I know that for me, it's not the lack of ideas, but rather the lack of the mastery of programming. I really wish I could get a look at a game like swamp and learn, for exmple, how to have the game incorporate map files and so on. Another problem I am having is with AI. I understand fuzzy logic and was using it way before I even knew about it, but programming AI isn't as simple as just thinking how it should behave and writing it down, you've got to code in such a way that it does what it's supposed to. Finally, my last barrier is that no one buys my games. I thought Phrase Madness would be a big success, yet it's only seen five buyers. To me, the ability not only to make new and funny phrases, but also to be able to comment on them and upload those comments made the game unique, as well as the fact that it could be played on a windows mobile device, but nobody was all that interested. Oh well, maybe I'll have better luck with Space Attack--if I ever getting around to finishing it lol. ----- Original Message ----- From: "Clement Chou" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, March 27, 2012 10:51 PM
Subject: Re: [Audyssey] A Proposal for Game Developers


Well it'd definitely be good to see that in the near future. That's one thing that's always frustrated me about audio games... no tactics. True Judgement Day and others sometimes have you needing to make split decisions... do I make quick work of this incoming helicopter? Or do I go after the enemy that will disable my attacks when they land because they're so close to landing? But to me, that's barely scratching the surface... which is why I put so much emphasis on developing an audio one on one fighting game. If made well, I could see it getting competetive, tournaments behing held online, etc. But I think right now the problem is that most developers can't think of how to make attacks sound different. In my image, because kicks often involve larger motions than a punch, the swish I would use for a roundhouse would be, say, much larger and more dramatic than a short jab. But I don't think we have to come up with a million ways to block... even a simple high block or low block like every fighting games have would suffice. But I think we're so afraid to tap into undiscovered territory we keep seeing the same few ideas over and over again. Even in a 3d shooter, I could see many ways to determine whether an enemy was shooting at you from above or below. I might be on a pathway with a dropoff to my left side and trees to my right. With enemies shooting from above I would probably say have a beep play along with the shot, but have a lower beep as an indicator that an enemy is attacking from below. And a different set of beeps could be used for forward and rear attacks. Just some thoughts that've been floating in my head. I have many ways I could see an audio fighter or shooter being done, but don't have the skills or time to learn a programming language. ----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, March 27, 2012 4:18 PM
Subject: Re: [Audyssey] A Proposal for Game Developers



Hi,

I'll probably cover Fighting games in some depth. I am no expert at them, but you are correct about them being more complex than people might expect.

Like I just finished saying to Shaun many of the concepts in Street Fighter and other Fighting games could apply to audio and yet is holy ignored by blind developers. Regardless if we are talking about a side-scroller, an FPS action adventure, some of those things like making a certain swoosh or grunt when a kick or punch is coming will allow us to make split judgments on weather to block the attack, to avoid it, and to figure out which attack might do the most damage at the moment.

Plus being able to smoothly move from an uppercut, to a jab, to a cross, to a snap kick, etc would help too. Far too many accessible games are no more complex than press space to fire which is not always desirable if the main character needs to perform different attacks and blocks in rapid succession. I'd like to see more ability to switch tactics and/or moves depending on the enemy's own attack.

Cheers!



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