Well it'd definitely be good to see that in the near future. That's one
thing that's always frustrated me about audio games... no tactics. True
Judgement Day and others sometimes have you needing to make split
decisions... do I make quick work of this incoming helicopter? Or do I go
after the enemy that will disable my attacks when they land because they're
so close to landing? But to me, that's barely scratching the surface...
which is why I put so much emphasis on developing an audio one on one
fighting game. If made well, I could see it getting competetive, tournaments
behing held online, etc. But I think right now the problem is that most
developers can't think of how to make attacks sound different. In my image,
because kicks often involve larger motions than a punch, the swish I would
use for a roundhouse would be, say, much larger and more dramatic than a
short jab. But I don't think we have to come up with a million ways to
block... even a simple high block or low block like every fighting games
have would suffice. But I think we're so afraid to tap into undiscovered
territory we keep seeing the same few ideas over and over again. Even in a
3d shooter, I could see many ways to determine whether an enemy was shooting
at you from above or below. I might be on a pathway with a dropoff to my
left side and trees to my right. With enemies shooting from above I would
probably say have a beep play along with the shot, but have a lower beep as
an indicator that an enemy is attacking from below. And a different set of
beeps could be used for forward and rear attacks. Just some thoughts that've
been floating in my head. I have many ways I could see an audio fighter or
shooter being done, but don't have the skills or time to learn a programming
language.
----- Original Message -----
From: "Thomas Ward" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Tuesday, March 27, 2012 4:18 PM
Subject: Re: [Audyssey] A Proposal for Game Developers
Hi,
I'll probably cover Fighting games in some depth. I am no expert at them,
but you are correct about them being more complex than people might
expect.
Like I just finished saying to Shaun many of the concepts in Street
Fighter and other Fighting games could apply to audio and yet is holy
ignored by blind developers. Regardless if we are talking about a
side-scroller, an FPS action adventure, some of those things like making a
certain swoosh or grunt when a kick or punch is coming will allow us to
make split judgments on weather to block the attack, to avoid it, and to
figure out which attack might do the most damage at the moment.
Plus being able to smoothly move from an uppercut, to a jab, to a cross,
to a snap kick, etc would help too. Far too many accessible games are no
more complex than press space to fire which is not always desirable if the
main character needs to perform different attacks and blocks in rapid
succession. I'd like to see more ability to switch tactics and/or moves
depending on the enemy's own attack.
Cheers!
---
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