Re: Code Dungeon - A first person hack & slash dungeon crawler
Another approach could be the implementation 3D positional audio, reverb and audio occlusion with ambient sound of the players footsteps of idle sounds, clink of armor, breathing, sound of a torch, etc. same with opponents. This way you can get less irritating spacial information based on your own movement or ambient sounds. I've also suggested elsewhere that you can try making the sounds more informative to the games state, for example heavier breathing if a player or enemy is injured, more labored strikes, the sounds tp drinking potions, unique sounds for weapons and actions, etc. These are much more intuitive and immersive than spitting out X damage pr actions through TTS. The gameplay also appears to be visually represented from a top down perspective like a typical roguelike, if anyones curious.
@9
Intellectual curiosity. Different languages have different API's and tool chains, so learning the choice of language can help gain some insight into how they may go about developing the game, or the potential challenges to their approach. In some cases, if their receptive, the community can even offer the dev team some helpful feedback on certain coding issues that popup, or assist in bug tracking and Q&A issues.
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