Re: [Audyssey] Thoughts about new text adventures.

2008-12-07 Thread shaun everiss
aah, well if the story is good and I don't have to keep trying to review the screen like in other interpriters then yeah that would be cool. At 03:32 p.m. 8/12/2008, you wrote: Hi, Yes. The thing to keep in mind is that if I were to add sounds and music I would not be able to release this as a

Re: [Audyssey] Another key thing was: Judgment day

2008-12-07 Thread Liam Erven
Dark. I don't have much time to go over there. If you could tell people my alternate email address is [EMAIL PROTECTED] That would be great. I'll have to sort out this email problem this week. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of dark

Re: [Audyssey] thoughts about new text adventures.

2008-12-07 Thread Thomas Ward
Hi Michael, No, what I currently have in mind would not require any guess work as far as commands and special frazes goes unless it was a password to unlock something in an adventure. By and large I plan to use a universal command structure such as typing the word save in the command entry

Re: [Audyssey] thoughts about new text adventures.

2008-12-07 Thread dark
Interestingly enough, in the early days of Sryth, his Gmness was actually toying with adding shortcut keys much in that way as an accessibility aide, this was before he found out about speed of clicking links with screen readers, and yes the other adventures for this location text

Re: [Audyssey] Thoughts about new text adventures.

2008-12-07 Thread Thomas Ward
hi, I love Sryth but I also wish the user interface was a littlemore friendly. I hate having to tab or arrow around looking for the right button or link on the page. it would be easier just to type quit, save,help, etc and be done with it. It is partly the inspiration for this game, but I

Re: [Audyssey] Thoughts about new text adventures.

2008-12-07 Thread Thomas Ward
Hi Shaun, Can't say for certain yet. As I mentioned before adding sound effects, music, etc would greatly increase production costs. Besides production costs by doing so i can pretty much toss cross platform out the Window. Even with something like SDL cross platform game development is really

Re: [Audyssey] Tom's game, for everyone?

2008-12-07 Thread Thomas Ward
Hi dark, Yeah, i have thought of that too. This would not be specifically an accessible game so to speak. It could apeal to any sighted or blind RPG gamer alike. Text is the one interface blind and sighted gamers both share. As for adding mouse support and that sort of thing I'd need to add SDL

Re: [Audyssey] Thoughts about new text adventures.

2008-12-07 Thread Thomas Ward
Hi Dark, Oh, I see what you mean. After creating your character have an adventure list that comes up that lists all the possible locations or possible adventures to choose from for your character. Choose an Adventure. (1) A Haunting in Blackwood (2) Captured by River Pirates (3) Lair of the

Re: [Audyssey] Tom's game, for everyone?

2008-12-07 Thread dark
Ah, fair enough. but tom, if as I think you said you were planning on a command line style interface anyway, allbeit one with some quick custome commands and menues, then there's no reason why a sited player would need the mouse to click on stuff at all. though If interpreters tend to

Re: [Audyssey] Thoughts about new text adventures.

2008-12-07 Thread dark
That was what I meant, but it very much depends upon the way you want to go. if you did it that way you could do the Eamon thing about having your character adventure in any place, any time, any circumstances that you could imagine. The alternative is doing things Sryth style, having one

Re: [Audyssey] Thoughts about new text adventures.

2008-12-07 Thread Thomas Ward
Hi, Well, I guess the main difference is that muds are played online using a mud client and what I plan to create is an RPG you will install to your system. I am not planning on any pvp type play and it is all basically a text version of table top Dungions and Dragons style RPG with the game

Re: [Audyssey] Thoughts about new text adventures.

2008-12-07 Thread shaun everiss
Well it wouldn't need to be anything professional. but yeah I hear you. At 04:49 p.m. 8/12/2008, you wrote: Hi Shaun, Can't say for certain yet. As I mentioned before adding sound effects, music, etc would greatly increase production costs. Besides production costs by doing so i can pretty much

Re: [Audyssey] Thoughts about new text adventures.

2008-12-07 Thread Thomas Ward
Hi Dark, If it sounds like Sryth that is what comes immediately to mind since I play it a lot. Though, right now I am just brain storming coming up with different ideas and looking at it from different angles. There are certainly better RPG story lines than sryth like the whole Heroes of

Re: [Audyssey] Thoughts about new text adventures.

2008-12-07 Thread Thomas Ward
Hi Dark, I like the second option as well. Having one world with all the adventures tying into each other is certainly more interesting to me than having 50 totally unrelated quests to pick from. For me part of the joy of playing an RPG like Sryth is living and dying in a fantacy world where

Re: [Audyssey] Muds

2008-12-07 Thread Terrence van Ettinger AKA Angus MacLaren
I happen to like both those muds; I go by Albrand on Materia Magica and Braedan on AlterAeon. The one thing I have found challenging on Materia Magica's quests is trying to find specific places, especially in New Rigel...there's so many shops etc. it's hard to remember where they all

Re: [Audyssey] Thoughts about new text adventures.

2008-12-07 Thread Thomas Ward
Hi Shaun, What exactly is that suppose to mean? Just because I might decide to use a generic interface such as text doesn't mean the game won't be professionally written. In fact, C++ is one of the languages I am cirtified for, and have been developing stuff in C++ since 98 or 99. Going on

Re: [Audyssey] Tom's game, for everyone?

2008-12-07 Thread Thomas Ward
Hi Dark, Yep. I love command line interfaces. In many ways they can be faster to play than arrowing through a list of50 commands. Type look and you view the entire room. Type save and it saves your game. Type north and you walk north through the door ahead. I really miss those kinds of games.

Re: [Audyssey] thoughts about new text adventures.

2008-12-07 Thread Thomas Ward
Hi, I didn't know that. Fairly interesting. Yeah, screen readers have come a long ways as far as web access goes, but it would be nice to not have to tab around to a link though. dark wrote: Interestingly enough, in the early days of Sryth, his Gmness was actually toying with adding shortcut

Re: [Audyssey] Thoughts about new text adventures.

2008-12-07 Thread Thomas Ward
Hi Shaun, Hopefully, as long as your screen reader was set to speak all it should capture all of the text on the screen when the screen refreshes. If not you can set a frame or similar speak window around the area to automatically announce new info like that. shaun everiss wrote: aah, well

Re: [Audyssey] Thoughts about new text adventures.

2008-12-07 Thread shaun everiss
I meant the sounds wouldn't have to be off profesional standard if at all. In fact they could just be voiceovers of things which I am more than happy to do and maybe some clicks and beeps maybe some footsteps and fighting sfx, but if its to much trouble and you don't want to go comercial and

Re: [Audyssey] thoughts about new text adventures.

2008-12-07 Thread dark
That was back in late 2004, when Sryth was a very small game indeed and very much stil in developement. Personally, i really don't mind tabbing through options at all, especially in an rpg game, for example when examining a big hall of items from a battle, I find it quicker to hit tab hit

Re: [Audyssey] Thoughts about new text adventures.

2008-12-07 Thread dark
Hi Tom. That is what I mean by a similar structure to Sryth, a large overview world with adventures set in it, which modify the world in general. Sryth is of course not the only game to have that sort of system, any good tabletop will work like that, as have some of the mainstream games that

<    1   2