Ok to ask a stupid question.
What is space sound?
Is it a new space game?
Where can I grab it to test it out?
Ron
Ron Kolesar
kolesar16...@roadrunner.com

--------------------------------------------------
From: "Philip Bennefall" <phi...@blastbay.com>
Sent: Wednesday, March 16, 2011 10:10 AM
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: Re: [Audyssey] Reviewing space in audio

> Hi Ken,
>
> You only really have one type of boots and I am trying to avoid slowing 
> down the character's actions based on health. This is mainly because a few 
> injuries would give you such a serious disadvantage so you might as well 
> stop playing and restart. This is obviously going away from real world 
> conditions somewhat, but I feel that this is needed to give the player a 
> fair chance. I do have it set up so that you cannot run on certain 
> surfaces such as branches, however.
>
> The idea about effects is one that I have been thinking about quite a bit 
> myself. Since I am upgrading from DirectSound to XAudio2, I can now use 
> real-time dynamic effects both on Windows XP, and Vista and 7 which is not 
> possible with DirectSound. So it is very probable that I will be including 
> effects in my game.
>
> Kind regards,
>
> Philip Bennefall
> ----- Original Message ----- 
> From: "Ken the Crazy" <kenwdow...@neo.rr.com>
> To: <phi...@blastbay.com>; "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Wednesday, March 16, 2011 2:54 PM
> Subject: Re: [Audyssey] Reviewing space in audio
>
>
> Hey Philip,
> how about basing maximums speed reached on the number of hit points, the
> type of shoes-boots being worn etc instead of the flat 5 steps?
> Ken Downey
> President
> DreamTechInteractive!
> And,
> Blind Comfort!
> The pleasant way to experience massage!
> It's the Caring
> without the Staring!
>
> ----- Original Message ----- 
> From: "Philip Bennefall" <phi...@blastbay.com>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Wednesday, March 16, 2011 8:07 AM
> Subject: Re: [Audyssey] Reviewing space in audio
>
>
>> Hi Dark,
>>
>> In Q9 you do hear monsters from across pits etc, but as you say the
>> attacking and jumping mechanics are quite flat. In my upcoming game I 
>> have
>> a very different setup. I have spent a lot of time on mechanics, such as
>> the fact that you no longer tap an arrow key to move in the air. Also,
>> when you begin running from a walk or a standstill you do not immediately
>> switch to your maximum speed. Instead you gradually gain momentum until,
>> after four or five steps, you are at your maximum. I have also expanded
>> the concepts of weapons slightly, where each weapon has not only a 
>> maximum
>> but also a minimum range. To use a rifle, for instance, you need to back
>> off a bit from the target before you can fire, and the same is true for
>> the spear. The knife and the revolver, on the other hand, are better for
>> close range combat. This all makes for a much more dynamic gaming
>> experience, and coupled with the vastly improved artificial intelligence
>> of the creatures in the game I am hoping to have a much better product
>> than Q9 coming up. smile.
>>
>> Kind regards,
>>
>> Philip Bennefall
>> ----- Original Message ----- 
>> From: "dark" <d...@xgam.org>
>> To: "Gamers Discussion list" <gamers@audyssey.org>
>> Sent: Wednesday, March 16, 2011 12:59 PM
>> Subject: Re: [Audyssey] Reviewing space in audio
>>
>>
>> Hello Darren.
>>
>> Actually thinking about it, you've probably hit the nail exactly on the
>> head.
>>
>> You talk about "showing in audio how far to jump" ---- say like in Jim's
>> golf game where your told what a shot is and then must judge the 
>> distance.
>>
>> However, in a graphical game you are never "told" this at all you are
>> merely
>> presented with an obstacle and it's up to you to work out how to get 
>> round
>> it, rather than there being a set way.
>>
>> For instance, you might get over a long pit either by doing a normal jump
>> from directly on the edge, or by doing a running jump from further back.
>>
>> While I do agree a more analogue and free form system in audio is more
>> work
>> to come up with, I certainly don't think it's impossible, and the
>> bennifits
>> to making addictive games are hugely worth it.
>>
>> To take your example, look at these two different situations:
>>
>> 1: you press a key once to jump over a pit, then are attacked and must
>> defend yourself the instance after.
>>
>> or 2: you can here! a monster on the other side of the pit and must 
>> either
>> use a ranged attack, or wait until the monster backs off to jump across.
>>
>> the first situation is similar to a game like Q9 or superliam, and just
>> perpetuates the issue we have now. yes, the first time it will probably 
>> be
>> a
>> surprise, but after only a couple of playthroughs, you'll be expecting
>> that
>> attack once your across the pit.
>>
>> The second case however gives you more options, and indeed forces you to
>> take into account the environment around you.
>>
>> I actually think not enough has really been done with the possibilities 
>> of
>> environmental sound in a 2D contex, for instance, ---- using the pitch of
>> wind to show the depths of a pit, or being abel to here monsters before
>> engagin in attacks with them.
>>
>> Also, to my knolidge no audio game has ever used the more analogue style
>> movement which has been in mainstream games sinse the early 80's, where 
>> by
>> your characters' jump high or walking speed are tied to holding down a
>> button not merely pressing it.
>>
>> This is quite possible to do in audio (look at the rai racer jets), I'm
>> just
>> rather confused as to why nobody has yet implemented it in a game.
>>
>> Beware the Grue!
>>
>> Dark.
>>
>>
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>
>
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