Re: [Audyssey] Nolan Vs. the Alien Swarm: another Torrent Soundbite

2007-01-19 Thread Dark
Nice, I look forward to trying this one out.

If the game engine can now handle inserting audio, perhaps you might 
considder adding some extra game modes to give some more variation to the 
game. One option might be having a mode that's actually possible to complete 
and get an ending (maybe with cutscenes as well), in addition to the endless 
levels mode.

You might also considder different missions with different objectives, such 
as collecting supplies for your base, (grabbing power-ups), fending off 
alien attacks in open space (no asteroids), or fighting off aliens in an 
asteroid mining zone where you need to protect the asteroids and not destroy 
them.

Obviously this all depends upon what you can make the engine do, and how 
much stuff you'd be willing to insert into the game at this stage, or into 
an upgrade? or a sequel?

Whatever happens, I'll look forward to trying out Torrent.

Beware the Grue!

Dark.





- Original Message - 
From: Nolan Darilek [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 19, 2007 6:42 AM
Subject: [Audyssey] Nolan Vs. the Alien Swarm: another Torrent Soundbite


 Despite how silent things may seem here, lots is happening. To prove
 it, here's another _Torrent_ soundbite!

 Quite a few bugs were fixed and new features added since the previous
 soundbite. Here are a few examples.

 * Ship navigation is more physics-based with drag simulation. Sure,
 there isn't any air to create drag in space, but there's no sound in
 space, either.
 * Collision alerts. When a target is five or fewer seconds from
 colliding, a collision alert sound overlays its positional cue. After
 all, being told that you're going to collide is no good if you aren't
 sure *what* is about to hit you. The alert system doesn't just look
 at current positions but extrapolates into the future as well, so if
 you and an asteroid will collide soon regardless of your current
 positions, the alert is triggered.
 * The embedded screen-reader is complete. It's complex enough to
 support dialogues, sliders, buttons, checkboxes and text fields. When
 sampled speech isn't available, text-to-speech kicks in.
 * Licensing is hardware-specific but almost instantaneous. Enter your
 name and email address and either be redirected to a purchase page or
 have a new key generated on the fly, all from within the game. Waits
 of hours or days for key generation are non-existent for _Surreal
 Horizons_ games.
 * But perhaps the most interesting feature is the addition of aliens.
 These vicious creatures pursue you relentlessly, navigating the
 asteroid fields and swarming upon you from all directions.

 Included is a soundbite of an alien swarm level. The aliens still
 need some tuning as they manage to hold their own quite well against
 me, and I might have had a more difficult time had one not collided
 with another and destroyed itself, but this gives some idea of how
 they will behave.

 Much of the explanation from the previous soundbite still applies,
 though the sound index is again demonstrated. One interesting
 addition is the speaking state machine. While it might take a second
 or more to audibly note that an alien is retreating, it seems like it
 would be instantly visually obvious. As such, when the aliens change
 states from attacking to retreating, messages are spoken making it
 instantly obvious. This seems to offer numerous emersive
 possibilities for future games--speech cues tied into state machine
 changes might eventually provide a narrative flow of agents' actions
 to accompany the sound effects of those actions.

 But, enough talk. [Listen for yourself][1].

 [1]: http://surrealhorizons.com/assets/2007/1/19/torrent-aliens.mp3

 Just a few more notes. I'm very close to seeking testers for a closed
 beta. If interested, join the [mailing lists][2] and look for further
 announcements there.

 [2]: http://lists.surrealhorizons.com

 Also, news updates are available as an [atom feed][3], with
 accompanying audio as attachments. You can subscribe to _Surreal
 Horizons_ updates via your news aggregator, and even have accompanied
 soundbites delivered as podcasts!

 [3]: http://surrealhorizons.com/feed/atom.xml

 Enjoy.


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 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
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Re: [Audyssey] Nolan Vs. the Alien Swarm: another Torrent Soundbite

2007-01-19 Thread Nolan Darilek
Hello, thanks for the suggestions. Current plans are to include a  
special wave on every fifth wave, and as I'm looking for more ideas  
for these, I might try implementing them in some form. I want to  
reply to the spirit of these suggestions, though, if for no other  
reason than to let folks know where this is going and why.

I've gotten lots of private suggestions that seem cool, but would  
make the game very complicated. My goals with Torrent are two-fold:

1.  Break new ground. Space Invaders has been done to death, and  
Asteroids hasn't. I'd like to provide a simple-to-learn, fun and  
infinite arcade game while remaining true to a simple concept-- 
blasting lots and lots of asteroids. While they'd be fun, complex  
missions, cutscenes, a storyline, automated drones would make the  
game too complex for what I envision.

2.  Iteratively develop a reusable, easy-to-use, cross-platform  
engine for sophisticated accessible gaming. I recently broke the  
engine away from Torrent itself, and that which is Torrent is  
surprisingly small. My next game will build on the engine component,  
expanding it and its modules to support 3-D, embedded scripting, more  
physics and perhaps even multiplayer games. But I needed a simple  
concept to start out with, and it happened to be Asteroids-like.

And, if all goes to plan, that next game will give you all the  
complexity you could possibly imagine. Though no non-prototype code  
is written, there's a reasonably advanced blueprint in my head  
already. Think Lone Wolf., in outer space, with both missions and a  
campaign mode for longer, more open-ended games. It's also loosely  
inspired by another very old but wildly-successful concept--Elite.  
Check it out if you aren't familiar. You might be intrigued. More  
than that, I'm not saying. :)

So Torrent itself will be rather limited in scope, but I think it  
makes more sense to produce a fun but somewhat limited product that  
still breaks new ground, then focus my attention on this next project  
(which is what I wish I could be working on now. :) And my interest  
in game development hinges more on concepts like procedural  
synthesis, so many of my concepts will probably be light on story and  
cutscenes but heavy on random elements and open-endedness. Despite  
this initial simplicity, however, I'm not planning to leave those of  
you desiring complexity out in the cold.

On Jan 19, 2007, at 2:06 AM, Dark wrote:

 Nice, I look forward to trying this one out.

 If the game engine can now handle inserting audio, perhaps you might
 considder adding some extra game modes to give some more variation  
 to the
 game. One option might be having a mode that's actually possible to  
 complete
 and get an ending (maybe with cutscenes as well), in addition to  
 the endless
 levels mode.

 You might also considder different missions with different  
 objectives, such
 as collecting supplies for your base, (grabbing power-ups), fending  
 off
 alien attacks in open space (no asteroids), or fighting off aliens  
 in an
 asteroid mining zone where you need to protect the asteroids and  
 not destroy
 them.

 Obviously this all depends upon what you can make the engine do,  
 and how
 much stuff you'd be willing to insert into the game at this stage,  
 or into
 an upgrade? or a sequel?

 Whatever happens, I'll look forward to trying out Torrent.

 Beware the Grue!

 Dark.


___
Gamers mailing list .. Gamers@audyssey.org
To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
any subscription changes via the web.


[Audyssey] Nolan Vs. the Alien Swarm: another Torrent Soundbite

2007-01-18 Thread Nolan Darilek
Despite how silent things may seem here, lots is happening. To prove  
it, here's another _Torrent_ soundbite!

Quite a few bugs were fixed and new features added since the previous  
soundbite. Here are a few examples.

* Ship navigation is more physics-based with drag simulation. Sure,  
there isn't any air to create drag in space, but there's no sound in  
space, either.
* Collision alerts. When a target is five or fewer seconds from  
colliding, a collision alert sound overlays its positional cue. After  
all, being told that you're going to collide is no good if you aren't  
sure *what* is about to hit you. The alert system doesn't just look  
at current positions but extrapolates into the future as well, so if  
you and an asteroid will collide soon regardless of your current  
positions, the alert is triggered.
* The embedded screen-reader is complete. It's complex enough to  
support dialogues, sliders, buttons, checkboxes and text fields. When  
sampled speech isn't available, text-to-speech kicks in.
* Licensing is hardware-specific but almost instantaneous. Enter your  
name and email address and either be redirected to a purchase page or  
have a new key generated on the fly, all from within the game. Waits  
of hours or days for key generation are non-existent for _Surreal  
Horizons_ games.
* But perhaps the most interesting feature is the addition of aliens.  
These vicious creatures pursue you relentlessly, navigating the  
asteroid fields and swarming upon you from all directions.

Included is a soundbite of an alien swarm level. The aliens still  
need some tuning as they manage to hold their own quite well against  
me, and I might have had a more difficult time had one not collided  
with another and destroyed itself, but this gives some idea of how  
they will behave.

Much of the explanation from the previous soundbite still applies,  
though the sound index is again demonstrated. One interesting  
addition is the speaking state machine. While it might take a second  
or more to audibly note that an alien is retreating, it seems like it  
would be instantly visually obvious. As such, when the aliens change  
states from attacking to retreating, messages are spoken making it  
instantly obvious. This seems to offer numerous emersive  
possibilities for future games--speech cues tied into state machine  
changes might eventually provide a narrative flow of agents' actions  
to accompany the sound effects of those actions.

But, enough talk. [Listen for yourself][1].

[1]: http://surrealhorizons.com/assets/2007/1/19/torrent-aliens.mp3

Just a few more notes. I'm very close to seeking testers for a closed  
beta. If interested, join the [mailing lists][2] and look for further  
announcements there.

[2]: http://lists.surrealhorizons.com

Also, news updates are available as an [atom feed][3], with  
accompanying audio as attachments. You can subscribe to _Surreal  
Horizons_ updates via your news aggregator, and even have accompanied  
soundbites delivered as podcasts!

[3]: http://surrealhorizons.com/feed/atom.xml

Enjoy.


___
Gamers mailing list .. Gamers@audyssey.org
To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
any subscription changes via the web.