Re: a question about some audiogame mechanics
One mechanic I wish I saw more of is narration. Generally, enemies and such are modeled with something called a state machine. An enemy can be in state Attacking, meaning it moves closer, equips a weapon, uses that weapon appropriately, etc. If injured, they may switch to state Evading, meaning they turn and run away. You could certainly hear their footsteps moving further away, but I feel like a sighted player has a bit more response time because of non-visual cues. So having a narrated "Enemy is running away" cue would give you that same benefit in audio. Similar cues could be offered for other events as well.
I'm not suggesting replacing all audio cues with narration. But I think it has its place, particularly with more complex game mechanics.
I agree. I've played some adventure game books where combat just involves rolling a dice and subtracting the implied damage from your health or your opponent's health until one of you dies. I've also played game books where after each roll the outcome is described - makes the fight seem much more dynamic.
I'm thinking of making a martial arts based RPG game at some point, where combat will have a mixture of sound effects and narration to describe the fighting techniques and the outcome of each blow.
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