Hey Philip,
how about basing maximums speed reached on the number of hit points, the type of shoes-boots being worn etc instead of the flat 5 steps?
Ken Downey
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----- Original Message ----- From: "Philip Bennefall" <phi...@blastbay.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, March 16, 2011 8:07 AM
Subject: Re: [Audyssey] Reviewing space in audio


Hi Dark,

In Q9 you do hear monsters from across pits etc, but as you say the attacking and jumping mechanics are quite flat. In my upcoming game I have a very different setup. I have spent a lot of time on mechanics, such as the fact that you no longer tap an arrow key to move in the air. Also, when you begin running from a walk or a standstill you do not immediately switch to your maximum speed. Instead you gradually gain momentum until, after four or five steps, you are at your maximum. I have also expanded the concepts of weapons slightly, where each weapon has not only a maximum but also a minimum range. To use a rifle, for instance, you need to back off a bit from the target before you can fire, and the same is true for the spear. The knife and the revolver, on the other hand, are better for close range combat. This all makes for a much more dynamic gaming experience, and coupled with the vastly improved artificial intelligence of the creatures in the game I am hoping to have a much better product than Q9 coming up. smile.

Kind regards,

Philip Bennefall
----- Original Message ----- From: "dark" <d...@xgam.org>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, March 16, 2011 12:59 PM
Subject: Re: [Audyssey] Reviewing space in audio


Hello Darren.

Actually thinking about it, you've probably hit the nail exactly on the
head.

You talk about "showing in audio how far to jump" ---- say like in Jim's
golf game where your told what a shot is and then must judge the distance.

However, in a graphical game you are never "told" this at all you are merely
presented with an obstacle and it's up to you to work out how to get round
it, rather than there being a set way.

For instance, you might get over a long pit either by doing a normal jump
from directly on the edge, or by doing a running jump from further back.

While I do agree a more analogue and free form system in audio is more work to come up with, I certainly don't think it's impossible, and the bennifits
to making addictive games are hugely worth it.

To take your example, look at these two different situations:

1: you press a key once to jump over a pit, then are attacked and must
defend yourself the instance after.

or 2: you can here! a monster on the other side of the pit and must either
use a ranged attack, or wait until the monster backs off to jump across.

the first situation is similar to a game like Q9 or superliam, and just
perpetuates the issue we have now. yes, the first time it will probably be a surprise, but after only a couple of playthroughs, you'll be expecting that
attack once your across the pit.

The second case however gives you more options, and indeed forces you to
take into account the environment around you.

I actually think not enough has really been done with the possibilities of
environmental sound in a 2D contex, for instance, ---- using the pitch of
wind to show the depths of a pit, or being abel to here monsters before
engagin in attacks with them.

Also, to my knolidge no audio game has ever used the more analogue style
movement which has been in mainstream games sinse the early 80's, where by
your characters' jump high or walking speed are tied to holding down a
button not merely pressing it.

This is quite possible to do in audio (look at the rai racer jets), I'm just
rather confused as to why nobody has yet implemented it in a game.

Beware the Grue!

Dark.


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