Dark, thanks for this. These are great points.
I was thinking in regard to your original post that you were talking about the idea of having a slower, less challenging audio environment so thank you for clearing this up for me. As I'd mentioned before as well, there are quite a number of visual titles which offer lead time to their events as well. A very old but awesomely fun game was Star Castle which did this. The game for those not familiar, has a rotating turret like spaceship surrounded by three rotating rings in the center of the screen. The player fires on these rings while avoiding small mines which track the player's ship. when the innermost ring is breeched, the central ship can fire on the player. Before it does this it pulses very brightly. Also, once one has played the game one can expect when this will happen merely by the rotation of the rings. I.E. as soon as all the rings rotate to create an opening, the ship will usually fire. Have a great night! Cara :) --- iOS design and development - LookTel.com --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 19, 2014, at 5:15 PM, dark <[email protected]> wrote: Hi Tom. I wouldn't say the rule book needs throwing out, so much as just rethinking. For example, you list the telegraphing of attacks as something for fighting games. While they could be used in that way, there is no reason not to use them elsewhere. For example, suppose that you were creating a space invaders style game. Thus far with a few exceptions, most audio space invaders style games haven't given the invaders much chance to do you damage other than by flying into you. Well suppose you gave a sound for just before the invader fired, and a sound when the shot hit the ground, then, instead of having the player instantly hit if he/she was under the ship when it fired, have the time the shot took to reach the ground dictated by how far the enemy was away from you. This would effectively mean that while the invaders would descend slowly, your job as a player wasn't simply to knock them off as fast as possible, but to dodge their bullets, either shooting them before they had a chance to fire, shooting them then dodging out of the way of the bullet, or even waiting until the bullet hit the ground, then running in and taking the invader out before the invader could fire again. Yes, you would have to reduce the number of invading ships on screen to at most about five, but I'd much rather need to duck and dive and dodge shots to evade five ships then have a hoard of 10 ships who I am just trying to blast Asap. This is the sort of thing I mean, considdering not just how to replicate a given game in audio, but how to replicate the mechanics of it's challenge factor so that it becomes more than just a reaction test. Of course, this has been done to an extent. Alien outback is great with it's various ship types and even has a ship with a powered up shot, (it's a shame it still has lots of fairly easy to slay ships too but there you go). I'd say it's a matter of trying to make sure the player has to do more than just hear and react instantlywhile factors such as analogue movement and randomness can help with that, given that audio has a limited view,it's a matter of making that view as challenging as possible and requiring much active participation from the player as possible. Beware the grue! dark. SoBeware the grue! Dark. --- 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].
