Hmm. I've been looking at your ideas and I think it's an interesting list...
but to be honest the only one I think needs to be in is the one about
projectiles having extended sounds. There are fighters that already do the
position thing. As to projectiles, well, though I think they should be
extended, I think that the time between the launch of a projectile and its
connection to either the character or the character's blocking is frankly
enough to tell the distance between one character and the other. As to your
other comments...
3: A universal system of hit sounds to indicate the relative vertical
position of a move.
This would only be necessary for jump-in attacks, and I think there would be
no possible way for audio to be detailed enough to cue the angle without
being so obvious that it adds unnecessary beeps and other sounds. that would
detract from the game. As to sweeps, uppercuts and whatnot, if you were to
add sounds for each attack, you would have to separate them for players to
react in time, which would slow down the game at best, since you would have
to hear the sound and then react to it, which is not what fighting games are
about. Rather, fighting games are about reactions, but more about quick
reflexes to unexpected maneuvers, and with audio cues, I just can't see how
it would be possible to keep that fast, intense pace.
4: Ducking sound/stand up .
Well, as it is, one can't duck in a fighting game, but I think crouching
would be the same. Though I actually agree now... a sound would be a good
idea. Though in a traditional fighting game, the only attacks that don't hit
crouches are attacks that hit upwards, like a shoryuken, though the only
reason people would usually use them is because someone is jumping in
towards them.
5: more obvious footstep and taunt sounds.
Nifty idea, but imo it isn't really necessary, since attacks can also judge
distance well enough, along with attack sounds coming up. The reason I
mention all this is because I don't want too much audio detail... it'd be
confusing to have to keep track of that much audio and strategize at the
same time. Just me though, I like the sounds that are necessary and the few
more that lend atmosphere.
6: Obvious knock down and get up sounds.
Already in every modern fighting game in existence. lol. In both cases.
Someone thought of that before you did. grins.
7: hit against corner sound.
Huh. I dunno about that one. haha Not sure what could realistically be put
in, since traditionally we don't have walls or rings, just the edge of the
screen as a stage. I think if we put in footsteps, we can just have them
stop at the edge. Seems like a fair solution to that problem.
8: description of moves.
Hmm. I'm not sure if that should be in the game itself... a command list is
just a quick reference for moves, not a detailed tutorial... I think we
should keep that in the documentation, along with your 10th comment which is
description of characters which I also think should be in the docs.
As to stage descriptions and ambiance sounds... I think that the sounds
themselves could describe them... and fighting games can be playable as long
as the ambiance sounds aren't too loud. I don't know what kind of stage
description could be on the screen because it would have to sound natural,
and any description that I can come up with at least sounds pretty dull in a
short form. lol
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