things that even smell like trouble. Anything and everything can
be considered offensive by somebody and that kind of craziness is
ruining America as a country because everybody is aloud to speak their
mind, have a right to be heard, even though what they have to say
might be absolutely insane. We are in many ways caught up in a culture
war where ideas are being battled out in courts and in the news papers
and TV over someone's ideas of what the right kind of society we
should have.

For example, take a simple card game like Blackjack or Poker. A
non-Christian might find such a game as harmless entertainment. A
Christian fundamentalist might view that game as sinful, evil, and as
promoting the evils of gambling. So would take offense if they found
such a game on a computer at their local NFB, ACB, or AFB training
center. Thus what some might view as harmless entertainment another
person might find reason to complain and raise a stink over it.
Therefore an organization who doesn't want that kind of hassle would
forego all games and not deal with the pressures that go with a bit of
controversy.
If you think I am stretching things I've known people my ex and I use
to go to church with who didn't own a deck of playing cards because
they thought card playing was sinful. They had the Microsoft card
games like Solitaire, Hearts, etc removed from their computer because
they didn't want them around. To a non-Christian like me I found their
attitudes towards games a bit crazy, but once you understand the
religiosity that runs deep in this country you would understand how
passing out games to organizations could be a controversial  problem
for them just because not all their clients are going to view those
games as harmless entertainment. Either they are going to dislike them
out of some religious sense of morality, or they may have this
attitude that gamers are over grown children. Thus games might not be
something organizations will want to per mote unless they are so
neutral and generic that they don't offend anyone's sensibilities.

As to the stigma of gamers themselves being overgrown kids I think for
the most part that attitude is slowly falling off herein the states
too. For one thing games haven't remained the same and they are
growing up as the gamers have grown up.

Back in the 80's games were basically toys. Games like Pac-Man,
Centipede, and Frogger were rather childish and if one's definition of
games is simple arcade games then yeah they would seem somewhat
childish to some adults.

However, as I pointed out games have grown up too. We have the horror
games like Silent Hill which requires a more mature audience than your
typical kid. Silent Hill is in many ways pretty darn disturbing and is
designed for an older more mature gamer. Games like Grand Theft Auto
also are not designed for kids per se and are for an older age group
of gamers.

I suspect those with the idea that gamers are lazy social outcasts,
nerds, or overgrown kids are people who have no connection with games,
are somewhat older people, thus have no idea how much games have
changed. All they know is games are just some expensive toys that
their children and perhaps grandchildren have not grown out of for
some reason. They have not educated themselves on how different gaming
is today than it was 20 or 30 years ago.

Cheers!


On 6/16/15, dark d...@xgam.org wrote:
 Hi Tom.

 I wasn't actually thinking of developers making specifically designed
 educational games to teach something (although it's obviously good when that

 happens as with the Looktell voiceover tutorial), just of presenting some of

 the games we already have as education exercises in pointing out what can be

 learnt from them.

 For example, many of the space invaders style audio titles encourage sound
 memorization and identification, several first person games like shades of
 doom require the player to learn techniques for navigating space from only
 audio information, while more recently on the Iphone we're seeing games like

 audio defense zombie arena that actually require movement in space. And that

 is not to speak of games that require use of a screen reader's standard
 functions.  As I said, I learnt far more about how to use the internet and
 all of Supernova's navigation functions through playing online games than I

 ever did through direct teaching or through trying to use it for 

Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread dark
Funny, I thought jaws was called such after the old dos screen reader 
flipper, which also gave it's name to the company dolphin who make Hal and 
Orca on  Linux, though I could be entirely wrong.


I now want to see a screen reader called giant squid! :D.

Dark.
There is always more to know, more to see, more to learn. The world is vast 
and wondrous strange and there are more things benieth the stars than even 
the archmaesters of the citadel can dream.
- Original Message - 
From: john jpcarnemo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 16, 2015 2:26 PM
Subject: Re: [Audyssey] info AudioGames Game Engine



JAWS: *Job* Access With Speech.

--
From: dark d...@xgam.org
Sent: Monday, June 15, 2015 14:39
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] info AudioGames Game Engine

Hi Tom.

Funny the computers aren't for play attitude sinse to be honest I 
wouldn't

have learnt to use the internet properly or navigate correctly with
supernova if it hadn't been for games, ditto with voiceover on the Iphone
(indeed I specifically bought games to practice with when i got my 
Iphone).


Then of course there is the more recent arguement that audiogames actually
teach valuable skills, hell the blindsquare satnav now gives directional
positional audio kews for it's beacons so walking around outside is geting
more and more like something like Swamp, nice preparation for when the
zombocalypse actually does! happen :D.

the Rnib are about the same over here as I've said before, they certainly
have an institutional approach, however they're usual line is most blind
people aren't interested in that sort of thing which is why they only
currently support and promote Azabat sinse it is built to appeal to the 
sort

of people the Rnib see themselves as catering for.

I do wonder though if other organizations in the uk would be more 
receptive

such as action for blind people (who had the top ten audiogames a while
ago), or possibly even Guide dogs, although their entertainment side has
fallen off recently.

That's why I'd suggest having some sort of braille brochure though, sinse
obviously if it's not out there people won't know.

All the best,

dark.


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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread john
JAWS: *Job* Access With Speech.

--
From: dark d...@xgam.org
Sent: Monday, June 15, 2015 14:39
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] info AudioGames Game Engine

Hi Tom.

Funny the computers aren't for play attitude sinse to be honest I wouldn't
have learnt to use the internet properly or navigate correctly with
supernova if it hadn't been for games, ditto with voiceover on the Iphone
(indeed I specifically bought games to practice with when i got my Iphone).

Then of course there is the more recent arguement that audiogames actually
teach valuable skills, hell the blindsquare satnav now gives directional
positional audio kews for it's beacons so walking around outside is geting
more and more like something like Swamp, nice preparation for when the
zombocalypse actually does! happen :D.

the Rnib are about the same over here as I've said before, they certainly
have an institutional approach, however they're usual line is most blind
people aren't interested in that sort of thing which is why they only
currently support and promote Azabat sinse it is built to appeal to the sort
of people the Rnib see themselves as catering for.

I do wonder though if other organizations in the uk would be more receptive
such as action for blind people (who had the top ten audiogames a while
ago), or possibly even Guide dogs, although their entertainment side has
fallen off recently.

That's why I'd suggest having some sort of braille brochure though, sinse
obviously if it's not out there people won't know.

All the best,

dark.


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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread dark

Hi Tom.

I don't doubt your correct, however there is another side to the coin. 
christian fundamentalism, and likewise the concern about offending such 
fudnamentalists is I believe at least in mainstream form something pretty 
specific to the states.


The Rnib for example do as I've said promote the Azabat games (albiet they 
don't seem interested in promoting any others), which do include several 
card games like blackjack, and the Rnib sell braille playing cards as well.


?

Also, bare in mind what I'm proposing here. I'm not suggesting that 
organizations actively sell games by blind developers, just that a general 
informational leaflet can be created detailing some basic information about 
types of games, some bennifits from playing games with perhaps a couple of 
exampples and suggestions on where to get more information that 
organizations could stick on their general additional info table at 
conventions and the like.


?

Yes the leaflet might say that traditional games including card games were 
available, but simply saying something is available shouldn't be offensive 
to anyone, or at least I'd not assume so, sinse it's still their choice to 
get or not. The important thing in such an introduction however which you do 
bring up is that it mentions the scope of different types of games, so that 
if someone say was against all possible interpreted game violence or against 
gambling in the way you describe and wouldn't countenance anything with 
playing cards, they'd be aware that other games were available.


?

For example, in the section describing first person navigation, it would be 
important to also mention Terraformers as well as games like shades of doom 
sinse Terraformers is largely a puzzle game and involves little by way of 
shooting or violence and none against living creatures, neither does it have 
any horror elements the way shades, swamp, or pappasangre do.


?

Beware the grue!

?

Dark.


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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread Thomas Ward
Hi Josh,

You seem to be missing the point. It has nothing to do with what we
think of fundamentalists and their opinions but what organizations etc
think of them.

As a game developer I personally don't give a rats butt about what
fundamentalists or anyone else thinks about my games as long as there
are people out there who appreciates what I develop for them. If some
crackpot religious nut wants to complain about one or more of my games
on religious grounds let them. It does not bother me a bit.

However, the issue was if a game developer tries to use organizations
to help spread the word about their games the organizations in the
States may or may not be a little reluctant to do so given the pull
the religious right has on politics, public opinion, and everything
else in this country. So even though a game developer might not give a
rats behind about what the religious right thinks organizations don't
necessarily have that luxury.


Cheers!


On 6/16/15, Josh K joshknnd1...@gmail.com wrote:
 Why should we be concerned about offending fundamentalists? Their
 opinions are historically, factually, and scientifically for the most
 part inacurate. some stuff they got right most is incorrect though.

 follow me on twitter @joshknnd1982

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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread Josh K
yes that's true. guess the best we can do is spread the word or try to 
spread word in different magazines like blind bargains.


follow me on twitter @joshknnd1982

On 6/16/2015 12:07 PM, Thomas Ward wrote:

Hi Josh,

You seem to be missing the point. It has nothing to do with what we
think of fundamentalists and their opinions but what organizations etc
think of them.

As a game developer I personally don't give a rats butt about what
fundamentalists or anyone else thinks about my games as long as there
are people out there who appreciates what I develop for them. If some
crackpot religious nut wants to complain about one or more of my games
on religious grounds let them. It does not bother me a bit.

However, the issue was if a game developer tries to use organizations
to help spread the word about their games the organizations in the
States may or may not be a little reluctant to do so given the pull
the religious right has on politics, public opinion, and everything
else in this country. So even though a game developer might not give a
rats behind about what the religious right thinks organizations don't
necessarily have that luxury.


Cheers!


On 6/16/15, Josh K joshknnd1...@gmail.com wrote:

Why should we be concerned about offending fundamentalists? Their
opinions are historically, factually, and scientifically for the most
part inacurate. some stuff they got right most is incorrect though.

follow me on twitter @joshknnd1982

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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread Josh K

giant squid screen reader would be interesting.

follow me on twitter @joshknnd1982

On 6/16/2015 10:07 AM, dark wrote:
Funny, I thought jaws was called such after the old dos screen 
reader flipper, which also gave it's name to the company dolphin who 
make Hal and Orca on  Linux, though I could be entirely wrong.


I now want to see a screen reader called giant squid! :D.

Dark.
There is always more to know, more to see, more to learn. The world is 
vast and wondrous strange and there are more things benieth the stars 
than even the archmaesters of the citadel can dream.

- Original Message - From: john jpcarnemo...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 16, 2015 2:26 PM
Subject: Re: [Audyssey] info AudioGames Game Engine



JAWS: *Job* Access With Speech.

--
From: dark d...@xgam.org
Sent: Monday, June 15, 2015 14:39
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] info AudioGames Game Engine

Hi Tom.

Funny the computers aren't for play attitude sinse to be honest I 
wouldn't

have learnt to use the internet properly or navigate correctly with
supernova if it hadn't been for games, ditto with voiceover on the 
Iphone
(indeed I specifically bought games to practice with when i got my 
Iphone).


Then of course there is the more recent arguement that audiogames 
actually

teach valuable skills, hell the blindsquare satnav now gives directional
positional audio kews for it's beacons so walking around outside is 
geting

more and more like something like Swamp, nice preparation for when the
zombocalypse actually does! happen :D.

the Rnib are about the same over here as I've said before, they 
certainly
have an institutional approach, however they're usual line is most 
blind

people aren't interested in that sort of thing which is why they only
currently support and promote Azabat sinse it is built to appeal to 
the sort

of people the Rnib see themselves as catering for.

I do wonder though if other organizations in the uk would be more 
receptive

such as action for blind people (who had the top ten audiogames a while
ago), or possibly even Guide dogs, although their entertainment side has
fallen off recently.

That's why I'd suggest having some sort of braille brochure though, 
sinse

obviously if it's not out there people won't know.

All the best,

dark.


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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread Thomas Ward
Na, call it Doctor Octopus after Spiderman's nemesis. I think a screen
reader named Octopus would be cool. Might as well since there is
something distinctly fishy about the screen readers we have like Jaws,
Orca, etc.

Cheers!


On 6/16/15, Josh K joshknnd1...@gmail.com wrote:
 giant squid screen reader would be interesting.

 follow me on twitter @joshknnd1982

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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread Thomas Ward
Hi Dark,

You are completely wrong on both counts.

Jaws is an acronym which stands for Job Access With Speech. It has
nothing to do with the Flipper screen reader although if I hadn't
known the true history of Jaws I might have drawn that conclusion
myself.

As for Orca Dolphin has nothing to do with  it. Orca is being
developed by in dependant volunteers and I happen to know that the
lead developers do not work for Dolphin. So I'm not sure where that
misinformation came from, but it is way off base.

Cheers!


On 6/16/15, dark d...@xgam.org wrote:
 Funny, I thought jaws was called such after the old dos screen reader
 flipper, which also gave it's name to the company dolphin who make Hal and
 Orca on  Linux, though I could be entirely wrong.

 I now want to see a screen reader called giant squid! :D.

 Dark.
 There is always more to know, more to see, more to learn. The world is vast

 and wondrous strange and there are more things benieth the stars than even
 the archmaesters of the citadel can dream.

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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread Josh K
Why should we be concerned about offending fundamentalists? Their 
opinions are historically, factually, and scientifically for the most 
part inacurate. some stuff they got right most is incorrect though.


follow me on twitter @joshknnd1982

On 6/16/2015 10:05 AM, dark wrote:

Hi Tom.

I don't doubt your correct, however there is another side to the coin. 
christian fundamentalism, and likewise the concern about offending 
such fudnamentalists is I believe at least in mainstream form 
something pretty specific to the states.


The Rnib for example do as I've said promote the Azabat games (albiet 
they don't seem interested in promoting any others), which do include 
several card games like blackjack, and the Rnib sell braille playing 
cards as well.


?

Also, bare in mind what I'm proposing here. I'm not suggesting that 
organizations actively sell games by blind developers, just that a 
general informational leaflet can be created detailing some basic 
information about types of games, some bennifits from playing games 
with perhaps a couple of exampples and suggestions on where to get 
more information that organizations could stick on their general 
additional info table at conventions and the like.


?

Yes the leaflet might say that traditional games including card games 
were available, but simply saying something is available shouldn't be 
offensive to anyone, or at least I'd not assume so, sinse it's still 
their choice to get or not. The important thing in such an 
introduction however which you do bring up is that it mentions the 
scope of different types of games, so that if someone say was against 
all possible interpreted game violence or against gambling in the way 
you describe and wouldn't countenance anything with playing cards, 
they'd be aware that other games were available.


?

For example, in the section describing first person navigation, it 
would be important to also mention Terraformers as well as games like 
shades of doom sinse Terraformers is largely a puzzle game and 
involves little by way of shooting or violence and none against living 
creatures, neither does it have any horror elements the way shades, 
swamp, or pappasangre do.


?

Beware the grue!

?

Dark.


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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread Josh K
if they don't want to play certain games they don't have to. 
fundamentalism is something relatively new. If you go back 1500 to 2000 
years you will find there was only one christian church. Americans 
should really study their history and educate themselves on what is true 
and what is not based on historically and scientifically accurate 
information and then tie it in with religion to form a reasonable and 
logically based conclusion based on both faith history science and reason.


follow me on twitter @joshknnd1982

On 6/16/2015 10:05 AM, dark wrote:

Hi Tom.

I don't doubt your correct, however there is another side to the coin. 
christian fundamentalism, and likewise the concern about offending 
such fudnamentalists is I believe at least in mainstream form 
something pretty specific to the states.


The Rnib for example do as I've said promote the Azabat games (albiet 
they don't seem interested in promoting any others), which do include 
several card games like blackjack, and the Rnib sell braille playing 
cards as well.


?

Also, bare in mind what I'm proposing here. I'm not suggesting that 
organizations actively sell games by blind developers, just that a 
general informational leaflet can be created detailing some basic 
information about types of games, some bennifits from playing games 
with perhaps a couple of exampples and suggestions on where to get 
more information that organizations could stick on their general 
additional info table at conventions and the like.


?

Yes the leaflet might say that traditional games including card games 
were available, but simply saying something is available shouldn't be 
offensive to anyone, or at least I'd not assume so, sinse it's still 
their choice to get or not. The important thing in such an 
introduction however which you do bring up is that it mentions the 
scope of different types of games, so that if someone say was against 
all possible interpreted game violence or against gambling in the way 
you describe and wouldn't countenance anything with playing cards, 
they'd be aware that other games were available.


?

For example, in the section describing first person navigation, it 
would be important to also mention Terraformers as well as games like 
shades of doom sinse Terraformers is largely a puzzle game and 
involves little by way of shooting or violence and none against living 
creatures, neither does it have any horror elements the way shades, 
swamp, or pappasangre do.


?

Beware the grue!

?

Dark.


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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread Thomas Ward
Hi Dark,

Point well taken. I am sure a general pamphlet explaining to people
what audio games are and where to find more about them such as
audiogames.net should not be too offensive to anyone.

I guess what I was thinking was a more direct form of advertising such
as having a few games installed on their computers in their computer
labs or in a req area where people could try the games at their
leisure. That of course would involve games that would be okay with
the organization and the client which could be troublesome. However,
what you are proposing such as a generalized pamphlet shouldn't be to
bad.

Cheers!


On 6/16/15, dark d...@xgam.org wrote:
 Hi Tom.

 I don't doubt your correct, however there is another side to the coin.
 christian fundamentalism, and likewise the concern about offending such
 fudnamentalists is I believe at least in mainstream form something pretty
 specific to the states.

 The Rnib for example do as I've said promote the Azabat games (albiet they
 don't seem interested in promoting any others), which do include several
 card games like blackjack, and the Rnib sell braille playing cards as well.

 ?

 Also, bare in mind what I'm proposing here. I'm not suggesting that
 organizations actively sell games by blind developers, just that a general
 informational leaflet can be created detailing some basic information about

 types of games, some bennifits from playing games with perhaps a couple of
 exampples and suggestions on where to get more information that
 organizations could stick on their general additional info table at
 conventions and the like.

 ?

 Yes the leaflet might say that traditional games including card games were
 available, but simply saying something is available shouldn't be offensive
 to anyone, or at least I'd not assume so, sinse it's still their choice to
 get or not. The important thing in such an introduction however which you do

 bring up is that it mentions the scope of different types of games, so that

 if someone say was against all possible interpreted game violence or against

 gambling in the way you describe and wouldn't countenance anything with
 playing cards, they'd be aware that other games were available.

 ?

 For example, in the section describing first person navigation, it would be

 important to also mention Terraformers as well as games like shades of doom

 sinse Terraformers is largely a puzzle game and involves little by way of
 shooting or violence and none against living creatures, neither does it have

 any horror elements the way shades, swamp, or pappasangre do.

 ?

 Beware the grue!

 ?

 Dark.


 ---
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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread Josh K
back 15 years ago at pittsburg vision services they had shades of doom 
demos and a few others installed on their computers.


follow me on twitter @joshknnd1982

On 6/16/2015 12:23 PM, Thomas Ward wrote:

Hi Dark,

Point well taken. I am sure a general pamphlet explaining to people
what audio games are and where to find more about them such as
audiogames.net should not be too offensive to anyone.

I guess what I was thinking was a more direct form of advertising such
as having a few games installed on their computers in their computer
labs or in a req area where people could try the games at their
leisure. That of course would involve games that would be okay with
the organization and the client which could be troublesome. However,
what you are proposing such as a generalized pamphlet shouldn't be to
bad.

Cheers!


On 6/16/15, dark d...@xgam.org wrote:

Hi Tom.

I don't doubt your correct, however there is another side to the coin.
christian fundamentalism, and likewise the concern about offending such
fudnamentalists is I believe at least in mainstream form something pretty
specific to the states.

The Rnib for example do as I've said promote the Azabat games (albiet they
don't seem interested in promoting any others), which do include several
card games like blackjack, and the Rnib sell braille playing cards as well.

?

Also, bare in mind what I'm proposing here. I'm not suggesting that
organizations actively sell games by blind developers, just that a general
informational leaflet can be created detailing some basic information about

types of games, some bennifits from playing games with perhaps a couple of
exampples and suggestions on where to get more information that
organizations could stick on their general additional info table at
conventions and the like.

?

Yes the leaflet might say that traditional games including card games were
available, but simply saying something is available shouldn't be offensive
to anyone, or at least I'd not assume so, sinse it's still their choice to
get or not. The important thing in such an introduction however which you do

bring up is that it mentions the scope of different types of games, so that

if someone say was against all possible interpreted game violence or against

gambling in the way you describe and wouldn't countenance anything with
playing cards, they'd be aware that other games were available.

?

For example, in the section describing first person navigation, it would be

important to also mention Terraformers as well as games like shades of doom

sinse Terraformers is largely a puzzle game and involves little by way of
shooting or violence and none against living creatures, neither does it have

any horror elements the way shades, swamp, or pappasangre do.

?

Beware the grue!

?

Dark.


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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread Bryan Peterson
I believe that's also where Hal the computer got its name. As for JAWS I 
would have guessed the film from the 1970's about the shark.




Focus your powers and prepare for buttle.
-Original Message- 
From: dark

Sent: Tuesday, June 16, 2015 11:43 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] info AudioGames Game Engine

Hi tom.

Ah, rereading my message I see where my phrasing went a bit wrong. what I
meant as reggards Dolphin and Orca is that both derived their names from the
flipper screen reader, not that Dolphin developed Orca which they obviously
do not :D.

As for Jaws, I was told that fact by someone from dolphin as well that it's
name was also related to flipper so fair enough if I'm incorrect, though I
do think it's an amusing coincidence.

Btw, hal, the original namefor what is now supernova got it's name not as I
originally thought from the computer in 2001 Space odyssey, but because it's
one letter down from Ibm.

This is a little weerd though sinse dolphin's other two main products at
that time were luna, the screen magnifyer and supernova, the combined speech
and magnification system,  makes me think they should've called Hal
stellar or something but there you go :D.

Beware the grue!

Dark.


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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread dark

Hi Tom.


Well I wasn't thinking as far as organizations installing demos or the like 
sinse I'd imagine getting people to do that would be a hassle for a number 
of reasons. as I said, I was just thinking a sort of general leaflet that 
people could find and look atwhich was an introduction and overview of games 
for people who probably had not played games before and were perhaps new to 
computers as well, particularly sinse as I said I was thinking of such a 
thing to possibly be produced in braille or large print as well as an online 
version so that it could be physically distributed around.


All the best,

Dark. 



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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread Thomas Ward
Hi Dark,

I got you now. Actually, Orca's name isn't derived from Flipper but from Jaws.

As I understand it the guy who started the project was a Jaws user so
wanted to name his screen reader Jaws or something like it. Since Orca
is the name of killer whales he named it Orca in honor of Jaws. By the
time Orca began development a few years ago Flipper had long been a
thing of the past.

Cheers!


On 6/16/15, dark d...@xgam.org wrote:
 Hi tom.

 Ah, rereading my message I see where my phrasing went a bit wrong. what I
 meant as reggards Dolphin and Orca is that both derived their names from the

 flipper screen reader, not that Dolphin developed Orca which they obviously

 do not :D.

 As for Jaws, I was told that fact by someone from dolphin as well that it's

 name was also related to flipper so fair enough if I'm incorrect, though I
 do think it's an amusing coincidence.

 Btw, hal, the original namefor what is now supernova got it's name not as I

 originally thought from the computer in 2001 Space odyssey, but because it's

 one letter down from Ibm.

 This is a little weerd though sinse dolphin's other two main products at
 that time were luna, the screen magnifyer and supernova, the combined speech

 and magnification system,  makes me think they should've called Hal
 stellar or something but there you go :D.

 Beware the grue!

 Dark.

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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread Dennis Towne
From my rooting around on the web sites, I think I understand why the
various blind organizations don't give games much lip service.  It's
not so much that they hate games or haven't heard about them; is that
they're focused on helping blind people survive and provide for
themselves.

Specifically, these organizations are focused on helping blind people
gain the skills needed to function in society and hopefully find
employment.  The extremely low employment numbers for the blind are no
secret, and it should be no surprise that these orgs are focusing on
that very hard problem.  Playing games is considered a leisure
activity, something you do in your spare time, not something you do to
put food on the table.

In a lot of ways this makes sense - they're mostly charity
organizations, and they're expected to show that they're not wasting
the money they're given.  It wouldn't look that great for their
financial reports to say we helped 1 million blind people learn how
to play video games this year!, while the employment numbers for
those people remain abysmal.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com

On Tue, Jun 16, 2015 at 11:09 AM, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Dark,

 I got you now. Actually, Orca's name isn't derived from Flipper but from Jaws.

 As I understand it the guy who started the project was a Jaws user so
 wanted to name his screen reader Jaws or something like it. Since Orca
 is the name of killer whales he named it Orca in honor of Jaws. By the
 time Orca began development a few years ago Flipper had long been a
 thing of the past.

 Cheers!


 On 6/16/15, dark d...@xgam.org wrote:
 Hi tom.

 Ah, rereading my message I see where my phrasing went a bit wrong. what I
 meant as reggards Dolphin and Orca is that both derived their names from the

 flipper screen reader, not that Dolphin developed Orca which they obviously

 do not :D.

 As for Jaws, I was told that fact by someone from dolphin as well that it's

 name was also related to flipper so fair enough if I'm incorrect, though I
 do think it's an amusing coincidence.

 Btw, hal, the original namefor what is now supernova got it's name not as I

 originally thought from the computer in 2001 Space odyssey, but because it's

 one letter down from Ibm.

 This is a little weerd though sinse dolphin's other two main products at
 that time were luna, the screen magnifyer and supernova, the combined speech

 and magnification system,  makes me think they should've called Hal
 stellar or something but there you go :D.

 Beware the grue!

 Dark.

 ---
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 You can make changes or update your subscription via the web, at
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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread dark

Hi tom.

Ah, rereading my message I see where my phrasing went a bit wrong. what I 
meant as reggards Dolphin and Orca is that both derived their names from the 
flipper screen reader, not that Dolphin developed Orca which they obviously 
do not :D.


As for Jaws, I was told that fact by someone from dolphin as well that it's 
name was also related to flipper so fair enough if I'm incorrect, though I 
do think it's an amusing coincidence.


Btw, hal, the original namefor what is now supernova got it's name not as I 
originally thought from the computer in 2001 Space odyssey, but because it's 
one letter down from Ibm.


This is a little weerd though sinse dolphin's other two main products at 
that time were luna, the screen magnifyer and supernova, the combined speech 
and magnification system,  makes me think they should've called Hal 
stellar or something but there you go :D.


Beware the grue!

Dark. 



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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread Jesse Gaona
My thoughts exactly Dennis. Have been trying to express the same thought 
without sounding NFB nazi. Actually, the NFB convention will be hosting a 
seminar on accessible gaming this year, but no other information on what the 
topics will be was posted on the agenda, so I will wait and see what the 
seminar will be about.  
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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread dark
Interesting, though I still do wonder with all the marine names if job 
access with speech was thought up after the fact and the name is still 
related to flipper sinse it sounds pretty clunky to me as if it was an 
acronym matched to an existing name, still I suppose we'll never know.


It's a shame Nvda wasn't called octipus, or better still the cracken! (which 
is also one of my favourite types of rum), unless the Nvda maintainers have 
been lying to us and it really stands for neptunes very damp arse! :D.


Bewar ethe #grue!

Dark.
There is always more to know, more to see, more to learn. The world is vast 
and wondrous strange and there are more things benieth the stars than even 
the archmaesters of the citadel can dream.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 16, 2015 7:09 PM
Subject: Re: [Audyssey] info AudioGames Game Engine



Hi Dark,

I got you now. Actually, Orca's name isn't derived from Flipper but from 
Jaws.


As I understand it the guy who started the project was a Jaws user so
wanted to name his screen reader Jaws or something like it. Since Orca
is the name of killer whales he named it Orca in honor of Jaws. By the
time Orca began development a few years ago Flipper had long been a
thing of the past.

Cheers!


On 6/16/15, dark d...@xgam.org wrote:

Hi tom.

Ah, rereading my message I see where my phrasing went a bit wrong. what I
meant as reggards Dolphin and Orca is that both derived their names from 
the


flipper screen reader, not that Dolphin developed Orca which they 
obviously


do not :D.

As for Jaws, I was told that fact by someone from dolphin as well that 
it's


name was also related to flipper so fair enough if I'm incorrect, though 
I

do think it's an amusing coincidence.

Btw, hal, the original namefor what is now supernova got it's name not as 
I


originally thought from the computer in 2001 Space odyssey, but because 
it's


one letter down from Ibm.

This is a little weerd though sinse dolphin's other two main products at
that time were luna, the screen magnifyer and supernova, the combined 
speech


and magnification system,  makes me think they should've called Hal
stellar or something but there you go :D.

Beware the grue!

Dark.


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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] info AudioGames Game Engine

2015-06-16 Thread Bryan Peterson
Not to mention JAWS was probably a lot less of a pain to say than Job Access 
with Speech. LOL.




Focus your powers and prepare for buttle.
-Original Message- 
From: Thomas Ward

Sent: Tuesday, June 16, 2015 10:10 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] info AudioGames Game Engine

Hi Dark,

It is hard to say. Remember Jaws for Dos and Flipper both came out
about the same time in the late 80's. I'm not even sure which one came
out first since I wasn't blind at the time the screen readers came
out, and thus had no reason to be  interested in them until years
after the fact.

What I can tell you though is when I purchased Jaws for Dos in the
early90's the tutorials that came with it opened up with a message
like welcome to Jaws Job Access With Speech. Thus I always got the
impression Henter-Joyce wanted to emphasize Jaws as a tool for work,
and the acronym Jaws was simply a side effect of shortening Job Access
With Speech to something that could be executed in Dos's 8.3 character
restrictions. How much Flipper's name may or may not have influenced
the Jaws name I have no idea as Henter-Joyce now Freedom Scientific
never said. All I do know for sure is that Jaws was marketed as the
screen reader for businesses and blind professionals, and if you
wanted a screen reader for work Job Access With Speech was it.

Cheers!


On 6/16/15, dark d...@xgam.org wrote:

Interesting, though I still do wonder with all the marine names if job
access with speech was thought up after the fact and the name is still
related to flipper sinse it sounds pretty clunky to me as if it was an
acronym matched to an existing name, still I suppose we'll never know.

It's a shame Nvda wasn't called octipus, or better still the cracken! 
(which


is also one of my favourite types of rum), unless the Nvda maintainers 
have


been lying to us and it really stands for neptunes very damp arse! :D.

Bewar ethe #grue!

Dark.
There is always more to know, more to see, more to learn. The world is 
vast


and wondrous strange and there are more things benieth the stars than even
the archmaesters of the citadel can dream.


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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread Thomas Ward
Hi Dark,

It is hard to say. Remember Jaws for Dos and Flipper both came out
about the same time in the late 80's. I'm not even sure which one came
out first since I wasn't blind at the time the screen readers came
out, and thus had no reason to be  interested in them until years
after the fact.

What I can tell you though is when I purchased Jaws for Dos in the
early90's the tutorials that came with it opened up with a message
like welcome to Jaws Job Access With Speech. Thus I always got the
impression Henter-Joyce wanted to emphasize Jaws as a tool for work,
and the acronym Jaws was simply a side effect of shortening Job Access
With Speech to something that could be executed in Dos's 8.3 character
restrictions. How much Flipper's name may or may not have influenced
the Jaws name I have no idea as Henter-Joyce now Freedom Scientific
never said. All I do know for sure is that Jaws was marketed as the
screen reader for businesses and blind professionals, and if you
wanted a screen reader for work Job Access With Speech was it.

Cheers!


On 6/16/15, dark d...@xgam.org wrote:
 Interesting, though I still do wonder with all the marine names if job
 access with speech was thought up after the fact and the name is still
 related to flipper sinse it sounds pretty clunky to me as if it was an
 acronym matched to an existing name, still I suppose we'll never know.

 It's a shame Nvda wasn't called octipus, or better still the cracken! (which

 is also one of my favourite types of rum), unless the Nvda maintainers have

 been lying to us and it really stands for neptunes very damp arse! :D.

 Bewar ethe #grue!

 Dark.
 There is always more to know, more to see, more to learn. The world is vast

 and wondrous strange and there are more things benieth the stars than even
 the archmaesters of the citadel can dream.

---
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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread Thomas Ward
Hi Dennis,

You are absolutely right, and I guess it was assumed everyone on this
list understood the fact that most of these blind organizations exist
to help with basic independent living skills as well as employment for
clients. As you have surmised the reason they do not pay much
attention to games and other forms of entertainment is because they
consider it outside of their charters. They are there to provide
training for independent living, to help clients find employment, etc.
As you said yourself they are focused on helping blind persons
function in society and as a result games and other forms of
entertainment like it just aren't that important to them.

You bring up a good point that as they are there to meet certain needs
of the community particularly in the life skills area it wouldn't do
for them to say they helped a million blind persons to play games when
there entire existence is based on the premise of training and helping
them find employment. While they may hand out a pamphlet on games such
as Dark was talking about that isn't what they are there for. They
would likely consider such a thing as not belonging to their
curriculum.

Cheers!


On 6/16/15, Dennis Towne s...@xirr.com wrote:
 From my rooting around on the web sites, I think I understand why the
 various blind organizations don't give games much lip service.  It's
 not so much that they hate games or haven't heard about them; is that
 they're focused on helping blind people survive and provide for
 themselves.

 Specifically, these organizations are focused on helping blind people
 gain the skills needed to function in society and hopefully find
 employment.  The extremely low employment numbers for the blind are no
 secret, and it should be no surprise that these orgs are focusing on
 that very hard problem.  Playing games is considered a leisure
 activity, something you do in your spare time, not something you do to
 put food on the table.

 In a lot of ways this makes sense - they're mostly charity
 organizations, and they're expected to show that they're not wasting
 the money they're given.  It wouldn't look that great for their
 financial reports to say we helped 1 million blind people learn how
 to play video games this year!, while the employment numbers for
 those people remain abysmal.

 Dennis Towne

 Alter Aeon MUD
 http://www.alteraeon.com

 On Tue, Jun 16, 2015 at 11:09 AM, Thomas Ward thomasward1...@gmail.com
 wrote:
 Hi Dark,

 I got you now. Actually, Orca's name isn't derived from Flipper but from
 Jaws.

 As I understand it the guy who started the project was a Jaws user so
 wanted to name his screen reader Jaws or something like it. Since Orca
 is the name of killer whales he named it Orca in honor of Jaws. By the
 time Orca began development a few years ago Flipper had long been a
 thing of the past.

 Cheers!


 On 6/16/15, dark d...@xgam.org wrote:
 Hi tom.

 Ah, rereading my message I see where my phrasing went a bit wrong. what
 I
 meant as reggards Dolphin and Orca is that both derived their names from
 the

 flipper screen reader, not that Dolphin developed Orca which they
 obviously

 do not :D.

 As for Jaws, I was told that fact by someone from dolphin as well that
 it's

 name was also related to flipper so fair enough if I'm incorrect, though
 I
 do think it's an amusing coincidence.

 Btw, hal, the original namefor what is now supernova got it's name not as
 I

 originally thought from the computer in 2001 Space odyssey, but because
 it's

 one letter down from Ibm.

 This is a little weerd though sinse dolphin's other two main products at
 that time were luna, the screen magnifyer and supernova, the combined
 speech

 and magnification system,  makes me think they should've called Hal
 stellar or something but there you go :D.

 Beware the grue!

 Dark.

 ---
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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread Thomas Ward
Hi Dark,

Oh, I definitely can see a point where certain games are used as
educational training aids alright. The problem is for a lot of people
when someone mentions games they automatically assume it isn't
educational and that it is  a silly waste of time. Sad to say this
attitude isn't limited to blind and VI gamers either.

For example, I saw a Youtube video not too long ago from a sighted guy
in his mid to late 30's posing the question of why people consider
gamers geek's, lazy, or immature because they spend two to three hours
each day playing the latest version of Rock Band, Guitar Hero, or Need
For Speed while his coworkers would happily sit their butts down on
the couch and watch football or basketball. Both forms of
entertainment could be considered lazy, unproductive, or childish but
in American society it is generally seen adult behavior to while away
an afternoon with ESPN and a ball game but not mature or adult to
spend that same time with a game console playing games. It is an
interesting question and one I think bares particular relevance to the
topic at hand.

I can easily see various educational and learning games being
developed for organizations to help enhance orientation and mobility
training, to help with memorization, problem solving, and other things
that are all apart of daily life. The main two problems seem to be A,
developing those games, and B, then getting past the stigma of games
are little more than electronic toys.

Even so as it so happens that is probably the best way to present
games to the NFB, ACB, AFB, etc. If a game developer could create
games they could incorporate into their training programs or get them
to install them on their computers for clients that could be a form of
advertising to go to the developer's site and see what else they have
for offer. That would help keep the organizations image in tact while
advertise what the developer has to offer.

Cheers!


On 6/15/15, dark d...@xgam.org wrote:
 Hi Tom.

 There are several topics on the audiogames.net forum where people describe
 their experiences with the Nfb, and I confess I'm not keen on the immage
 buseness or the our way or else attitude, although as I've only heard
 second hand accounts I can't speak for more.

 With the Rnib, it's more a huuge! bias towards older people, aka people

 who will leave them money in their will, (don't believe me, I once attended

 a so called introduction to the rnib day which spent two hours on that very

 subject).

 However getting back on topic I could see the arguement of using games as
 teaching aides to be quite a strong one if put correctly, particularly sinse

 as I said, we are now getting to the point where many of the things used in

 games are regular parts of life and the technology we have.

 For example, if I were newly blind and not used to orientation towards a
 sound source, playing a game which required this could really! help,
 especially something like audio defense zombie arena on the Iphone which
 requires turning in space and pointing the phone the same way you might
 locate something making a noise in real life.

 that's quite apart from satnavs or the tech question.

 beware the grue!

 Dark.
 There is always more to know, more to see, more to learn. The world is vast

 and wondrous strange and there are more things benieth the stars than even
 the archmaesters of the citadel can dream.

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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread dark

Hi Tom.

I wasn't actually thinking of developers making specifically designed 
educational games to teach something (although it's obviously good when that 
happens as with the Looktell voiceover tutorial), just of presenting some of 
the games we already have as education exercises in pointing out what can be 
learnt from them.


For example, many of the space invaders style audio titles encourage sound 
memorization and identification, several first person games like shades of 
doom require the player to learn techniques for navigating space from only 
audio information, while more recently on the Iphone we're seeing games like 
audio defense zombie arena that actually require movement in space. And that 
is not to speak of games that require use of a screen reader's standard 
functions.  As I said, I learnt far more about how to use the internet and 
all of Supernova's navigation functions through playing online games than I 
ever did through direct teaching or through trying to use it for work, same 
goes for Vo on the Iphone.


I think that would be a good way to present games to organizations, if their 
motivation is based on work and efficiency, particularly sinse these days 
sighted kids will be using the internet, social media and games on computers 
and learning far more than just what they're taught in Information 
technology classes in school.


As to the stigma of gamers, I'd be interested to see that discussion, sinse 
while like a lot of group sterriotypes I suspect it's a bit more pronounced 
in the states than in the Uk the gamer = lazy social outcast belief 
certainly exists over hear as well and I agree is entirely irrational 
compared to other interests,  then again collective assumptions are 
rarely rational anyway, (if it were rational I wouldn't refer to it as the 
collective).


In the mainstream world at least this idea of games as toys and gamers as 
over grown kids is falling off I think, particularly as the gamer generation 
grows up, although as usual I suspect this is where blindness organizations 
might be behind the times.


Still all the more reason to think of having some sort of word out there.

All the best,

Dark. 



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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread shaun everiss

Well since you are a developer you would know.
Never the less you have it right as usual.

At 12:26 a.m. 15/06/2015, you wrote:

Hi Dark,

Yes, I think you have a definite point about developers perhaps not
being aware of their own shortcomings.
That would include even me at times.

I suspect the reason is that a lot of developers get into writing
games because they have a very specific idea, dream, or concept for a
game. Something that appeals to them and they set out to create the
game as they imagine it. Unfortunately, like everyone the developer
may have shortcomings that makes the end result less than a quality
production, and because it is their dream game, their own idea, they
feel a bit embarrassed or even perhaps a bit sensitive about letting
someone else help work on it. I can confess to some of that myself.

In short it is very easy for a developer to turn down any offers for
help out of some personal sense of wanting to do it all themselves.
Perhaps not recognizing or seeing their own shortcomings in the
process. As a result the final product is something below professional
standards just because the developer was lacking in a certain area and
was unable to foresee their own shortcomings in that regard.

Cheers!


On 6/14/15, dark d...@xgam.org wrote:
 Hi Tom.

 I don't think it's a legal matter, or at least if it is most developers are

 pretty quiet about it being such.

 I suspect it's a combination of developers not asking, people not offering,

 and of course the problem that particularly with thiungs like voice acting,

 your dependent upon equipment quality, although that is less of a concern
 these days than it used to be.

 I will also admit I've noticed developers are sometimes unwill to recognize

 their own short falls.

 Take paladin of the skies, the script really! could've done with a bit of a

 polish, just to remove some of the more clunky phrasing, make the 
characters


 appear less childish and all in all give a better experience, however I
 don't think it occurred to Aaron that having a professional, or at least
 volunteer script writer with some degree of writing cudos was 
something they


 needed.


 All the best,

 Dark.
 There is always more to know, more to see, more to learn. The world is vast

 and wondrous strange and there are more things benieth the stars than even
 the archmaesters of the citadel can dream.

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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread shaun everiss

I agree with you dark.
There have been a few devs I worked with one just recently that was 
just a starter.
I have nothing against starters but there are those that start in a 
cocky state, expect to earn from 500 coppies a month and get 2000 or 
more enough to buy sfx.

They start a project get your stuff and then burn shortly after.
I had another some years back, he started got all my pictures and 
other info for the game and other payment things, started off but 
obviously burned as I never heard back from him with work.
In more recent times I have actually seen a few of those in reality 
software burn.
Thing is when someone burns like that they don't recognise they are 
doing so and you can't tell them that they are on fire.
But once they are burned out they die, some just die and some make a 
drama out of it but once burned in most cases you are prity much done 
with a few exceptions like rs group leader, how he has managed to 
survive without completely burning is legendry and sertainly beyond me.
I have once or twice got close to burning myself its not a good thing 
to burn yourself but its hard to not be on a role and then it all 
comes down on you like a pile of burning stuff.
I do think with the critisism and other things that our devs are 
quite carefull.

The rest don't know or have no idea how to start.
Sighted especially may know what to do but are not sure how to do it 
for obvious reasons and the rest who knows.

I don't even know what the rest is anymore.
With the release of bgt and some of the otheer stuff of late the 
first companies are not making much anymore.

But thats ok as the industry is going on its own pace.
But there are so many groups its hard to tell what is or isn't good these days.
And sometimes stuff popps out of the woodwork.
I just got a couple ren py novels fully accessable one comercial 
yesterday and another one I really like which the author is working 
on to make accessable and which I will buy later.

Ofcause some can be total wastes but the rest maybe.


At 11:31 p.m. 14/06/2015, you wrote:

Hi Tom.

I don't think it's a legal matter, or at least if it is most 
developers are pretty quiet about it being such.


I suspect it's a combination of developers not asking, people not 
offering, and of course the problem that particularly with thiungs 
like voice acting, your dependent upon equipment quality, although 
that is less of a concern these days than it used to be.


I will also admit I've noticed developers are sometimes unwill to 
recognize their own short falls.


Take paladin of the skies, the script really! could've done with a 
bit of a polish, just to remove some of the more clunky phrasing, 
make the characters appear less childish and all in all give a 
better experience, however I don't think it occurred to Aaron that 
having a professional, or at least volunteer script writer with some 
degree of writing cudos was something they needed.



All the best,

Dark.
There is always more to know, more to see, more to learn. The world 
is vast and wondrous strange and there are more things benieth the 
stars than even the archmaesters of the citadel can dream.

- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 14, 2015 7:24 AM
Subject: Re: [Audyssey] info AudioGames Game Engine



Hi Dark,

You bring up a very good point, and to be honest I'm not quite sure
why the community hasn't been more active in supporting our developers
with sounds,music, scripts, whatever. It could be as simple as
developers haven't asked or developers have been closed to support
from outside help.

One issue I need to bring up is while volunteer work is wonderful it
also can be a bit sticky from a legal point of view. Copyrights aren't
necessarily designed for content to freely be given away so there has
to be written contracts that turns a license or the sharing of a
license over to a developer else it can be legally entangling if the
owner of a specific sound, music, script, whatever later decides they
want exorcize their rights as the owner of said copyrighted material
and that puts the developer in a bit of a bind. So it is possible that
some developers and community designers are hesitant of collaborating
from some legal standpoint.

That's only a guess of course, but there are reasons why things aren't
necessarily falling into place. It would be in our best interests to
find out those reasons and address them.

Cheers!


On 6/13/15, dark d...@xgam.org wrote:

Hi Tom.

While I'm sure your right as far as different developers go, one thing I
will say is that games are not just made by developers.
There are script writers, voice actors, sound designers. Even in the indi
graphical games community a coder doesn't do all ttheir own graphics, music

composition etc. One thing I always find a bit odd is the way that so many
people in the audiogames community play around with sounds for fun, yet

Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread shaun everiss
Well tom to be honest vary few devs have actually asked the users for 
sfx and voice.

And when it has happened it can go either of 2 ways.
1.  you may have your stuff used and used fully or only used for that 
version then swapped for something else.
Or simply your stuff is used and then used outside the project by 
others and ending up on some soundlib in one case or so I did stuff.

Or simply they will not be used.
I can see a few examples where thats happened to me to.
However thats not always the case I know realitysoftware will ask for 
sfx even encourages the practice of sound sharing.
Some in the group even buy sounds to share within the group in fact I 
hear rumors of more sound packs.
I have a large order of interface sounds I was schedualed to fill 
yesterday but will be doing it today.

Ofcause its a bonus for the contributer if you get a free game out of it.
Its even more gratifying  when the thing is a success, is realeased 
and the dev keeps making sfx giving said contributer more work.
Though at the same time once you have a reasonable pool of sounds you 
souldn't need to rely on contributers all the time.
Since the early days of reality software my work has shrunk to small 
projects from time to time I have to upload 2-6gb sound dumps but 
that doesn't happen often.
And thats good the dumps take space and take ages to upload sometimes 
it takes me days to sort out required sounds for upload.


At 06:24 p.m. 14/06/2015, you wrote:

Hi Dark,

You bring up a very good point, and to be honest I'm not quite sure
why the community hasn't been more active in supporting our developers
with sounds,music, scripts, whatever. It could be as simple as
developers haven't asked or developers have been closed to support
from outside help.

One issue I need to bring up is while volunteer work is wonderful it
also can be a bit sticky from a legal point of view. Copyrights aren't
necessarily designed for content to freely be given away so there has
to be written contracts that turns a license or the sharing of a
license over to a developer else it can be legally entangling if the
owner of a specific sound, music, script, whatever later decides they
want exorcize their rights as the owner of said copyrighted material
and that puts the developer in a bit of a bind. So it is possible that
some developers and community designers are hesitant of collaborating
from some legal standpoint.

That's only a guess of course, but there are reasons why things aren't
necessarily falling into place. It would be in our best interests to
find out those reasons and address them.

Cheers!


On 6/13/15, dark d...@xgam.org wrote:
 Hi Tom.

 While I'm sure your right as far as different developers go, one thing I
 will say is that games are not just made by developers.
 There are script writers, voice actors, sound designers. Even in the indi
 graphical games community a coder doesn't do all ttheir own graphics, music

 composition etc. One thing I always find a bit odd is the way that so many
 people in the audiogames community play around with sounds for 
fun, yet none


 of them put those tallents into sound design, or the way you have talented
 writers and actors and yet such people do not seem to be getting in touch
 with developers to assist for one reason or another.

 Indeed, swamp is a good example sinse I do know that while all the coding
 and large parts of the basic design are Aprones, he has had assistance from

 several people as far as creating sounds go.

 So, while I'm sure your right on collaboration with different developers, I

 do think there would be milage in developers handing at least some aspects
 of the production process over to other people.

 All the best,

 Dark.
 There is always more to know, more to see, more to learn. The world is vast

 and wondrous strange and there are more things benieth the stars than even
 the archmaesters of the citadel can dream.

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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread shaun everiss

I agree.
Your volinteers won't necessarily have the latest software or 
hardware for the job.
I now at least have a good software package maybe but hardware wise 
probably not so much.
I can't afford studio quality s stuff unless its on sale so I have 
consumers tuff or internal stuff and some of that doesn't cut it.


At 12:45 a.m. 15/06/2015, you wrote:

Hi dark.
There's a couple of factors at play.
As has already has been said, game development can take some time 
and keeping volunteers interested in the medium to long term is 
quite difficult.
Also following through on commitments can be an issue. As an 
example, when developing Park Boss I asked for volunteers to record 
short bits of dialog, a number of people contacted me and I sent 
scripts. That was the last I heard from about a third of the volunteers.
Another thing that is a factor is the different recording quality 
that comes back. This didn't matter too much for Park Boss but in 
other audio environments could be noticeable and make the game feel 
disjointed
There are a number of things that make managing a team of volunteers 
harder than employees. Things like wide spread locations, egos and 
commitment that probably puts developers off. In the end the 
developers like my self are very much code focussed and managing 
people takes away from coding time. That's why I think a large 
scale, volunteer developed game would need someone to act as a 
project manager who is not the main coder.

Just some thoughts.
Nick.




 On 14 Jun 2015, at 12:31, dark d...@xgam.org wrote:

 Hi Tom.

 I don't think it's a legal matter, or at least if it is most 
developers are pretty quiet about it being such.


 I suspect it's a combination of developers not asking, people not 
offering, and of course the problem that particularly with thiungs 
like voice acting, your dependent upon equipment quality, although 
that is less of a concern these days than it used to be.


 I will also admit I've noticed developers are sometimes unwill to 
recognize their own short falls.


 Take paladin of the skies, the script really! could've done with 
a bit of a polish, just to remove some of the more clunky phrasing, 
make the characters appear less childish and all in all give a 
better experience, however I don't think it occurred to Aaron that 
having a professional, or at least volunteer script writer with 
some degree of writing cudos was something they needed.



 All the best,

 Dark.
 There is always more to know, more to see, more to learn. The 
world is vast and wondrous strange and there are more things 
benieth the stars than even the archmaesters of the citadel can dream.

 - Original Message - From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 14, 2015 7:24 AM
 Subject: Re: [Audyssey] info AudioGames Game Engine


 Hi Dark,

 You bring up a very good point, and to be honest I'm not quite sure
 why the community hasn't been more active in supporting our developers
 with sounds,music, scripts, whatever. It could be as simple as
 developers haven't asked or developers have been closed to support
 from outside help.

 One issue I need to bring up is while volunteer work is wonderful it
 also can be a bit sticky from a legal point of view. Copyrights aren't
 necessarily designed for content to freely be given away so there has
 to be written contracts that turns a license or the sharing of a
 license over to a developer else it can be legally entangling if the
 owner of a specific sound, music, script, whatever later decides they
 want exorcize their rights as the owner of said copyrighted material
 and that puts the developer in a bit of a bind. So it is possible that
 some developers and community designers are hesitant of collaborating
 from some legal standpoint.

 That's only a guess of course, but there are reasons why things aren't
 necessarily falling into place. It would be in our best interests to
 find out those reasons and address them.

 Cheers!


 On 6/13/15, dark d...@xgam.org wrote:
 Hi Tom.

 While I'm sure your right as far as different developers go, one thing I
 will say is that games are not just made by developers.
 There are script writers, voice actors, sound designers. Even in the indi
 graphical games community a coder doesn't do all ttheir own 
graphics, music


 composition etc. One thing I always find a bit odd is the way 
that so many
 people in the audiogames community play around with sounds for 
fun, yet none


 of them put those tallents into sound design, or the way you 
have talented

 writers and actors and yet such people do not seem to be getting in touch
 with developers to assist for one reason or another.

 Indeed, swamp is a good example sinse I do know that while all the coding
 and large parts of the basic design are Aprones, he has had 
assistance from


 several people as far as creating sounds go.

 So, while I'm sure your right on collaboration

Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread shaun everiss

yes thats true josh everything is going indie which for us is a good thing.
The small guys are approachable at least.
Some can't for various reasons be able to make their stuff work but I 
have noticed some can be especially on the ren py front.
Ofcause some are just students but a lot of the newer games 2015 and 
up are accessable out the box just pick your style and have at it.


At 07:57 a.m. 15/06/2015, you wrote:
and keep in mind guys these days folks are getting away from the big 
multi million dollar companies! My son really likes minecraft. 
that's an indi game. dota2 on steam, I'm pretty sure its an indi 
game also. games can be made by indipendent devs and still be excellent.


follow me on twitter @joshknnd1982

On 6/13/2015 11:03 AM, dark wrote:

Hi John.

While those are good suggestions, at the same time I will correct 
the point that mainstream in the sense most people mean is a much 
different beast. A mainstream title would have a budget in the 
hundreds of thousands and have perhaps a staff of a couple of 
hundred working flat out for weeks on end, designers, graphic 
artists, coders by the score, managers etc, indeed the voice actors 
and such are usually the last to be employed.


This is why the gap is unrealistic. Yes, some of the mainstream 
games pproduced now have some very unique mechanics (although there 
are those who argued that like big hollywood films they're now all 
special effects).


This isn't to say some sort of unified project wouldn't be a bad 
idea assuming that A, you could get several individual coders to 
agree on a set of programming language tools and conventions, only 
that even if you raised ten thousand dollars for the project that 
would still be a drop in the ocean.


Beware the grue!

Dark.

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Re: [Audyssey] info AudioGames Game Engine

2015-06-16 Thread shaun everiss
True, being a contributer you need to wait and see and not hound the 
dev for this or that project.
I can't be bothered hounding maybe I am to nice I don't often check 
and that can be bad to.


At 01:33 a.m. 15/06/2015, you wrote:

Hi Knick.

That is an interesting point. one of the things I've noticed with a 
lot of graphical indi games, is that they're rarely one person who 
does everything, usually there are two or three people including a 
coder, a graphic artist and maybe an animater or sound designer.
Perhaps having more than one person on the project also means 
managing stuff like volunteer contributions can be done in a 
structured way and the person doing the coding can be left to,  
well coding.


Beware the grue!

Dark.
There is always more to know, more to see, more to learn. The world 
is vast and wondrous strange and there are more things benieth the 
stars than even the archmaesters of the citadel can dream.

- Original Message - From: Nick Adamson n...@ndadamson.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 14, 2015 1:45 PM
Subject: Re: [Audyssey] info AudioGames Game Engine



Hi dark.
There's a couple of factors at play.
As has already has been said, game development can take some time 
and keeping volunteers interested in the medium to long term is 
quite difficult.
Also following through on commitments can be an issue. As an 
example, when developing Park Boss I asked for volunteers to record 
short bits of dialog, a number of people contacted me and I sent 
scripts. That was the last I heard from about a third of the volunteers.
Another thing that is a factor is the different recording quality 
that comes back. This didn't matter too much for Park Boss but in 
other audio environments could be noticeable and make the game feel disjointed
There are a number of things that make managing a team of 
volunteers harder than employees. Things like wide spread 
locations, egos and commitment that probably puts developers off. 
In the end the developers like my self are very much code focussed 
and managing people takes away from coding time. That's why I think 
a large scale, volunteer developed game would need someone to act 
as a project manager who is not the main coder.

Just some thoughts.
Nick.





On 14 Jun 2015, at 12:31, dark d...@xgam.org wrote:

Hi Tom.

I don't think it's a legal matter, or at least if it is most 
developers are pretty quiet about it being such.


I suspect it's a combination of developers not asking, people not 
offering, and of course the problem that particularly with thiungs 
like voice acting, your dependent upon equipment quality, although 
that is less of a concern these days than it used to be.


I will also admit I've noticed developers are sometimes unwill to 
recognize their own short falls.


Take paladin of the skies, the script really! could've done with a 
bit of a polish, just to remove some of the more clunky phrasing, 
make the characters appear less childish and all in all give a 
better experience, however I don't think it occurred to Aaron that 
having a professional, or at least volunteer script writer with 
some degree of writing cudos was something they needed.



All the best,

Dark.
There is always more to know, more to see, more to learn. The 
world is vast and wondrous strange and there are more things 
benieth the stars than even the archmaesters of the citadel can dream.

- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 14, 2015 7:24 AM
Subject: Re: [Audyssey] info AudioGames Game Engine



Hi Dark,

You bring up a very good point, and to be honest I'm not quite sure
why the community hasn't been more active in supporting our developers
with sounds,music, scripts, whatever. It could be as simple as
developers haven't asked or developers have been closed to support
from outside help.

One issue I need to bring up is while volunteer work is wonderful it
also can be a bit sticky from a legal point of view. Copyrights aren't
necessarily designed for content to freely be given away so there has
to be written contracts that turns a license or the sharing of a
license over to a developer else it can be legally entangling if the
owner of a specific sound, music, script, whatever later decides they
want exorcize their rights as the owner of said copyrighted material
and that puts the developer in a bit of a bind. So it is possible that
some developers and community designers are hesitant of collaborating
from some legal standpoint.

That's only a guess of course, but there are reasons why things aren't
necessarily falling into place. It would be in our best interests to
find out those reasons and address them.

Cheers!



On 6/13/15, dark d...@xgam.org wrote:
Hi Tom.

While I'm sure your right as far as different developers go, one thing I
will say is that games are not just made by developers.
There are script

Re: [Audyssey] info AudioGames Game Engine

2015-06-15 Thread dark

Hi John.

Your absolutely correct on quick responses to say game play questions, 
technical problems or even coding assistance, however that's not the sort of 
cooperation I was talking about.


As I said, I was thinking of developers actually requesting script writers, 
managers and sound designers, essentially extra people to join their team 
and take over some of the none programming related matters, that is the sort 
of thing I've not seen as much of.


All the best,

Dark. 



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Re: [Audyssey] info AudioGames Game Engine

2015-06-15 Thread Nick Adamson
An alternative is to set up contacts with resellers around the world who go to 
the conventions already but often they take commission. 




 On 15 Jun 2015, at 16:17, dark d...@xgam.org wrote:
 
 Hi Tom.
 
 Conventions might be problematic, partiuclarly sinse they only cover certain 
 geographical regions meaning even if the money was raised to send someone the 
 return on new interest probably wouldn't be worth it.
 
 I do wonder however if there is an alternative approach.
 
 As I have said before, some of my first pc games were the ones I discovered 
 through whitestick.co.uk, web games like Legend of the green dragon and ashes 
 of angels. I found out about those  thanks to a small one line paragraph in 
 the rnib  braille advertising  leaflet with the silly name of welcome to a 
 world of
 
 I'm not sure where that add came from, indeed Tom Lorimer the 
 whitestick.co.uk webmaster said he didn't know about it, however it does make 
 me wonder about the uses of promotional literature, particularly for people 
 or organizations who might have reach to people who are only just learning 
 their way around computers.
 
 I wonder therefore if it would be worth creating a general audiogames 
 introduction, and paying the smaller amount of money (compared at least to 
 sending someone to a convention), it'd take to get it recreated in braille 
 and large print as well as electronically, and then sending copies of that! 
 to various organizations, conventions etc, for people to pick up, find on a 
 desk etc.
 
 such a thing could even be translated into different languages as well.
 
 All the best,
 
 Dark.
 There is always more to know, more to see, more to learn. The world is vast 
 and wondrous strange and there are more things benieth the stars than even 
 the archmaesters of the citadel can dream.
 - Original Message - From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, June 15, 2015 3:33 PM
 Subject: Re: [Audyssey] info AudioGames Game Engine
 
 
 Hi Josh,
 
 I agree that going to blind conventions is probably the best way to
 market accessible games to the blind community. Unfortunately, we come
 back to the problem of money. A lot of audio game developers are blind
 themselves, are probably only getting SSI for income, so do not have a
 lot of money to spend on airfare, hotel rooms, and everything else
 required for extensive travel to and from various convention centers.
 That means while it might be a good way to promote a product the game
 developer still needs to raise enough cash to actually go to said
 conventions in the first place.
 
 Cheers!
 
 
 On 6/15/15, Josh K joshknnd1...@gmail.com wrote:
 I think the best way to really get games out there would be to attend
 the ACB and nfb conventions and bring them to the attention of many many
 blind people and agencies.
 
 follow me on twitter @joshknnd1982
 
 ---
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 gamers-unsubscr...@audyssey.org.
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 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.
 
 
 ---
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 All messages are archived and can be searched and read at
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 please send E-mail to gamers-ow...@audyssey.org.

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Re: [Audyssey] info AudioGames Game Engine

2015-06-15 Thread Thomas Ward
Hi Josh,

I agree that going to blind conventions is probably the best way to
market accessible games to the blind community. Unfortunately, we come
back to the problem of money. A lot of audio game developers are blind
themselves, are probably only getting SSI for income, so do not have a
lot of money to spend on airfare, hotel rooms, and everything else
required for extensive travel to and from various convention centers.
That means while it might be a good way to promote a product the game
developer still needs to raise enough cash to actually go to said
conventions in the first place.

Cheers!


On 6/15/15, Josh K joshknnd1...@gmail.com wrote:
 I think the best way to really get games out there would be to attend
 the ACB and nfb conventions and bring them to the attention of many many
 blind people and agencies.

 follow me on twitter @joshknnd1982

---
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You can make changes or update your subscription via the web, at
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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,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] info AudioGames Game Engine

2015-06-15 Thread dark

Hi Tom.

Conventions might be problematic, partiuclarly sinse they only cover certain 
geographical regions meaning even if the money was raised to send someone 
the return on new interest probably wouldn't be worth it.


I do wonder however if there is an alternative approach.

As I have said before, some of my first pc games were the ones I discovered 
through whitestick.co.uk, web games like Legend of the green dragon and 
ashes of angels. I found out about those  thanks to a small one line 
paragraph in the rnib  braille advertising  leaflet with the silly name of 
welcome to a world of


I'm not sure where that add came from, indeed Tom Lorimer the 
whitestick.co.uk webmaster said he didn't know about it, however it does 
make me wonder about the uses of promotional literature, particularly for 
people or organizations who might have reach to people who are only just 
learning their way around computers.


I wonder therefore if it would be worth creating a general audiogames 
introduction, and paying the smaller amount of money (compared at least to 
sending someone to a convention), it'd take to get it recreated in braille 
and large print as well as electronically, and then sending copies of that! 
to various organizations, conventions etc, for people to pick up, find on a 
desk etc.


such a thing could even be translated into different languages as well.

All the best,

Dark.
There is always more to know, more to see, more to learn. The world is vast 
and wondrous strange and there are more things benieth the stars than even 
the archmaesters of the citadel can dream.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 15, 2015 3:33 PM
Subject: Re: [Audyssey] info AudioGames Game Engine



Hi Josh,

I agree that going to blind conventions is probably the best way to
market accessible games to the blind community. Unfortunately, we come
back to the problem of money. A lot of audio game developers are blind
themselves, are probably only getting SSI for income, so do not have a
lot of money to spend on airfare, hotel rooms, and everything else
required for extensive travel to and from various convention centers.
That means while it might be a good way to promote a product the game
developer still needs to raise enough cash to actually go to said
conventions in the first place.

Cheers!


On 6/15/15, Josh K joshknnd1...@gmail.com wrote:

I think the best way to really get games out there would be to attend
the ACB and nfb conventions and bring them to the attention of many many
blind people and agencies.

follow me on twitter @joshknnd1982


---
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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.




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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] info AudioGames Game Engine

2015-06-15 Thread Josh K
I think the best way to really get games out there would be to attend 
the ACB and nfb conventions and bring them to the attention of many many 
blind people and agencies.


follow me on twitter @joshknnd1982

On 6/15/2015 2:33 AM, Thomas Ward wrote:

Hi Mohsin ,

I can definitely understand where you are coming from because I was
where you are now a few years ago. I was a sighted gamer up until my
mid teens when I went blind, and when I went to college I had some
idea I'd get a degree in computer science and be a computer
programmer. My initial idea or dream was to write accessible computer
games equivalent to those I had ben exposed to before I lost my sight.
Stuff like Quake, Doom, Tomb Raider, Jedi Knight, Soldier of Fortune,
etc. I was convinced all I needed to do was learn to program and from
their it would be easy. As it turned out it wasn't as simple or as
straight forward as I thought.

Interesting enough I personally did not find learning programming to
be that hard. I know we are all different, some learn things easier
than others, but by far learning to develop games was actually easier
than other aspects of the process. There are a lot of problems I had
not even imagined or considered when I decided to specialize in game
programming. Things that were in my opinion much more difficult than
the programming required to write a game or accessible product.

One issue I see as a problem for audio game developers is advertising.
Sure there are a few hundred blind customers on Audyssey and the Audio
Games Forum, but the reality is they are just a small minority of the
thousands perhaps millions of blind people world wide who are not
connected with any audio gaming venue. Let's face it advertising via
TV and radio can get extremely expensive. So expensive that it would
take incredible financing to market a product that way. News Papers
are a cheaper method of advertising games and other products, but
there we have the problem of its not an accessible means of
communication from an audio game developer to his/her potential blind
customers. We can assume the majority of blind people do not read the
morning paper and if they do an aid or family member reads it to them
meaning that the best we can hope for that a friend or family member
brings it to the blind persons attention. Regardless of the method and
means a developer looks at it is going to cost a lot of money to get
the word out about their product, and there does not seem to be a good
method to market a product to the blind community at large at this
time.

Another difficulty is just demographics and age. It is a well known
fact that the majority of people with vision problems today are senior
citizens who are 60 or older. In other words people who are
grandparents who likely have different interests than their grandkids
in their teens or early 20's. As a result a young developer might
spend years writing a blockbuster equivalent to the latest and
greatest mainstream game aimed at his or generation only to discover
it has absolutely no market value beyond his generation. The older
generation of senior citizens, who make up the majority of the blind
and low vision market, aren't interested in that type of game. So
while it sounds exciting and fun to create accessible versions of our
favorite mainstream game or games it turns out it might not be
marketable outside of a handful of enthusiasts our own age.

There is a way to offset both of those problems and that is to create
games that can directly be sold in the mainstream market as indie
games. The problem there is the game developer will have to compete
with other indie games of similar quality by hiring a graphics
designer, learn how to do proper graphics animation, and will involve
more time and overhead in adding lots of visual effects that won't aid
the audio games community. Thus potentially distracting the developer
from other concerns.

Bottom line, I see where you are coming from. A lot of younger blind
people have this dream of having accessible audio games equivalent to
the mainstream games they know and love, but as you can hopefully see
it is not that simple. There are an entire host of issues unresolved
in terms of marketing, of developing games for the right age group,
and so forth that need to be discussed. Programming the game we want
is only half the story because after some developer does it he or she
still needs to find a way to market it to the community at large and
find like minded gamers in the right age group.

Cheers!


On 6/14/15, Mohsin Ali sma...@gmail.com wrote:

Hi Thomas,

I see your point now, yes, you are right on both accounts, and I agree
that those are all valid reasons. but, you cant fault a man for hoping
of better future. we all must put some effort to accomplish this task.
although, I am studying history, but I did my intermediate in computer
science, and am trying to make the heads and tails of the game
programming. the first step is always the most 

Re: [Audyssey] info AudioGames Game Engine

2015-06-15 Thread Thomas Ward
Hi Mohsin ,

I can definitely understand where you are coming from because I was
where you are now a few years ago. I was a sighted gamer up until my
mid teens when I went blind, and when I went to college I had some
idea I'd get a degree in computer science and be a computer
programmer. My initial idea or dream was to write accessible computer
games equivalent to those I had ben exposed to before I lost my sight.
Stuff like Quake, Doom, Tomb Raider, Jedi Knight, Soldier of Fortune,
etc. I was convinced all I needed to do was learn to program and from
their it would be easy. As it turned out it wasn't as simple or as
straight forward as I thought.

Interesting enough I personally did not find learning programming to
be that hard. I know we are all different, some learn things easier
than others, but by far learning to develop games was actually easier
than other aspects of the process. There are a lot of problems I had
not even imagined or considered when I decided to specialize in game
programming. Things that were in my opinion much more difficult than
the programming required to write a game or accessible product.

One issue I see as a problem for audio game developers is advertising.
Sure there are a few hundred blind customers on Audyssey and the Audio
Games Forum, but the reality is they are just a small minority of the
thousands perhaps millions of blind people world wide who are not
connected with any audio gaming venue. Let's face it advertising via
TV and radio can get extremely expensive. So expensive that it would
take incredible financing to market a product that way. News Papers
are a cheaper method of advertising games and other products, but
there we have the problem of its not an accessible means of
communication from an audio game developer to his/her potential blind
customers. We can assume the majority of blind people do not read the
morning paper and if they do an aid or family member reads it to them
meaning that the best we can hope for that a friend or family member
brings it to the blind persons attention. Regardless of the method and
means a developer looks at it is going to cost a lot of money to get
the word out about their product, and there does not seem to be a good
method to market a product to the blind community at large at this
time.

Another difficulty is just demographics and age. It is a well known
fact that the majority of people with vision problems today are senior
citizens who are 60 or older. In other words people who are
grandparents who likely have different interests than their grandkids
in their teens or early 20's. As a result a young developer might
spend years writing a blockbuster equivalent to the latest and
greatest mainstream game aimed at his or generation only to discover
it has absolutely no market value beyond his generation. The older
generation of senior citizens, who make up the majority of the blind
and low vision market, aren't interested in that type of game. So
while it sounds exciting and fun to create accessible versions of our
favorite mainstream game or games it turns out it might not be
marketable outside of a handful of enthusiasts our own age.

There is a way to offset both of those problems and that is to create
games that can directly be sold in the mainstream market as indie
games. The problem there is the game developer will have to compete
with other indie games of similar quality by hiring a graphics
designer, learn how to do proper graphics animation, and will involve
more time and overhead in adding lots of visual effects that won't aid
the audio games community. Thus potentially distracting the developer
from other concerns.

Bottom line, I see where you are coming from. A lot of younger blind
people have this dream of having accessible audio games equivalent to
the mainstream games they know and love, but as you can hopefully see
it is not that simple. There are an entire host of issues unresolved
in terms of marketing, of developing games for the right age group,
and so forth that need to be discussed. Programming the game we want
is only half the story because after some developer does it he or she
still needs to find a way to market it to the community at large and
find like minded gamers in the right age group.

Cheers!


On 6/14/15, Mohsin Ali sma...@gmail.com wrote:
 Hi Thomas,

 I see your point now, yes, you are right on both accounts, and I agree
 that those are all valid reasons. but, you cant fault a man for hoping
 of better future. we all must put some effort to accomplish this task.
 although, I am studying history, but I did my intermediate in computer
 science, and am trying to make the heads and tails of the game
 programming. the first step is always the most difficult and I hope
 that one day the audio games would be able to compete in normal
 market.

 cheers.

---
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You can make changes 

Re: [Audyssey] info AudioGames Game Engine

2015-06-15 Thread dark

Hi Tom.

Funny the computers aren't for play attitude sinse to be honest I wouldn't 
have learnt to use the internet properly or navigate correctly with 
supernova if it hadn't been for games, ditto with voiceover on the Iphone 
(indeed I specifically bought games to practice with when i got my Iphone).


Then of course there is the more recent arguement that audiogames actually 
teach valuable skills, hell the blindsquare satnav now gives directional 
positional audio kews for it's beacons so walking around outside is geting 
more and more like something like Swamp, nice preparation for when the 
zombocalypse actually does! happen :D.


the Rnib are about the same over here as I've said before, they certainly 
have an institutional approach, however they're usual line is most blind 
people aren't interested in that sort of thing which is why they only 
currently support and promote Azabat sinse it is built to appeal to the sort 
of people the Rnib see themselves as catering for.


I do wonder though if other organizations in the uk would be more receptive 
such as action for blind people (who had the top ten audiogames a while 
ago), or possibly even Guide dogs, although their entertainment side has 
fallen off recently.


That's why I'd suggest having some sort of braille brochure though, sinse 
obviously if it's not out there people won't know.


All the best,

dark. 



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Re: [Audyssey] info AudioGames Game Engine

2015-06-15 Thread Thomas Ward
Hi Dark,

That might work assuming a game developer can get the blindness
organizations interested in promoting their games or allowing their
clients to see the article on audio games. The problem is I find NFB
and other organizations like it very institutional about various
things and may not be as receptive of audio games as one would like.
Although, my personal experience isn't that extensive I can say I  can
recall a few cases where I approached someone on the topic only to get
the brush-off from those kinds of folks.

For example, several years ago I remember when I was losing my sight I
was sent to a training course on Jaws and other adaptive products. At
the time I had just come from a sighted world of mainstream games so
innocently inquired of the instructor if he knew of an accessible
games =that were Jaws accessible. The reply I got in return was that
computers were used for work and not play. That I shouldn't spend my
time with games and that other junk. I was shocked at that attitude,
and have discovered there are many in the adaptive tech industry with
that same attitude that computers are for work not play mindset.

I can't say how extensively it runs in the NFB, ACB, and other circles
but my initial encounter with organizations like them was not a
positive one. So brailing up a pamphlet and sending it to the various
organizations may work or it may not depending on how they view
sharing it with their clients. Although, it might be worth a shot for
a developer to try and advertise through those sorts of organizations
as they would be able to get developers in touch with the community
beyond our little audio games community.

Cheers!


On 6/15/15, dark d...@xgam.org wrote:
 Hi Tom.

 Conventions might be problematic, partiuclarly sinse they only cover certain

 geographical regions meaning even if the money was raised to send someone
 the return on new interest probably wouldn't be worth it.

 I do wonder however if there is an alternative approach.

 As I have said before, some of my first pc games were the ones I discovered

 through whitestick.co.uk, web games like Legend of the green dragon and
 ashes of angels. I found out about those  thanks to a small one line
 paragraph in the rnib  braille advertising  leaflet with the silly name of
 welcome to a world of

 I'm not sure where that add came from, indeed Tom Lorimer the
 whitestick.co.uk webmaster said he didn't know about it, however it does
 make me wonder about the uses of promotional literature, particularly for
 people or organizations who might have reach to people who are only just
 learning their way around computers.

 I wonder therefore if it would be worth creating a general audiogames
 introduction, and paying the smaller amount of money (compared at least to
 sending someone to a convention), it'd take to get it recreated in braille
 and large print as well as electronically, and then sending copies of that!

 to various organizations, conventions etc, for people to pick up, find on a

 desk etc.

 such a thing could even be translated into different languages as well.

 All the best,

 Dark.
 There is always more to know, more to see, more to learn. The world is vast

 and wondrous strange and there are more things benieth the stars than even
 the archmaesters of the citadel can dream.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] info AudioGames Game Engine

2015-06-15 Thread dark

Hi Knick.

that is an idea, though reselling is also quite a pain to setup as well, 
particularly sinse in the past when it's been tried with audiogames it 
hasn't worked out well.


All the best,

Dark.
There is always more to know, more to see, more to learn. The world is vast 
and wondrous strange and there are more things benieth the stars than even 
the archmaesters of the citadel can dream.
- Original Message - 
From: Nick Adamson n...@ndadamson.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 15, 2015 4:28 PM
Subject: Re: [Audyssey] info AudioGames Game Engine


An alternative is to set up contacts with resellers around the world who 
go to the conventions already but often they take commission.






On 15 Jun 2015, at 16:17, dark d...@xgam.org wrote:

Hi Tom.

Conventions might be problematic, partiuclarly sinse they only cover 
certain geographical regions meaning even if the money was raised to send 
someone the return on new interest probably wouldn't be worth it.


I do wonder however if there is an alternative approach.

As I have said before, some of my first pc games were the ones I 
discovered through whitestick.co.uk, web games like Legend of the green 
dragon and ashes of angels. I found out about those  thanks to a small 
one line paragraph in the rnib  braille advertising  leaflet with the 
silly name of welcome to a world of


I'm not sure where that add came from, indeed Tom Lorimer the 
whitestick.co.uk webmaster said he didn't know about it, however it does 
make me wonder about the uses of promotional literature, particularly for 
people or organizations who might have reach to people who are only just 
learning their way around computers.


I wonder therefore if it would be worth creating a general audiogames 
introduction, and paying the smaller amount of money (compared at least 
to sending someone to a convention), it'd take to get it recreated in 
braille and large print as well as electronically, and then sending 
copies of that! to various organizations, conventions etc, for people to 
pick up, find on a desk etc.


such a thing could even be translated into different languages as well.

All the best,

Dark.
There is always more to know, more to see, more to learn. The world is 
vast and wondrous strange and there are more things benieth the stars 
than even the archmaesters of the citadel can dream.
- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 15, 2015 3:33 PM
Subject: Re: [Audyssey] info AudioGames Game Engine



Hi Josh,

I agree that going to blind conventions is probably the best way to
market accessible games to the blind community. Unfortunately, we come
back to the problem of money. A lot of audio game developers are blind
themselves, are probably only getting SSI for income, so do not have a
lot of money to spend on airfare, hotel rooms, and everything else
required for extensive travel to and from various convention centers.
That means while it might be a good way to promote a product the game
developer still needs to raise enough cash to actually go to said
conventions in the first place.

Cheers!



On 6/15/15, Josh K joshknnd1...@gmail.com wrote:
I think the best way to really get games out there would be to attend
the ACB and nfb conventions and bring them to the attention of many 
many

blind people and agencies.

follow me on twitter @joshknnd1982


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

please send E-mail to gamers-ow...@audyssey.org.



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All messages are archived and can be searched and read at
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Re: [Audyssey] info AudioGames Game Engine

2015-06-15 Thread Danielle Antoine
Oh ahhh yes! I recently got told that too. Odd in my opinion but it is
okay for sighted folks to play games on their PC tablet or phone, also
sometimes used for work. I don't understand. You know, you could
submit a write-up to ACB's Braille Forum, NFB-s Braille Monitor, and
there is also the NFB Member List which goes to ALL the list on their
listserv, the contact is Dave Andrews. Alternatively, you could just
reach out to Blind Talk only, a memer of NFB's listserv.


HTH,
Danielle

On 6/15/15, dark d...@xgam.org wrote:
 Hi Tom.

 Funny the computers aren't for play attitude sinse to be honest I wouldn't

 have learnt to use the internet properly or navigate correctly with
 supernova if it hadn't been for games, ditto with voiceover on the Iphone
 (indeed I specifically bought games to practice with when i got my Iphone).

 Then of course there is the more recent arguement that audiogames actually
 teach valuable skills, hell the blindsquare satnav now gives directional
 positional audio kews for it's beacons so walking around outside is geting
 more and more like something like Swamp, nice preparation for when the
 zombocalypse actually does! happen :D.

 the Rnib are about the same over here as I've said before, they certainly
 have an institutional approach, however they're usual line is most blind
 people aren't interested in that sort of thing which is why they only
 currently support and promote Azabat sinse it is built to appeal to the sort

 of people the Rnib see themselves as catering for.

 I do wonder though if other organizations in the uk would be more receptive

 such as action for blind people (who had the top ten audiogames a while
 ago), or possibly even Guide dogs, although their entertainment side has
 fallen off recently.

 That's why I'd suggest having some sort of braille brochure though, sinse
 obviously if it's not out there people won't know.

 All the best,

 dark.


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Re: [Audyssey] info AudioGames Game Engine

2015-06-15 Thread Thomas Ward
Hi Dark,

The organizations here probably wouldn't come out and say blind people
aren't interested in games, but I have a feeling it would go against
their self-image. I could be wrong about this but it seems like a lot
of organizations here try to pass their clients off as professional
blind men and women and have all kinds of concepts of what a blind
person should and should not be doing. I do not have a lot of
firsthand accounts so want to be careful about what I say, but I have
heard from people who have gone through the NFB training centers etc
who absolutely hated their our way is the right way{ attitude to any
given subject. If something disagrees with their self-image or concept
of what the perfect blind client should be they'll try and discourage
them from using it just because it does not agree with their Borg
unimind.


Cheers!

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Re: [Audyssey] info AudioGames Game Engine

2015-06-15 Thread dark

Hi Tom.

There are several topics on the audiogames.net forum where people describe 
their experiences with the Nfb, and I confess I'm not keen on the immage 
buseness or the our way or else attitude, although as I've only heard 
second hand accounts I can't speak for more.


With the Rnib, it's more a huuge! bias towards older people, aka people 
who will leave them money in their will, (don't believe me, I once attended 
a so called introduction to the rnib day which spent two hours on that very 
subject).


However getting back on topic I could see the arguement of using games as 
teaching aides to be quite a strong one if put correctly, particularly sinse 
as I said, we are now getting to the point where many of the things used in 
games are regular parts of life and the technology we have.


For example, if I were newly blind and not used to orientation towards a 
sound source, playing a game which required this could really! help, 
especially something like audio defense zombie arena on the Iphone which 
requires turning in space and pointing the phone the same way you might 
locate something making a noise in real life.


that's quite apart from satnavs or the tech question.

beware the grue!

Dark.
There is always more to know, more to see, more to learn. The world is vast 
and wondrous strange and there are more things benieth the stars than even 
the archmaesters of the citadel can dream.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 15, 2015 8:26 PM
Subject: Re: [Audyssey] info AudioGames Game Engine



Hi Dark,

The organizations here probably wouldn't come out and say blind people
aren't interested in games, but I have a feeling it would go against
their self-image. I could be wrong about this but it seems like a lot
of organizations here try to pass their clients off as professional
blind men and women and have all kinds of concepts of what a blind
person should and should not be doing. I do not have a lot of
firsthand accounts so want to be careful about what I say, but I have
heard from people who have gone through the NFB training centers etc
who absolutely hated their our way is the right way{ attitude to any
given subject. If something disagrees with their self-image or concept
of what the perfect blind client should be they'll try and discourage
them from using it just because it does not agree with their Borg
unimind.


Cheers!

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Re: [Audyssey] info AudioGames Game Engine

2015-06-15 Thread Josh K
I think if it were presented the right way both ACB and nfb magazines 
would accept and publish it.


follow me on twitter @joshknnd1982

On 6/15/2015 3:42 PM, dark wrote:

Hi Tom.

There are several topics on the audiogames.net forum where people 
describe their experiences with the Nfb, and I confess I'm not keen on 
the immage buseness or the our way or else attitude, although as 
I've only heard second hand accounts I can't speak for more.


With the Rnib, it's more a huuge! bias towards older people, aka 
people who will leave them money in their will, (don't believe me, I 
once attended a so called introduction to the rnib day which spent two 
hours on that very subject).


However getting back on topic I could see the arguement of using games 
as teaching aides to be quite a strong one if put correctly, 
particularly sinse as I said, we are now getting to the point where 
many of the things used in games are regular parts of life and the 
technology we have.


For example, if I were newly blind and not used to orientation towards 
a sound source, playing a game which required this could really! help, 
especially something like audio defense zombie arena on the Iphone 
which requires turning in space and pointing the phone the same way 
you might locate something making a noise in real life.


that's quite apart from satnavs or the tech question.

beware the grue!

Dark.
There is always more to know, more to see, more to learn. The world is 
vast and wondrous strange and there are more things benieth the stars 
than even the archmaesters of the citadel can dream.
- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 15, 2015 8:26 PM
Subject: Re: [Audyssey] info AudioGames Game Engine



Hi Dark,

The organizations here probably wouldn't come out and say blind people
aren't interested in games, but I have a feeling it would go against
their self-image. I could be wrong about this but it seems like a lot
of organizations here try to pass their clients off as professional
blind men and women and have all kinds of concepts of what a blind
person should and should not be doing. I do not have a lot of
firsthand accounts so want to be careful about what I say, but I have
heard from people who have gone through the NFB training centers etc
who absolutely hated their our way is the right way{ attitude to any
given subject. If something disagrees with their self-image or concept
of what the perfect blind client should be they'll try and discourage
them from using it just because it does not agree with their Borg
unimind.


Cheers!

---
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Re: [Audyssey] info AudioGames Game Engine

2015-06-15 Thread Thomas Ward
Hi John,

True. However, I have known my fair share of game developers, myself
included, who have asked for volunteers and there is an initial wave
of people beating down the door wanting to help. Then, after a couple
of weeks or so they all drift away and lose interest in the project
and no longer want to help out. So that could be one reason developers
don't seem to be asking for help. It is no fun to ask for help only to
have all the potential volunteers walk away two or three weeks into
the project.

Cheers!


On 6/14/15, john jpcarnemo...@gmail.com wrote:
 My personal opinion goes to the tune of you can't receive that which you
 don't ask for. Every time I've seen help asked for here on list (I don't
 follow audiogames.net as closely, so this statement only applies to
 audyssey), its been replied to pretty promptly and from a pretty good number

 of sources. I suspect that the reason it appears that people aren't willing

 to help is simply because help isn't being asked for - for whatever reason -

 and that's causing things to look different than they might otherwise
 appear.

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Re: [Audyssey] info AudioGames Game Engine

2015-06-15 Thread Thomas Ward
Hi Josh,

TDV stands for 3D Velocity by BPC Programs.

Cheers!


On 6/14/15, Josh K joshknnd1...@gmail.com wrote:
 what is tdv? i don't think i've heard of it.

 follow me on twitter @joshknnd1982

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Re: [Audyssey] info AudioGames Game Engine

2015-06-14 Thread Nick Adamson
Hi dark. 
There's a couple of factors at play. 
As has already has been said, game development can take some time and keeping 
volunteers interested in the medium to long term is quite difficult. 
Also following through on commitments can be an issue. As an example, when 
developing Park Boss I asked for volunteers to record short bits of dialog, a 
number of people contacted me and I sent scripts. That was the last I heard 
from about a third of the volunteers. 
Another thing that is a factor is the different recording quality that comes 
back. This didn't matter too much for Park Boss but in other audio environments 
could be noticeable and make the game feel disjointed  
There are a number of things that make managing a team of volunteers harder 
than employees. Things like wide spread locations, egos and commitment that 
probably puts developers off. In the end the developers like my self are very 
much code focussed and managing people takes away from coding time. That's why 
I think a large scale, volunteer developed game would need someone to act as a 
project manager who is not the main coder. 
Just some thoughts. 
Nick. 




 On 14 Jun 2015, at 12:31, dark d...@xgam.org wrote:
 
 Hi Tom.
 
 I don't think it's a legal matter, or at least if it is most developers are 
 pretty quiet about it being such.
 
 I suspect it's a combination of developers not asking, people not offering, 
 and of course the problem that particularly with thiungs like voice acting, 
 your dependent upon equipment quality, although that is less of a concern 
 these days than it used to be.
 
 I will also admit I've noticed developers are sometimes unwill to recognize 
 their own short falls.
 
 Take paladin of the skies, the script really! could've done with a bit of a 
 polish, just to remove some of the more clunky phrasing, make the characters 
 appear less childish and all in all give a better experience, however I don't 
 think it occurred to Aaron that having a professional, or at least volunteer 
 script writer with some degree of writing cudos was something they needed.
 
 
 All the best,
 
 Dark.
 There is always more to know, more to see, more to learn. The world is vast 
 and wondrous strange and there are more things benieth the stars than even 
 the archmaesters of the citadel can dream.
 - Original Message - From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, June 14, 2015 7:24 AM
 Subject: Re: [Audyssey] info AudioGames Game Engine
 
 
 Hi Dark,
 
 You bring up a very good point, and to be honest I'm not quite sure
 why the community hasn't been more active in supporting our developers
 with sounds,music, scripts, whatever. It could be as simple as
 developers haven't asked or developers have been closed to support
 from outside help.
 
 One issue I need to bring up is while volunteer work is wonderful it
 also can be a bit sticky from a legal point of view. Copyrights aren't
 necessarily designed for content to freely be given away so there has
 to be written contracts that turns a license or the sharing of a
 license over to a developer else it can be legally entangling if the
 owner of a specific sound, music, script, whatever later decides they
 want exorcize their rights as the owner of said copyrighted material
 and that puts the developer in a bit of a bind. So it is possible that
 some developers and community designers are hesitant of collaborating
 from some legal standpoint.
 
 That's only a guess of course, but there are reasons why things aren't
 necessarily falling into place. It would be in our best interests to
 find out those reasons and address them.
 
 Cheers!
 
 
 On 6/13/15, dark d...@xgam.org wrote:
 Hi Tom.
 
 While I'm sure your right as far as different developers go, one thing I
 will say is that games are not just made by developers.
 There are script writers, voice actors, sound designers. Even in the indi
 graphical games community a coder doesn't do all ttheir own graphics, music
 
 composition etc. One thing I always find a bit odd is the way that so many
 people in the audiogames community play around with sounds for fun, yet none
 
 of them put those tallents into sound design, or the way you have talented
 writers and actors and yet such people do not seem to be getting in touch
 with developers to assist for one reason or another.
 
 Indeed, swamp is a good example sinse I do know that while all the coding
 and large parts of the basic design are Aprones, he has had assistance from
 
 several people as far as creating sounds go.
 
 So, while I'm sure your right on collaboration with different developers, I
 
 do think there would be milage in developers handing at least some aspects
 of the production process over to other people.
 
 All the best,
 
 Dark.
 There is always more to know, more to see, more to learn. The world is vast
 
 and wondrous strange and there are more things benieth the stars than even

Re: [Audyssey] info AudioGames Game Engine

2015-06-14 Thread dark

Hi Knick.

That is an interesting point. one of the things I've noticed with a lot of 
graphical indi games, is that they're rarely one person who does everything, 
usually there are two or three people including a coder, a graphic artist 
and maybe an animater or sound designer.
Perhaps having more than one person on the project also means managing stuff 
like volunteer contributions can be done in a structured way and the person 
doing the coding can be left to,  well coding.


Beware the grue!

Dark.
There is always more to know, more to see, more to learn. The world is vast 
and wondrous strange and there are more things benieth the stars than even 
the archmaesters of the citadel can dream.
- Original Message - 
From: Nick Adamson n...@ndadamson.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 14, 2015 1:45 PM
Subject: Re: [Audyssey] info AudioGames Game Engine



Hi dark.
There's a couple of factors at play.
As has already has been said, game development can take some time and 
keeping volunteers interested in the medium to long term is quite 
difficult.
Also following through on commitments can be an issue. As an example, when 
developing Park Boss I asked for volunteers to record short bits of 
dialog, a number of people contacted me and I sent scripts. That was the 
last I heard from about a third of the volunteers.
Another thing that is a factor is the different recording quality that 
comes back. This didn't matter too much for Park Boss but in other audio 
environments could be noticeable and make the game feel disjointed
There are a number of things that make managing a team of volunteers 
harder than employees. Things like wide spread locations, egos and 
commitment that probably puts developers off. In the end the developers 
like my self are very much code focussed and managing people takes away 
from coding time. That's why I think a large scale, volunteer developed 
game would need someone to act as a project manager who is not the main 
coder.

Just some thoughts.
Nick.





On 14 Jun 2015, at 12:31, dark d...@xgam.org wrote:

Hi Tom.

I don't think it's a legal matter, or at least if it is most developers 
are pretty quiet about it being such.


I suspect it's a combination of developers not asking, people not 
offering, and of course the problem that particularly with thiungs like 
voice acting, your dependent upon equipment quality, although that is 
less of a concern these days than it used to be.


I will also admit I've noticed developers are sometimes unwill to 
recognize their own short falls.


Take paladin of the skies, the script really! could've done with a bit of 
a polish, just to remove some of the more clunky phrasing, make the 
characters appear less childish and all in all give a better experience, 
however I don't think it occurred to Aaron that having a professional, or 
at least volunteer script writer with some degree of writing cudos was 
something they needed.



All the best,

Dark.
There is always more to know, more to see, more to learn. The world is 
vast and wondrous strange and there are more things benieth the stars 
than even the archmaesters of the citadel can dream.
- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 14, 2015 7:24 AM
Subject: Re: [Audyssey] info AudioGames Game Engine



Hi Dark,

You bring up a very good point, and to be honest I'm not quite sure
why the community hasn't been more active in supporting our developers
with sounds,music, scripts, whatever. It could be as simple as
developers haven't asked or developers have been closed to support
from outside help.

One issue I need to bring up is while volunteer work is wonderful it
also can be a bit sticky from a legal point of view. Copyrights aren't
necessarily designed for content to freely be given away so there has
to be written contracts that turns a license or the sharing of a
license over to a developer else it can be legally entangling if the
owner of a specific sound, music, script, whatever later decides they
want exorcize their rights as the owner of said copyrighted material
and that puts the developer in a bit of a bind. So it is possible that
some developers and community designers are hesitant of collaborating
from some legal standpoint.

That's only a guess of course, but there are reasons why things aren't
necessarily falling into place. It would be in our best interests to
find out those reasons and address them.

Cheers!



On 6/13/15, dark d...@xgam.org wrote:
Hi Tom.

While I'm sure your right as far as different developers go, one thing 
I

will say is that games are not just made by developers.
There are script writers, voice actors, sound designers. Even in the 
indi
graphical games community a coder doesn't do all ttheir own graphics, 
music


composition etc. One thing I always find a bit odd is the way that so 
many
people

Re: [Audyssey] info AudioGames Game Engine

2015-06-14 Thread Thomas Ward
Hi Dark,

Yes, I think you have a definite point about developers perhaps not
being aware of their own shortcomings.
That would include even me at times.

I suspect the reason is that a lot of developers get into writing
games because they have a very specific idea, dream, or concept for a
game. Something that appeals to them and they set out to create the
game as they imagine it. Unfortunately, like everyone the developer
may have shortcomings that makes the end result less than a quality
production, and because it is their dream game, their own idea, they
feel a bit embarrassed or even perhaps a bit sensitive about letting
someone else help work on it. I can confess to some of that myself.

In short it is very easy for a developer to turn down any offers for
help out of some personal sense of wanting to do it all themselves.
Perhaps not recognizing or seeing their own shortcomings in the
process. As a result the final product is something below professional
standards just because the developer was lacking in a certain area and
was unable to foresee their own shortcomings in that regard.

Cheers!


On 6/14/15, dark d...@xgam.org wrote:
 Hi Tom.

 I don't think it's a legal matter, or at least if it is most developers are

 pretty quiet about it being such.

 I suspect it's a combination of developers not asking, people not offering,

 and of course the problem that particularly with thiungs like voice acting,

 your dependent upon equipment quality, although that is less of a concern
 these days than it used to be.

 I will also admit I've noticed developers are sometimes unwill to recognize

 their own short falls.

 Take paladin of the skies, the script really! could've done with a bit of a

 polish, just to remove some of the more clunky phrasing, make the characters

 appear less childish and all in all give a better experience, however I
 don't think it occurred to Aaron that having a professional, or at least
 volunteer script writer with some degree of writing cudos was something they

 needed.


 All the best,

 Dark.
 There is always more to know, more to see, more to learn. The world is vast

 and wondrous strange and there are more things benieth the stars than even
 the archmaesters of the citadel can dream.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] info AudioGames Game Engine

2015-06-14 Thread dark

Hi Tom.

I don't think it's a legal matter, or at least if it is most developers are 
pretty quiet about it being such.


I suspect it's a combination of developers not asking, people not offering, 
and of course the problem that particularly with thiungs like voice acting, 
your dependent upon equipment quality, although that is less of a concern 
these days than it used to be.


I will also admit I've noticed developers are sometimes unwill to recognize 
their own short falls.


Take paladin of the skies, the script really! could've done with a bit of a 
polish, just to remove some of the more clunky phrasing, make the characters 
appear less childish and all in all give a better experience, however I 
don't think it occurred to Aaron that having a professional, or at least 
volunteer script writer with some degree of writing cudos was something they 
needed.



All the best,

Dark.
There is always more to know, more to see, more to learn. The world is vast 
and wondrous strange and there are more things benieth the stars than even 
the archmaesters of the citadel can dream.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, June 14, 2015 7:24 AM
Subject: Re: [Audyssey] info AudioGames Game Engine



Hi Dark,

You bring up a very good point, and to be honest I'm not quite sure
why the community hasn't been more active in supporting our developers
with sounds,music, scripts, whatever. It could be as simple as
developers haven't asked or developers have been closed to support
from outside help.

One issue I need to bring up is while volunteer work is wonderful it
also can be a bit sticky from a legal point of view. Copyrights aren't
necessarily designed for content to freely be given away so there has
to be written contracts that turns a license or the sharing of a
license over to a developer else it can be legally entangling if the
owner of a specific sound, music, script, whatever later decides they
want exorcize their rights as the owner of said copyrighted material
and that puts the developer in a bit of a bind. So it is possible that
some developers and community designers are hesitant of collaborating
from some legal standpoint.

That's only a guess of course, but there are reasons why things aren't
necessarily falling into place. It would be in our best interests to
find out those reasons and address them.

Cheers!


On 6/13/15, dark d...@xgam.org wrote:

Hi Tom.

While I'm sure your right as far as different developers go, one thing I
will say is that games are not just made by developers.
There are script writers, voice actors, sound designers. Even in the indi
graphical games community a coder doesn't do all ttheir own graphics, 
music


composition etc. One thing I always find a bit odd is the way that so 
many
people in the audiogames community play around with sounds for fun, yet 
none


of them put those tallents into sound design, or the way you have 
talented

writers and actors and yet such people do not seem to be getting in touch
with developers to assist for one reason or another.

Indeed, swamp is a good example sinse I do know that while all the coding
and large parts of the basic design are Aprones, he has had assistance 
from


several people as far as creating sounds go.

So, while I'm sure your right on collaboration with different developers, 
I


do think there would be milage in developers handing at least some 
aspects

of the production process over to other people.

All the best,

Dark.
There is always more to know, more to see, more to learn. The world is 
vast


and wondrous strange and there are more things benieth the stars than 
even

the archmaesters of the citadel can dream.


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Re: [Audyssey] info AudioGames Game Engine

2015-06-14 Thread Thomas Ward
Hi Dark,

You bring up a very good point, and to be honest I'm not quite sure
why the community hasn't been more active in supporting our developers
with sounds,music, scripts, whatever. It could be as simple as
developers haven't asked or developers have been closed to support
from outside help.

One issue I need to bring up is while volunteer work is wonderful it
also can be a bit sticky from a legal point of view. Copyrights aren't
necessarily designed for content to freely be given away so there has
to be written contracts that turns a license or the sharing of a
license over to a developer else it can be legally entangling if the
owner of a specific sound, music, script, whatever later decides they
want exorcize their rights as the owner of said copyrighted material
and that puts the developer in a bit of a bind. So it is possible that
some developers and community designers are hesitant of collaborating
from some legal standpoint.

That's only a guess of course, but there are reasons why things aren't
necessarily falling into place. It would be in our best interests to
find out those reasons and address them.

Cheers!


On 6/13/15, dark d...@xgam.org wrote:
 Hi Tom.

 While I'm sure your right as far as different developers go, one thing I
 will say is that games are not just made by developers.
 There are script writers, voice actors, sound designers. Even in the indi
 graphical games community a coder doesn't do all ttheir own graphics, music

 composition etc. One thing I always find a bit odd is the way that so many
 people in the audiogames community play around with sounds for fun, yet none

 of them put those tallents into sound design, or the way you have talented
 writers and actors and yet such people do not seem to be getting in touch
 with developers to assist for one reason or another.

 Indeed, swamp is a good example sinse I do know that while all the coding
 and large parts of the basic design are Aprones, he has had assistance from

 several people as far as creating sounds go.

 So, while I'm sure your right on collaboration with different developers, I

 do think there would be milage in developers handing at least some aspects
 of the production process over to other people.

 All the best,

 Dark.
 There is always more to know, more to see, more to learn. The world is vast

 and wondrous strange and there are more things benieth the stars than even
 the archmaesters of the citadel can dream.

---
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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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Re: [Audyssey] info AudioGames Game Engine

2015-06-14 Thread Josh K
oh yeah and found a lot of good youtube videos that are good and 
descriptive for beginning to play chess.


follow me on twitter @joshknnd1982

On 6/13/2015 9:32 AM, Thomas Ward wrote:

Hi Dark,

That makes two of us. As a software and game developer I often feel
like those asking for games equivalent to mainstream games assume that
audio game developers aren't developing games equal to their favorite
mainstream games out of laziness or perhaps a lack of desire. It feels
like they sometimes assume someone can just snap their fingers and
voila their is an accessible version of Assassin Creed, Call of ?Duty,
or whatever. Things just aren't that simple and straight forward, and
take more time, money, and energy to produce than the uninitiated
assume.

As you so correctly pointed out it is unfair to compare most single
audio game developers to multi-million dollar game companies who are
developing massively complex games for the mainstream gaming community
because we just don't have the time, resources, or ability to compete
with that kind of game. It is much more fair and realistic to hold us
to the indie standards of smaller indie developers who are developing
good games, but on a much smaller budget and less resources. In a case
like that I think a lot of audio game developers could improve and
develop games on par with the indie games for PC.

Cheers!


On 6/13/15, dark d...@xgam.org wrote:

Hi.

To be honest I'm getting a little sick of this I want a mainstream game
debate.

?

People seem to think all mainstream games are complex affairs just because
they are graphical and the audio game developers are just being lazyor
something or not taking the time.

?

The plane fact is even in terms of graphical games, what people are
developing with similar resources to audiogames are not huge complex
multiplayer 3D monstrosities. Most indi games are by their nature simpler
because your comparing the resources of one or two people on their own
working probably in their spare time, with a huge multi million dollar
company that employs hundreds of developers working 8 hours a day with a
gigantic budget of resources.

?

IInstead of people saying where is the audio version of insert mainstream
title I'd suggest people look around at some of the indi produced pc, Ios
or android games, the games that do have similar amounts of funding and
resources and look at the differences there, why the differences exist and
how to reduce them.

?

One for example which people mention but which still hasn't had much by way

of attention is sound design. A graphics artist can put whatever they want
in their game. they want a huge mechanized plant monster from the planet
zog, well they can have it, how well it is produced might depend upon how
good their graphics artist and animmating program is, but fundamentally they

can still have it.

The same is not true of audiogames, I still! see people wanting to buy
ridiculously expensive soundpacks rather than looking into alternative
methods of sound design, indeed we have some talented sound designers in
this community. I'd also suggest looking around for sounbds more.

?

it amazed me when in 2010, the independently produced game To hell with
Johnny (a game with low vision access but no complete audio access),
actually had a more rich soundscape than most audiogames. When i asked the
developer where he came by sounds, he just said he found them around. Same
goes for music, the music in some indi titles has been staggeringly good,
mostly becuase people have sought out ameter musicians who are able to do a

good job and communicated with them, but for some reason a lot of makers of

audiogames just look within the community, and as has been said before there

are comparatively few blind people.

?

Lastly, one thing which always confuses me is why people don't make more use

the tools that are! available, and I'm not just talking about Bgt.

?

Swamp Campaign scripting has the potential to create some great stuff,
because you can pretty much do whatever you want in first person, create
door and lock puzzles, alter health, attacks etc. A while ago someone was
bemoaning the fact that there was no audio resident evil, and yet it'd be
comparatively easy to create an audio resident evel as a Swamp campaing
sinse you've already got all the movement and firing controls, just slow
things down (including the zombies), and insert a lot of locked door puzzles

and objects to pick up and examine, and vuala!

?

The same goes for tactical battle maps and time of conflict maps. Jason Alan

is currently working on a modding system for Entombed ii, something which
I'm really! looking forward to, yet I do wonder how many people will be
making use of it?

?

This isn't intended to be harsh. Yes, even when comparing audiogames to indi

games there are some pretty huge gaps, and yes, the lack of easier
development tools like unity is undoubtedly part of the problem, however I
tend to agree with Thomas' 

Re: [Audyssey] info AudioGames Game Engine

2015-06-14 Thread Josh K
yeah thomas and now that we have talking dosbox working with NVDA we 
have even more fun games to play. I can play pinochle in talking dosbox. 
and on the windows side I'm now concentrating on learning how to play 
spoonbill software chess challenge. once i get good I may get a real 
accessible chess set from maxi-aids.



follow me on twitter @joshknnd1982

On 6/13/2015 9:32 AM, Thomas Ward wrote:

Hi Dark,

That makes two of us. As a software and game developer I often feel
like those asking for games equivalent to mainstream games assume that
audio game developers aren't developing games equal to their favorite
mainstream games out of laziness or perhaps a lack of desire. It feels
like they sometimes assume someone can just snap their fingers and
voila their is an accessible version of Assassin Creed, Call of ?Duty,
or whatever. Things just aren't that simple and straight forward, and
take more time, money, and energy to produce than the uninitiated
assume.

As you so correctly pointed out it is unfair to compare most single
audio game developers to multi-million dollar game companies who are
developing massively complex games for the mainstream gaming community
because we just don't have the time, resources, or ability to compete
with that kind of game. It is much more fair and realistic to hold us
to the indie standards of smaller indie developers who are developing
good games, but on a much smaller budget and less resources. In a case
like that I think a lot of audio game developers could improve and
develop games on par with the indie games for PC.

Cheers!


On 6/13/15, dark d...@xgam.org wrote:

Hi.

To be honest I'm getting a little sick of this I want a mainstream game
debate.

?

People seem to think all mainstream games are complex affairs just because
they are graphical and the audio game developers are just being lazyor
something or not taking the time.

?

The plane fact is even in terms of graphical games, what people are
developing with similar resources to audiogames are not huge complex
multiplayer 3D monstrosities. Most indi games are by their nature simpler
because your comparing the resources of one or two people on their own
working probably in their spare time, with a huge multi million dollar
company that employs hundreds of developers working 8 hours a day with a
gigantic budget of resources.

?

IInstead of people saying where is the audio version of insert mainstream
title I'd suggest people look around at some of the indi produced pc, Ios
or android games, the games that do have similar amounts of funding and
resources and look at the differences there, why the differences exist and
how to reduce them.

?

One for example which people mention but which still hasn't had much by way

of attention is sound design. A graphics artist can put whatever they want
in their game. they want a huge mechanized plant monster from the planet
zog, well they can have it, how well it is produced might depend upon how
good their graphics artist and animmating program is, but fundamentally they

can still have it.

The same is not true of audiogames, I still! see people wanting to buy
ridiculously expensive soundpacks rather than looking into alternative
methods of sound design, indeed we have some talented sound designers in
this community. I'd also suggest looking around for sounbds more.

?

it amazed me when in 2010, the independently produced game To hell with
Johnny (a game with low vision access but no complete audio access),
actually had a more rich soundscape than most audiogames. When i asked the
developer where he came by sounds, he just said he found them around. Same
goes for music, the music in some indi titles has been staggeringly good,
mostly becuase people have sought out ameter musicians who are able to do a

good job and communicated with them, but for some reason a lot of makers of

audiogames just look within the community, and as has been said before there

are comparatively few blind people.

?

Lastly, one thing which always confuses me is why people don't make more use

the tools that are! available, and I'm not just talking about Bgt.

?

Swamp Campaign scripting has the potential to create some great stuff,
because you can pretty much do whatever you want in first person, create
door and lock puzzles, alter health, attacks etc. A while ago someone was
bemoaning the fact that there was no audio resident evil, and yet it'd be
comparatively easy to create an audio resident evel as a Swamp campaing
sinse you've already got all the movement and firing controls, just slow
things down (including the zombies), and insert a lot of locked door puzzles

and objects to pick up and examine, and vuala!

?

The same goes for tactical battle maps and time of conflict maps. Jason Alan

is currently working on a modding system for Entombed ii, something which
I'm really! looking forward to, yet I do wonder how many people will be
making use of it?

?

This isn't intended to be harsh. 

Re: [Audyssey] info AudioGames Game Engine

2015-06-14 Thread Josh K
and keep in mind guys these days folks are getting away from the big 
multi million dollar companies! My son really likes minecraft. that's an 
indi game. dota2 on steam, I'm pretty sure its an indi game also. games 
can be made by indipendent devs and still be excellent.


follow me on twitter @joshknnd1982

On 6/13/2015 11:03 AM, dark wrote:

Hi John.

While those are good suggestions, at the same time I will correct the 
point that mainstream in the sense most people mean is a much 
different beast. A mainstream title would have a budget in the 
hundreds of thousands and have perhaps a staff of a couple of hundred 
working flat out for weeks on end, designers, graphic artists, coders 
by the score, managers etc, indeed the voice actors and such are 
usually the last to be employed.


This is why the gap is unrealistic. Yes, some of the mainstream games 
pproduced now have some very unique mechanics (although there are 
those who argued that like big hollywood films they're now all special 
effects).


This isn't to say some sort of unified project wouldn't be a bad idea 
assuming that A, you could get several individual coders to agree on a 
set of programming language tools and conventions, only that even if 
you raised ten thousand dollars for the project that would still be a 
drop in the ocean.


Beware the grue!

Dark.

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Re: [Audyssey] info AudioGames Game Engine

2015-06-14 Thread Josh K
and even if someone like EA games would start making audio games there 
probably would be no market insentive and they would quickly drop the 
project.


follow me on twitter @joshknnd1982

On 6/13/2015 5:25 AM, dark wrote:

Hi.

To be honest I'm getting a little sick of this I want a mainstream 
game debate.


?

People seem to think all mainstream games are complex affairs just 
because they are graphical and the audio game developers are just 
being lazyor something or not taking the time.


?

The plane fact is even in terms of graphical games, what people are 
developing with similar resources to audiogames are not huge complex 
multiplayer 3D monstrosities. Most indi games are by their nature 
simpler because your comparing the resources of one or two people on 
their own working probably in their spare time, with a huge multi 
million dollar company that employs hundreds of developers working 8 
hours a day with a gigantic budget of resources.


?

IInstead of people saying where is the audio version of insert 
mainstream title I'd suggest people look around at some of the indi 
produced pc, Ios or android games, the games that do have similar 
amounts of funding and resources and look at the differences there, 
why the differences exist and how to reduce them.


?

One for example which people mention but which still hasn't had much 
by way of attention is sound design. A graphics artist can put 
whatever they want in their game. they want a huge mechanized plant 
monster from the planet zog, well they can have it, how well it is 
produced might depend upon how good their graphics artist and 
animmating program is, but fundamentally they can still have it.


The same is not true of audiogames, I still! see people wanting to buy 
ridiculously expensive soundpacks rather than looking into alternative 
methods of sound design, indeed we have some talented sound designers 
in this community. I'd also suggest looking around for sounbds more.


?

it amazed me when in 2010, the independently produced game To hell 
with Johnny (a game with low vision access but no complete audio 
access), actually had a more rich soundscape than most audiogames. 
When i asked the developer where he came by sounds, he just said he 
found them around. Same goes for music, the music in some indi titles 
has been staggeringly good, mostly becuase people have sought out 
ameter musicians who are able to do a good job and communicated with 
them, but for some reason a lot of makers of audiogames just look 
within the community, and as has been said before there are 
comparatively few blind people.


?

Lastly, one thing which always confuses me is why people don't make 
more use the tools that are! available, and I'm not just talking about 
Bgt.


?

Swamp Campaign scripting has the potential to create some great stuff, 
because you can pretty much do whatever you want in first person, 
create door and lock puzzles, alter health, attacks etc. A while ago 
someone was bemoaning the fact that there was no audio resident evil, 
and yet it'd be comparatively easy to create an audio resident evel as 
a Swamp campaing sinse you've already got all the movement and firing 
controls, just slow things down (including the zombies), and insert a 
lot of locked door puzzles and objects to pick up and examine, and vuala!


?

The same goes for tactical battle maps and time of conflict maps. 
Jason Alan is currently working on a modding system for Entombed ii, 
something which I'm really! looking forward to, yet I do wonder how 
many people will be making use of it?


?

This isn't intended to be harsh. Yes, even when comparing audiogames 
to indi games there are some pretty huge gaps, and yes, the lack of 
easier development tools like unity is undoubtedly part of the 
problem, however I tend to agree with Thomas' sentiment here. People 
are very quick to say oh where is that big complex multi million 
dollar audiogam yet even the ones who don't spend their time bashing 
developers don't tend to be good at solutions or looking around for 
what could be done rather than complaining about what is lacking.


?

All the best,

?

Dark.


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Re: [Audyssey] info AudioGames Game Engine

2015-06-14 Thread Mohsin Ali
Hi Thomas,

I see your point now, yes, you are right on both accounts, and I agree
that those are all valid reasons. but, you cant fault a man for hoping
of better future. we all must put some effort to accomplish this task.
although, I am studying history, but I did my intermediate in computer
science, and am trying to make the heads and tails of the game
programming. the first step is always the most difficult and I hope
that one day the audio games would be able to compete in normal
market.

cheers.

On 6/15/15, john jpcarnemo...@gmail.com wrote:
 My personal opinion goes to the tune of you can't receive that which you
 don't ask for. Every time I've seen help asked for here on list (I don't
 follow audiogames.net as closely, so this statement only applies to
 audyssey), its been replied to pretty promptly and from a pretty good number

 of sources. I suspect that the reason it appears that people aren't willing

 to help is simply because help isn't being asked for - for whatever reason -

 and that's causing things to look different than they might otherwise
 appear.

 --
 From: Thomas Ward thomasward1...@gmail.com
 Sent: Sunday, June 14, 2015 2:24
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] info AudioGames Game Engine

 Hi Dark,

 You bring up a very good point, and to be honest I'm not quite sure why the

 community hasn't been more active in supporting our developers with
 sounds,music, scripts, whatever. It could be as simple as developers haven't

 asked or developers have been closed to support from outside help.

 One issue I need to bring up is while volunteer work is wonderful it also
 can be a bit sticky from a legal point of view. Copyrights aren't
 necessarily designed for content to freely be given away so there has to be

 written contracts that turns a license or the sharing of a license over to a

 developer else it can be legally entangling if the owner of a specific
 sound, music, script, whatever later decides they want exorcize their rights

 as the owner of said copyrighted material and that puts the developer in a
 bit of a bind. So it is possible that some developers and community
 designers are hesitant of collaborating from some legal standpoint.

 That's only a guess of course, but there are reasons why things aren't
 necessarily falling into place. It would be in our best interests to find
 out those reasons and address them.

 Cheers!


 On 6/13/15, dark d...@xgam.org wrote:
 Hi Tom.

 While I'm sure your right as far as different developers go, one thing I
 will say is that games are not just made by developers.
 There are script writers, voice actors, sound designers. Even in the indi
 graphical games community a coder doesn't do all ttheir own graphics,
 music

 composition etc. One thing I always find a bit odd is the way that so
 many
 people in the audiogames community play around with sounds for fun, yet
 none

 of them put those tallents into sound design, or the way you have
 talented
 writers and actors and yet such people do not seem to be getting in touch
 with developers to assist for one reason or another.

 Indeed, swamp is a good example sinse I do know that while all the coding
 and large parts of the basic design are Aprones, he has had assistance
 from

 several people as far as creating sounds go.

 So, while I'm sure your right on collaboration with different developers,

 I

 do think there would be milage in developers handing at least some
 aspects
 of the production process over to other people.

 All the best,

 Dark.
 There is always more to know, more to see, more to learn. The world is
 vast

 and wondrous strange and there are more things benieth the stars than
 even
 the archmaesters of the citadel can dream.

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.


 ---
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 If you want to leave the list, send E-mail to
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 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] info AudioGames Game Engine

2015-06-14 Thread john
My personal opinion goes to the tune of you can't receive that which you 
don't ask for. Every time I've seen help asked for here on list (I don't 
follow audiogames.net as closely, so this statement only applies to 
audyssey), its been replied to pretty promptly and from a pretty good number 
of sources. I suspect that the reason it appears that people aren't willing 
to help is simply because help isn't being asked for - for whatever reason - 
and that's causing things to look different than they might otherwise 
appear.

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Sunday, June 14, 2015 2:24
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] info AudioGames Game Engine

Hi Dark,

You bring up a very good point, and to be honest I'm not quite sure why the 
community hasn't been more active in supporting our developers with 
sounds,music, scripts, whatever. It could be as simple as developers haven't 
asked or developers have been closed to support from outside help.

One issue I need to bring up is while volunteer work is wonderful it also 
can be a bit sticky from a legal point of view. Copyrights aren't 
necessarily designed for content to freely be given away so there has to be 
written contracts that turns a license or the sharing of a license over to a 
developer else it can be legally entangling if the owner of a specific 
sound, music, script, whatever later decides they want exorcize their rights 
as the owner of said copyrighted material and that puts the developer in a 
bit of a bind. So it is possible that some developers and community 
designers are hesitant of collaborating from some legal standpoint.

That's only a guess of course, but there are reasons why things aren't 
necessarily falling into place. It would be in our best interests to find 
out those reasons and address them.

Cheers!


On 6/13/15, dark d...@xgam.org wrote:
 Hi Tom.

 While I'm sure your right as far as different developers go, one thing I
 will say is that games are not just made by developers.
 There are script writers, voice actors, sound designers. Even in the indi
 graphical games community a coder doesn't do all ttheir own graphics, 
 music

 composition etc. One thing I always find a bit odd is the way that so many
 people in the audiogames community play around with sounds for fun, yet 
 none

 of them put those tallents into sound design, or the way you have talented
 writers and actors and yet such people do not seem to be getting in touch
 with developers to assist for one reason or another.

 Indeed, swamp is a good example sinse I do know that while all the coding
 and large parts of the basic design are Aprones, he has had assistance 
 from

 several people as far as creating sounds go.

 So, while I'm sure your right on collaboration with different developers, 
 I

 do think there would be milage in developers handing at least some aspects
 of the production process over to other people.

 All the best,

 Dark.
 There is always more to know, more to see, more to learn. The world is 
 vast

 and wondrous strange and there are more things benieth the stars than even
 the archmaesters of the citadel can dream.

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Re: [Audyssey] info AudioGames Game Engine

2015-06-14 Thread Thomas Ward
Hi,

Well, I would not go as far to say there would be no market incentive,
but would say that the market would initially be pretty small. Small
enough that there would not be an immediate return on their
investment. Exactly how big or small the market would be for someone
like EA Games would remain to be seen since there is a lot more blind
and low vision people out there than this list or the audio games
forum. The problem is it is hard to accurately count them since they
are not connected with our group and while we know they exist we don't
know anything about their desire to play games or how much they'd
spend on a mainstream setup to play accessible mainstream games. At
this point all we can do is guess.

Cheers!


On 6/14/15, Josh K joshknnd1...@gmail.com wrote:
 and even if someone like EA games would start making audio games there
 probably would be no market insentive and they would quickly drop the
 project.

 follow me on twitter @joshknnd1982

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Re: [Audyssey] info AudioGames Game Engine

2015-06-14 Thread Josh K

what is tdv? i don't think i've heard of it.

follow me on twitter @joshknnd1982

On 6/13/2015 9:40 AM, john wrote:

I'll do my best to answer each of your points below:
Game comparison: I have no clue. I haven't played mainstream games, and
really pay them little attention, so have no idea how to compare. However,
what I've seen leads me to say something like TDV is relatively close to
mainstream - its got story, its got multiplayer, and its got other stuff to
do. I'd also put Swamp in that box, especially once you start involving
player-written campaigns in the equation. If there were more of those out
there, it'd probably be pretty close to mainstream titles.
For the rest of your points, I think its important to point out that what's
being discussed here is a number of developers, not just two or three,
banding together with the intent of getting a product out the door. We're
not talking one loan dev doing everything - we're talking several, with
community support for every aspect of the job.
Finances: If we made a game a truly community project and then went ahead
and published a list of things we needed to make it work and their prices
for the community to contribute on, as well as pitching in ourselves, I
think we could probably raise more money than you think. $100 is a lot of
money, but there are probably a couple people out there who'd be willing to
send in that much, as well as several others who'd be fine sending in $20
for the project. I'd also like to note that if you make it your intent to
make a project low budget, you can still come up with something high quality
without spending $5000 on sounds and acting. I'm two years into my own
project, and while I certainly wouldn't call it mainstream quality, my total
budget (including bgt because I'm being generous) has been... $40, total.
$10 for a sound library, and $30 for the bgt license. Of course I haven't
gotten everything done (not even close), but every step of the way I'm
trying to find ways to use existing or free resources, rather than spending
hundreds of dollars on commercial libraries.
Time: two points here. 1: even large companies take years to make those
games, also. Its not as if they can crank them out in six months, at least
not from what I've heard. 2: Yeah, you're right. Its going to take a long
time for us to make a really big and high quality game. We'll tell the
community that before we go ahead and take their money - something like
please understand that this project is expected to take at least five years
before anything is even remotely available for beta.
Compensation: this is a community-supported project, built and worked on by
the community, every sep of the way. People have already contributed to
build the game, it'd be completely unethical to then turn around and tell
them you wanted more money for a project that they've been a part of almost
as much as you. That said, developers would be spending a lot of time on
this - a donation button is perfectly appropriate.
You've also mentioned the subject of a common programming interface in the
past - I think that would have to be something determined only once the team
of developers was assembled. Compromises would have to be made, of course -
its pointless to say I want to write this game in language x if only two
developers in the community know that language at all. There's just no way
to figure out what would work before those who were going to do the writing
were all there and able to say how comfortable they were with a given
interface.

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Saturday, June 13, 2015 2:03
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] info AudioGames Game Engine

Hi Mohsin ,

Honestly most of our games seem more on par with mainstream games from 20
years ago rather than 10 to 15 years ago. I'd say comparing our games to
Sega, Nintendo, or any other games from 10 to 15 years ago is pretty
conservative as I happen to own a number of console games from 2000 to 2005
and a lot of them are far superior to any audio game I know of in terms of
audio, graphics, game play, etc. So the question at hand is what to do about
it.

It is all well and good to plead for better and more advanced audio games.
It is even alright to encourage our developers to build better and more
complex games. However, until certain issues have practical solutions the
audio games industry isn't going anywhere.

First, is finances. Our audio game developers are not multi-million dollar
companies with lots of money to pay out on royalties for sounds, music, and
top notch acting. So one way you can accomplish your goal of better audio
games is by helping us find ways to finance our game development. People
have tried kickstarter and crowd funding with mixed success. Others have
tried taking preorders and not managed to raise the funds they really
needed. There are ways of razing money but so far none

Re: [Audyssey] info AudioGames Game Engine

2015-06-13 Thread Thomas Ward
Hi Dark,

That makes two of us. As a software and game developer I often feel
like those asking for games equivalent to mainstream games assume that
audio game developers aren't developing games equal to their favorite
mainstream games out of laziness or perhaps a lack of desire. It feels
like they sometimes assume someone can just snap their fingers and
voila their is an accessible version of Assassin Creed, Call of ?Duty,
or whatever. Things just aren't that simple and straight forward, and
take more time, money, and energy to produce than the uninitiated
assume.

As you so correctly pointed out it is unfair to compare most single
audio game developers to multi-million dollar game companies who are
developing massively complex games for the mainstream gaming community
because we just don't have the time, resources, or ability to compete
with that kind of game. It is much more fair and realistic to hold us
to the indie standards of smaller indie developers who are developing
good games, but on a much smaller budget and less resources. In a case
like that I think a lot of audio game developers could improve and
develop games on par with the indie games for PC.

Cheers!


On 6/13/15, dark d...@xgam.org wrote:
 Hi.

 To be honest I'm getting a little sick of this I want a mainstream game
 debate.

 ?

 People seem to think all mainstream games are complex affairs just because
 they are graphical and the audio game developers are just being lazyor
 something or not taking the time.

 ?

 The plane fact is even in terms of graphical games, what people are
 developing with similar resources to audiogames are not huge complex
 multiplayer 3D monstrosities. Most indi games are by their nature simpler
 because your comparing the resources of one or two people on their own
 working probably in their spare time, with a huge multi million dollar
 company that employs hundreds of developers working 8 hours a day with a
 gigantic budget of resources.

 ?

 IInstead of people saying where is the audio version of insert mainstream
 title I'd suggest people look around at some of the indi produced pc, Ios
 or android games, the games that do have similar amounts of funding and
 resources and look at the differences there, why the differences exist and
 how to reduce them.

 ?

 One for example which people mention but which still hasn't had much by way

 of attention is sound design. A graphics artist can put whatever they want
 in their game. they want a huge mechanized plant monster from the planet
 zog, well they can have it, how well it is produced might depend upon how
 good their graphics artist and animmating program is, but fundamentally they

 can still have it.

 The same is not true of audiogames, I still! see people wanting to buy
 ridiculously expensive soundpacks rather than looking into alternative
 methods of sound design, indeed we have some talented sound designers in
 this community. I'd also suggest looking around for sounbds more.

 ?

 it amazed me when in 2010, the independently produced game To hell with
 Johnny (a game with low vision access but no complete audio access),
 actually had a more rich soundscape than most audiogames. When i asked the
 developer where he came by sounds, he just said he found them around. Same
 goes for music, the music in some indi titles has been staggeringly good,
 mostly becuase people have sought out ameter musicians who are able to do a

 good job and communicated with them, but for some reason a lot of makers of

 audiogames just look within the community, and as has been said before there

 are comparatively few blind people.

 ?

 Lastly, one thing which always confuses me is why people don't make more use

 the tools that are! available, and I'm not just talking about Bgt.

 ?

 Swamp Campaign scripting has the potential to create some great stuff,
 because you can pretty much do whatever you want in first person, create
 door and lock puzzles, alter health, attacks etc. A while ago someone was
 bemoaning the fact that there was no audio resident evil, and yet it'd be
 comparatively easy to create an audio resident evel as a Swamp campaing
 sinse you've already got all the movement and firing controls, just slow
 things down (including the zombies), and insert a lot of locked door puzzles

 and objects to pick up and examine, and vuala!

 ?

 The same goes for tactical battle maps and time of conflict maps. Jason Alan

 is currently working on a modding system for Entombed ii, something which
 I'm really! looking forward to, yet I do wonder how many people will be
 making use of it?

 ?

 This isn't intended to be harsh. Yes, even when comparing audiogames to indi

 games there are some pretty huge gaps, and yes, the lack of easier
 development tools like unity is undoubtedly part of the problem, however I
 tend to agree with Thomas' sentiment here. People are very quick to say oh

 where is that big complex multi million dollar audiogam yet even the ones
 

Re: [Audyssey] info AudioGames Game Engine

2015-06-13 Thread dark

Hi John.

While those are good suggestions, at the same time I will correct the point 
that mainstream in the sense most people mean is a much different beast. A 
mainstream title would have a budget in the hundreds of thousands and have 
perhaps a staff of a couple of hundred working flat out for weeks on end, 
designers, graphic artists, coders by the score, managers etc, indeed the 
voice actors and such are usually the last to be employed.


This is why the gap is unrealistic. Yes, some of the mainstream games 
pproduced now have some very unique mechanics (although there are those who 
argued that like big hollywood films they're now all special effects).


This isn't to say some sort of unified project wouldn't be a bad idea 
assuming that A, you could get several individual coders to agree on a set 
of programming language tools and conventions, only that even if you raised 
ten thousand dollars for the project that would still be a drop in the 
ocean.


Beware the grue!

Dark. 



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