Hi clemment.

As regards sound interest, that is where voice acting would come in, sinse though the combat sound for a move would dictate it's hit, the voice sample for a given character playing above the move sound would make it different.

this is pretty much how move sounds now work in most games, it's just in modern beat em ups there isn't really a set logic or codified system as to what woosh sound dictates what. I in fact got the idea from street fighter 2 and 3, where a light, medium or heavy move would have an increasingly lower pitched attack sound associated with it.

change this principle to attach to where you hit an opponent rather than move strength and speed, and you have something that gives audio information.

as to frame rate, it's just a numeric measure really in terms of beat em up mechanics. Though it also relates to animation, there's really nothing special about it as a number, and any numeric counter would do. Indeed through looking at the screen there is in fact nothing to tell you the frame rate, all you see is the move happening. Factors like that are worked out later by advanced players and written in faqs, but they exist essentially in the background code of the game.

of course, players would have to discover through experience what recovery, chaining moves and the like actually were timing wise in audio, but that's no different to a graphical game.

As to reaction time, well that is the average for humans listed according to wikipedia. I suspect most people who play any sort of computer games will have something faster, perhaps as low as 0.12 or 0.10, (certainly in Jim's reaction game my personal results ranged betwene 0.11 and 0.09 on average), i was just indicating that audio game sounds and picking up of information doesn't have! to be slowed down.

As to complexity and people not liking it or wanting to play it because it's too complex, while that's true to some extent it will only change when there are! more complex games around that people can get used to.

the last thing we would want is a situation where developers were deliberately keeping games simple and dumbing them down due to fears about public reactions.

perilous hearts, lunimals, castaways, Entombed, and pretty much anything by Gma are great examples of developers who've gone against the sterriotype and done amazingly well doing so, ---- indeed swamp might well turn out to be in the same mold too.

so, while an audio fighter would be complex, people could live with it.

The main problem with developing fighting games however, is that the mechanics and structure need to be very carefully worked out to create something that is flexible and highly playable, which takes great skill at number, counter, and object manipulation in programming. while it probably would be possible, you'd need a lot of knolidge to do it.

As to develiping design and story ideas, unfortunately that is the easy part really, it's actually getting the skills to put them into practice that is hard.


while getting the skills isn't necessarily easy, it probably is worth it, especially now that we have tools like Bgt that offer an easier (though no means easy), introduction into audio games programming along with some handy tools.

I'll be starting on bgt myself when my phd is done, though I the mean time I am looking around for other projects that I can! do with my current skills, ---- for instance I'm currently writing an adventure for the Eamon deluxe system, which can be done just within the dungeon designer.

while not precisely the epic rpg I've always wanted to create, people should at the least enjoy it, and it is a chance to do something creative with game writing until i can have enough free time to turn to seriously learning programming.

Beware the grue!

Dark.
----- Original Message ----- From: "Clement Chou" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Friday, February 10, 2012 4:33 AM
Subject: Re: [Audyssey] audio fighting game was: Re: Game accessibility was,Re: FINALLY! There is a Wii game for the blind!


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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