Hi Shaun, Forget it. I definitely don't want a bunch of beeps, boops, bonks, and other retro arcade effects. I could scrape up some wav files that sound light years better than that trash without trying very hard. Plus you don't really understand how difficult it is to make a fully operational audio game based on 1980's retro sound effects.
Take changes in terrain just as a simple example. In a game like MOTA there might be dirt, mud, sand, ladders, metal platforms, etc. I have to use real world sounds for that, because arcade walking sounds aren't nearly that specific. Instead arcade walk sounds are basically like boop, boop, boop, boop as you walk left/right. That's useless in conveying information to a blind gamer who can't see the changes in terrain on the screen. Another thing to consider are traps. In video games like the classic Montezuma's Revenge there were no sounds for fire pits, spikes, vanishing platforms, etc. Besides even if they were they would sound very corny compared to a wav file of a blazing fire, a bubbling lava pit, the sound of spikes scraping together, etc. At least the sounds for MOTA are easily recognizable without a sound descriptions menu, but one is provided anyway for clarification. The same argument could be made for death sounds as well. In classic arcade games the player would fall into a pit, land on a fire, or land on some spikes and all you would hear is a little jingle while your final score and the words "game over" were splashed on the screen. For a blind player that doesn't really identify what happened or how the character died. In MOTA if you hear the character scream and hit the ground it is pretty obvious he fell off a ledge or fell into a chasm. If you hear the sound of a spike being driven into a body and the character screams you can easily deduce he landed on some spikes. If you hear a large splash and the character screams he obviously landed In lava. Bottom line, I believe in making the environment and sound effects as realistic as humanly possible. While nobody cared about the unrealistic boops, beeps, and bonks back in the 80's the technology exists now to invent some realistic sounding games just buy buying and using some decent quality effects. I have no desire to go back to the 80's type arcade sounds as they aren't detailed enough for my needs. Cheers! On 5/2/13, shaun everiss <[email protected]> wrote: > well I'd like a retro style with it sounding like you were playing an > atary unit if it were modern turning it on loading the cart. > when you exited the game, pulling the cart putting it away and > turning off the unit. > after shaddowgate I really dig the retro thing ofcause any chippy > stuff is right up my ally since electronic music is what I like. > --- 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].
