Same, and there was nothing as I recall, about it in the manual

-----Original Message-----
From: [email protected] [mailto:[email protected]] On
Behalf Of john
Sent: 28 March 2012 22:03
To: Gamers Discussion list
Subject: Re: [Audyssey] A Proposal for Game Developers

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.


---
Gamers mailing list __ [email protected] If you want to leave the list,
send E-mail to [email protected].
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the list,
please send E-mail to [email protected].

---
Gamers mailing list __ [email protected] If you want to leave the list,
send E-mail to [email protected].
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the list,
please send E-mail to [email protected].


-----
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.1913 / Virus Database: 2114/4899 - Release Date: 03/28/12


---
Gamers mailing list __ [email protected]
If you want to leave the list, send E-mail to [email protected].
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the list,
please send E-mail to [email protected].

Reply via email to