Re: Open world RPG questions

2016-04-06 Thread AudioGames . net Forum — General Game Discussion : Haramir via Audiogames-reflector


  


Re: Open world RPG questions

Well, I guess, everything has been said. Nice work guys.Best regards, Haramir.

URL: http://forum.audiogames.net/viewtopic.php?pid=256280#p256280





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Re: Open world RPG questions

2016-04-06 Thread AudioGames . net Forum — General Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: Open world RPG questions

I guess the cheap answer would be "Like Swamp, but more so". Although Swamp can get away with a lot of simplicity in the use of environmental sounds, because the zones can be as small as the player, so everything of interest gets labeled.If the player can interact with things--get spoken or written reactions, even if they aren't just narration-style descriptions--that could help.(It might be computationally expensive, but if objects between the listener and the sound source can affect the sound (volume or some kinda dampening or what have you), that'd naturally be great.)An important part is just navigability in general. The best audio in the world isn't worth much if it's easy to get disoriented without the visuals. (For First Person, A compass, or being able to turn in distinct increments (15, 45, or 90 degrees?) help loads, since orienting one's self via distant objects isn't really possible.)This is wher
 e virtualizing as much of the other senses as possible would be helpful. Something like a virtual cane (I reference Swamp again) could be useful for navigation, but also for examining more details of one's environment. Yes, this would trade quick navigation against detail in areas where it is the only way to really understand what's around, but at this point we're running up on the same problems as real life.(Speaking of real life, lots of silent objects are detectable via what I guess is probably passive echolocation. It's not really practical for computers to simulate this, but it'd be awesome if it was. I wanted to experiment with Brownian noise and low-frequency tones and maybe really subtle low-pass'd echoes, but none of those ever seems to work so well.)If you really wanted to push it, you could make it possible for characters to react to smells and things, but so far as I know, this hasn't really been done, since it's not g
 enerally that necessary.But there still isn't a way to really appreciate architecture or colors or particularly interesting shapes or scenery on the horizon, beyond being told what's there.Wherever it's possible to include a substitute for touch, it'd be great to do so. This isn't quite so straightforward as everything else, though. (Most people aren't going to have a Novint Falcon or a device that supports Immersion's API or one of those electrovibration touchscreens, so it turns into "play sounds or give spoken / TTS descriptions of whatever the player moves their virtual hands over" more often than not.)

URL: http://forum.audiogames.net/viewtopic.php?pid=256274#p256274





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Re: Open world RPG questions

2016-04-06 Thread AudioGames . net Forum — General Game Discussion : Ian Reed via Audiogames-reflector


  


Re: Open world RPG questions

Vision certainly allows for much more immersive and enjoyable environments.That said, when that sense is not available we rely heavily on 2 things: Audio and player imagination.The first thing is to get unique ambient sound for all of your varied areas.Jungles don't sound like snow covered mountain tops, nor the inside of caves, or the middle of a desert.The kinds of animals you hear, the sounds in the far distance, and even the wind sounds vary.Even forests can be dark and foreboding or light and peaceful.Use different background music for each area as this further sets the tone and makes the area feel distinctive.Play footstep sounds appropriate for the terrain.  This changes within a single area as stepping on a dirt path sounds different than stepping on leaves.Consider terrain that makes sound, like streams, rivers, waterfalls, or buildings with mechanical devices, such as windmills or watermills.Each area no d
 oubt has different types of creatures which make unique sounds and wander around in the area.Static non sound emitting objects like trees and bushes are tougher, though of course you can have appropriate sounds for bumping into trees or walking through brush.You can adjust the environmental reverb of sounds to make them fit the environment.Sounds in a cave have a lot more echo than sounds outside.Sounds in a dense forest sound different than sounds in an open clearing.Even small cave tunnels have different reverb properties than large open underground rooms.While we are at it, consider using an audio library that supports HRTF/binaural audio (for a first person game).You can also generally describe an area through text or voice acting when the area is first entered.Do the best you can to build the atmosphere and environment with rich and varied audio, and player imaginations will fill in the gaps.While I would love to see agai
 n, it does not stop me from enjoying books, which don't have visuals or audio at all! I think the other advice is to find other parts of the game to make great.A game with breath taking scenery can still have a terrible story and poorly implemented game mechanics, and thus be considered a poor game overall.Since blind players won't enjoy your visuals at all, the idea is to pour more energy into other aspects of the game to make it great.Perhaps work more on your story, make your characters feel more deep and engaging, consider voice acting to really give characters personality.Making this environment accessible is another question, and to give appropriate advice it would be good to understand if it is first person, or top down (like old Zelda games), etc.Also, do you envision turn based combat or real time?If turn based, tactical on 
 a grid? or classic Final Fantasy JRPG style?If real time, what is combat like?  Elder Scrolls?Is it likely to be Fantasy or Sci Fi?

URL: http://forum.audiogames.net/viewtopic.php?pid=256265#p256265





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Re: Open world RPG questions

2016-04-06 Thread AudioGames . net Forum — General Game Discussion : Ian Reed via Audiogames-reflector


  


Re: Open world RPG questions

Vision certainly allows for much more immersive and enjoyable environments.That said, when that sense is not available we rely heavily on 2 things: Audio and player imagination.The first thing is to get unique ambient sound for all of your varied areas.Jungles don't sound like snow covered mountain tops, nor the inside of caves, or the middle of a desert.The kinds of animals you hear, the sounds in the far distance, and even the wind sounds vary.Even forests can be dark and foreboding or light and peaceful.Use different background music for each area as this further sets the tone and makes the area feel distinctive.Play footstep sounds appropriate for the terrain.  This changes within a single area as stepping on a dirt path sounds different than stepping on leaves.Consider terrain that makes sound, like streams, rivers, waterfalls, or buildings with mechanical devices, such as windmills or watermills.Each area no d
 oubt has different types of creatures which make unique sounds and wander around in the area.Static non sound emitting objects like trees and bushes are tougher, though of course you can have appropriate sounds for bumping into trees or walking through brush.You can adjust the environmental reverb of sounds to make them fit the environment.Sounds in a cave have a lot more echo than sounds outside.Sounds in a dense forest sound different than sounds in an open clearing.Even small cave tunnels have different reverb properties than large open underground rooms.You can also generally describe an area through text or voice acting when the area is first entered.Do the best you can to build the atmosphere and environment with rich and varied audio, and player imaginations will fill in the gaps.While I would love to see again, it does not stop me from enjoying books, which don't have visuals or audio at all! I think the other advice is to find other parts of the game to make great.A game with breath taking scenery can still have a terrible story and poorly implemented game mechanics, and thus be considered a poor game overall.Since blind players won't enjoy your visuals at all, the idea is to pour more energy into other aspects of the game to make it great.Making this environment accessible is another question, and to give appropriate advice it would be good to understand if it is first person, or top down (like old Zelda games), etc.Also, do you envision turn based combat or real time?If turn based, tactical on a grid? or classic Final Fantasy JRPG style?If real time, what is combat like?  Elder Scrolls?Is it more likely to be Fantasy or Sci Fi?

URL: http://forum.audiogames.net/viewtopic.php?pid=256265#p256265





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Re: Open world RPG questions

2016-04-06 Thread AudioGames . net Forum — General Game Discussion : Ian Reed via Audiogames-reflector


  


Re: Open world RPG questions

Vision certainly allows for much more immersive and enjoyable environments.That said, when that sense is not available we rely heavily on 2 things: Audio and player imagination.The first thing is to get unique ambient sound for all of your varied areas.Jungles don't sound like snow covered mountain tops, nor the inside of caves, or the middle of a desert.The kinds of animals you hear, the sounds in the far distance, and even the wind sounds vary.Even forests can be dark and foreboding or light and peaceful.Use different background music for each area as this further sets the tone and makes the area feel distinctive.Play footstep sounds appropriate for the terrain.  This changes within a single area as stepping on a dirt path sounds different than stepping on leaves.Consider terrain that makes sound, like streams, rivers, waterfalls, or buildings with mechanical devices, such as windmills or watermills.Each area no d
 oubt has different types of creatures which make unique sounds and wander around in the area.Static non sound emitting objects like trees and bushes are tougher, though of course you can have appropriate sounds for bumping into trees or walking through brush.You can adjust the environmental reverb of sounds to make them fit the environment.Sounds in a cave have a lot more echo than sounds outside.Even sounds in a dense forest sound different than sounds in an open clearing.You can also generally describe an area through text or voice acting when the area is first entered.Do the best you can to build the atmosphere and environment with rich and varied audio, and player imaginations will fill in the gaps.While I would love to see again, it does not stop me from enjoying books, which don't have visuals or audio at all! I think the ot
 her advice is to find other parts of the game to make great.A game with breath taking scenery can still have a terrible story and poorly implemented game mechanics, and thus be considered a poor game overall.Since blind players won't enjoy your visuals at all, the idea is to pour more energy into other aspects of the game to make it great.Making this environment accessible is another question, and to give appropriate advice it would be good to understand if it is first person, or top down (like old Zelda games), etc.Also, do you envision turn based combat or real time?If turn based, tactical on a grid? or classic Final Fantasy JRPG style?If real time, what is combat like?  Elder Scrolls?Is it likely to be Fantasy or Sci Fi?

URL: http://forum.audiogames.net/viewtopic.php?pid=256265#p256265





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Re: Open world RPG questions

2016-04-06 Thread AudioGames . net Forum — General Game Discussion : Ian Reed via Audiogames-reflector


  


Re: Open world RPG questions

Vision certainly allows for much more immersive and enjoyable environments.That said, when that sense is not available we rely heavily on 2 things: Audio and player imagination.The first thing is to get unique ambient sound for all of your varied areas.Jungles don't sound like snow covered mountain tops, nor the inside of caves, or the middle of a desert.The kinds of animals you hear, the sounds in the far distance, and even the wind sounds vary.Even forests can be dark and foreboding or light and peaceful.Use different background music for each area as this further sets the tone and makes the area feel distinctive.Play footstep sounds appropriate for the terrain.  This changes within a single area as stepping on a dirt path sounds different than stepping on leaves.Consider terrain that makes sound, like streams, rivers, waterfalls, or buildings with mechanical devices, such as windmills or watermills.Each area no d
 oubt has different types of creatures which make unique sounds and wander around in the area.Static non sound emitting objects like trees and bushes are tougher, though of course you can have appropriate sounds for bumping into trees or walking through brush.You can also generally describe an area through text or voice acting when the area is first entered.Do the best you can to build the atmosphere and environment with rich and varied audio, and player imaginations will fill in the gaps.While I would love to see again, it does not stop me from enjoying books, which don't have visuals or audio at all! I think the other advice is to find other parts of the game to make great.A game with breath taking scenery can still have a terrible story and poorly implemented game mechanics, and thus be considered a poor game overall.Since blind player
 s won't enjoy your visuals at all, the idea is to pour more energy into other aspects of the game to make it great.Making this environment accessible is another question, and to give appropriate advice it would be good to understand if it is first person, or top down (like old Zelda games), etc.Also, do you envision turn based combat or real time?If turn based, tactical on a grid? or classic Final Fantasy JRPG style?If real time, what is combat like?  Elder Scrolls?Is it likely to be Fantasy or Sci Fi?

URL: http://forum.audiogames.net/viewtopic.php?pid=256265#p256265





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Open world RPG questions

2016-04-06 Thread AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector


  


Open world RPG questions

The following questions aren't from me. They're from an RPG dev who is curious about blind accessibility, but they don't do forums so I offered to pass some questions on:- "What would be needed not just to make an open world RPG experience accessible, but also meaningful?"- "I feel like a great story is meaningless if the journey from point to point (travelling around the world) is empty or not enjoyable. The enjoyment of these journeys for me is because the outdoor environments I'm travelling through are so visually rich and varied. How could you avoid those environments being empty and boring without visuals?"It's not for their current game, but they'd still love to know more about what's possible.

URL: http://forum.audiogames.net/viewtopic.php?pid=256261#p256261





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Open world RPG questions

2016-04-06 Thread AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector


  


Open world RPG questions

The following questions aren't from me. They're from an RPG dev who is curious about blind accessibility, but they don't do forums so I offered to pass some questions on:- What would be needed not just to make an open world RPG experience accessible, but also meaningful?- I feel like a great story is meaningless if the journey from point to point (travelling around the world) is empty or not enjoyable. The enjoyment of these journeys for me is because the outdoor environments I'm travelling through are so visually rich and varied. How could you avoid those environments being empty and boring without visuals?It's not for their current game, but they'd still love to know more about what's possible.

URL: http://forum.audiogames.net/viewtopic.php?pid=256261#p256261





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Open world RPG questions

2016-04-06 Thread AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector


  


Open world RPG questions

The following questions aren't from me. They're from an RPG dev who is curious about blind accessibility, but doesn't do forums so I offered to pass some questions on:- What would be needed not just to make an open world RPG experience accessible, but also meaningful?- I feel like a great story is meaningless if the journey from point to point (travelling around the world) is empty or not enjoyable. The enjoyment of these journeys for me is because the outdoor environments I'm travelling through are so visually rich and varied. How could you avoid those environments being empty and boring without visuals?

URL: http://forum.audiogames.net/viewtopic.php?pid=256261#p256261





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