Hmmm, you are certainly right that a list of navigational points such as doors, teleporters, stairs etc would be another necessary command, and your also very right that the game would need a command to give a general list of all objects, ----- especially a general list of all objects relatively close to the player (such a command could very much speed up navigation).
but I don't much like to the idea of bundling all the list commands on one key, and having to toggle which object type is vieweD, SINSE IT STRIKES ME THAT THE PLAYER WOULD BE DOING A LOT OF TOGGLING. SAY FOR EXAMPLE, i WAS PLANNING MY MOVE AND HAD FORGOTTEN WHERE SOME ENEMIES MOVED, i'D DEFFINATELY PREFER AN INSTANT WAY TO GET THAT SORT OF INFORMATION, THAN HAVING TO GOGGLE A LIST COMMAND ON, READ THROUGH A LIST, THEN TOGGLE IT OFF AGAIN, ----- EVEN IF i DID HAVE TO REMEMBER SEVERAL KEYS. iF THERE WAS A GENERAL LIST COMMAND, PEOPLE WHO WERE JUST STARTING THE GAME AND GETTING USED TO THINGS COULD JUST STICK TO USING THAT AND NOT BOTHERE WITH OTHER LISTS UNTIL THEY BECAME MORE EXPERIENCED. i THEREFORE certainly don't think the idea of several list commands in the tactical curser would make the Ui too complex at all.
remember, that even using a screen reader requires someone to use and remember a large number of commands in the Ui, ---- often with multiple navigation modes, and this is equally true in audio games.
In my screen reader, Hal for example, I have various commands to speak what I am writing, read line, read word, read status bar, continuous read from curser position etc. I can then press numberpad pluss to enter virtual focus mode, which allows me to wander around the screen with the curser keys, perform mouse clicks with the keyboard and do various things, ---- it even has several list commands such as list links on a web page with capslock 1). there are the specific commands for the vf, such as route vf to curser position etc. These are all also customizable!
then, other audio games have fairly extensive command LISTS FOR NAVIGATION AND INFORMATION, AND REALLY, many commands in an audio game are not a problem at all!
Myself, I would suggest the following:
Tab: Enter/exit tactical curser mode, alternatively, you could use tab for switching the tactical curser betwene a number of controllable player characters, with presssing enter on each character to begin control of that character, and end to switch back to tactical curser mode.
Arrow keys: move tactical curser when active, or move character, Hal uses the number pad, and I'd personally be more comfortable using the arrows myself unless there's a good reason for the numberpad, eg, movement northeast, sounthwest corresponding to numbpad 7, 9 etc.
I'd also suggest having the up and down arrows move through and speak each item in the various list commands to speed up navigation.
Home: route tactical curser to closest character position.
w: where am I, speaks character's coordinates.
l: list which enemies (and possibly allies if you were considdering having them), have lines of site to currently selected tyle.
g: general list of all objects including enemies, items, navigational objects and hazards.
shift g: short range general list.
I: list items in tactical curser mode, open inventory in character control mode, ditto with any other character specific commands which might require the same keys as in the tactical curser), .
shift I: short list of items.
e: list enemies.
shift E: short list of enemies.
d: list doors and other navigational objects, stationary but non-dangerous objects which characters could interact with in some way such as switches, control panels, fountains, alters etc could also appear on this list.
shift d: short list of doors and other navigational objects.
h: list hazards, lava, roaling rocks etc.
shift h: short list of hazards.
pg up: increase range of all short lists.
pg down: decrease range of short lists.
escape: exit any list and return to tactical curser.
If you were thinking of allies or pets or some such, they could be accessible with a similar pair of commands tied to the A or P keys.
c: speak coordinates of current tactical curser position or selected item in list.
shift c: toggle auto speaking of coordinates in both the tactical curser and lists.
r: speak character relative coordinates of current tactical curser position or selected item in list.
shift R: toggle to auto speaking of relative coordinates.
x: examine currently selected object in either tactical curser or list command, eg, get both a textual description of the object and stat information, such as hp, level, condition of object etc.
shift X: get only stat information for object in tactical curser or list command, afterall once you've heard a long description of what an orc looks like several times, you'll only be interested in how tough it is, what weapons and item's it's got, it's range of attack etc.
f1: speak a list of character specific key commands I for inventory etc.
F2: speak a list of tactical curser specific key commands.
F3: general game help, including explanation of what los, enemies, hazards and navigational objects are and what absolute and relative coordinates mean.
Other help information such as game story or setting information could be tied to the other F keys.
I'd also suggest making commands to recieve character specific information such as hp, and reread any messages about what happened in the last turn be available in the tactical curser mode, so as to make planning out your next move easier, say M to repeat last status message such as "Enemy wizard moves from 1-14 to 4-17" and S to speak character's status, amount of hp, level, current attack and defence etc.
As a possible alternative to several list commands (which might be a pest to program), you could considder one single general short or long list as you originally thought, then using various keyboard commands to move through the items in that list, ---- for example arrow keys or tab and shift tab to move one by one, i to move forward through all the items in the list, shift i to move backwards, e to move through the enemies, shift e to move backwards, though imho you'll stil need the c, r, x and possibly shift x commands to work in this list as I said above. One other advantage of this mode would be no need for a separate tactical curser and navigation sinse the i, e, h, and d or other list movement commands would all only apply while the general list was open, ---- though of course either character movement or tactical curser movement would need to be tied to the numberpad to separate things out. I'm not sure if this would be easier to program sinse obviously you'd only be dealing with one list mode instead of several. ---- appologies if not, I just thought it was an interesting alternative method.
I'm sorry if this looks like a very impossible amount of work, I'm trying to think of a way that you could create a very flexible interface which would work in many games and situations, and to anticipate future troubles with it, ---- such as getting a really long list of things, but only wanting specific information of a couple of things in that list, ---- for example when navigating betwene lava pits to either side of your character, your only interested in the coordinates and damage potential of those! lava pits, not any other ones which might be around.
for a very complex game with a good Ui which outputs to sapi, i suggest you have a look at lone wolf, a submarine simulation game produced by gma games found at http://www.gmagames.com/
I hope this is useful, and I most deffinately and completely look forward to playing jungle adventure, or anything else you come up with sinse as I said, these sorts of games are very much not available at the moment.
With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)