Re: [Audyssey] Swamp Ideas
There are a few problems with the missions in the version everyone is using right now. I've been doing a lot of work to fix that, but the fix won't come until I post the next update. > Ok. I'm having a trouble. > I get to the end of the first quest point, the game closes, > and > nothing happens. Not good, and definitely something that > confuses me. > > Signed: > Dakotah Rickard --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
Ok. I'm having a trouble. I get to the end of the first quest point, the game closes, and nothing happens. Not good, and definitely something that confuses me. Signed: Dakotah Rickard On 10/26/11, Valiant8086 wrote: > My suggestion would be to make multiple shot sounds for those which you > may have different impact sounds, and each one has a different impact > sound after it. > Sent with Thunderbird 3.1.14 portable. > > On 10/25/2011 9:10 PM, Jeremy Kaleidoscope wrote: >> It all comes down to numbers. In pretty much any other game I would keep >> the sounds separate and mix them in the code as necessary. Firing the gun >> requires 1 buffer, the bullet impact sound would be another, and the >> zombie's death would be a 3rd. On each of these, the buffer is still in >> use for the duration of the sounds being played, so if you fired several >> bullets into a crowd of zombies you might be using between 6 and 12 >> separate sound buffers right there. Then you've got your own footsteps as >> you're running from the undead horde, each zombie has its own foot steps >> as they chase you, and many of the zombies are growling and moaning. It >> is also possible that you've got one of the radars activated, are within >> range of your speaking friend or another team mate, and there may even be >> some type of near by ambient sound meant to make the environment more >> immerse. >> >> As you can see, the number of needed sound buffers starts to climb really >> quickly. With only a few zombies this would be a lot but not overly >> crazy, but with each new zombie that number grows. Every corner I cut >> increases the number of zombies I can throw at the poor player in a map. >> I'd rather use a little more disk space on some combined sound files if it >> means I have have 5 or 10 extra zombies chasing me down the street, lol! >> >> I hope this helps explain why I'm going this route. >> >>> If you want a voice actor, I can help >>> out there. But I'm curious... why pre-mixed sounds as >>> opposed to separate ones? >> >> --- >> Gamers mailing list __ Gamers@audyssey.org >> If you want to leave the list, send E-mail to >> gamers-unsubscr...@audyssey.org. >> You can make changes or update your subscription via the web, at >> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. >> All messages are archived and can be searched and read at >> http://www.mail-archive.com/gamers@audyssey.org. >> If you have any questions or concerns regarding the management of the >> list, >> please send E-mail to gamers-ow...@audyssey.org. > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
My suggestion would be to make multiple shot sounds for those which you may have different impact sounds, and each one has a different impact sound after it. Sent with Thunderbird 3.1.14 portable. On 10/25/2011 9:10 PM, Jeremy Kaleidoscope wrote: It all comes down to numbers. In pretty much any other game I would keep the sounds separate and mix them in the code as necessary. Firing the gun requires 1 buffer, the bullet impact sound would be another, and the zombie's death would be a 3rd. On each of these, the buffer is still in use for the duration of the sounds being played, so if you fired several bullets into a crowd of zombies you might be using between 6 and 12 separate sound buffers right there. Then you've got your own footsteps as you're running from the undead horde, each zombie has its own foot steps as they chase you, and many of the zombies are growling and moaning. It is also possible that you've got one of the radars activated, are within range of your speaking friend or another team mate, and there may even be some type of near by ambient sound meant to make the environment more immerse. As you can see, the number of needed sound buffers starts to climb really quickly. With only a few zombies this would be a lot but not overly crazy, but with each new zombie that number grows. Every corner I cut increases the number of zombies I can throw at the poor player in a map. I'd rather use a little more disk space on some combined sound files if it means I have have 5 or 10 extra zombies chasing me down the street, lol! I hope this helps explain why I'm going this route. If you want a voice actor, I can help out there. But I'm curious... why pre-mixed sounds as opposed to separate ones? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
Frankly, many of the modern games still have keyboard support, so I like the idea of leaving it in at least in limited form for stearing and such. However, I recognize the need for precision, for which the mouse is very well suited. As far as the individual weapons go, it would be neat to have the different weapons requiring different precision ratings. For example, if you know how to use it, aiming with a rifle is a little easier than aiming with a pistol, so the rifle's need for perfect center would be less than the pistols, and a shotgun, whose ammunition scatters, would need even less of a central precision. Finally, if the knife and club are both relatively close-range, could it be that the club actually knocks a zombie back, whereas the knife is quieter? I really enjoy this game a lot, no matter what form it takes. Signed: Dakotah Rickard On 10/26/11, shaun everiss wrote: > aah I didn't think of that. > so thats a toggle then, cool. > At 01:25 a.m. 26/10/2011 -0700, you wrote: >>Actually just press the beacon number again and it will turn it off. >> >> > On that note aprone could you set >> > space bar to also turn off beakons >> > as well as radar or something else as there is no way to >> > deactive a >> > beacon right now. >> >> >>--- >>Gamers mailing list __ Gamers@audyssey.org >>If you want to leave the list, send E-mail to >> gamers-unsubscr...@audyssey.org. >>You can make changes or update your subscription via the web, at >>http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. >>All messages are archived and can be searched and read at >>http://www.mail-archive.com/gamers@audyssey.org. >>If you have any questions or concerns regarding the management of the list, >>please send E-mail to gamers-ow...@audyssey.org. > > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
aah I didn't think of that. so thats a toggle then, cool. At 01:25 a.m. 26/10/2011 -0700, you wrote: Actually just press the beacon number again and it will turn it off. > On that note aprone could you set > space bar to also turn off beakons > as well as radar or something else as there is no way to > deactive a > beacon right now. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
well I will be happy to help you with any voice acting you want. I have some work coming up that will require me to actually do work for another bg company so this should be good practice for a small project. At 05:09 p.m. 25/10/2011 -0700, you wrote: Kai, I think it's been about 10 years since I last did game controller input so I'll probably hold off on that until later, if I end up adding it at all. I've never personally cared for using game controllers for playing games, so I never really developed for them in any of my games over the years. When it comes to sounds, I believe you have proven yourself in Castaways. Please feel free to change any sounds that you think you can improve. If you have sounds for the guns that would be excellent, and I could also use some type of sound for flies buzzing around a corpse if you've got one. For the gun sounds, I originally had them separated but later switched to pre mixed sounds. The lack of variety is a price I'm willing to pay for increasing the number of zombies and sound sources. As a zombie game, I have to anticipate situations when there will be many enemies swarming you and cutting those little corners helps. I currently have a gun shot sound, a gun shot followed by an impact into a zombie, a gun shot followed by an impact into a wall, and a gun shot followed by the death of a zombie. There are a few variations to these, which just have a number after them. Feel free to include a few versions and I can have the game randomly pick which one to use. If the out of ammo and reload sounds for the guns are different, you can include those as well. I need to sit and come up with a list of phrases that I will need spoken by volunteer voice actors. It's hard to plan that out in advance though, so I will start small with more generic speech. > Greetings jeremy. > > I'm inclined to agree with the majority of sentiments. It's > your project, given at gratis, so do with it as you see fit. > If the mouse movement system affords more control, then why > settle for the clunky keyboard method? > > Question: Have you any familiarity with game controller > input code? If yes, I think that'd be a nice alternative > input method, since you could probably do the same with a > game controller as with a mouse, and given that most > controllers have analog support, you could even control > movement speed by the position of the joystick. > > BTW, this is really lame, but I love drawing zombies > towards the south shack, running deep inside it, then > sniping them off, since they then move straight in. > > Re: weapons sounds: Do you prefer premixed sounds > (gun+impact, gun+ricochet, etc), or can you code the game to > play one sound then delay playing the next? If you can do > the latter, it'd open up more room for audio variety > (slightly varying impact sounds, slightly different > ricochets each time, etc). > If you prefer premixed audio (which, admittedly would be > much easier to implement), I'll mix them before submitting. > > Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
Actually just press the beacon number again and it will turn it off. > On that note aprone could you set > space barĀ to also turn off beakons > as well as radar or something else as there is no way to > deactive a > beacon right now. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
On that note aprone could you set space bar to also turn off beakons as well as radar or something else as there is no way to deactive a beacon right now. At 09:05 a.m. 25/10/2011 -0700, you wrote: I really like it Kai! :D I'm hoping to get some time to work on the game today, and I will probably be starting to implement some of these ideas. If anyone has weapon sounds that really seem to fit then I'd appreciate if you sent them to me. I have a few different gun sounds, but the rest are too quiet or have a different style to them so that they don't seem to match the current game. > Weapons: > Pistol: six-bullet capacity, medium range, high clip spawn > rate, low recovery time between shots, moderate damage. > Shotgun: Two-bullet capacity, short range, moderate clip > spawn rate, moderate recovery time between shots, high > damage. > Rifle: Five-bullet capacity, long range, moderate clip > spawn rate, high recovery time between shots, high damage. > Uzi: Thirty-bullet capacity, medium range, low clip spawn > rate, low recovery time between shots, low damage. > Club: No bullet capacity, close range, low damage. > Knife: No bullet capacity, close range, low damage. > Grenade: Start with four, high damage within blast radius, > low spawn rate. > > Zombie types: > Standard: Moderate speed, moderate health, short reach, > moderate damage, high spawn rate. > Canine: fast speed, Low health, short reach, moderate > damage, moderate spawn rate. > Large: Low speed, high health, long reach, moderate damage, > low spawn rate. > Giant: Low speed, extreme health, long reach, high damage, > very low spawn rate. > > Items: > Med kit: Restores 5 to 10% health, moderate spawn rate. > Vest: Low damage absorb. > Reinforced vest: Moderate damage absorb. > Combat vest: High damage absorb. > > Killing a zombie would cause one of the above items to > spawn, in effect you're salvaging items that the zombie has > for one reason or another decided to keep from previous > victims. Every minute (just as an example), the fallen body > of a victim spawns at a random place on the map. Finding the > body allows the player to find up to three items. > > the low/moderate/high values listed above are relative, of > course, so even high doesn't mean "high", just that it's > more effective than other items of its class. > Giant zombies should also have their own footstep sounds, > except for whilst traveling through water sectors. > > Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
Okay, now it makes sense... but I hope you can at least code it so proper sounds play at proper times. lol. I would hate to fire my gun and hear a hit only to find out that it was a missed shot. :P And maybe I've always just been ignorant.. but mainstream games always make that seem so simple. A miss is a miss, and a hit is a hit. If you look at the sound file from game rips, all those sounds are separate, so I guess I just never considered the issues with buffers. - Original Message - From: "Jeremy Kaldobsky" To: "Gamers Discussion list" Sent: Tuesday, October 25, 2011 6:10 PM Subject: Re: [Audyssey] Swamp Ideas It all comes down to numbers. In pretty much any other game I would keep the sounds separate and mix them in the code as necessary. Firing the gun requires 1 buffer, the bullet impact sound would be another, and the zombie's death would be a 3rd. On each of these, the buffer is still in use for the duration of the sounds being played, so if you fired several bullets into a crowd of zombies you might be using between 6 and 12 separate sound buffers right there. Then you've got your own footsteps as you're running from the undead horde, each zombie has its own foot steps as they chase you, and many of the zombies are growling and moaning. It is also possible that you've got one of the radars activated, are within range of your speaking friend or another team mate, and there may even be some type of near by ambient sound meant to make the environment more immerse. As you can see, the number of needed sound buffers starts to climb really quickly. With only a few zombies this would be a lot but not overly crazy, but with each new zombie that number grows. Every corner I cut increases the number of zombies I can throw at the poor player in a map. I'd rather use a little more disk space on some combined sound files if it means I have have 5 or 10 extra zombies chasing me down the street, lol! I hope this helps explain why I'm going this route. If you want a voice actor, I can help out there. But I'm curious... why pre-mixed sounds as opposed to separate ones? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
I'd also be happy to volunteer some voice-acting. Christina - Original Message - From: "Jeremy Kaldobsky" To: "Gamers Discussion list" Sent: Tuesday, October 25, 2011 8:09 PM Subject: Re: [Audyssey] Swamp Ideas Kai, I think it's been about 10 years since I last did game controller input so I'll probably hold off on that until later, if I end up adding it at all. I've never personally cared for using game controllers for playing games, so I never really developed for them in any of my games over the years. When it comes to sounds, I believe you have proven yourself in Castaways. Please feel free to change any sounds that you think you can improve. If you have sounds for the guns that would be excellent, and I could also use some type of sound for flies buzzing around a corpse if you've got one. For the gun sounds, I originally had them separated but later switched to pre mixed sounds. The lack of variety is a price I'm willing to pay for increasing the number of zombies and sound sources. As a zombie game, I have to anticipate situations when there will be many enemies swarming you and cutting those little corners helps. I currently have a gun shot sound, a gun shot followed by an impact into a zombie, a gun shot followed by an impact into a wall, and a gun shot followed by the death of a zombie. There are a few variations to these, which just have a number after them. Feel free to include a few versions and I can have the game randomly pick which one to use. If the out of ammo and reload sounds for the guns are different, you can include those as well. I need to sit and come up with a list of phrases that I will need spoken by volunteer voice actors. It's hard to plan that out in advance though, so I will start small with more generic speech. > Greetings jeremy. > > I'm inclined to agree with the majority of sentiments. It's > your project, given at gratis, so do with it as you see fit. > If the mouse movement system affords more control, then why > settle for the clunky keyboard method? > > Question: Have you any familiarity with game controller > input code? If yes, I think that'd be a nice alternative > input method, since you could probably do the same with a > game controller as with a mouse, and given that most > controllers have analog support, you could even control > movement speed by the position of the joystick. > > BTW, this is really lame, but I love drawing zombies > towards the south shack, running deep inside it, then > sniping them off, since they then move straight in. > > Re: weapons sounds: Do you prefer premixed sounds > (gun+impact, gun+ricochet, etc), or can you code the game to > play one sound then delay playing the next? If you can do > the latter, it'd open up more room for audio variety > (slightly varying impact sounds, slightly different > ricochets each time, etc). > If you prefer premixed audio (which, admittedly would be > much easier to implement), I'll mix them before submitting. > > Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
It all comes down to numbers. In pretty much any other game I would keep the sounds separate and mix them in the code as necessary. Firing the gun requires 1 buffer, the bullet impact sound would be another, and the zombie's death would be a 3rd. On each of these, the buffer is still in use for the duration of the sounds being played, so if you fired several bullets into a crowd of zombies you might be using between 6 and 12 separate sound buffers right there. Then you've got your own footsteps as you're running from the undead horde, each zombie has its own foot steps as they chase you, and many of the zombies are growling and moaning. It is also possible that you've got one of the radars activated, are within range of your speaking friend or another team mate, and there may even be some type of near by ambient sound meant to make the environment more immerse. As you can see, the number of needed sound buffers starts to climb really quickly. With only a few zombies this would be a lot but not overly crazy, but with each new zombie that number grows. Every corner I cut increases the number of zombies I can throw at the poor player in a map. I'd rather use a little more disk space on some combined sound files if it means I have have 5 or 10 extra zombies chasing me down the street, lol! I hope this helps explain why I'm going this route. > If you want a voice actor, I can help > out there. But I'm curious... why pre-mixed sounds as > opposed to separate ones? --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
I could also help out in the voice acting arena. Chris Bartlett -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Clement Chou Sent: Tuesday, October 25, 2011 8:21 PM To: Gamers Discussion list Subject: Re: [Audyssey] Swamp Ideas If you want a voice actor, I can help out there. But I'm curious... why pre-mixed sounds as opposed to separate ones? - Original Message - From: "Jeremy Kaldobsky" To: "Gamers Discussion list" Sent: Tuesday, October 25, 2011 5:09 PM Subject: Re: [Audyssey] Swamp Ideas > Kai, I think it's been about 10 years since I last did game controller > input so I'll probably hold off on that until later, if I end up adding it > at all. I've never personally cared for using game controllers for > playing games, so I never really developed for them in any of my games > over the years. > > When it comes to sounds, I believe you have proven yourself in Castaways. > Please feel free to change any sounds that you think you can improve. If > you have sounds for the guns that would be excellent, and I could also use > some type of sound for flies buzzing around a corpse if you've got one. > For the gun sounds, I originally had them separated but later switched to > pre mixed sounds. The lack of variety is a price I'm willing to pay for > increasing the number of zombies and sound sources. As a zombie game, I > have to anticipate situations when there will be many enemies swarming you > and cutting those little corners helps. I currently have a gun shot > sound, a gun shot followed by an impact into a zombie, a gun shot followed > by an impact into a wall, and a gun shot followed by the death of a > zombie. There are a few variations to these, which just have a number > after them. Feel free to include a few versions and I can have the game > randomly pick which > one to use. > > If the out of ammo and reload sounds for the guns are different, you can > include those as well. > > I need to sit and come up with a list of phrases that I will need spoken > by volunteer voice actors. It's hard to plan that out in advance though, > so I will start small with more generic speech. > > >> Greetings jeremy. >> >> I'm inclined to agree with the majority of sentiments. It's >> your project, given at gratis, so do with it as you see fit. >> If the mouse movement system affords more control, then why >> settle for the clunky keyboard method? >> >> Question: Have you any familiarity with game controller >> input code? If yes, I think that'd be a nice alternative >> input method, since you could probably do the same with a >> game controller as with a mouse, and given that most >> controllers have analog support, you could even control >> movement speed by the position of the joystick. >> >> BTW, this is really lame, but I love drawing zombies >> towards the south shack, running deep inside it, then >> sniping them off, since they then move straight in. >> >> Re: weapons sounds: Do you prefer premixed sounds >> (gun+impact, gun+ricochet, etc), or can you code the game to >> play one sound then delay playing the next? If you can do >> the latter, it'd open up more room for audio variety >> (slightly varying impact sounds, slightly different >> ricochets each time, etc). >> If you prefer premixed audio (which, admittedly would be >> much easier to implement), I'll mix them before submitting. >> >> Kai > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the > list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
If you want a voice actor, I can help out there. But I'm curious... why pre-mixed sounds as opposed to separate ones? - Original Message - From: "Jeremy Kaldobsky" To: "Gamers Discussion list" Sent: Tuesday, October 25, 2011 5:09 PM Subject: Re: [Audyssey] Swamp Ideas Kai, I think it's been about 10 years since I last did game controller input so I'll probably hold off on that until later, if I end up adding it at all. I've never personally cared for using game controllers for playing games, so I never really developed for them in any of my games over the years. When it comes to sounds, I believe you have proven yourself in Castaways. Please feel free to change any sounds that you think you can improve. If you have sounds for the guns that would be excellent, and I could also use some type of sound for flies buzzing around a corpse if you've got one. For the gun sounds, I originally had them separated but later switched to pre mixed sounds. The lack of variety is a price I'm willing to pay for increasing the number of zombies and sound sources. As a zombie game, I have to anticipate situations when there will be many enemies swarming you and cutting those little corners helps. I currently have a gun shot sound, a gun shot followed by an impact into a zombie, a gun shot followed by an impact into a wall, and a gun shot followed by the death of a zombie. There are a few variations to these, which just have a number after them. Feel free to include a few versions and I can have the game randomly pick which one to use. If the out of ammo and reload sounds for the guns are different, you can include those as well. I need to sit and come up with a list of phrases that I will need spoken by volunteer voice actors. It's hard to plan that out in advance though, so I will start small with more generic speech. Greetings jeremy. I'm inclined to agree with the majority of sentiments. It's your project, given at gratis, so do with it as you see fit. If the mouse movement system affords more control, then why settle for the clunky keyboard method? Question: Have you any familiarity with game controller input code? If yes, I think that'd be a nice alternative input method, since you could probably do the same with a game controller as with a mouse, and given that most controllers have analog support, you could even control movement speed by the position of the joystick. BTW, this is really lame, but I love drawing zombies towards the south shack, running deep inside it, then sniping them off, since they then move straight in. Re: weapons sounds: Do you prefer premixed sounds (gun+impact, gun+ricochet, etc), or can you code the game to play one sound then delay playing the next? If you can do the latter, it'd open up more room for audio variety (slightly varying impact sounds, slightly different ricochets each time, etc). If you prefer premixed audio (which, admittedly would be much easier to implement), I'll mix them before submitting. Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
Kai, I think it's been about 10 years since I last did game controller input so I'll probably hold off on that until later, if I end up adding it at all. I've never personally cared for using game controllers for playing games, so I never really developed for them in any of my games over the years. When it comes to sounds, I believe you have proven yourself in Castaways. Please feel free to change any sounds that you think you can improve. If you have sounds for the guns that would be excellent, and I could also use some type of sound for flies buzzing around a corpse if you've got one. For the gun sounds, I originally had them separated but later switched to pre mixed sounds. The lack of variety is a price I'm willing to pay for increasing the number of zombies and sound sources. As a zombie game, I have to anticipate situations when there will be many enemies swarming you and cutting those little corners helps. I currently have a gun shot sound, a gun shot followed by an impact into a zombie, a gun shot followed by an impact into a wall, and a gun shot followed by the death of a zombie. There are a few variations to these, which just have a number after them. Feel free to include a few versions and I can have the game randomly pick which one to use. If the out of ammo and reload sounds for the guns are different, you can include those as well. I need to sit and come up with a list of phrases that I will need spoken by volunteer voice actors. It's hard to plan that out in advance though, so I will start small with more generic speech. > Greetings jeremy. > > I'm inclined to agree with the majority of sentiments. It's > your project, given at gratis, so do with it as you see fit. > If the mouse movement system affords more control, then why > settle for the clunky keyboard method? > > Question: Have you any familiarity with game controller > input code? If yes, I think that'd be a nice alternative > input method, since you could probably do the same with a > game controller as with a mouse, and given that most > controllers have analog support, you could even control > movement speed by the position of the joystick. > > BTW, this is really lame, but I love drawing zombies > towards the south shack, running deep inside it, then > sniping them off, since they then move straight in. > > Re: weapons sounds: Do you prefer premixed sounds > (gun+impact, gun+ricochet, etc), or can you code the game to > play one sound then delay playing the next? If you can do > the latter, it'd open up more room for audio variety > (slightly varying impact sounds, slightly different > ricochets each time, etc). > If you prefer premixed audio (which, admittedly would be > much easier to implement), I'll mix them before submitting. > > Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
On a related note, we need a heading command to know which way we're facing in the heat of the moment, without having to turn to find out. Chris Bartlett --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
Greetings jeremy. I'm inclined to agree with the majority of sentiments. It's your project, given at gratis, so do with it as you see fit. If the mouse movement system affords more control, then why settle for the clunky keyboard method? Question: Have you any familiarity with game controller input code? If yes, I think that'd be a nice alternative input method, since you could probably do the same with a game controller as with a mouse, and given that most controllers have analog support, you could even control movement speed by the position of the joystick. BTW, this is really lame, but I love drawing zombies towards the south shack, running deep inside it, then sniping them off, since they then move straight in. Re: weapons sounds: Do you prefer premixed sounds (gun+impact, gun+ricochet, etc), or can you code the game to play one sound then delay playing the next? If you can do the latter, it'd open up more room for audio variety (slightly varying impact sounds, slightly different ricochets each time, etc). If you prefer premixed audio (which, admittedly would be much easier to implement), I'll mix them before submitting. Kai - Original Message - From: "Jeremy Kaldobsky" To: "Gamers Discussion list" Sent: Tuesday, October 25, 2011 9:45 AM Subject: Re: [Audyssey] Swamp Ideas While I was at work I was giving the code a lot of thought. Currently I've been offering a few ways to control movement which has been giving people more variety, but is also making it very difficult to design things. I don't mean to imply that designing the movement is difficult, what I mean is that the people falling into the different control categories all have very different abilities. The people using steering can navigate terrain that the keyboard users simply can not. I've realized that this has been forcing me to work on the map while catering to the most restricted group, and in a way that's a bad thing. The people who use the more advanced controls will still be able to, but they will be exploring a world designed to be navigated by the keyboarders. I'm very tempted to change the controls to a single layout, which would utilize steering and a few other things. The more I thought about the idea of a single layout, the more I convinced myself that the layout should be as close to the mainstream FPS standard as possible. If we are already changing the controls, they might as well use a standard that has developed over the past decade by players using a mouse and keyboard combination. If I make this kind of change, the bad thing is that it will likely split the current Swamp players. Some people will just not accept the more advanced controls and would probably stop playing the game altogether. I'm just starting to think that it's a necessary step. Please give me your thoughts on this. I already know some people won't be happy, or they will try to suggest that I leave the alternate controls in as an option. The problem with that idea is that I would still have to design the maps and game to work for the clunky keyboard navigators and we are back to the exactly same situation. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
Greetings jeremy. I'm gathering up gun sounds now. Do you want sounds for the weapons I suggested? any other sounds you need? Would you mind if I replaced some of the existing ones? kai - Original Message - From: "Jeremy Kaldobsky" To: "Gamers Discussion list" Sent: Tuesday, October 25, 2011 9:05 AM Subject: Re: [Audyssey] Swamp Ideas I really like it Kai! :D I'm hoping to get some time to work on the game today, and I will probably be starting to implement some of these ideas. If anyone has weapon sounds that really seem to fit then I'd appreciate if you sent them to me. I have a few different gun sounds, but the rest are too quiet or have a different style to them so that they don't seem to match the current game. Weapons: Pistol: six-bullet capacity, medium range, high clip spawn rate, low recovery time between shots, moderate damage. Shotgun: Two-bullet capacity, short range, moderate clip spawn rate, moderate recovery time between shots, high damage. Rifle: Five-bullet capacity, long range, moderate clip spawn rate, high recovery time between shots, high damage. Uzi: Thirty-bullet capacity, medium range, low clip spawn rate, low recovery time between shots, low damage. Club: No bullet capacity, close range, low damage. Knife: No bullet capacity, close range, low damage. Grenade: Start with four, high damage within blast radius, low spawn rate. Zombie types: Standard: Moderate speed, moderate health, short reach, moderate damage, high spawn rate. Canine: fast speed, Low health, short reach, moderate damage, moderate spawn rate. Large: Low speed, high health, long reach, moderate damage, low spawn rate. Giant: Low speed, extreme health, long reach, high damage, very low spawn rate. Items: Med kit: Restores 5 to 10% health, moderate spawn rate. Vest: Low damage absorb. Reinforced vest: Moderate damage absorb. Combat vest: High damage absorb. Killing a zombie would cause one of the above items to spawn, in effect you're salvaging items that the zombie has for one reason or another decided to keep from previous victims. Every minute (just as an example), the fallen body of a victim spawns at a random place on the map. Finding the body allows the player to find up to three items. the low/moderate/high values listed above are relative, of course, so even high doesn't mean "high", just that it's more effective than other items of its class. Giant zombies should also have their own footstep sounds, except for whilst traveling through water sectors. Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
The only thing one can say is that we'll have to agree to disagree on this point. I'm of the opinion that whatever can be done with the mouse can also be done with the keyboard, though I lack the programming experience to actually prove this. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
John, While this measurement system has been in all of the open-world titles for the blind, if you can call them that, this is not what's in modern shooters, or heck even shooters from 10 years ago! The point is that with mouse control, you don't have to move in increments... the mouse points where your hand turns. So you can turn your hand a 90 degree angle to the left, or a fraction of a degree to aim at a target. These things cannot be done with the keyboard, which is the point we are trying to get at. And again, consider how far behind games for the blind are. Shooters released as far back as the late 90s had mouse and keyboard combinations, even gamepad support along with things like online play. Why are our shooters, developed so many years later, still under the standards that might've been around in 1995? It's been at least 9 years since Shades of Doom came out, yet few shooters are using mouse support. True, we might not have had many fps gstyle games, but the few we have always relied on keyboard control... and this has to change, if we are to ever catch up with the mainstream shooters out there. - Original Message - From: "john" To: "Gamers Discussion list" Sent: Tuesday, October 25, 2011 2:10 PM Subject: Re: [Audyssey] Swamp Ideas As I memntioned earlier, i'm for at least an option to allow the arrows to turn you five degrees in a given direction. This would have the added bonus of being a (distance? angle? number?) that people would be comfortable with, it having been in most, if not all, of our fps games. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
As I memntioned earlier, i'm for at least an option to allow the arrows to turn you five degrees in a given direction. This would have the added bonus of being a (distance? angle? number?) that people would be comfortable with, it having been in most, if not all, of our fps games. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
Hi Jeremy, I have always thought that in order for accessible games to evolve, they have to get closer to the standards that their inaccessible counterparts are at. therefore, i'm fully in favour of you changing the layout to suit the need of the game. i know this may sound harsh, but if people arn't willing to attempt to learn how to use traditional fps controls for example and want to make a fuss about it, then there are plenty of simpler games out there. i know for many even me it won't be easy at first, but practice makes perfect right? just my thoughts. On 10/25/11, Christopher Bartlett wrote: > I am personally very interested in learning the use of a mouse for game > control, and so will happily go with you. If you were charging for the > game, then I'd recommend that you make allowances for those who wish to only > use the keyboard, but since it's free, I'd suggest that you do what's best > for the development of the game, which I thoroughly enjoy even now in its > primitive state. I say move ahead and let us figure it out right along with > you. > > Chris Bartlett > > > --- > Gamers mailing list __ Gamers@audyssey.org > If you want to leave the list, send E-mail to > gamers-unsubscr...@audyssey.org. > You can make changes or update your subscription via the web, at > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/gamers@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
I am personally very interested in learning the use of a mouse for game control, and so will happily go with you. If you were charging for the game, then I'd recommend that you make allowances for those who wish to only use the keyboard, but since it's free, I'd suggest that you do what's best for the development of the game, which I thoroughly enjoy even now in its primitive state. I say move ahead and let us figure it out right along with you. Chris Bartlett --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
Personally, I'm all in favor for changing the controls to the fps standard. I know some people won't be happy, but in this instance, I think that's just a pity that has to become a reality. How can gaming for the blind move forward if people are refusing to use a mouse for games when sighted people have been doing this for years? What's going to happen when audio games develop enough of a market to shift to consoles? People are going to say, well, I've never used a console before and I just want to stick to my keyboard. If this keeps happening, audio gaming is going to collapse, and we can't afford that being as small a market as we are. I don't mean to sound harsh, and I hope I don't come across this way. But people need to accept that if they truly want to enjoy games of a high calibur they will have to make adaptations. Mice aren't that expensive to buy, and aren't very difficult to use. I for one only play judgement day with a mouse nowadays, it just feels so much more streamlined, and feels cooler to play. I think that mouse use is the way to go in this game, but I'm not sure what can be done to keep everyone happy. I'd say do what allows you to spend more time on gameplay, adding weapons, maybe even putting in story, etc, as opposed to figuring out how the controls are going to work. Could steering work with a gamepad? If so, that might be the alternative to mouse use. True it isn't using the keyboard, but as I said earlier... in this type of game, deviation from the keyboard is much more often benefitial. - Original Message - From: "Jeremy Kaldobsky" To: "Gamers Discussion list" Sent: Tuesday, October 25, 2011 9:45 AM Subject: Re: [Audyssey] Swamp Ideas While I was at work I was giving the code a lot of thought. Currently I've been offering a few ways to control movement which has been giving people more variety, but is also making it very difficult to design things. I don't mean to imply that designing the movement is difficult, what I mean is that the people falling into the different control categories all have very different abilities. The people using steering can navigate terrain that the keyboard users simply can not. I've realized that this has been forcing me to work on the map while catering to the most restricted group, and in a way that's a bad thing. The people who use the more advanced controls will still be able to, but they will be exploring a world designed to be navigated by the keyboarders. I'm very tempted to change the controls to a single layout, which would utilize steering and a few other things. The more I thought about the idea of a single layout, the more I convinced myself that the layout should be as close to the mainstream FPS standard as possible. If we are already changing the controls, they might as well use a standard that has developed over the past decade by players using a mouse and keyboard combination. If I make this kind of change, the bad thing is that it will likely split the current Swamp players. Some people will just not accept the more advanced controls and would probably stop playing the game altogether. I'm just starting to think that it's a necessary step. Please give me your thoughts on this. I already know some people won't be happy, or they will try to suggest that I leave the alternate controls in as an option. The problem with that idea is that I would still have to design the maps and game to work for the clunky keyboard navigators and we are back to the exactly same situation. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
While I was at work I was giving the code a lot of thought. Currently I've been offering a few ways to control movement which has been giving people more variety, but is also making it very difficult to design things. I don't mean to imply that designing the movement is difficult, what I mean is that the people falling into the different control categories all have very different abilities. The people using steering can navigate terrain that the keyboard users simply can not. I've realized that this has been forcing me to work on the map while catering to the most restricted group, and in a way that's a bad thing. The people who use the more advanced controls will still be able to, but they will be exploring a world designed to be navigated by the keyboarders. I'm very tempted to change the controls to a single layout, which would utilize steering and a few other things. The more I thought about the idea of a single layout, the more I convinced myself that the layout should be as close to the mainstream FPS standard as possible. If we are already changing the controls, they might as well use a standard that has developed over the past decade by players using a mouse and keyboard combination. If I make this kind of change, the bad thing is that it will likely split the current Swamp players. Some people will just not accept the more advanced controls and would probably stop playing the game altogether. I'm just starting to think that it's a necessary step. Please give me your thoughts on this. I already know some people won't be happy, or they will try to suggest that I leave the alternate controls in as an option. The problem with that idea is that I would still have to design the maps and game to work for the clunky keyboard navigators and we are back to the exactly same situation. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
I really like it Kai! :D I'm hoping to get some time to work on the game today, and I will probably be starting to implement some of these ideas. If anyone has weapon sounds that really seem to fit then I'd appreciate if you sent them to me. I have a few different gun sounds, but the rest are too quiet or have a different style to them so that they don't seem to match the current game. > Weapons: > Pistol: six-bullet capacity, medium range, high clip spawn > rate, low recovery time between shots, moderate damage. > Shotgun: Two-bullet capacity, short range, moderate clip > spawn rate, moderate recovery time between shots, high > damage. > Rifle: Five-bullet capacity, long range, moderate clip > spawn rate, high recovery time between shots, high damage. > Uzi: Thirty-bullet capacity, medium range, low clip spawn > rate, low recovery time between shots, low damage. > Club: No bullet capacity, close range, low damage. > Knife: No bullet capacity, close range, low damage. > Grenade: Start with four, high damage within blast radius, > low spawn rate. > > Zombie types: > Standard: Moderate speed, moderate health, short reach, > moderate damage, high spawn rate. > Canine: fast speed, Low health, short reach, moderate > damage, moderate spawn rate. > Large: Low speed, high health, long reach, moderate damage, > low spawn rate. > Giant: Low speed, extreme health, long reach, high damage, > very low spawn rate. > > Items: > Med kit: Restores 5 to 10% health, moderate spawn rate. > Vest: Low damage absorb. > Reinforced vest: Moderate damage absorb. > Combat vest: High damage absorb. > > Killing a zombie would cause one of the above items to > spawn, in effect you're salvaging items that the zombie has > for one reason or another decided to keep from previous > victims. Every minute (just as an example), the fallen body > of a victim spawns at a random place on the map. Finding the > body allows the player to find up to three items. > > the low/moderate/high values listed above are relative, of > course, so even high doesn't mean "high", just that it's > more effective than other items of its class. > Giant zombies should also have their own footstep sounds, > except for whilst traveling through water sectors. > > Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
I like it! This could make the game a lot more tactical and challenging. - Original Message - From: "john" To: "Gamers Discussion list" Sent: Tuesday, October 25, 2011 4:13 AM Subject: Re: [Audyssey] Swamp Ideas This really sounds quite interesting. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Swamp Ideas
This really sounds quite interesting. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Swamp Ideas
Weapons: Pistol: six-bullet capacity, medium range, high clip spawn rate, low recovery time between shots, moderate damage. Shotgun: Two-bullet capacity, short range, moderate clip spawn rate, moderate recovery time between shots, high damage. Rifle: Five-bullet capacity, long range, moderate clip spawn rate, high recovery time between shots, high damage. Uzi: Thirty-bullet capacity, medium range, low clip spawn rate, low recovery time between shots, low damage. Club: No bullet capacity, close range, low damage. Knife: No bullet capacity, close range, low damage. Grenade: Start with four, high damage within blast radius, low spawn rate. Zombie types: Standard: Moderate speed, moderate health, short reach, moderate damage, high spawn rate. Canine: fast speed, Low health, short reach, moderate damage, moderate spawn rate. Large: Low speed, high health, long reach, moderate damage, low spawn rate. Giant: Low speed, extreme health, long reach, high damage, very low spawn rate. Items: Med kit: Restores 5 to 10% health, moderate spawn rate. Vest: Low damage absorb. Reinforced vest: Moderate damage absorb. Combat vest: High damage absorb. Killing a zombie would cause one of the above items to spawn, in effect you're salvaging items that the zombie has for one reason or another decided to keep from previous victims. Every minute (just as an example), the fallen body of a victim spawns at a random place on the map. Finding the body allows the player to find up to three items. the low/moderate/high values listed above are relative, of course, so even high doesn't mean "high", just that it's more effective than other items of its class. Giant zombies should also have their own footstep sounds, except for whilst traveling through water sectors. Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.