Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-13 Thread AudioGames.net Forum — General Game Discussion: Aprone


Re: First person shooter for the blind - working title "Nightfall"

I think I've successfully moved this topic into General game discussion.  It's the first time I've ever moved a topic, so we'll see if I did it right.  PTruscott, this game sounds like a lot of fun!  I wish you and your team luck on the project, and I hope it turns out how you've planned.  Have you written any other games that people can check out?  I'm not sure if other people here already know you, but since you're newly registered to the forums it might be cool to have a little background info on you.  URL: http://forum.audiogames.net/viewtopic.php?pid=171960#p171960

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-13 Thread AudioGames.net Forum — General Game Discussion: fatih


Re: First person shooter for the blind - working title "Nightfall"

hi,I'd certainly play this game. It'd be cool.URL: http://forum.audiogames.net/viewtopic.php?pid=171913#p171913

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-13 Thread AudioGames.net Forum — General Game Discussion: bradp


Re: First person shooter for the blind - working title "Nightfall"

I agree with the radar. All mainstream FPS games have a minimap. It shows team mates in green or yellow or what ever color and enemy in red. It helps them locate the enemy quicker. and when they aim there guns, some have a scope which allows them to see through certain objects for example windows or even walls with an upgrade.I dont no how hard something like that would be to impliment but I dont like the idea of a constant beaping radar. but I dont no.URL: http://forum.audiogames.net/viewtopic.php?pid=171890#p171890

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-13 Thread AudioGames.net Forum — General Game Discussion: PTruscott


Re: First person shooter for the blind - working title "Nightfall"

dd wrote:a suggestion, will it be possible to turn the radars on and off surver wide? for the people who don't want it and want the game to have more of a mainstream FPS feel to itI say server wide so that everyone will be on equal footing, so nobody with the radar on will have an advantage over someone with it offThat will definitely be an option.Rory wrote:Hi. Oh crap this sounds cool! Will there be a chat feature so we can sware at the people who just keep killin us? Lol. Also can you make it output to jaws if possible? I have horrible problems with rtr, and can't get any speech to play. Also when do you think this will be finished? Thanks, rory.Talking isn't planned to be implemented any time soon and will definitely be togglable because it will be a severe distraction.  Right now it is a fairly long 
 way off due to it being a side project for a truly tiny team.  I plan closed beta by July, open beta by August, and full release just before Christmas.  This is a bit in the air though depending on if things come up.wlomas wrote:Hi will this game be for mac osx?It should be able to run on it.burak wrote:Hi, sorry for interrupting but this thread odes not belong to the new releases room because you don't have a public beta yet.Apologies, I am new to these forums.  Can you suggest which one it should be in and how to move it please?  Sebby wrote:snip for spaceThanks for your feedback.  I'm hoping the wall sounds won't be too in your face to be irritating,  I've played SoD, and it took me far to
 o long to get the grasps of that wall sound systems, the footstep sounds were too subtle and the sounds of bumping into the wall was not only annoying, but pretty unhelpful as to which direction to turn.  Hopefully my system won't cause that, but if it does I'll likely change it.  I'm not sure what you mean by the movement "grid".  Could you clarify a bit?  Or did I miss a trick when playing SoD...URL: http://forum.audiogames.net/viewtopic.php?pid=171951#p171951

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-13 Thread AudioGames.net Forum — General Game Discussion: dd


Re: First person shooter for the blind - working title "Nightfall"

the thing with the radar though is that if it was a local option that would mean everyone with it on would have an advantage over everyone who had it off, simply because of the distinct beeping sound it makesthat's why I suggest it be made a server side toggle, instead of localURL: http://forum.audiogames.net/viewtopic.php?pid=171919#p171919

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-13 Thread AudioGames.net Forum — New releases room: PTruscott


Re: First person shooter for the blind - working title "Nightfall"

dd wrote:a suggestion, will it be possible to turn the radars on and off surver wide? for the people who don't want it and want the game to have more of a mainstream FPS feel to itI say server wide so that everyone will be on equal footing, so nobody with the radar on will have an advantage over someone with it offThat will definitely be an option.Rory wrote:Hi. Oh crap this sounds cool! Will there be a chat feature so we can sware at the people who just keep killin us? Lol. Also can you make it output to jaws if possible? I have horrible problems with rtr, and can't get any speech to play. Also when do you think this will be finished? Thanks, rory.Talking isn't planned to be implemented any time soon and will definitely be togglable because it will be a severe distraction.  Right now it is a fairly long 
 way off due to it being a side project for a truly tiny team.  I plan closed beta by July, open beta by August, and full release just before Christmas.  This is a bit in the air though depending on if things come up.wlomas wrote:Hi will this game be for mac osx?It should be able to run on it.burak wrote:Hi, sorry for interrupting but this thread odes not belong to the new releases room because you don't have a public beta yet.Apologies, I am new to these forums.  Can you suggest which one it should be in and how to move it please?  Sebby wrote:snip for spaceThanks for your feedback.  I'm hoping the wall sounds won't be too in your face to be irritating,  I've played SoD, and it took me far to
 o long to get the grasps of that wall sound systems, the footstep sounds were too subtle and the sounds of bumping into the wall was not only annoying, but pretty unhelpful as to which direction to turn.  Hopefully my system won't cause that, but if it does I'll likely change it.  I'm not sure what you mean by the movement "grid".  Could you clarify a bit?  Or did I miss a trick when playing SoD...URL: http://forum.audiogames.net/viewtopic.php?pid=171951#p171951

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-12 Thread AudioGames.net Forum — New releases room: dd


Re: First person shooter for the blind - working title "Nightfall"

the thing with the radar though is that if it was a local option that would mean everyone with it on would have an advantage over everyone who had it off, simply because of the distinct beeping sound it makesthat's why I suggest it be made a server side toggle, instead of localURL: http://forum.audiogames.net/viewtopic.php?pid=171919#p171919

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-12 Thread AudioGames.net Forum — New releases room: fatih


Re: First person shooter for the blind - working title "Nightfall"

hi,I'd certainly play this game. It'd be cool.URL: http://forum.audiogames.net/viewtopic.php?pid=171913#p171913

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-12 Thread AudioGames.net Forum — New releases room: bradp


Re: First person shooter for the blind - working title "Nightfall"

I agree with the radar. All mainstream FPS games have a minimap. It shows team mates in green or yellow or what ever color and enemy in red. It helps them locate the enemy quicker. and when they aim there guns, some have a scope which allows them to see through certain objects for example windows or even walls with an upgrade.I dont no how hard something like that would be to impliment but I dont like the idea of a constant beaping radar. but I dont no.URL: http://forum.audiogames.net/viewtopic.php?pid=171890#p171890

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-11 Thread AudioGames.net Forum — New releases room: Sebby


Re: First person shooter for the blind - working title "Nightfall"

[[wow]], another FPS coming, cool! Here are my thoughts and opinions based on what I've read in this thread so far. I'm quite sure you'll find others too. Experience with AudioQuake tells us that some people appreciate vertical aiming and some do not. I was decidedly among those who did not. However, Quake requires it, more or less. Your audio game doesn't, of course.Walls giving off sound, as Dark says, has tended to frustrate. You might like to use a contact sound that is played directionally as the player touches and scrapes along the walls, one time for every footstep, or as the player comes close to them, rather than a constant sound. This gives the player immediate feedback and also causes the "Distraction" to be eliminated triviall
 y while maintaining the environmental effect.Radars are controversial. The most obvious way in which they are controversial is that some players seem to believe that the "vibe" of an accessible FPS should be as of a mainstream one, where your ears are a substitute for your eyes. Personally, and without wishing to stir up this stinky marsh again, I think that radars are a pragmatic recognition that sight gives, inherently, more complete feedback, more quickly, than the environmental sound of an object. I would truly, truly loved to be proved wrong, but it is how it seems to me. I co-authored AudioQuake and while of course Quake was not designed for the blind, the fact is that even on the horizontal plane people were struggling to aim straight. About the best we could do was limit the angle of the radar, to make things a little bit challenging; even then the rapid beeping was difficult to centre for some people who struggle to orient a high-frequency sound. Still, mak
 e it an option to please both camps.Navigation has been handled in lots of ways, but I think the "Easiest" of these ways so far has been the earliest, as implemented in Shades Of Doom. Here the maps can be navigated on a 2D grid aligned to the compass directions. You provide controls that snap you to the compass points, and a command to give the facing direction. This of course limits the geometry of the maps and causes freeform movement to be essentially unnecessary except in battles, but if battles are what this is about, then sure, it could work. You can use environmental effects to make the game varied, rather than map geometry. Personally, again, I would very much like to advance the state of play by moving to a freeform model of navigation where the need for explicit "What is in the room?" and "Scan for interesting objects" commands are no longer necessary because they inherently limit the map dimensions and what can actually be described, 
 but I accept that this is challenging.URL: http://forum.audiogames.net/viewtopic.php?pid=171878#p171878

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-11 Thread AudioGames.net Forum — New releases room: Jonnyboy1991


Re: First person shooter for the blind - working title "Nightfall"

Hello all, I do like the ideas for this game. and I would just like to offer my hosting business to the dev who is thinking about hosting a site for this game. I would be happy, (if you want) to host a server for you for the game, 24/7. and I'm not talking about just a server where some people can play, I'm talking about, a testing server for all testers or, when the game comes out, a central  server for the game. note, my server is up 24/7 so you will not have to worry about it having to go down. let me know what you think about this and if you want to use my services. if you have any questions, add me to skype at (toney1991.)URL: http://forum.audiogames.net/viewtopic.php?pid=171857#p171857

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-11 Thread AudioGames.net Forum — New releases room: burak


Re: First person shooter for the blind - working title "Nightfall"

Hi, sorry for interrupting but this thread odes not belong to the new releases room because you don't have a public beta yet.URL: http://forum.audiogames.net/viewtopic.php?pid=171856#p171856

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-11 Thread AudioGames.net Forum — New releases room: mike-tan


Re: First person shooter for the blind - working title "Nightfall"

well. I think its not for public testers yet. so we just wait. I hope this game will be the replacement for swamp. because I'm boring right now. and hopefully this game is a crazy game for us. URL: http://forum.audiogames.net/viewtopic.php?pid=171835#p171835

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-11 Thread AudioGames.net Forum — New releases room: vlad25


Re: First person shooter for the blind - working title "Nightfall"

hello can you post a link to download this game?URL: http://forum.audiogames.net/viewtopic.php?pid=171823#p171823

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-11 Thread AudioGames.net Forum — New releases room: wlomas


Re: First person shooter for the blind - working title "Nightfall"

Hi will this game be for mac osx?URL: http://forum.audiogames.net/viewtopic.php?pid=171810#p171810

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-11 Thread AudioGames.net Forum — New releases room: SLJ


Re: First person shooter for the blind - working title "Nightfall"

Hi.[[wow]], this sounds fantastic! I look forward to hear more about the game.URL: http://forum.audiogames.net/viewtopic.php?pid=171802#p171802

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-10 Thread AudioGames.net Forum — New releases room: Dark


Re: First person shooter for the blind - working title "Nightfall"

Hi. Interesting   thoughts on the game, however I wonder if you have perhaps considdered what has already been done in this  area and specifically what sound kews etc have been used. For example, constant environmental wall sounds have tended to be a little more confusing in most games and somewhat irritating, what has been used previously have been a  combination of echo sounds and  directional sonar. Similarly, enemy detection as Rory said doesn't tend to have to work by a constant sonar which can  often make aiming in the game rather too easy.  In  Swamp for example (probably the most extensive online fps done in sound),  you need to hear by enemy footsteps and zombi grunts, Road to rage (which is a pvp focused game), has a similar feature.While ambient  noise objects are very useful for environment cluses it is usually better to have these in a corner or similar, as was shown in the game Shades of doom
  by Gma games. Of course there aren't that many audio fps games, (I can think  of about 5 thus far), however the ones we have have developed some pretty stable methods for audio navigation, especially in Swamp. Perhaps you could considder looking at some of those and the way they work and then going from there to create a unique game.Certainly there is a need for more fps games in audio (heck there is a need for most everything in audio other than space invader clones), however it'd obviously be better to build on what has been tried  before and thus expand the genre rather than going over old ground again as regards audio detection etc.I really hope development goes well and I look forward to trying the game.URL: http://forum.audiogames.net/viewtopic.php?pid=171799#p171799

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-10 Thread AudioGames.net Forum — New releases room: connor142


Re: First person shooter for the blind - working title "Nightfall"

well in my opinian I like having Radars on, I usually work with them in most games which have a Radar. maby just a toggle Setting for the Radar.URL: http://forum.audiogames.net/viewtopic.php?pid=171794#p171794

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-10 Thread AudioGames.net Forum — New releases room: dd


Re: First person shooter for the blind - working title "Nightfall"

a suggestion, will it be possible to turn the radars on and off surver wide? for the people who don't want it and want the game to have more of a mainstream FPS feel to itI say server wide so that everyone will be on equal footing, so nobody with the radar on will have an advantage over someone with it offURL: http://forum.audiogames.net/viewtopic.php?pid=171778#p171778

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-10 Thread AudioGames.net Forum — New releases room: Rory


Re: First person shooter for the blind - working title "Nightfall"

Hi. Oh crap this sounds cool! Will there be a chat feature so we can sware at the people who just keep killin us? Lol. Also can you make it output to jaws if possible? I have horrible problems with rtr, and can't get any speech to play. Also when do you think this will be finished? Thanks, rory.URL: http://forum.audiogames.net/viewtopic.php?pid=171775#p171775

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Re: [Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-10 Thread AudioGames.net Forum — New releases room: Haramir


Re: First person shooter for the blind - working title "Nightfall"

Hey there. I woud try the game for sure. I can not give suggestions though since I don't know what is done and how is the current stuff working besides your description. I'll give you feed back as soon as you direct us to a testing client of some sort.Best regards, Haramir.URL: http://forum.audiogames.net/viewtopic.php?pid=171764#p171764

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[Audiogames-reflector] First person shooter for the blind - working title "Nightfall"

2014-04-10 Thread AudioGames.net Forum — New releases room: PTruscott


First person shooter for the blind - working title "Nightfall"

I am developing a multi-player first player shooter based purely on sound prompts.  It will be created in a similar style to Doom, and as soon as possible expanded to include competitive multi-player matches.The basic game design is as follows:The first point is that the game has no y-axis; you cannot look up or down.  This simplifies the development and hopefully reduces confusion and problems with aiming.Situational awareness:      To work out your position in relation to others, there is a wide variety of audio prompts.      1.  The radar.  If an enemy is in front of you in a 30' arc then a pulsing sound is emitted.   At the fringes of the arc the sound is deep, and it  slowly  rises in pitch until the enemy is directly in front of you.  The further away the enemy is, the further apart are the pulsing sounds until melee range where it is a continuous noise.&n
 bsp;    2.  Directional sound effects.  There will be footstep sounds and gun sounds which will be directionally based, this should help you navigate towards the enemy.  There will also be coughing sounds when stationary to discourage hiding in a corner until someone walks past you.     3.  Walls emit sounds.  Walls hum in a way similar to electrical appliances when you are close to them.  If you are walking into one, the sound should be very loud to notify you of this.  This sound is also directionally based so you should be able to keep walls at a specific side of you to help you navigate.Guns:     Right now there is only one type of gun, the assault rifle, which has a medium rate of fire and fairly large damage per shot.  This will be expanded to a close range, low damage, high rate of fire SMG as well as a shotgun.Gamemodes:     There will be a few game
 modes including:          Team death match and free for all:  Simple score points for kills.         Co-op against Zombies.  Originally to test collision code, the zombies will be expanded to introduce a variety to game play.Thank you for your time reading this, and I would like to ask if you would play this game or a similar one, and are there any ideas or improvements you would suggest?Thank you.URL: http://forum.audiogames.net/viewtopic.php?pid=171761#p171761

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