Hi Clemment.
sorry, I did find this reply afterall, it was in a different part of my
laptop sinse my laptop desplays messages from the list in a wonkey order :D.
the average human reaction time is 0.16 seconds, so there is no need for an
audio fighting game to be any the slower at all. Yes, it would take practice
before a person was instantly able to identify a move and react, but there
would certainly be no need to slow the speed down by much, indeed as you
point out yourself during combos and the like a person would not be able to
react anyway.
as to my move identification idea, you missunderstand what I meant I think.
i wasn't suggesting some complex sound memorization system, merely a
different sound for where the move is targited to hit.
the sagat's kick example was one of a move that instead of hitting high up
at the head, hit mid range despite being a jumping kick. It doesn't matter
beyond flavour description (which could be in a movelist), what the move
actually is, it could involve sagat's leg turning into foam rubber for all
that matters.
the important information that needs to be got across to the player is where
the move hits them.
Yes, an audio fighter would be hard work to play, but that is the point of
all fighters, that you need to practice your reactions and stratogies, learn
what moves chain together and what do not, how best to react to your
opponent etc.
as to frame wrate, well that's just a measure of speed really, and no reason
at all it couldn't be in an audio fighter. I agree the design would have to
be amazingly good. you'd have to know a lot about the actual speed of
different moves, how people react, how different moves go together etc, so
it wouldn't be something a person could knock up in a day, but it could
deffinately be possible I think.
Beware the grue!
Dark.
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