Hi clemment.
As I said, currently I just am not convinced you get enough information
about what moves are happening. yes, you can learn them, but you couldn't
instantly identify them.
a vertical position sound would not be exact, but would at least let you
know where a move was hitting, and thus give you a better idea what was
going on.
As for it being too complex, well I really don't see the problem there. you
already have different hit soundds in streeetfighter for the use of light,
medium, and heavy attacks, this would just be a question of using a similar
system for attacks pointed at the head, abdoman, or legs of your character.
Of course it wouldn't be an exact system, but fighting isn't an exact
science, it would however let you know where to block.
there would also bbe no need to slow it down either.
As to positional audio, as I said from what I've noticed thus far the
positional audio in the game is absolute, not relative.
if you and the opponent are both on the left of the arena, you here both!
sets of sounds to the left, not yours in the center and your opponents to
the left relative to his/her position.
My suggestions were made to give a blind player as much access to
information during a match of a game they'd never played before as a sighted
player, and were meant with that aime.
Beware the grue!
Dark.
----- Original Message -----
From: "Clement Chou" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Wednesday, February 08, 2012 6:14 AM
Subject: Re: [Audyssey] audio fighting game was: Re: Game accessibility
was,Re: FINALLY! There is a Wii game for the blind!
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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