Thing is, those messages don't have to be from any response to her asking questions. She reports in on what she sees and gets a response based on that.

At 12:29 AM 11/02/2011, you wrote:
Interesting notion, ---- though having angela stop and say "hay jo, daaaa, what's dis ting I got hhere" wouldn't be the best way to show her inteligence, ;D.

Beware the grue!

dark.


----- Original Message ----- From: "Clement Chou" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, February 11, 2011 8:27 AM
Subject: Re: [Audyssey] Converting Visual Content into Audio


Communicator? Resident evil is famous for communication from an outside source giving you info... though seeing as you're underground, that would be a bit unrealistic... though I'd like to see that. And I'd be happy to record communications as well.

At 12:21 AM 11/02/2011, you wrote:
Hi ken.

To be honest that would be getting away from mota being an action game and into something else, sinse action games are supposed to be quick, you can't pause in every room for a description to speak without fighting creatures etc, where as pausing and looking through a menue of descriptions and examinables would be relatively okay sinse it'd be under your own power.

of course how well written the descriptions are is really just a matter of Tom's business.

having angela or someone else describe them would be a great thing, ----
I'd be glad to record such samples myself as Angela's assistant, but it'd mean a huuuuuuuge amount of audio files for the game, especially if it's going to have a decent amount of objects.

For this reason I think sapi or at least a recorded synth is probably the most expedient method.

Btw ken, I'm a litle surprised you never get any sort of thought of the monster when hereing it's sound.

For me, monster sounds are all part of the atmosphere. Shades of doom stil! manages to scare me, just because of the evil quality of the monster sounds (those gelatinous blobs especially!).

Beware the grue!

Dark.

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