Re: A quick question about map spacing

2019-11-29 Thread AudioGames . net Forum — General Game Discussion : Mitch via Audiogames-reflector


  


Re: A quick question about map spacing

Yeah. If it's a city (which it seems to be), make it seem like people actually live there and that it's a busy place.

URL: https://forum.audiogames.net/post/481362/#p481362




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Re: A quick question about map spacing

2019-11-29 Thread AudioGames . net Forum — General Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: A quick question about map spacing

I think a way to think of it might be something like: how long should the player be able to walk without hearing anything but their footsteps and watermarked ambience? It seems like 0.25-0.35s is a fairly standard time for footsteps, given the "run don't walk" trope. I kinda feel like going more than 10-16 steps without anything else changing is probably pushing it. So 2-5 seconds of nothingness, I guess?However, I'm thinking about the vast empty spaces in games like The Gate, Bokurano Daibouken 2, and certain areas in Swamp (north of the Kai Mart, and to a much lesser extent, the quieter stretches of longer roads). Swamp in particular would be cumbersome to make more audibly dense, if we need no more than 16 tiles of silence between ambs (and the area I mentioned did get this treatment eventually). There needs to be a point where the layout of the map accounts for the variation.The catch is that there needs to be some variation. It doesn't have to be a new beacon every 5s. It could be a change in terrain, or a turn in the path, or maybe an empty chest or a log or something. Furthermore, just so to be a bit clearer, I'm talking about the time between hearing new things. If your landmark can be heard from 20 units away, it becomes reasonable to put the next one around 50 units away, since the silent gap is only 10 units.But really, it depends on the nature of the map, and how the player experiences it.For example: are there things like enemies or other NPCs running around? Do you have a lengthy path that the player needs to travel repeatedly? Basically, how likely is the player to get bored between points of interest? While that will vary between individuals, I'd probably say that a good rule of thumb is that, if the player can slow down, it doesn't matter, but if they can't speed up, 10s between points of interest is probably close to the maximum before low attention span players start to get bored.

URL: https://forum.audiogames.net/post/481361/#p481361




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Re: A quick question about map spacing

2019-11-29 Thread AudioGames . net Forum — General Game Discussion : Aaronlp via Audiogames-reflector


  


Re: A quick question about map spacing

The chest and potions arent permanent though. They can be collected and removed so it's best to imagine they arnt there.It could be just the player and an ambient sound. With a 30 second walk to the nearest sound which is the shop. Which seems long to me.So clearly myself and sean need a third opinion. And who better than the players

URL: https://forum.audiogames.net/post/481273/#p481273




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Re: A quick question about map spacing

2019-11-29 Thread AudioGames . net Forum — General Game Discussion : Sean-Terry01 via Audiogames-reflector


  


Re: A quick question about map spacing

At the moment, on the test map. I'd say it takes 30 to 45 seconds to walk from the edge of the map, which is at 0,0,to the door of the shop to the right which is at about x 235, z 150.When we started out, we had 5 different coin pieces around the area, 2 potions, and 2 swords. There's also a chest as well.So, In my opinion. It was pretty balanced. But, I'm one of the devs, so, I suppose it doesn't really count. Lol.

URL: https://forum.audiogames.net/post/481270/#p481270




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Re: A quick question about map spacing

2019-11-29 Thread AudioGames . net Forum — General Game Discussion : Sean-Terry01 via Audiogames-reflector


  


Re: A quick question about map spacing

At the moment, on the test map. I'd say it takes 30 to 45 seconds to walk from the edge of the map, which is at 0,0,to the door of the shop to the right which is at about x 235, z 150.

URL: https://forum.audiogames.net/post/481270/#p481270




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Re: A quick question about map spacing

2019-11-29 Thread AudioGames . net Forum — General Game Discussion : Aaronlp via Audiogames-reflector


  


Re: A quick question about map spacing

Yeah maybe we need an example. How about im in the woods. The game will use various sound markers to help the player navigate. One marker could be an owl in a tree hooting every now and again, and the other is a creaky sign. We might know that further right of the creaky sign leads out of the woods. and we know the creaky sign is right of the owl hooting.If I'm at the hooting owl, How long do you think it should take to get to the creaky sign? My concern is players feeling like they are just holding a button down and being bored. Which is why im more in favour of a more compact enviroment. that doesnt mean a small enviroment, but one with plenty of audio markers near each other. Maybe 3 to 5 seconds inbetween each.

URL: https://forum.audiogames.net/post/481269/#p481269




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Re: A quick question about map spacing

2019-11-29 Thread AudioGames . net Forum — General Game Discussion : amerikranian via Audiogames-reflector


  


Re: A quick question about map spacing

I agree with Connor. It is difficult to say how long we should walk for without knowing where we are going to be.

URL: https://forum.audiogames.net/post/481263/#p481263




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Re: A quick question about map spacing

2019-11-29 Thread AudioGames . net Forum — General Game Discussion : connor142 via Audiogames-reflector


  


Re: A quick question about map spacing

This is pretty hard to answer difinitevely. It really depends on what area you're building. If you were in an underground cave system with small tunnels and caverns, you would have more confined spaces. Similarly, if you were located on a baron dirt area, you wouldn't have much of anything. Generally though, wide areas should only be used if it makes sense from a game perspective, after all, a forest would probably contain a lot more things you could run into than a field would.

URL: https://forum.audiogames.net/post/481257/#p481257




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Re: A quick question about map spacing

2019-11-29 Thread AudioGames . net Forum — General Game Discussion : Aaronlp via Audiogames-reflector


  


Re: A quick question about map spacing

Thanks for the responses guys. Do you think you would be able to put a number to how far you would need to be walking between objects for it to feel barren. For example if you could hear the  nearest object to you over to the right. (A shop door with a fountain outside is our example). How long do you think it should take to get there to make sure it doesn't feel barren? 10 seconds? 5? Or maybe just 2?Sorry for being a bit picky with the answer. But hopefully a game worth playing will come out of it. One developed by listening to the players.

URL: https://forum.audiogames.net/post/481256/#p481256




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Re: A quick question about map spacing

2019-11-29 Thread AudioGames . net Forum — General Game Discussion : amerikranian via Audiogames-reflector


  


Re: A quick question about map spacing

I agree. If you are going to have a large map, filled up with content. If you are going to have a small nap, make the content that you put on it matter and don’t clutter it.  The only exception to this or dungeons and mazes, since it is sort of a point to  find your way through them.

URL: https://forum.audiogames.net/post/481242/#p481242




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Re: A quick question about map spacing

2019-11-29 Thread AudioGames . net Forum — General Game Discussion : Mitch via Audiogames-reflector


  


Re: A quick question about map spacing

In my opinion, don't make the maps too large or the maps may feel barren. I would say a good balance would be the best option, as you either feel like you're walking very slowly through a desolate place, or that everything is very small for what it needs to be.

URL: https://forum.audiogames.net/post/481240/#p481240




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A quick question about map spacing

2019-11-29 Thread AudioGames . net Forum — General Game Discussion : Aaronlp via Audiogames-reflector


  


A quick question about map spacing

Hi Guys.We.are working on an RPG game and need a bit of direction on how to build the maps.So I thought it would be best to make sure we get the opinions of who the game is being built for.Do players prefer maps where objects are spaced further apart and require more walking. Or would people prefer to have maps a bit more compact. Making objects quicker to reach?The amount of content on the maps is the same. The only difference is the walking time  between things.

URL: https://forum.audiogames.net/post/481239/#p481239




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