Hi Dark,

Good point. Level 16 in Troop 2 is a royal pain because there are too
many sounds playing making it confusing from an audio perspective
which demonstrates the sort of problem with a true Space Invaders
clone with 24 ships on screen at once.

If I were to write a true Space Invaders clone with the exact number
of ships as the classic game I think ships not in firing range, IE not
in the lower rows, would have to be silenced or the volume drastically
lowered so that the ships in the bottom rows can be heard clearly by
the gamer. However, that isn't the only problem.

As you know there are shields or walls you can hide under to keep from
being attacked by the invaders. Those would also have to be audible
increasing the confusion unless they were quiet enough to hear the
ships and distinct enough they can be identified despite the sound of
enemy ships and bombs all around you.

So I do take your point. While creating the mechanics of a classic
Space Invader game is easy representing it in audio is difficult
because of informational overloading.

Cheers!


On 5/20/14, dark <[email protected]> wrote:
> Hi Tom.
>
> five invaders was an approximate figure, my point was simply that you
> probably couldn't have as many as in a game like troopanum sinse there is a
>
> problem of informational overload.
>
> Look at the start of the Lord Vector fight at the end of troop 2 as one
> example. There you've got three shields to shoot and falling invader ships,
>
> but frequently I've found it hard to hear the sound of the ships over the
> sound of the shields.
>
> This of course comes down to good sound design and choosing sounds that are
>
> possible to distinguish (I thought those shields sounded a bit loud), but
> equally there is a game design point here too.
>
> Beware the grue!
>
> Dark.
>
>
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