Hmm, maybe have the more distant ships quieter or echo as if from a long distance.
Sent from my iPod 5 keychat/google talk: r.d.t.pra...@gmail.com primary email: d.pra...@me.com facebook/iMessage: devinpra...@live.com > On May 20, 2014, at 18:18, Cara Quinn <caraqu...@caraquinn.com> wrote: > > HI Thomas, > > Very much agree here. :) > > this is really a close topic to my heart in that adapting some earlier arcade > games into audio is something I am really thinking about of late. > > Even adapting some of these simple games proves to be a serious task. > > As an example, how would we here, consider adapting a game like Tempest? > > for those not familiar with this title, you start the game with your view > facing down the length of what is essentially a tube. You are looking down > the inside of this tube. Your ship is also facing down the tube but is > located on the top edge of it, which is the edge nearest to your point of > view. > > So when you move left or right, your ship actually moves counterclockwise or > clockwise respectively, so it travels around the top edge of the tube. > > When you fire, you are firing away from you down the length of the tube. > > the enemies which are attempting to dispatch you are traveling up the inside > of the tube toward you. So you need to move clockwise or counterclockwise to > maneuver your ship in front of them, and fire on them. > > While you do this, you can see in the distance, at the opposite end of the > tube, several very small dots which are flying around. These dots are > actually the enemies very far away which move to the areas on the tube where > they will then travel up toward you. So it is possible to see and avoid these > enemies before they even begin their ascent. > > While it is technically not necessary to see these enemies at that stage to > play the game successfully, I describe all this to present this as an audio > question. > > I am trying to think how I would possibly adapt any of this scenario to > preserve any part of this style of gameplay without dumbing it down to the > point of inanity. ;) > > I do have some ideas and am very interested in hearing what you all think… > > I thought there was a project in the works from a developer on this list over > the years, emulating this type of gameplay, but have heard nothing about this > of late so thought this would be an interesting thought experiment… > > For those of us really seeking a particular type of gaming experience, it can > be very important to preserve a proper type of game mechanics. -Or at least > be able to bring something special of that experience over into audio. > > Thanks, > > Cara :) > --- > iOS design and development - LookTel.com > --- > View my Online Portfolio at: > > http://www.onemodelplace.com/CaraQuinn > > Follow me on Twitter! > > https://twitter.com/ModelCara > > On May 20, 2014, at 2:42 PM, Thomas Ward <thomasward1...@gmail.com> wrote: > > Hi Dark, > > Well, the problem I see with that is simply this. While not precisely > replicating mainstream mechanics might be helpful from an > accessibility point of view it still does not give us a comparable > experience. What we end up with is a different experience or challenge > entirely which may or may not be favorable depending on the game. > > Take Montezuma's Revenge for example. That's a game based on a > mainstream video game. I'd assume for authenticity sake a developer > would keep the traps and challenges as much the same as possible. > Changing the behavior of the gems to fall from the ceiling like the > falling items in Q9 is interesting but not necessarily favorable in > that particular game because the original mainstream game had its own > unique and interesting challenges which I for one would like to see > replicated in audio not changed. > > I certainly agree with you to a point sometimes if something can't be > done in audio then changing the mechanics to suit an audio game should > be done rather than replicating mainstream mechanics, but I also see > reasons why that should not be done. Its okay if the game is an > original idea written for an audio game market to use new and > interesting mechanics, but if it is a retro remake of a classic game I > think it should attempt to imitate the game it was based upon as much > as possible. > > Cheers! > > >> On 5/20/14, dark <d...@xgam.org> wrote: >> Hi Tom. >> >> Interesting thoughts and I will agree problems with depicting hight have >> provided major issues for 2d games in audio. >> >> That being said, maybe this is a case where adapting some of the mechanics >> to be more challenging in audio rather than explicitly trying to replicate >> the mainstream ones would be helpful. >> >> For example, instead of trying to make the sound of fireballs which hit the >> >> player out of pits, have the fireballs loop out of pits and land on the >> ground creating temporary burning flames that damaged or killed the player. >> >> Effectively this would mean instead of ducking or jumping fireballs, the >> player would have a floor hazard (the burning section of floor), to time >> their way past in addition to jumping the pits, and a floor hazard who's >> appearance was dictated by the different sounds of fireball landings. By >> varying the rates you could keep the player needing to take note of when the >> >> fireballs hit and the floors near the pits burned, rather than just timing >> things statically >> >> For the gems, well instead of having the gems at different hights, why not >> have some of the gems initiate a small rock falling from the ceiling Indiana >> >> jones style which the player needs to dodge, or maybe have some gems on >> sliding shelves so that the player needs to grab them at a given point, >> (both of these could be varied to provide different challenge). >> >> Noo, this does not address the problem of showing hight in a 2D game, in >> audio which is quite another matter, but rather than just missing out the >> fireballs, making them static, or having the player grab gems, you insert >> another factor for the player to be aware of in the game which will increase >> >> the level of challenge in the audio. >> >> of course, these are just rough ideas and doubtless would need thinking >> about, but this is the sort of thing I mean in terms of creating more >> challenging and in depth audio games that are not just the simple boppit >> affairs, working on the mechanics of what is possible to show in audio and >> working to making those mechanics have a similar level of challenge and >> interest to the mainstream game rather than replicating it exactly. >> >> Beware the grue! >> >> Dark. >> >> >> --- >> 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://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://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://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. 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