Hi Clement,
Yeah, I know what you mean by lack of tactics. Which is really one of the major points I want to raise. While I am not really a fan of Street Fighter, Mortal Kombat, Marvel vs Capcom, etc I am well aware of the degree of artificial intelligence and skill level required to play those games. Most audio games sadly don't match it.
As to the idea of using beeps to indicate if an enemy is above or below you I don't know. The problem with the beep idea is that its fine for a sci-fi setting where you can work it into the storyline by having a heads up display, threat radar, laser sight, whatever but totally out of place in an ancient setting. Obviously, a knight, warrior,paladin, wizard, whatever wouldn't hear beeps if an enemy is above or below. So a more realistic or natural sound should be used instead.
For example, if I get around to completing the 3d FPS version of my Tomb Hunter games I want to use slight wind sounds to indicate doors and passages. It only makes sense if passing a doorway to here a deep windy sound to indicate a room or corridor is off to your left or right. It would not make sense for the doors to begin beeping like mad unless Angela has some sort of equipment to locate doors and passages. Even then I think the wind sounds are better because it blends nicely into the background ambiance.
Another case is ledges. As you probably know in MOTA I used dripping water to indicate where certain ledges were. A high pitched drip indicated a ledge was above you, and a low pitched drip indicated a ledge was below you. As you know that not only gave the player the information he/she needed, but also fit into the background ambiance too.
Cheers! On 3/27/2012 10:51 PM, Clement Chou wrote:
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.
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