Despite how silent things may seem here, lots is happening. To prove  
it, here's another _Torrent_ soundbite!

Quite a few bugs were fixed and new features added since the previous  
soundbite. Here are a few examples.

* Ship navigation is more physics-based with drag simulation. Sure,  
there isn't any air to create drag in space, but there's no sound in  
space, either.
* Collision alerts. When a target is five or fewer seconds from  
colliding, a collision alert sound overlays its positional cue. After  
all, being told that you're going to collide is no good if you aren't  
sure *what* is about to hit you. The alert system doesn't just look  
at current positions but extrapolates into the future as well, so if  
you and an asteroid will collide soon regardless of your current  
positions, the alert is triggered.
* The embedded screen-reader is complete. It's complex enough to  
support dialogues, sliders, buttons, checkboxes and text fields. When  
sampled speech isn't available, text-to-speech kicks in.
* Licensing is hardware-specific but almost instantaneous. Enter your  
name and email address and either be redirected to a purchase page or  
have a new key generated on the fly, all from within the game. Waits  
of hours or days for key generation are non-existent for _Surreal  
Horizons_ games.
* But perhaps the most interesting feature is the addition of aliens.  
These vicious creatures pursue you relentlessly, navigating the  
asteroid fields and swarming upon you from all directions.

Included is a soundbite of an alien swarm level. The aliens still  
need some tuning as they manage to hold their own quite well against  
me, and I might have had a more difficult time had one not collided  
with another and destroyed itself, but this gives some idea of how  
they will behave.

Much of the explanation from the previous soundbite still applies,  
though the sound index is again demonstrated. One interesting  
addition is the speaking state machine. While it might take a second  
or more to audibly note that an alien is retreating, it seems like it  
would be instantly visually obvious. As such, when the aliens change  
states from attacking to retreating, messages are spoken making it  
instantly obvious. This seems to offer numerous emersive  
possibilities for future games--speech cues tied into state machine  
changes might eventually provide a narrative flow of agents' actions  
to accompany the sound effects of those actions.

But, enough talk. [Listen for yourself][1].

[1]: http://surrealhorizons.com/assets/2007/1/19/torrent-aliens.mp3

Just a few more notes. I'm very close to seeking testers for a closed  
beta. If interested, join the [mailing lists][2] and look for further  
announcements there.

[2]: http://lists.surrealhorizons.com

Also, news updates are available as an [atom feed][3], with  
accompanying audio as attachments. You can subscribe to _Surreal  
Horizons_ updates via your news aggregator, and even have accompanied  
soundbites delivered as podcasts!

[3]: http://surrealhorizons.com/feed/atom.xml

Enjoy.


_______________________________________________
Gamers mailing list .. [email protected]
To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
any subscription changes via the web.

Reply via email to