Re: Introducing: Out of Sight Games

bryanP: The thing about making RPGs is they're probably the most content-heavy genre of game. Linear games like a conventional FPS, you just have to worry about level design; in an RPG you have to worry about world-building. It's definitely a lot to do - even if you do have the chops to program the underlying mechanics (which I do not - that's why pairing up with Ian has been so wonderful).

Lirin: To be fair, when you're walking around, you're able to notice whether things are behind you because we perceive front back sound through microscopic head movements. If your head is perfectly still and a sound plays in front of you or behind you, it's actually next to impossible to tell.

So even with HRTF support, it can still be difficult to tell if a sound is in front of you or behind you, unless you're moving. But the good thing is that in this particular game, you don't actually need that information too much. The way navigation work s in the game, such as with controls to automatically turn you to face units or containers, and the fact that you don't need to be able to spatially locate enemies in combat, means that this shortcoming of game audio really isn't too much of a handicap. Whereas in a game with FPS-style combat, not knowing whether a zombie is in front of you or behind you can be deadly.

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