Hi,
Phillip...Philip...do you have to make us want to snatch the game off your
computer right now? <Grin>

Best Regards,
Hayden


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Wednesday, March 16, 2011 9:07 AM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] Reviewing space in audio

Hi if it's better than q-9 then it'll be a knock out!  As long as it's got 
wepons.... <Smile>
----- Original Message ----- 
From: "Philip Bennefall" <phi...@blastbay.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, March 16, 2011 12:07 PM
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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