Hi thom. I'd be interested to know, how the hole retroremakes crowd work, being as many of their games (for obvious reasons), do not involve incredibly complex graphics. This is possibley why they seem more open to accessibility ideas?
Beware the Grue! Dark. ----- Original Message ----- From: "Thomas Ward" <[EMAIL PROTECTED]> To: "Gamers Discussion list" <[email protected]> Sent: Tuesday, October 02, 2007 5:51 AM Subject: Re: [Audyssey] Electronic Arts games > Hi, > > Quote > Well it's also an unknown thing with them isn't it. They really would be > like fish out of water wouldn't they. So they probably think it can't be > done because they wouldn't know what to do. So you provide a template. > End quote > > Well, on that count I figure allot of game developers are out of their > element when it comes to general accessibility. The problem is when you > pick up even a beginner programming book like Beginning Game Programming > there is not one chapter or paragraph that discusses access issues. Even > the more advanced books like Game Programming Gems don't even spend any > time to access. Which leaves this long trail of documented coding > techniques and conventions which are extremely helpful, but don't > discuss how to do it in a way that helps you and I. > To be honest about this I bet you can guess what 99% of game programming > books are about. Can you guess? > If you said graphics design you hit the nail on the head. Every book I > have baught, scanned, or read in electronic format spends anywhere from > 50% to 75% about 2D and 3D graphics generation the last quarter to half > of the book discusses misc topics such as sound, input, general coding > techniques, AI, bla. However, it is quite clear graphics and especially > 3D graphics is the most important thing sighted gamers talk about. > Sound, input, AI, etc gets relegated to need to know as some kind of > finishing touch to make the game complete. > For example, Kickstart Managed DirectX 9 is the bible of DirectX for a > C# developer. It explains just about anything you want to know in down > to earth terms, with samples, and gets you working with DirectX in no > time. However, again working on a graphics engine takes up most of the > book. Input and Sound take up chapters 14 and 15. The last three > chapters are about network play using DirectX DirectPlay. > > > --- > Gamers mailing list __ [email protected] > If you want to leave the list, send E-mail to > [EMAIL PROTECTED] > 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/[EMAIL PROTECTED] > If you have any questions or concerns regarding the management of the > list, > please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [EMAIL PROTECTED] 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/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
