You know what's sad... I have a story, character designs, movelists and everything planned out in my head... but I can't work on it, because I have no programming knowledge, and frankly just don't have the time to learn it. Hmm. That's interesting, but that's the average reaction speed... it isn't easy to react that fast constantly. As someone who tries to react on a regular basis, it's difficult. Trust me... a guard impact parry in Soul Calibur has to be timed just as the attack is about to hit you, and that's a much shorter amount of time than 0.16 seconds. Ah I see what you're saying. But you would need different sounds, which would still require memorization. If I was to remake street fighter, I wouldn't want every jump-in kick to sound like that if they were at that angle... that sound would just get dull to hear. lol But this is why I think an audio fighter would probably flop success-wise... noone would want to buy it. Blind gamers are so used to simple games that something like this would probably turn away so many people. I hear a lot of people saying they'd like an audio version of MK, SF, whatever... which doesn't make sense to me as they obviously know it's playable enough to have tried them and know about them. What they don't realize is that it takes work to get good... and that if they get this game and jump online, there's no way they'll survive if all they do is mash buttons, which, let's face it, is what a lot of people do in fighting games, sighted or blind. lol I'm still trying to figure out how one would measure inputs and recovery times... frame rate is a unit of measurement... but could you use something like an audio game? basic example. Ryu's jabs can combo one after another in SF 4. The reason for that is, Ryu's jab has a 7-frame startup time, and anyone who gets hit by that has a 12-frame recovery, which allows ryu to do another jab before the player can do anything. But part of how they measure frames is by animation... how would one do that same kind of precise, tight timing with no basis to start it off? That's how combos work in all fighting games, even games with chains such as Tekken or MK. What I've described is the linking system of street fighter, where you can't just mash a sequence with a generous timing and get a combo... you have to time the button presses. ----- Original Message ----- From: "dark" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Thursday, February 09, 2012 6:21 PM
Subject: Re: [Audyssey] audio fighting game was: Re: Game accessibility was,Re: FINALLY! There is a Wii game for the blind!


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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