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. >> >> >> --- >> 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. 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.