Now that's a fact I didn't know about mota. The ledges always
sounded the same to me (the only reason I got level two was
guessing).
----- Original Message -----
From: Thomas Ward <[email protected]
To: Gamers Discussion list <[email protected]
Date sent: Wed, 28 Mar 2012 15:14:52 -0400
Subject: Re: [Audyssey] A Proposal for Game Developers
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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