Hii Tom Here is my spin or thought on trailer. AS I understand a demo only have just little as possible to make it a quick download to here is why certain things are left turned off and one tune plays. Smiles listing to one ture for 300 miles may casue me to turn right into a wall. So, I guess you will have a mult track player. Fine job on the tune and the other suggestion were good. Here's a few more and MIDI files player could be a nice option in the game. That can help in not doing all the tures but able to play our own. Thinking of driving fast music first comes to mind is BTO tunes. Deep Purple tunes from Machine Head. There should be a few keyboard tunes on that album. Smiles. Throw in some classics like Queen Champion, Plant and Beck, Well, I could go through the Alphabet and come back to start again with Areosmith to ReO Speed Wagon. Pretty much the 1970 music rock music was not only driven by Sex, drugs but driving fast in those Big V8 American Cars and with the 8 track players.. I like to see a way to change tracks or stations and then where the 8 track player change or where the station being switch when I hit a certain key. This could be a nice thing to listen to music where you may be way behind the leader say 15 laps but still need to get points.
Second item.... Turning IN the demo it sounds like you have the nack for turning with the voice, so it sounds like you got the timing down. What I see or hear is what would be nice is what I saw in the first response to the thread. The voice being a turning signal . The problem may be when to turn when one may be traveling at different speeds and differt place on the track. Is the turn 10 yeards or a 100 yeards. It was the phrase "Turning Signal". You know that Click, Click, Click sounds when a driver has the turn Signal turned on. This sound is suttle enough to give the racer the first indication to start turning. This turning Signal can be a great to like in Ten Pin Alley to line up a shot the car can also be used to help to lineup how to come into a turn. Say , if the driver want to go low into the turn they would start turning after a few click. May too that if go into too early the car could end end up in the infield.. And if you need to ake a high groove cause of traffic the driver would need to listen for a few more click. Then too many click meanings a date with the wall. When to know when at the apex of a turn and when to to start straighting out the wheels for the straight. With the click volume could be lower at the start of the turn then loudest at the center of the turn then lowers the volume when comeing out of the turn. The reduntant of North letting me know where the turn is at is nice tool for driving blind, but to know what angle at a certain speed with the turning signal would be much better during a full monty of cars. I understand too that you wanted to get something out there and the Voice turning may not even be in the final product. Lastly for the Wall sound effect have an echo may be the way but could be confusing with may cars on the track. A little echo could be good, but my thought is this for the Wall and for the inside of the track boarders. There are several terms for being to close to the wall, The grey area, the rough and the ice. This area of a NaSCAR track becomes dirty with pebbles, track trash, sand dirt so so on. Before maying contact with the wall what about a sound of crackleing, pebble crucning or other sound to give the driver better move down the track a bit before rubbing the wall. A racer should be able only to run in this area before something serious happens like running over a bolt or over debris. Blowing a tire is most likely. For the sound on the inside of the track. A rumbling sound as though one is driving up to a toll both. If both sides of the stereo speakers have this sound then all four whells are below the white line.. The Yellow line is used for the pit stops, but where not cover that here. To help guilding your car to the pit would requried a different system of sounds for sure. Well, thats my spin on the first trainler for ideas to be added to the game. So, please Tom no ABBA for the radio is a must! INstead check IToons for the Vamps and a little tune called Rev it up! The Vamps was the 90's version of Hear. PS Don't forget the classic Wedding dance song Wipe Out! That was my request at the party. Crash ----- Original Message ----- From: "Thomas Ward" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]>; "Gamers Discussion list" <[email protected]> Sent: Saturday, November 03, 2007 8:04 PM Subject: Re: [Audyssey] USA Raceway trailer released. > Hi everyone, > Ok, there were several questions asked in a row here, and to cut down on > the number of emails I have to send out I will try and answer as many as > I can in this email. > > Quote > 1) I noticed when you were speeding up that I did not hear the > rpms of the engine increasing. Was this because there was no sound for > this? > End quote > > At the moment no. The way a developer would simulate the rpms of the > engine accelerating is by changing the frequency, aka the rate, of the > engine wave file in keeping with the cars speed and rpms. This portion > of the code as not been introduced yet. Though, it certainly will be > long before Raceway becomes a demo everyone can play. It is just one of > the several hundred other things left on the todo list. > > Quote > I also noticed that you did not have to > slow down for each corner. > End quote > > Right, I did not in the trailer, but sometime between now and before I > release Alpha 1 next year I want to add some realistic physics mottling > etc which will take care of the speed issue with curves. Right now the > game works more like an arcade game than a simulation, but I've been far > too busy with Monty of late to work on really giving Raceway the > attention it deserves as far as realism. > > Quote > question for you, what were the other noises I heard? It sounded as if > they > were coming from the left side. > End quote > > Well, when you were taking the curves you could hear the sound of the > wall off to your left. The other noises you heard were cars I was > passing or was passing me. Right now there are only two AI driven cars, > but I hope to probably have a full track of 43 cars including you when > 1.0 is released. > > Quote > Do the Nascar drivers play music in their cars while they are racing? > Sounds like a cool idea but don't know if it's realistic. > End quote > > I don't believe so. Though the music is something you can turn on or off > if you want. Just like the croud background ambience. The reason you > didn't hear the croud ambience in the trailer is I had it turned off. > > Hth. > > > --- > 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. 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