Racing Games?

2020-11-16 Thread AudioGames . net Forum — General Game Discussion : zenothrax via Audiogames-reflector


  


Racing Games?

Greetings all.Excluding Sequence Storm, since that seems to be more of a rhythm game, what are the best racing games available on PC, preferably with a tournament mode? Also, which, in your opinion, is better - AudioSpeed or Space Wave Race, and are either of them worth buying?

URL: https://forum.audiogames.net/post/590381/#p590381




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Re: Racing games

2020-11-12 Thread AudioGames . net Forum — General Game Discussion : simba via Audiogames-reflector


  


Re: Racing games

Forza Motorsport 7 if you have the hardware components or an xBox to play it.For info on the game, go use the search feature or google.greetings Moritz.

URL: https://forum.audiogames.net/post/589164/#p589164




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Re: Racing games

2020-11-12 Thread AudioGames . net Forum — General Game Discussion : KenshiraTheTrinity via Audiogames-reflector


  


Re: Racing games

F1 race for gameboy. Demo is in my signature thread somewhere, page 3 i think.

URL: https://forum.audiogames.net/post/589161/#p589161




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Re: Racing games

2020-11-12 Thread AudioGames . net Forum — General Game Discussion : JaceK via Audiogames-reflector


  


Re: Racing games

I just put my F1GP/World Circuit topic up to answer this one. It's an old...circa..27-8 years old racing sim. I'll get to writing more guides for my collection as wel however to help folks out

URL: https://forum.audiogames.net/post/589144/#p589144




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Racing games

2020-11-12 Thread AudioGames . net Forum — General Game Discussion : Quentin via Audiogames-reflector


  


Racing games

Hi,I love racing games. What can I play?

URL: https://forum.audiogames.net/post/589136/#p589136




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Re: Audio Racing Games

2020-08-29 Thread AudioGames . net Forum — General Game Discussion : jimmy69 via Audiogames-reflector


  


Re: Audio Racing Games

Personally, I am more after a modern style game some thing like Forza. If you’re going to the futuristic feel, I probably wouldn’t pick it up but all the best luck to you

URL: https://forum.audiogames.net/post/565480/#p565480




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Re: Audio Racing Games

2020-08-29 Thread AudioGames . net Forum — General Game Discussion : Sightless Kombat via Audiogames-reflector


  


Re: Audio Racing Games

I like what you're thinking, but I think a key component is the engine - giving a sense of speed and power to an object, futuristic or otherwise.Allow me to set a theoretical example of what I'm thinking:scoring: A full orchestra underscores the race, maybe dynamically changing based on the lap you're on, your position in the race, etc.  The only part that is absent from the score is the rhythm section, be that only the drums, the bass, or both combined.Game-based score components: Remember those things I just referenced as being absent from the score? They're absent because they are used as the beacon trackers, varying not by pitch, but by volume instead.  Given this isn't KM2000 where you can unintentionally turn your car 180 degrees and drive the wrong way, this shouldn't be a problem given the panning can also be used to locate the objective markers horizontally.Other layers: The other layers that the player can hear are the ambience, any announcements/driver chatter and of course the engines of their own and the opponentt' vehicles.I hope that clears up more of what I was thinking.

URL: https://forum.audiogames.net/post/565475/#p565475




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Re: Audio Racing Games

2020-08-29 Thread AudioGames . net Forum — General Game Discussion : PitchBlack via Audiogames-reflector


  


Re: Audio Racing Games

Oki doke, it's the same mechanic as used in Audio Pong essentially, just larger. The idea would be to combine it with a consistent tone, so that's there's always an indication of where to go, as well as an indication of distance that isn't just volume, one can also increase pitch slightly. I absolutely love the idea of having the score be both the musical accompaniment and the indicator of where to aim for, and the indicator of everything else race wise. You could do so much with pitch, and interweaving scores and alter melodies dependent on position in the race, the possibilities are really enthralling for me. You could make the engines musical, gradually seeping in new harmonies as one gets to full acceleration. It could be a really beautiful project actually. One of my pipe dreams is to represent a city completely with musical objects. Imagine Sounds of Eden but for a whole city. I don't think it's commercially viable, it would take forever and is too niche, but my god would I love to do it. Similarly, making this racing game entirely music based I imagine would limit our audience. Do these kind of musical ideas sound exciting to you?Cheers!Harry

URL: https://forum.audiogames.net/post/565371/#p565371




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Re: Audio Racing Games

2020-08-28 Thread AudioGames . net Forum — General Game Discussion : Sightless Kombat via Audiogames-reflector


  


Re: Audio Racing Games

@39 I like the idea of waypoints, but I'm not really a fan of the "beep beep beep beep" experience, it makes it feel a lot less "mainstream", if such a thing can be said to exist.  Maybe having the option to have part of the score as your waypoint for those who want to not have to listen to beeping of any kind constantly could be available? Sequence Storm does this for when turning on some tracks but I'd suggest, instead of the entire score moving, maybe just have say the bass or melodic sections moving based on user preference, just a thought.I like the retro aesthetic you're going for though.  Looks really interesting.

URL: https://forum.audiogames.net/post/565266/#p565266




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Re: Audio Racing Games

2020-08-28 Thread AudioGames . net Forum — General Game Discussion : Talpaiute via Audiogames-reflector


  


Re: Audio Racing Games

What if the game also contained some space races? I have a story idea. I am aware that it needs to be ground and that is why I ask you to help me, if you like this initiative: Two months ago a devastating war began on Earth. Most states were destroyed by a type of bomb that was never used during the wars: the neutron bomb. This is thousands of times worse than nuclear. (From what I've read, it kills people, leaving inanimate objects untouched. In principle, water evaporates from the victim's body, dying in agony in a matter of hours to a few days. I found no means of protection. As far as I know bunkers are useless). Being an important man in the state, you've heard of plans to bomb your city. With other people you try to be the first to reach your private ships to go to the moon, where there is a colony recently established and which has places only for a certain number of people. Optionally, battles between ships could also be included. It could be a very bad idea in general, now that I think about it better, but I think it would work in the case of the time trial.

URL: https://forum.audiogames.net/post/565186/#p565186




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Re: Audio Racing Games

2020-08-28 Thread AudioGames . net Forum — General Game Discussion : DJEPIC via Audiogames-reflector


  


Re: Audio Racing Games

@PitchBlack, I personally like the speed-dependent representation of beacons, as long as the user has a general idea of what they should be aiming for.

URL: https://forum.audiogames.net/post/565179/#p565179




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Re: Audio Racing Games

2020-08-28 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Audio Racing Games

It seems fairly intuitive to me.

URL: https://forum.audiogames.net/post/565176/#p565176




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Re: Audio Racing Games

2020-08-28 Thread AudioGames . net Forum — General Game Discussion : PitchBlack via Audiogames-reflector


  


Re: Audio Racing Games

Hey everyone!Absolutely agree regarding the engine sound at full whack, glad you like the other sounds though. If that's a fairly universal enjoyment we'll stick to that style for the game going forward.What did you think to the moving past beacon sound, and the beeping based on distance?All the bestHarry

URL: https://forum.audiogames.net/post/565173/#p565173




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Re: Audio Racing Games

2020-08-28 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Audio Racing Games

yeah same, the recording was cool, but that engine sounds like it's gonna blow and it's just abrasive and grating. I love the accelerate and decelerate sounds and the turning sounds though.

URL: https://forum.audiogames.net/post/565171/#p565171




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Re: Audio Racing Games

2020-08-28 Thread AudioGames . net Forum — General Game Discussion : SirBadger via Audiogames-reflector


  


Re: Audio Racing Games

the recording sounds cool but i would fix that engine sound at full max. firstly it sounds like it's about to explode but it is also overpowering and would over power the player so that it would be really hard to navigate. i like the jet engine high octain sounds of accelerating and decelerating but i'd leeve the engine sound at max at a constant of that same sound. i think kit from night rider sounded like that when he took off in to turbo mode. i like it. but that juddering? gave me a headache just in the demo recording.

URL: https://forum.audiogames.net/post/565086/#p565086




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Re: Audio Racing Games

2020-08-27 Thread AudioGames . net Forum — General Game Discussion : Jeffb via Audiogames-reflector


  


Re: Audio Racing Games

The problem with a lot of audio game racers is crashing on the turns.

URL: https://forum.audiogames.net/post/565056/#p565056




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Re: Audio Racing Games

2020-08-27 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Audio Racing Games

Currently none, though I do play Forza 7 on PC and Xbox.I've thought a lot about driving mechanics. The bad news is that things get complicated if we're talking about open roads. For closed circuits though, it's not that bad.Having good sound design on the track is key. In other words, things like rumble strips, marbles, gravel, dirt and grass to let you know you've gone off track. Of course, if you were doing offroading or rally stages, there would have to be other indicators.If you wanted to model the track in full 3D, we'd need a way of knowing if we got turned around and are going the wrong way. Optional speak speed at logical markers. Optional indicate gaining / losing a position. The audible equivalent of a shift light to optimize your gear shifts and help lap times.Knowing what kind of turn is coming up will be necessary. I actually kind of see this as three markers. The entry corner, the apex, and the exit. But we'll need to know if it's a gentle curve or a chicane into an S-bend or hairpin or something. If you plan on having jumps, we'd still need this info in the air if, say, a turn was coming up soon after the landing. Though we might go too fast, and not necessarily hit it the first time. Also, that kind of information should somewhat be speed dependent.Another thing is having an idea how far from other vehicles you are. I think a lot of it can be done just by carefully listening if the stereo field / 3D spacialization is well done. However, one thing that often gets me about playing Forza 7 is that I never really know how fast I can go out of the gate. To combat this, I think we should know where in the lineup we start. Also, perhaps have the type of lineup and the type of start described before the race begins? For example: The lineup consists of cars in a three-wide formation. There are 12 rows for a total of 36 cars. You start in the second row at the far right. This is a rolling start, so when the flag tone is heard, you will have immediate control of the vehicle and will already be moving.Ideally, there will need to be some balance in the amount of cues and information we're receiving. TTS verbiage during the race should be very short phrases. Just enough to get the information across and nothing more.The sound design will play a huge part in this, but I'd like to lay out how I see it in my mind. To me, it makes sense that the entire audio experience be divided into two layers. The first one does not seek to provide any information overtly. Any information gained via clueing into this layer is just good sound design paired with sharp hearing. This is the layer that makes up the environment all around the vehicle, as well as the vehicle itself.In this layer, the conditions of the track and vehicle are brought alive for the player to experience. Things like the weather causing wet spots on the track, The tires of the vehicle running up against the rumble strips and slowing you down, tires squealing as you go around a corner just a bit too fast and break traction and everything else defines this layer.The second layer is what you might call the accessibility layer. This provides information that you wouldn't normally be able to get from just listening to the environment around you. For instance, a radar beep that gets faster the closer you come to the car in front of you. A whooshing wind sound that indicates you're catching their draft, and an even stronger one when you use that extra speed to cut out in front of them. Little sounds that indicate various things that we should know all come together to form this accessibility layer.Things get more complicated if we're talking about semi-open roads to full on open world racing. If there are shortcuts to be taken, how will these be marked. Intersections or junctions need a special marking. Not only that, but we need to know if they are four way or T off. Challenges for rally stages might be how to determine if you're off the beaten path. Maybe a different dirt sound, random sounds of running through brush and so on combined with a slow down of your speed.

URL: https://forum.audiogames.net/post/564996/#p564996




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Re: Audio Racing Games

2020-08-27 Thread AudioGames . net Forum — General Game Discussion : PitchBlack via Audiogames-reflector


  


Re: Audio Racing Games

Hi everyone!Here's the official VLOG, would be great to get your thoughts on this so far!https://youtu.be/qNFMNK9fcB0All the bestHarry

URL: https://forum.audiogames.net/post/564973/#p564973




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Re: Audio Racing Games

2020-08-25 Thread AudioGames . net Forum — General Game Discussion : PitchBlack via Audiogames-reflector


  


Re: Audio Racing Games

Hey up!VLOG won't be up until Thursday but I rendered out a smaller one audio and commentary - https://www.dropbox.com/s/nq49sddvh1gnw … o.wav?dl=0Let me know ya thoughts!Harry

URL: https://forum.audiogames.net/post/564357/#p564357




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Re: Audio Racing Games

2020-08-25 Thread AudioGames . net Forum — General Game Discussion : PitchBlack via Audiogames-reflector


  


Re: Audio Racing Games

Oki doke. Good to know everybody, that's great feedback, thanks very much. VLOG on the early prototype coming today, I'll post a link when it's up. Cheers!Harry

URL: https://forum.audiogames.net/post/564298/#p564298




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Re: Audio Racing Games

2020-08-24 Thread AudioGames . net Forum — General Game Discussion : electro via Audiogames-reflector


  


Re: Audio Racing Games

Just that I'm a fan of rasing games, I prefer a complete raccing game. I don't know if multilingual support shall be added in the future, not only fir this future game but also for others.

URL: https://forum.audiogames.net/post/564233/#p564233




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Re: Audio Racing Games

2020-08-24 Thread AudioGames . net Forum — General Game Discussion : jimmy69 via Audiogames-reflector


  


Re: Audio Racing Games

Personally, I would say wait a year or so. It would also be cool if you had a Mode for futuristic type cars, as well as more realistic earth like driving with classic engines

URL: https://forum.audiogames.net/post/564221/#p564221




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Re: Audio Racing Games

2020-08-24 Thread AudioGames . net Forum — General Game Discussion : Sightless Kombat via Audiogames-reflector


  


Re: Audio Racing Games

Definitely up to wait for this and have it cost a bit more whilst still being a reasonable price, but I'd thoroughly suggest having up to 8 opponents (maybe 7 if you want to make it an even number), Top Speed had 8 and that was a long time back.Having progression/upgrades would be great as I and others have said before.  As for weather conditions, maybe having the cars sliding in rain, even more so in snow, would be a good start, maybe even having a chance of (avoidable) lightning hitting you and/or your opponents.Maybe even having unlockable race announcers?  I'm actually curious on what your plan for turning/navigation/learning tracks might be as well, especially factoring in things like jump/stunts etc even in the future setting.Definitely curious to see how well this turns out given I haven't personally played your other smaller titles yet and had a not so great experience with the kickstarter demo for Dusklight from what I remember.  Can't wait to see a new accessible racing experience though considering the feedback that's serving as the foundations.

URL: https://forum.audiogames.net/post/564216/#p564216




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Re: Audio Racing Games

2020-08-24 Thread AudioGames . net Forum — General Game Discussion : Sightless Kombat via Audiogames-reflector


  


Re: Audio Racing Games

Definitely up to wait for this and have it cost a bit more whilst still being a reasonable price, but I'd thoroughly suggest having up to 8 opponents (maybe 7 if you want to make it an even number), Top Speed had 8 and that was a long time back.Having progression/upgrades would be great as I and others have said before.  As for weather conditions, maybe having the cars sliding in rain, even more so in snow, would be a good start, maybe even having a chance of (avoidable) lightning hitting you and/or your opponents.Maybe even having unlockable race announcers?  I'm actually curious on what your plan for turning/navigation/learning tracks might be as well, especially factoring in things like jump/stunts etc even in the future setting.

URL: https://forum.audiogames.net/post/564216/#p564216




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Re: Audio Racing Games

2020-08-24 Thread AudioGames . net Forum — General Game Discussion : DJEPIC via Audiogames-reflector


  


Re: Audio Racing Games

Absolutely agreed! I Think this may be a first fully-accessible racing game with unlockable content and potentially a progression, with more realistic mechanics, so I don't mind waiting in the slightest. But... no pressure of course!

URL: https://forum.audiogames.net/post/564207/#p564207




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Re: Audio Racing Games

2020-08-24 Thread AudioGames . net Forum — General Game Discussion : mmaslo1124 via Audiogames-reflector


  


Re: Audio Racing Games

I would rather have a full functioning and complete game even if if it is more expensive and have to wait longer for it

URL: https://forum.audiogames.net/post/564176/#p564176




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Re: Audio Racing Games

2020-08-24 Thread AudioGames . net Forum — General Game Discussion : animal metal via Audiogames-reflector


  


Re: Audio Racing Games

agree with the last 2

URL: https://forum.audiogames.net/post/564171/#p564171




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Re: Audio Racing Games

2020-08-24 Thread AudioGames . net Forum — General Game Discussion : Liam via Audiogames-reflector


  


Re: Audio Racing Games

I'd rather see a fully flushed out racing game personally.

URL: https://forum.audiogames.net/post/564135/#p564135




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Re: Audio Racing Games

2020-08-24 Thread AudioGames . net Forum — General Game Discussion : Meatbag via Audiogames-reflector


  


Re: Audio Racing Games

Personally I favour waiting for a good game even if a year or two

URL: https://forum.audiogames.net/post/564133/#p564133




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Re: Audio Racing Games

2020-08-24 Thread AudioGames . net Forum — General Game Discussion : PitchBlack via Audiogames-reflector


  


Re: Audio Racing Games

Thanks for the replies everyone. Hmm, judging from the response so far there seems to be a big demand for a more fully featured racing game. If we aim for a later release on this, next year, perhaps after A Dusklight Story is launched, and say a price point of £4.99/$4.99, does that sound good to everyone? Or would you prefer something smaller for £1.99/$1.99, and have it with you in a couple of months?Cheers!Harry

URL: https://forum.audiogames.net/post/564132/#p564132




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Re: Audio Racing Games

2020-08-24 Thread AudioGames . net Forum — General Game Discussion : DJEPIC via Audiogames-reflector


  


Re: Audio Racing Games

@burak Yeah, and perhaps take a leaf out of Sequence Storm's book with slip streams and the like.

URL: https://forum.audiogames.net/post/564088/#p564088




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Re: Audio Racing Games

2020-08-24 Thread AudioGames . net Forum — General Game Discussion : burak via Audiogames-reflector


  


Re: Audio Racing Games

We should also be able to ram into apponents, spin them out etc, same for the player, he should be able to spin out when rammed.

URL: https://forum.audiogames.net/post/564087/#p564087




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Re: Audio Racing Games

2020-08-24 Thread AudioGames . net Forum — General Game Discussion : DJEPIC via Audiogames-reflector


  


Re: Audio Racing Games

I agree with the general statement here. Audio racing games have been lack-luster in mechanics, having tracks that are boring and flat. Engine sounds have been very retro, which isn't necessarily bad, but considering how Forza is a thing, it'd be nice to see a change. That being said, if you really lean into the futuristic side and use that as an advantage, the I think the sounds have good potential to sound good. One issue that plagued Audio Rally Racing and Audio Speed for me is that all vehicles and tracks were unlocked and free to use at the get-go, so I'd like to see some sort of path for progression. The other issue with those games is that, having all vehicles unlocked, there would be no reason to use some of them, as all cars would have 3 stats, and if a car had all 3 stats at their highest level, you'd always use that one naturally. Oh, and did I mention that those stats only had 3 values within them? All in all, those games aren't bad, but I think they kind of feel like more arcade experiences. Once again, not a bad thing, just would like to see something different. And I also definitely agree on more realistic mechanics, more than just, up arrow to speed, left and right to turn, though in that case, I don't think a tutorial would be amiss.

URL: https://forum.audiogames.net/post/564081/#p564081




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Re: Audio Racing Games

2020-08-24 Thread AudioGames . net Forum — General Game Discussion : Liam via Audiogames-reflector


  


Re: Audio Racing Games

Harry. Sounds pretty fun. should be really neat especially with how you guys tend to use binaural audio and stuff.

URL: https://forum.audiogames.net/post/564044/#p564044




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Re: Audio Racing Games

2020-08-24 Thread AudioGames . net Forum — General Game Discussion : PitchBlack via Audiogames-reflector


  


Re: Audio Racing Games

Hey guys and gals! Thanks so much for the feedback. So, as regards the suggestions so far:Opponents is a definite go. Really interesting technical challenge to get realistic opponents working and I think it'll add a great deal of excitement to the game.Thematically, I've gone with what I think will be most exciting, which is a futuristic feel rather than real engine sounds. VLOG on very early stages to come shortly so you can all hear the first prototype.Upgrades we can definitely do, which ties in to custom cars. We're thinking customisable engine/brake/score sounds for your racer.Interactive race tracks with fans, tunnels etc. etc. we can definitely do, that'll add a strong sense of progression and place to each track. Different weather conditions is viable, how many people would like that? And how would you like that to effect game play?As regards a whole load of cars. We're thinking the price point for this will be $1.99, maybe $2.99, and so the scope can't be too large. What I think is viable, is a tournament mode, with maybe 5-10 Race Tracks, and a time trial mode, with an online leaderboard. Perhaps 5 or 6 different cars to choose from, and you race against one and two opponents at the time to stop the sound-stage becoming too busy.  Will post a video of an early prototype shortly.Would love to hear your thoughts!Cheers!Harry

URL: https://forum.audiogames.net/post/564043/#p564043




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Re: Audio Racing Games

2020-08-23 Thread AudioGames . net Forum — General Game Discussion : Erick via Audiogames-reflector


  


Re: Audio Racing Games

Definitely make it realistic, using the steering wheel the correct way, just like another poster has mentioned.

URL: https://forum.audiogames.net/post/563944/#p563944




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Re: Audio Racing Games

2020-08-22 Thread AudioGames . net Forum — General Game Discussion : jimmy69 via Audiogames-reflector


  


Re: Audio Racing Games

I would appreciate some thing like Forza, where there’s crap loads of cars to unlock

URL: https://forum.audiogames.net/post/563769/#p563769




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Re: Audio Racing Games

2020-08-22 Thread AudioGames . net Forum — General Game Discussion : TheBlindSaiyan via Audiogames-reflector


  


Re: Audio Racing Games

@PitchBlack... I would suggest different track interactions like jumps similar to NFS, and also upgrades for your car.

URL: https://forum.audiogames.net/post/563738/#p563738




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Re: Audio Racing Games

2020-08-22 Thread AudioGames . net Forum — General Game Discussion : jimmy69 via Audiogames-reflector


  


Re: Audio Racing Games

It would be cool if you could customize your opponents and what cars they had and skill level

URL: https://forum.audiogames.net/post/563651/#p563651




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Re: Audio Racing Games

2020-08-22 Thread AudioGames . net Forum — General Game Discussion : burak via Audiogames-reflector


  


Re: Audio Racing Games

Hello,Opponents would be a very good idea. We have no proper racing games with ooponents except top speed. And they don't know when to brake.

URL: https://forum.audiogames.net/post/563540/#p563540




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Re: Audio Racing Games

2020-08-22 Thread AudioGames . net Forum — General Game Discussion : Lirin via Audiogames-reflector


  


Re: Audio Racing Games

Well, We don't have any and repead, ANY, decend raciing games with good mechanics, audio etc so if you can think about something revolutionary I am pick it up right now! 

URL: https://forum.audiogames.net/post/563533/#p563533




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Re: Audio Racing Games

2020-08-22 Thread AudioGames . net Forum — General Game Discussion : amir tajik via Audiogames-reflector


  


Re: Audio Racing Games

hi, plees make it free

URL: https://forum.audiogames.net/post/563524/#p563524




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Re: Audio Racing Games

2020-08-22 Thread AudioGames . net Forum — General Game Discussion : prajwal via Audiogames-reflector


  


Re: Audio Racing Games

more macanix like most wanted and other games  plz think about it

URL: https://forum.audiogames.net/post/563521/#p563521




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Re: Audio Racing Games

2020-08-22 Thread AudioGames . net Forum — General Game Discussion : Sightless Kombat via Audiogames-reflector


  


Re: Audio Racing Games

@8Having both is a great idea, but if I ahd to choose it'd be opponents all the say, particularly if you could get online multiplayer going. 

URL: https://forum.audiogames.net/post/563520/#p563520




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Re: Audio Racing Games

2020-08-22 Thread AudioGames . net Forum — General Game Discussion : PitchBlack via Audiogames-reflector


  


Re: Audio Racing Games

Oki doke! Thanks for feedback guys, I spent last night and am spending this morning getting a little prototype together so will see what's implementable. How about racing against the computer vs time trial. Is having audible opponents a big deal to you?Cheers!Harry

URL: https://forum.audiogames.net/post/563518/#p563518




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Re: Audio Racing Games

2020-08-21 Thread AudioGames . net Forum — General Game Discussion : JayJay via Audiogames-reflector


  


Re: Audio Racing Games

Don't look to audioo racers for inspiration, unless its the navigation and still. Most if not all of our audio racers are lack luster.

URL: https://forum.audiogames.net/post/563490/#p563490




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Re: Audio Racing Games

2020-08-21 Thread AudioGames . net Forum — General Game Discussion : cyco via Audiogames-reflector


  


Re: Audio Racing Games

Having different type of weather conditions such as snow, ice, rain, windy and other types of weather conditions.

URL: https://forum.audiogames.net/post/563443/#p563443




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Re: Audio Racing Games

2020-08-21 Thread AudioGames . net Forum — General Game Discussion : burak via Audiogames-reflector


  


Re: Audio Racing Games

Hello,I play top speed. I would like realistic car sounds if possible, and tracks with tunnels and more stuf than just walls at two sides.

URL: https://forum.audiogames.net/post/563432/#p563432




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Re: Audio Racing Games

2020-08-21 Thread AudioGames . net Forum — General Game Discussion : jimmy69 via Audiogames-reflector


  


Re: Audio Racing Games

Ideally, realistic driving mechanics. Actually having to use the gas and brake separately, shift correctly, use the steering wheel the right way, and have the ability to do things like drift. If you’re planning on making a game, do a lot of research in the building physics engines so that the experience doesn’t feel cheap

URL: https://forum.audiogames.net/post/563408/#p563408




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Re: Audio Racing Games

2020-08-21 Thread AudioGames . net Forum — General Game Discussion : rings2006 via Audiogames-reflector


  


Re: Audio Racing Games

all the racing games we have just have perfectly flat tracks. hills loops. jumps drops would be cool

URL: https://forum.audiogames.net/post/563407/#p563407




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Re: Audio Racing Games

2020-08-21 Thread AudioGames . net Forum — General Game Discussion : animal metal via Audiogames-reflector


  


Re: Audio Racing Games

I really like the idea behind AUDIO RALLY RACING  on iOS the way you drive etc etc. just hope they add more stuff to it.on pc there is topspeed3.and would like to see stuff like car upgrades to make my car better faster etc. also some type of different missions or quest you have to complete

URL: https://forum.audiogames.net/post/563401/#p563401




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Audio Racing Games

2020-08-21 Thread AudioGames . net Forum — General Game Discussion : PitchBlack via Audiogames-reflector


  


Audio Racing Games

Hey everybody!We're taking on the development of an audio based racing game, both as a stand alone and as a means of creating driving mechanics that'll then be in a small amount of A Dusklight Story. I was just wondering what audio racing games you currently enjoy, and what you'd like to see in one.Cheers!Harry

URL: https://forum.audiogames.net/post/563380/#p563380




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Re: Racing games with strait tracks

2020-07-19 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Racing games with strait tracks

I remember one of the San Francisco Rush games on N64 had a stunt track. I think it was SF2049 maybe. It wasn't straight per se, but you couldn't really screw up. It was more like a stunt park as you might think of a skate park. If you hit something that's not a ramp or part of the stunt jumps and loops, just back up and try to get back to the middle and attack it at a different angle.

URL: https://forum.audiogames.net/post/553747/#p553747




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Re: Racing games with strait tracks

2020-07-19 Thread AudioGames . net Forum — General Game Discussion : TheBlindSaiyan via Audiogames-reflector


  


Re: Racing games with strait tracks

Thanks.I'll check it out.Keep me posted if there are others 

URL: https://forum.audiogames.net/post/553702/#p553702




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Re: Racing games with strait tracks

2020-07-18 Thread AudioGames . net Forum — General Game Discussion : KenshiraTheTrinity via Audiogames-reflector


  


Re: Racing games with strait tracks

Pretty sure that 1080 on the n64 has a straight track. It ends in a super high drops so that you can pull off all kinds of stunts while airborn.

URL: https://forum.audiogames.net/post/553678/#p553678




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Re: Racing games with strait tracks

2020-07-18 Thread AudioGames . net Forum — General Game Discussion : TheBlindSaiyan via Audiogames-reflector


  


Re: Racing games with strait tracks

So does anyone know of any?

URL: https://forum.audiogames.net/post/553675/#p553675




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Racing games with strait tracks

2020-07-14 Thread AudioGames . net Forum — General Game Discussion : TheBlindSaiyan via Audiogames-reflector


  


Racing games with strait tracks

Hi.Does anyone know of any racing games for PC, PSP or nintendo consoles that have strait or open roads so you can go full speed without crashing?I know of drag races in NFS, but so far as length and freedom were concerned, they weren't the best.Thanks

URL: https://forum.audiogames.net/post/552179/#p552179




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Re: Accessible racing Games for Xbox or pc

2020-01-11 Thread AudioGames . net Forum — General Game Discussion : aaron via Audiogames-reflector


  


Re: Accessible racing Games for Xbox or pc

@mmaslo1124 you can put your assists on to super easy mode, and the car will steer for you. You can then line up other cars if you want to ram them a bit. If you steer, you'll still get credits if you move the stick a little bit.There's also other stuff to experiment with, like manual control. I haven't experimented with this yet.

URL: https://forum.audiogames.net/post/492044/#p492044




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Re: Accessible racing Games for Xbox or pc

2020-01-11 Thread AudioGames . net Forum — General Game Discussion : mmaslo1124 via Audiogames-reflector


  


Re: Accessible racing Games for Xbox or pc

Hi Aaron How accessible Is it? I understand the menus don't Read but this is my concern before I Buy it. Can we play it to where it is Fun to play or is it frustrating?

URL: https://forum.audiogames.net/post/492042/#p492042




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Re: Accessible racing Games for Xbox or pc

2020-01-11 Thread AudioGames . net Forum — General Game Discussion : aaron via Audiogames-reflector


  


Re: Accessible racing Games for Xbox or pc

It boads well, it really does. Forza 7's menus don't read, Horizon 4's menus do but that one is unplayable, but if that's the current case, when Forza 8 comes out, I think it's going to be an absolute blast, and I'm still having a blast with Forza 7. I've also recently purchased and am waiting for Forza 6 to arrive, and I got it quite cheap so if it's not as accessible, I don't think there's any harm done.

URL: https://forum.audiogames.net/post/492039/#p492039




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Re: Accessible racing Games for Xbox or pc

2020-01-10 Thread AudioGames . net Forum — General Game Discussion : FrenchGirlie via Audiogames-reflector


  


Re: Accessible racing Games for Xbox or pc

I have heard that forza motor sport 7 is kind of accessible. There are lets plays by blind gamers on youtube.

URL: https://forum.audiogames.net/post/491917/#p491917




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Re: Accessible racing Games for Xbox or pc

2020-01-03 Thread AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Accessible racing Games for Xbox or pc

@2 don't forget to vote for Sequence Storm (and the developer, Special Magic Games LLC) in the Can I Play That accessibility awards -https://docs.google.com/forms/d/e/1FAIp … =send_form

URL: https://forum.audiogames.net/post/490486/#p490486




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Re: Accessible racing Games for Xbox or pc

2020-01-03 Thread AudioGames . net Forum — General Game Discussion : Mitch via Audiogames-reflector


  


Re: Accessible racing Games for Xbox or pc

Definitely try Sequence Storm by Special Magic Games on Steam or itch. Super addicting and fun rhythm/racing game.

URL: https://forum.audiogames.net/post/490408/#p490408




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Accessible racing Games for Xbox or pc

2020-01-03 Thread AudioGames . net Forum — General Game Discussion : mmaslo1124 via Audiogames-reflector


  


Accessible racing Games for Xbox or pc

Hello list,Are their Amy Racing Games which Are accessible on the pc or Xbox by chance?Any help would be sincerely appreciated.

URL: https://forum.audiogames.net/post/490407/#p490407




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Re: about racing games: topspeed, rail racer and Mach1

2019-06-29 Thread AudioGames . net Forum — General Game Discussion : boy via Audiogames-reflector


  


Re: about racing games: topspeed, rail racer and Mach1

All you have to do is click on add program, select game engine.exe and set it to whatever time you want. Check the freeze time checkbox, click OK and the demo will never expire. I don't have Cracklock or the game anymore, however, do to it not working on Windows10. I bet it's because .net Framework 2.0 doesn't install, and you need that to run the game.

URL: https://forum.audiogames.net/post/445057/#p445057




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Re: about racing games: topspeed, rail racer and Mach1

2019-06-29 Thread AudioGames . net Forum — General Game Discussion : Karlitos via Audiogames-reflector


  


Re: about racing games: topspeed, rail racer and Mach1

Can you make instruction how to do it

URL: https://forum.audiogames.net/post/445056/#p445056




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Re: about racing games: topspeed, rail racer and Mach1

2019-06-29 Thread AudioGames . net Forum — General Game Discussion : boy via Audiogames-reflector


  


Re: about racing games: topspeed, rail racer and Mach1

About Rail Racer, try freezing it with Cracklock. That's how I got around the registration on my old Windows XP computer.

URL: https://forum.audiogames.net/post/445021/#p445021




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Re: racing games that are accessible

2019-04-04 Thread AudioGames . net Forum — General Game Discussion : jfayre via Audiogames-reflector


  


Re: racing games that are accessible

Hi all,This message is probably for Simba. I saw a posting that mentioned that you have had some luck tuning cars in Forza 7. Do you have a guide on how to do this? Also, any info on tracks would be really useful. I find that OCR works to a point with Forza 7, but not great.I'm still struggling on how to know where the turns are in the track and which way the turn is going. Does anyone have any tips on this? I have all of the assists enabled.I think someone had a website where a bunch of these tutorials were posted, but I can't find it now.As far as some kind of Wiki, that's an awesome idea. I have hosting space that could be used for something like this.

URL: https://forum.audiogames.net/post/424870/#p424870




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Re: Dream approaches to mainstream racing games

2019-04-02 Thread AudioGames . net Forum — General Game Discussion : KenshiraTheTrinity via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

Well top speed 3 is kinda like crusin USA minus the checkpoints and obstacles. And in fact it is like poll position and f1 race on the gameboy but those came out years ago. If I was to classify it under a subgenre I would call it a 2d racer. Pretty sure those are still around in one form or another.

URL: https://forum.audiogames.net/post/424600/#p424600




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Re: Dream approaches to mainstream racing games

2019-04-02 Thread AudioGames . net Forum — General Game Discussion : ironcross32 via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

One thing we need to sort out right now is that Top Speed is not, and I repeat not in the slightest bit realistic. Now, I love that game, I still play it to this very day, I actually just got off a multiplayer racing session about a half hour ago. I have also played games like rFactor, Test Drive Unlimited and TDU2, a smattering of the Need For Speed titles all the way back to NFS 2, All Gran Turismo games up to IV, Twisted Metal II through IV, Nascar 99, Nascar simulator, one of the Nascar games around 2014 or so, One of the Formula 1 games, I can't remember which one, I think the one around 2010. So yeah, I have experience in this field, and Top Speed 3 misses the mark on a lot of points. I'm not saying people's ideas aren't good, I'm saying, don't use TS3 as a benchmark of what racing should be, because its not up to the job.My idea is that you get a whoosh sound in either the left or right ear, the intensity of the whoosh, so like length, depth, could indicate curve length or steepness. Once you enter the turn, you could have either a solid tone, or a pulsating tone which represents the apex of your turn. Your job is to keep the apex centered, and when you hit that, it goes behind you and lowers in pitch and fades away at the end.

URL: https://forum.audiogames.net/post/424596/#p424596




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Re: Dream approaches to mainstream racing games

2019-04-02 Thread AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

Here's what BoundTo sent me -I'm not very familiar with any mainstream racing games myself, as I’m not much of a mainstream gamer, but I'd be glad to offer any thoughts or suggestions that I can about making a racing game accessible. I think one of the most important aspects would be how to portray important information via audio as quickly as possible during a race. For example, it would be important to know where other cars are in relation to your own during a race. Top Speed handles this well in my opinion. For me, being able to hear other cars as they either approach yours or as you approach them helped a lot. This shouldn't be terribly difficult. It might just come down to having engine sounds pan around the stereo field to represent where they are. As cars pass each other, it would be helpful to have audio information to indicate how the rankings have changed. (what place you hold in relation to the other cars in the race) The easiest way might be to have it narrated, (again like Top Speed) speaking a message along the lines of "You are in X place". Turning and handling other various obstacles would be something else to think about. Maybe there could be a system that triggers various sounds to be played depending on which way to turn, how far to turn, and when the turn is over. I could get more detailed if necessary but it's just an idea.

URL: https://forum.audiogames.net/post/424575/#p424575




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Re: Dream approaches to mainstream racing games

2019-03-31 Thread AudioGames . net Forum — General Game Discussion : Gilly B via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

As a low vision player, I would love to see a super high contrast mode .  Something I could switch on and off. That would highlight my car, the other cars and the road   With everything else/background being black/very dark. In game text to speech. A must if it’s more of a simulator,  with various parts of the car being upgradable/tweaked.  A combination between sounds, haptic feedback and announcements for turns   With options for each .   Optional time rewind   Like in Forza.  Practice mode for learning how best to take turns . I guess it depends on the type of racing game it is. Things would be a little different if it’s arcade, simulation, track or open world.

URL: https://forum.audiogames.net/post/424016/#p424016




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Re: Dream approaches to mainstream racing games

2019-03-31 Thread AudioGames . net Forum — General Game Discussion : simba via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

Hi.@15, well, it certainly could be an indicator, but the problem here is that you don't really know the exact steapness, only an average level of steapness. Also, death blind racing is another afair, you would need to represent everything by vibration, which, if you personally ask me, is not possible.Greetings Moritz.

URL: https://forum.audiogames.net/post/423999/#p423999




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Re: Dream approaches to mainstream racing games

2019-03-31 Thread AudioGames . net Forum — General Game Discussion : KenshiraTheTrinity via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

Rumble when off the road or near the edge and gravel sound in the direction where the edge is. There is a Sega game that does the sound thing for the mega drive but can't remember what it is.

URL: https://forum.audiogames.net/post/423998/#p423998




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Re: Dream approaches to mainstream racing games

2019-03-31 Thread AudioGames . net Forum — General Game Discussion : Mitch via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

Would using rumble with curve steepness not help though? It wouldn't get in the way, and it might help people who are deaf-blind, not that I am.

URL: https://forum.audiogames.net/post/423989/#p423989




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Re: Dream approaches to mainstream racing games

2019-03-31 Thread AudioGames . net Forum — General Game Discussion : simba via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

And I ask again, how would you want to create a sound which gives you exact length and steapness of a curve?I don't know if you have any ideas on what is going on sound whise in a modern racer, most of you played topspeed and never a real racing game.You have your car engine, the track ambiance, the other drivers, often pritty loud, and little sounds like your breaks, clutsh, spin outs and the like.Let's think ahead, if we have an indicator on where an oponent is, that is another thing to watch out. Add in a sound system for curves which can exactly show the propertys of a curve, well, for the average player this might be a bit to much. A simple announcement like, right 45 would be enough, I suppose noone even heard of Nascar spotters around here.And before you ask, when I last checked I logged about 67 hours in forza motorsport 7 trying out different tuning setups and getting an idea on track layouts and lap times, so, I know what I am talking about.Greetings Moritz.

URL: https://forum.audiogames.net/post/423984/#p423984




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Re: Dream approaches to mainstream racing games

2019-03-31 Thread AudioGames . net Forum — General Game Discussion : simba via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

Hi.@10, a simple sound wouldn't be practicable, due to a simple reason. A sound can't depict exactly how long a curve is and how steap it is. Also, a simple sound is easier to miss than a radio announcement by the pid crew, announcing curves and terain changes is a common thing in ralley racing, I don't see why Forza and other titles can use it.@11, given the fact that we are probably talking about racing games which simulate real motorsport, an object locater would be good to detect cars which are ahead of you or closing in on your position.We would need two different indicators, one if a car is in front and one if it is behind you. When you hear the indicator in the sterrio field you could either start an attack on the oponent in front of you or close the lane so that the other car behind you can't pass you.In adition, as a general wish, the cars position on the track needs to be shown by using the sterrio field, that way you also could better determine if you are drifting twards the gravel or if you are on the outside or inside of a curve and if you can start an attack by utilizing the quicker way on the inside of a corner and zip past your oponent.Greetings Moritz.

URL: https://forum.audiogames.net/post/423924/#p423924




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Re: Dream approaches to mainstream racing games

2019-03-31 Thread AudioGames . net Forum — General Game Discussion : kianoosh via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

Hi There. First of all, I'm thinking of a good hrtf sound library. Something like dreamland where you can easily say that the object is either behind you or it isn't. Second I prefer a direction indicator that beeps, or ticks, towards the direction we have to go although this should be played when we're going in a wrong direction. Another thing. I played need for speed a lot in my childhood. It contained a lot of obsticals that you could hit and make them fall. People who could see used them to trap other racing players under them. So it can be something for us too. They should be indentifyed by a tick sound. The bigger the obbstical is, the lower pitch the tick sound should have.

URL: https://forum.audiogames.net/post/423914/#p423914




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Re: Dream approaches to mainstream racing games

2019-03-31 Thread AudioGames . net Forum — General Game Discussion : burak via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

Hello,I think the announcements should be made with some kind of sound not speech, or it would corrupt the atmosphere of the game.

URL: https://forum.audiogames.net/post/423878/#p423878




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Re: Dream approaches to mainstream racing games

2019-03-30 Thread AudioGames . net Forum — General Game Discussion : simba via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

Well, what Forza does quite nicely is the haptical feetback, you get a rumble when you are close to overspinning your engine and need to shift up, when you are about to spin out, when you knock into something and so on.What we would need is a curve announcement which gives us the direction, length and steapness of the curve, I don't know really though how you would define how steap a curve is.Greetings Moritz.

URL: https://forum.audiogames.net/post/423835/#p423835




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Re: Dream approaches to mainstream racing games

2019-03-30 Thread AudioGames . net Forum — General Game Discussion : BoundTo via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

@ianhamilton_Wrote a slight wall of text, so I sent it as a pm.

URL: https://forum.audiogames.net/post/423806/#p423806




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Re: Dream approaches to mainstream racing games

2019-03-30 Thread AudioGames . net Forum — General Game Discussion : Mitch via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

EDIT: deleted the posts because there were issues with Braille.Let's try again:Let's start with regular racing simulators, aka Forza. An auditory racing line would be very helpful along with either voiced curve announcements or, in Forza's case, the use of rumble to tell from which dirrection and for how long the curve is.Now what I really want is Mario Kart. Using the HD Rumble in the JoyCon controllers, you could guestimate when it was necessary to drift around corners, with auditory cues that stated where obstacles and coins and item boxes were. Being able to accurately snipe someone with a green shell would just be awesome.Besides a racing line and more detailed curghe announcements and rumble cues based on position in the curve, could you elaborate on what components we may be missing that aren't made auditory in something like Topspeed, compared to more mainstream racing games? I feel like there are certain things that I just don't know that would be necessary until I actually know what is being missed. Hopefully you can read this, because I hope this pans out.

URL: https://forum.audiogames.net/post/423804/#p423804




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Re: Dream approaches to mainstream racing games

2019-03-30 Thread AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

Anyone?

URL: https://forum.audiogames.net/post/423800/#p423800




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Re: Dream approaches to mainstream racing games

2019-03-28 Thread AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

@4 @5 I don't know any braille sorry 

URL: https://forum.audiogames.net/post/423375/#p423375




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Re: Dream approaches to mainstream racing games

2019-03-28 Thread AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

@4 @5 I don't speak braille sorry 

URL: https://forum.audiogames.net/post/423375/#p423375




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Re: Dream approaches to mainstream racing games

2019-03-28 Thread AudioGames . net Forum — General Game Discussion : KenshiraTheTrinity via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

I think that with 3d racers it is very possible to drive the wrong way on a track, like going south when the rest of the traffic is going north. Firstly, such a game could implement an auto correct feature that prevents you from going more than 90 degrees off course so you don't get turned around. Short of this, we could be given a pit crew to inform us of upcoming turns or when we're going the wrong way.

URL: https://forum.audiogames.net/post/423338/#p423338




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Re: Dream approaches to mainstream racing games

2019-03-28 Thread AudioGames . net Forum — General Game Discussion : Mitch via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

If we're talking about racing simulators, some sort of curve announcement with a racing line would be great. Also, an easy way to check your placing in the ⠗⠁⠉⠑⠲

URL: https://forum.audiogames.net/post/423336/#p423336




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Re: Dream approaches to mainstream racing games

2019-03-28 Thread AudioGames . net Forum — General Game Discussion : Mitch via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

I just want Mario Kart. If Nintendo updated Mario Kart 8 Deluxe, they could make it more accessible.Using the two JoyCons' HD rumble features, you could feel where the walls were, coupled with auditory curve announcements and obstacle and coin and item box cues. Being able to drift around corners and snipe other racers with Green shells would be ⠁⠺⠑⠐⠎⠲Or heck, maybe Team Sonic Racing, if that works too. I'm not exactly sure how their racing would work, but I know that they could use some sort of rumble + audio setup that would help show where things are on the track and where to ⠞⠥⠗⠝⠲

URL: https://forum.audiogames.net/post/423328/#p423328




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Re: Dream approaches to mainstream racing games

2019-03-28 Thread AudioGames . net Forum — General Game Discussion : Mitch via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

I just want Mario Kart. If Nintendo updated Mario Kart 8 Deluxe, they could make it more accessible.Using the two JoyCons' HD rumble features, you could feel where the walls were, coupled with auditory curve announcements and obstacle and coin and item box cues.Or heck, maybe Team Sonic Racing, if that works ⠞⠕⠕⠲

URL: https://forum.audiogames.net/post/423328/#p423328




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Re: Dream approaches to mainstream racing games

2019-03-28 Thread AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

Bumping this as for reasons I can't disclose it is important. Please leave your thoughts, I know plenty of you have them! So again this is about accessibility, if you could grab a driving game developer and get them to make any changes at all you wanted to their game's accessibility, what would you want?

URL: https://forum.audiogames.net/post/423326/#p423326




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Re: Dream approaches to mainstream racing games

2019-03-20 Thread AudioGames . net Forum — General Game Discussion : KenshiraTheTrinity via Audiogames-reflector


  


Re: Dream approaches to mainstream racing games

My favorite racing games are f1 race on the gameboy, and crusin USA for the n64. Maybe a combination of both, with linear tracks that take skill and knowledge to master. I would want a lengthy career mode with lots of titles and lots of money to earn, and unlockable tracks and cars and modes, don't give me everything off the bat as is the norm in today's games. In terms of access, spoken menus, car bios, turn indicators and good use of the stereo field to represent the track, o and someone to announce the results of the race like in konami's track and field games.

URL: https://forum.audiogames.net/post/420626/#p420626




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Dream approaches to mainstream racing games

2019-03-19 Thread AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector


  


Dream approaches to mainstream racing games

Before I start, with reference to the last time I made a racing game thread; this isn't to discuss wether or not mainstream racing games would ever be made accessible. It's about how they could be made accessible.There's at least one company who are actively looking into it, so I thought now might be a good time to revisit the topic. Given infinite time and money and a team of developers, what would the dream be for you of how racing game accessibility should be approached? What would you want to see / not want to see? What things would be helpful / unhelpful?

URL: https://forum.audiogames.net/post/420617/#p420617




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Re: racing games that are accessible

2019-03-04 Thread AudioGames . net Forum — General Game Discussion : janagirl via Audiogames-reflector


  


Re: racing games that are accessible

Sorry for double posting.@Simba: You offered a file a few months ago how to set the assistence. Couldn't you give it to me again?

URL: https://forum.audiogames.net/post/416371/#p416371




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Re: racing games that are accessible

2019-03-04 Thread AudioGames . net Forum — General Game Discussion : janagirl via Audiogames-reflector


  


Re: racing games that are accessible

@simba,it really would be a great help if i know the different settings in the menu after pressing down twice. I have no one sighted here. and now I accidently set the language to english. what should i do now?

URL: https://forum.audiogames.net/post/416238/#p416238




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Re: racing games that are accessible

2019-03-04 Thread AudioGames . net Forum — General Game Discussion : ianhamilton_ via Audiogames-reflector


  


Re: racing games that are accessible

Forza Horizon 4 is a very different game to Forza 7. FH4 is an open world game set in roads going through the countryside with no walls penning you in to the track, at any point you can leave the track and drive off-road through the countryside.

URL: https://forum.audiogames.net/post/416193/#p416193




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Re: racing games that are accessible

2019-03-04 Thread AudioGames . net Forum — General Game Discussion : simba via Audiogames-reflector


  


Re: racing games that are accessible

hi.Well, if you are refering to the assist settings, as said quite a lot of times by now, when you are in a race, hit pause, down twice and a to confirm, then, activate the assists you want, and hit b twice to get back into the race, with the assists enabled.Greetings Moritz.

URL: https://forum.audiogames.net/post/416166/#p416166




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Re: racing games that are accessible

2019-03-03 Thread AudioGames . net Forum — General Game Discussion : janagirl via Audiogames-reflector


  


Re: racing games that are accessible

Hi all,I really have to write here again.I really would need a guide for the settings for forza motor sport 7. For the demo and for the paid version.I now have the free version on my xbox one and eventually I'll buy the full version if I like the game.So please please, couldn't anyone write what to do to get it work?Thanks a lot.

URL: https://forum.audiogames.net/post/415937/#p415937




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Re: about racing games: topspeed, rail racer and Mach1

2019-01-23 Thread AudioGames . net Forum — General Game Discussion : Ethin via Audiogames-reflector


  


Re: about racing games: topspeed, rail racer and Mach1

@2, if your getting tired of it, put your computer in the demilitarized zone. Either way, port forwarding is a good thing. Central servers are nice, but they can be very stressful depending on the type of central server your running.

URL: https://forum.audiogames.net/post/407087/#p407087




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Re: about racing games: topspeed, rail racer and Mach1

2019-01-23 Thread AudioGames . net Forum — General Game Discussion : Chris via Audiogames-reflector


  


Re: about racing games: topspeed, rail racer and Mach1

I don't think this is possible. Top Speed has a defined end to tracks, and there isn't a way to get around that. I don't know about Rail Racer. From what I understand, there's no way to register or play online anymore.I'd love another online racing game with more features. Oh, and if we're going to do online play, please create a central server or a server application. I'm seriously getting tired of this port forwarding nonsense.

URL: https://forum.audiogames.net/post/407081/#p407081




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about racing games: topspeed, rail racer and Mach1

2019-01-23 Thread AudioGames . net Forum — General Game Discussion : claudiogaranzini via Audiogames-reflector


  


about racing games: topspeed, rail racer and Mach1

Hi guys!I was wondering if there is a way, in topspeed 3, of creating loops like we had in Rail Racer or in Mach1. It could be an amazing adiction for an already great game.I was thinking of using different surfaces but perhaps it's not the ideal strategy for doing this things.Unfortunately, there is no way of creating tracks for the good old Mach1.Do you have any suggestions?An other little question for you:Where could I find good descriptions for the f1 cirucits such that I could try to recreate them in Topspeed 3?Thank you so much for your help, as allways.Bye for now!Claudio

URL: https://forum.audiogames.net/post/406976/#p406976




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