Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: a question about some audiogame mechanics

@16: +1 for Legend of Legaia. 

URL: https://forum.audiogames.net/post/458608/#p458608




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Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: a question about some audiogame mechanics

Even the example I gave wouldn't use too much complex math, I don't think. And my boss was inspired by Megaman-style fights. I would dearly love a game along the Metroidvania style one day, where exploration and combat were both prioritized. I wouldn't care if it was a side-scroller, though if it was 3D that would be even better. Herculean task, though.

URL: https://forum.audiogames.net/post/458601/#p458601




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Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : BlindNinja via Audiogames-reflector


  


Re: a question about some audiogame mechanics

That's actually a pretty important part of the first Bokurano Daibouken, bating attacks and hitting after. It's in 2 and 3 as well, but in those it's not nearly as noticeable just because in the first game, basically every hit you took would hurt a lot, stun, or both.There was also a Japanese zombie sidescroller that made use of headshots via mouse control, but I don't remember its name now. But you had a target tone for center mass, and another, higher pitched one for a zombie's head. While combat was side scrolling, once you entered the gun mode you had both horizontal and vertical aiming. So it has been done... just isn't common at all.

URL: https://forum.audiogames.net/post/458599/#p458599




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Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: a question about some audiogame mechanics

Actually Kenshira mentioning metroid and mega man is precisely what I mean, both of my enemy examples occur in mega man, the stack enemies that you need to jump and shoot in the head which move towards you, and the famous sniper jo line which have shields to block your attacks and are only vunlerable when they drp their defences. I'm not against any complex physics modelling in audiogames, but I am wondering just how  such complexity really is, since audiogames have not yet got the simplicity right. To take an even more basic example, at the moment audio side scrollers have not really played with concepts of attack and range much, with the exception of bk3, the basic way attacks work is that when an enemy gets close, it damages you. Some games like the gate feature fireballs that you might need to jump, but even these tend to be one speed only.Imagine an enemy who would attack quickly when you were close, but then couldn't attack again after launching their first hit, further more, imagine that when they launch the attack, you have a split second to move backwards. so what you need to do is come close, bate the enemy into launching an attack at you, then quickly knip out of range to dodge the attack, then knip back in to do the enemy in. This is a tactic that could be employed equally well in side scrollers or fps games, and doesn't really require much by way of complexity, just changing up the values for the way attacks work, and getting away from hear it, hit it type mechanics. Again, this isn't to say complexity is a bad thing, just that I don't think audiogames have quite got simplicity right yet.

URL: https://forum.audiogames.net/post/458595/#p458595




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Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: a question about some audiogame mechanics

I wonder if you could synthesize an 8 unit block of sorts, similar to Entombed's system but in realtime.  3 by 3, but with the lowest center block removed, unless you wanted to have that block symbolize the waste I suppose, or crotch LOL.How wide these units would be would depend on the medium, but it would obviously work better in rotational or 2D games.In a 2D non mouse game it would just be that enemies are three tiles wide, and you could fire at them on the normal level, after ducking to hit the lower level, or after jumping to hit the higher level.  Moving one step left or right from center would let you hit each side, and staying still would let you hit the center. You'd need to have easily recognizable separate hit sounds for low, middle, and high, as well as left, right, and center.  Side indication could be shown with moderate panning, and height could be shown via the pitch of the impact, but other methods such as adding small tones to hit sounds could work as well.You would need to make sure that these sounds are far enough apart in distance to be easily recognizable, but I think it could work.Of course you could also skip the need for physical movement and just have aiming controls for your weapon, such as arrows plus shift/control, and as long as your character was within the hitbox of the enemy, indicated to the player by some kind of beep or enemy growl sound or something, what ever works with the medium. .  A good idea might be to automatically return the weapon's aim to the center X and Y axis after a certain time of not firing, so you don't have to remember where you left it.Once a non vital limb is destroyed, you could use a more violent gore sound to indicate, and then make bullets pass through the space unhindered.  And as was mentioned before, armored sections are also now a possibility.In games with rotation, I assume that you could just make the individual hit squares within the enemy block take up a few degrees from side to side, then indicate with short panned clicks or pitched beeps when the boundary has been crossed from one to the other.  You could then use the mouse scroll wheel to change height.Of course with rotational, entering the enemy's range would be allot harder to deal with, because unlike 2D, you have angles to deal with.  I'm sure some smarter person could figure this out...It all sounds very complicated, but I imagine that after some time, it would become second nature and aiming the weapon would only take an extra half second or so.

URL: https://forum.audiogames.net/post/458580/#p458580




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Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: a question about some audiogame mechanics

I wonder if you could synthesize an 8 unit block of sorts, similar to Entombed's system but in realtime.  3 by 3, but with the lowest center block removed, unless you wanted to have that block symbolize the waste I suppose, or crotch LOL.How wide these units would be would depend on the medium, but it would obviously work better in rotational or 2D games.In a 2D non mouse game it would just be that enemies are three tiles wide, and you could fire at them on the normal level, after ducking to hit the lower level, or after jumping to hit the higher level.  Moving one step left or right from center would let you hit each side, and staying still would let you hit the center. You'd need to have easily recognizable separate hit sounds for high low, middle, and high, as well as left, right, and center.  Side indication could be shown with moderate panning, and height could be shown via the pitch of the impact, but other methods such as adding small tones to hit sounds could work as well.You would need to make sure that these sounds are far enough apart in distance to be easily recognizable, but I think it could work.Of course you could also skip the need for physical movement and just have aiming controls for your weapon, such as arrows plus shift/control, and as long as your character was within the hitbox of the enemy, indicated to the player by some kind of beep or enemy growl sound or something, what ever works with the medium. .  A good idea might be to automatically return the weapon's aim to the center X and Y axis after a certain time of not firing, so you don't have to remember where you left it.Once a non vital limb is destroyed, you could use a more violent gore sound to indicate, and then make bullets pass through the space unhindered.  And as was mentioned before, armored sections are also now a possibility.In games with rotation, I assume that you could just make the individual hit squares within the enemy block take up a few degrees from side to side, then indicate with short panned clicks or pitched beeps when the boundary has been crossed from one to the other.  You could then use the mouse scroll wheel to change height.Of course with rotational, entering the enemy's range would be allot harder to deal with, because unlike 2D, you have angles to deal with.  I'm sure some smarter person could figure this out...It all sounds very complicated, but I imagine that after some time, it would become second nature and aiming the weapon would only take an extra half second or so.

URL: https://forum.audiogames.net/post/458580/#p458580




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Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : Garr via Audiogames-reflector


  


Re: a question about some audiogame mechanics

Graeme just reminded me of Legend of Legaia, that's a title for PS.It has a martial arts system that depending on the moves it uses up a move meteer that has up to 9 moves and more.special combos hit harder and might give extra attacks.And, while I'm talking about this I remembered Robotrek for SNES that had programming custom robots that depending on the weapons they had it would use less or more moves.Both used stats to determine number of moves so at low levels you don't get many.

URL: https://forum.audiogames.net/post/458579/#p458579




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Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : Lirin via Audiogames-reflector


  


Re: a question about some audiogame mechanics

I always dreamed about medroidvania style of audio game. Every (well, most) of the side scrolling stuff We have, or platformers are actually easy, stright forward without complexity of the maps. I love exploration, huge locations with secrets, hidden passages, doors and other stuff like that.I hope someone will go in this direction.

URL: https://forum.audiogames.net/post/458573/#p458573




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Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : Graeme via Audiogames-reflector


  


Re: a question about some audiogame mechanics

nolan wrote:One mechanic I wish I saw more of is narration. Generally, enemies and such are modeled with something called a state machine. An enemy can be in state Attacking, meaning it moves closer, equips a weapon, uses that weapon appropriately, etc. If injured, they may switch to state Evading, meaning they turn and run away. You could certainly hear their footsteps moving further away, but I feel like a sighted player has a bit more response time because of non-visual cues. So having a narrated "Enemy is running away" cue would give you that same benefit in audio. Similar cues could be offered for other events as well.I'm not suggesting replacing all audio cues with narration. But I think it has its place, particularly with more complex game mechanics.I agree. I've played some adventure game books where combat just involves rolling a dice and subtracting the implied damage from your health or your opponent's health until one of you dies. I've also played game books where after each roll the outcome is described - makes the fight seem much more dynamic.I'm thinking of making a martial arts based RPG game at some point, where combat will have a mixture of sound effects and narration to describe the fighting techniques and the outcome of each blow.

URL: https://forum.audiogames.net/post/458570/#p458570




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Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : nolan via Audiogames-reflector


  


Re: a question about some audiogame mechanics

I think one challenge here is that the way you'd typically design this type of mechanic is somewhat difficult/inaccessible. Most modern games model these interactions with a physics system. You could, for instance, model opponents as ragdoll-like constructs with joints and such. Removing a limb would actually change how the opponent moves. But you could extend this concept further. Imagine a car. Now, say you want to shoot out or otherwise destroy two of its wheels. A physics system would dynamically change how the car moves, or if it can move at all, without the destroyed wheels. So imagine you've got a car with an escaping character. You could injur the character, or you could shoot out a couple wheels so the car hobbles along. A physics system would model that interaction with no extra effort aside from creating the car body, attaching four wheels with the appropriate joint types, modeling steering, etc. And there's lots of code out there to lift and tweak, so much of the initial effort is already done.Unfortunately, this kind of advanced modeling is hard. If your opponent weight distribution is a bit off, they'll fall over until you fix the models. Get vehicle mechanics wrong, and cars won't drive. It isn't generally hard to fix those sorts of issues, and there's lots of documentation/Stack Overflow questions to help. BUt you really need to see how the model fails, tweak, repeat.One approach, as has already been mentioned, is less complex mechanics. Since these are usually a bit off the beaten path, I don't think they're considered or developed as often. I'm just suggesting that one reason you don't see them is that the primary way of achieving more complex mechanics is difficult for blind developers to work with IMO.One mechanic I wish I saw more of is narration. Generally, enemies and such are modeled with something called a state machine. An enemy can be in state Attacking, meaning it moves closer, equips a weapon, uses that weapon appropriately, etc. If injured, they may switch to state Evading, meaning they turn and run away. You could certainly hear their footsteps moving further away, but I feel like a sighted player has a bit more response time because of non-visual cues. So having a narrated "Enemy is running away" cue would give you that same benefit in audio. Similar cues could be offered for other events as well.I'm not suggesting replacing all audio cues with narration. But I think it has its place, particularly with more complex game mechanics.

URL: https://forum.audiogames.net/post/458564/#p458564




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Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : KenshiraTheTrinity via Audiogames-reflector


  


Re: a question about some audiogame mechanics

I always liked the audio design of the metroid and megaman series. That's what dark's analysis reminds me of. Mainstream game devs have been using this audio technique since the mid 80s, but few audio games, use it at all.Imagine for a sec that you're Samus Eran, a badass female bounty hunter trying to complete a mission on an isolated space station infested with hostile aliens both big and small. Right now, you're being confronted by one of those big hulking brutes intent on biting your head off, but it's ok, because your space suit is equipped with state of the art technology, so youre armed with an ever evolving sidearm and missile launcher. Still, everything you fire at the bloody beast just clangs off its armor. After a while, you begin to notice its attack patterns after taking more than your fare share of hits and desperately hanging by the skin of your teeth to what tiny sliver of life you have left, (gods that blaring danger signal in your space suit's life support system just wont shut up and stop blinking red so you'd better kill the nasty bloody bugger quick so you can rest heal up). Something just killed the lights, so it's all up to the rest of your senses now; that thing ain't giving you time to activate your space suit's flashlight. You fall into a pattern, noticing the swift swish of this mechanic organic hybrid of a monster's deadly metallic claws, and leaping with catlike reflexes over it as it cleaves the air of the entire length of the room just millimeters beneath your feet. One split second too early of a landing, and you wont be able to crawl to safety before you're vaporized by those laser eyes that just finished charging and are now firing in your direction with that now all too familiar "pewpewpew" sound you've grown to hate. You quickly curl into a ball to minimize yourself as a target before it reaches a space just above you. Landing safely, you straighten up and ready your launcher for what's coming. The creature has tired itself out and is screaming in rage! You leap into the air once more and send a thundering missile sailing right into it's open maw. By the sudden cry of agony and the droplets of mist like blood against your skin, you are certain that you have found its weakness. Your suspicions are confirmed when its movement become more labored, giving you a little more time and breathing room, so you are ready when that bigass beam fires in several anglesnout of its chest, and you manage to go into ball form and roll towards it just making it behind the laser in the nick of time. Its raging again so you leap up and chuck your last missile right into that ugly face, and to your relief, every movement of the creature slows down to a crawl and stops. The momentum of your projectile causes it to topple over backwards, slowly at first, but gradually gaining speed until it embeds itself in the surface of the space station, never to harm you again. You aim your gun ahead and fire into the darkness. The familiar worring of the door behind the creature reaches your ears; time to see what's ahead, maybe a health pack, or even better, a save terminal.Suffice it to say that words just dont do a metroid game's audio justice, or I'm just not describing it good enough.

URL: https://forum.audiogames.net/post/458561/#p458561




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Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : Lirin via Audiogames-reflector


  


Re: a question about some audiogame mechanics

The great example is in Shadow Rine which is actually full of nice solutions.WARNINGSPOILERS AHEAD:The main boss (SHadow rine) at the end of the hidden scenario is attacking you so you need to run around. He's using attacks when near him but when far away, he's using ranged attack. When you are trying to hit him there's just clank clank! On the left and righ you have barriers activated from time to time for short time window. Your task is to use your weapons to push him to the left or right as the barriers are opening him for your attacks.END OF SPOILERSSo, this one shows how complex the game could be and what ambitious things developers can do.

URL: https://forum.audiogames.net/post/458545/#p458545




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Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: a question about some audiogame mechanics

While I fully well agree with magurp244's analysis, I don't think the solution needs overly much complexityy to solve. Jayde's boss fight is a good example, but lets break things down to a much simpler level. Its very easy in sound to distinguish when your hit connects and when it  does not, so why not just extend that mechanic a little. So you hear clomping enemy footsteps walking towards you and you hit out with your weapon. Oh no, clang clang clang! your weapon is not doing any good. You jump up and hit and smack! you hit the enemy. Behold! an enemy which needs  hitting in the head!Oh but lets make things a bit more complicated. Crazy party has high and low fireballs which require walking under or jumping over. Lets say our stomping enemy also chucks high fireballs, so whenever you want to jump up and whack them in the head, you  have to time your jumps. Now, lets have another enemy. Your walking along, and in front of you you hear a crazy party cannon sound, a blip blip blip of something tracking you. So you wail away before it can fire, oh no! clang clang clang once again. So you stand there, wondering what to do, and bang! the cannon fires. You jump the cannon ball and smack smack! one dead cannon! There, using nothing but basic crazy party style side scroller mechanics I have just detailed how to create two normal enemies which change up the game play, which require different actions from the player, and would make matters more strategical and difficult to deal with rather than the usual run and whack you see in audio side scrollers.This really is all that needs  to happen, no need for complex systems just change up what we have a little. Not that I'm against someone trying to do complex games, but given what I've seen of audiogame development I'm rapidly coming to the conclusion that we need to just get the simple mechanics right first, heck prior to bk3, we barely had two dimensions in side scrollers to begin with.

URL: https://forum.audiogames.net/post/458542/#p458542




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Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : pulseman45 via Audiogames-reflector


  


Re: a question about some audiogame mechanics

Quite ironically, the very first audiogame I played was Entombed, which had aiming at specific body parts as a core component of it's battle system, which isn't even something you systematically see in mainstream RPGs. Any other audiogame I played after that didn't have something like this.Also I always wondered, when you have some kind of animation/recovery canceling glitch in a game, is it strictly related to graphics? I think Shadow Rine had something like this at some point but find no equivalent in the BK series or any other audiogames. Yes, I know such things are due to glitches, but combos in fighting games and some staple gameplay mechanics in some series such as Devil May Cry are born from this, so it's cool when it happens provided it doesn't break a game too much.Also Jayde,I really like your idea for a boss. There will probably be no BK4 but one could make a worthy spiritual successor with such ideas.

URL: https://forum.audiogames.net/post/458538/#p458538




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Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: a question about some audiogame mechanics

I was thinking that if we have the ability to snap to the compass horizontally, why not vertically?More importantly, we don't detail sound sources the way they work in reality. The voice and the footsteps come from the same location. The camera is typically at the player's feet, rather than their head. Exaggerating the vertical effects a little might help this be more apparent in audio. This eventually gets to the point where we need a character modeling system, and since we don't have any of the tools that sighted devs use for that sort of thing, everyone's heads a splode.

URL: https://forum.audiogames.net/post/458533/#p458533




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Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : kianoosh via Audiogames-reflector


  


Re: a question about some audiogame mechanics

Using a pointing device such as a mouse to aim in an fps audio game, just like mainstream fps games is hard. Not the way you for example, code how the bullet travels based on the player's direction and pitch. But the way you have to let the player know they're aiming on their aponent. I haven't found a very suitable way yet, and the fact that i'm not familiar with that kind of mathematics makes it even harder for me to sort it out. But there still are other ways to add the possibility of aiming on different body parts for the player. I'm doing that in a project of mine and so far it looks like it works but this way that I've chosen is much more limited compared to the way that mainstream games handle this situation. My way is to add units for the body parts. For  example stomach can be 2 units tall. So when you move the mouse up 3 units, you aim on your aponent's chest. Like that.However, The thing is that the player does not have that much of a chance to shoot their aponent from the top of a tall tower like a 50 steps high one.

URL: https://forum.audiogames.net/post/458530/#p458530




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Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : kianoosh via Audiogames-reflector


  


Re: a question about some audiogame mechanics

Using a pointing device such as a mouse to aim in an fps audio game, just like mainstream fps games is hard. Not the way you for example, code how the bullet travels based on the player's direction and pitch. But the way you have to let the player know they're aiming on their aponent. I haven't found a suitable way yet, and the fact that i'm not familiar with that kind of mathematics makes it even harder for me to sort it out. But there still are other ways to add the possibility of aiming on different body parts for the player. I'm doing that in a project of mine and so far it looks like it works but this way that I've chosen is much more limited compared to the way that mainstream games handle this situation. My way is to add units for the body parts. For  example stomach can be 2 units tall. So when you move the mouse up 3 units, you aim on your aponent's chest. Like that.However, The thing is that the player does not have that much of a chance to shoot their aponent from the top of a tall tower like a 50 steps high one.

URL: https://forum.audiogames.net/post/458530/#p458530




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Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : kianoosh via Audiogames-reflector


  


Re: a question about some audiogame mechanics

Using a pointing device such as a mouse to aim in an fps audio game, just like mainstream fps games is hard. Not the way you for example, code how the bullet travels based on the player's direction and pitch. But the way you have to let the player know they're aiming on their aponent. I haven't found a suitable way yet, and the fact that i'm not familiar with that kind of mathematics makes it even harder for me to sort it out. But there still are other ways to add the possibility of aiming on different body parts for the player. I'm doing that in a project of mine and so far it looks like it works but this way that I've chosen is much more limited compared to the way that mainstream games handle this situation. My way is to add units for the body parts. For  example stomach can be 2 units tall so when you move the mouse up 3 units, you aim on your aponent's chest. Like that.

URL: https://forum.audiogames.net/post/458530/#p458530




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Re: a question about some audiogame mechanics

2019-08-30 Thread AudioGames . net Forum — General Game Discussion : CAE_Jones via Audiogames-reflector


  


Re: a question about some audiogame mechanics

NOTICE ME!I mean, apparently when I do it, it consistently sucks, but I have done these things.The JFIMA has one attack button, but different attacks for jumping, crouching, running, run-jumping, and later in the game you can unlock a special ranged attack. There's a bossfight where the boss will sometimes just hover out of reach, forcing you to climb to a narrow ledge to smash them down. Some enemies move around a lot, others just follow the "pursue and attack" strategy, some can block, etc.EC has two attack buttons and a complex qi system. Apparently combos are supposed to be like dialing a phone at max speed, rather than actual combos, so everyone hates how those turned out, but the point is it's got those things. You can sometimes do stronger punches or kicks or whathaveyou by quickly double-tapping the buttons, if that wasn't enough. There are dash attacks and leaping attacks and spins and sweeps and antiair attacks and grabs and the occasional counter.Why does nobody else do this? I think Magurp covers it pretty well: how do you even communicate all those details? Because my games apparently don't do it very well. It's also possible that people played the JFIMA or DBGU, and decided "if that's what happens, I'll just keep it simple instead." I somehow doubt that, though.

URL: https://forum.audiogames.net/post/458523/#p458523




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Re: a question about some audiogame mechanics

2019-08-29 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: a question about some audiogame mechanics

BK3 handles this a little bit by having a vertical axis to play around on, but it's still a side-scroller.I think mathematically this is all very doable, we'd just have to bother doing it in the first place.I personally would be interested in this sort of thing if we were talking side-scrolling and FPS and whatnot.I had a neat idea for a boss in a side-scroller. It's a little all over the place, but work with me.So imagine that when you're standing naturally, your head is at height 1, your lower half is height 0. If you jump, your head goes to height 2, and your lower half to height 1 while you're in the air. If you duck, your entire body is at height 0. Some enemies or other things can allow you to get higher, but that doesn't matter at the moment.Enemies (and you yourself) have the means to hit at height 0, height 1 and height 2, depending on your weapon. Conceivably, if you attack while jumping, you can even hit at height 3.So, the boss.You're in a long corridor and there's a pit behind you. Fall in, and it's instant death. There is a pit behind the boss, at the far right end of the stage as well.The boss will walk toward you, fire a few shots at height 1, so you have to duck. At this stage, the boss is invulnerable. After those few shots, the boss will shoot ice along the ground (height 0). If you duck you're getting hit still, so you have to jump. The ice whistles harmlessly past under your feet. If it hits you, you're frozen in place for a couple of moments.After this, the boss starts getting mean. He'll start sending wind gusts toward you, the first one high and fast, the second low and slow, then high and fast, then low and fast. When the boss changes shot heights, it's jumping (so when it shoots wind high, it's in the air, when it shoots wind low, it's on the ground). The wind gusts, if they hit you, knock you back a few steps, so if you're too close to the pit, instant death. While it's firing the wind blasts, it's vulnerable. This is the only time. So you basically have to get onto the same plane as the wind gusts (jump if they're high, be on the ground if they're low), or use a weapon that can change vertical range, in order to plink the boss. When the wind blasts are done, the boss will charge you really fast and do a ton of damage. Jump him and run away. Rinse and repeat till it dies.Oh, and the boss will track you. If while he's firing you sneak close to him and jump over him, the next shot he takes will come toward you and he'll be facing you.

URL: https://forum.audiogames.net/post/458505/#p458505




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Re: a question about some audiogame mechanics

2019-08-29 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: a question about some audiogame mechanics

Part of this lies in the medium itself, and the differences between them. Graphical games evolved with a focus on geometry and form, which can easily translate spacial data to sighted users, so things like head shots and other interactions are easier to convey. Over time, interface styles and points of view started to become a kind of "standard", otherwise known as design conventions, that formed into their own loose form of genre's. There's the typical top down RTS with mouse control and group selection, First Person Shooters with W A S D controls, Side Scrollers, Isometric Views, etc. There are other genre's with different input schemes or abstract graphics, but generally games adhere to a particular type.Now the problem with audio games is that not many games have been developed, nor are there many developers that work with it, so its more of a niche. As such, the pool of commonly used conventions may not have evolved fully, with the subtle evolutions being less visible due to the smaller pool of games. Translating the same concepts and mechanics found in graphical games purely into sound, especially spacial information, can be challenging because the medium operates at times in very different ways. Its easy to say there should be head shots, or hit markers, but then you have to ask how would you convey that you hit a specific body part? How do you intuitively target that body part? Whats the control scheme? Its not that these problems can't necessarily be solved, but working through the design can be time consuming and challenging, many are the dev's who have pounded their heads on the brick wall of design, which at times can flow effortlessly over mere days, or drag out ceaselessly over months, or years, testing their resolve and motivation.For more reading on the subject and challenges of design, I suggest reading [The Door Problem], which not only describes the various jobs a development team may have, but the kinds of things any developer needs to figure out when working out a design.

URL: https://forum.audiogames.net/post/458503/#p458503




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Re: a question about some audiogame mechanics

2019-08-29 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: a question about some audiogame mechanics

Part of this lies in the medium itself, and the differences between them. Graphical games evolved with a focuson geometry and form, which can easily translate spacial data to sighted users, so things like head shots and other interactions are easier to convey. Over time, interface styles and points of view started to become a kind of "standard", otherwise known as design conventions, that formed into their own loose form of genre's. There's the typical top down RTS with mouse control and group selection, First Person Shooters with W A S D controls, Side Scrollers, Isometric Views, etc. There are other genre's with different input schemes or abstract graphics, but generally games adhere to a particular type.Now the problem with audio games is that not many games have been developed, nor are there many developers that work with it, so its more of a niche. As such, these kinds of commonly used conventions haven't quite evolved yet, there are certainly games that are similar, but the subtle diversity in design may be seen as lacking. Translating the same concepts nd mechanics found in graphical games, especially spacial information, can be challenging. Its easy to say there should be head shots, or hit markers, but then you have to ask how would you convey that you hit a specific body part? How do you intuitively target that body part? Whats the control scheme? Its not that these problems can't necessarily be solved, but working through the design can be time consuming and challenging, many are the dev's who have pounded their heads on the brick wall of design, which at times can flow effortlessly over mere days, or drag out ceaselessly over months, or years, testing their resolve and motivation.For more reading on the subject and challenges of design, I suggest reading [The Door Problem], which not only describes the various jobs a development team may have, but the kinds of things any developer needs to figure out when working out a design.

URL: https://forum.audiogames.net/post/458503/#p458503




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Re: a question about some audiogame mechanics

2019-08-29 Thread AudioGames . net Forum — General Game Discussion : KenshiraTheTrinity via Audiogames-reflector


  


Re: a question about some audiogame mechanics

Yeah I brought up this very issue in the most recent gun turret topic. My guess is that to a lot of blind players when you hit something you just hit it, and the details are not important because you can't see it so its irrelevant. But it's an eye opener when you're playing something like street fighter alpha 3 and a trustworthy person tells you that you just backhanded your opponent in the face or kicked them in the back of the head, or knocked them out with a flurry of slaps in the king of fighters. That's just not something important in many audio games, like in gradius serious, where you have to shoot a boss in the head, or the eyes, or the mouth, or the core. I am reminded of andros, the last boss in star fox 64, who will chew you up and spit you out, and you have to destroy his arms before chucking bombs into his opened mouth. Heck, you dont even need to see it to know what's happening. In conclusion, this is one area in which action audio games are lacking for sure, though I give 6th sense on iOS credit for having headshots.

URL: https://forum.audiogames.net/post/458501/#p458501




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Re: a question about some audiogame mechanics

2019-08-29 Thread AudioGames . net Forum — General Game Discussion : juan reina via Audiogames-reflector


  


Re: a question about some audiogame mechanics

Ah yes, my friend! I sometimes wonder this as well. We don't have meny games that do this, and since I am mostly a main streem gamer, analising games is one of the things I like to do. Like for example, why do we not have actual fighters with a shape, sise, ETC when playing a game? And A next thing. Why Why do most if not all fighters on a map in a game have much intelligence, but really just stay there and fire?

URL: https://forum.audiogames.net/post/458497/#p458497




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a question about some audiogame mechanics

2019-08-29 Thread AudioGames . net Forum — General Game Discussion : SkyGuardian via Audiogames-reflector


  


a question about some audiogame mechanics

feel free to move this if this is in the wrong roomso, this occurred to me when i was talking to a frienda lot of audiogames that have been developed have the same ways to navigate, enemies have been programmed as the same in a way, weapons are mostly the same, but a lot of mainstream games have the ability to do stuff like punch, kick, and sometimes, if enemies have a shape, kick or punch them in the head or something if your character jumps while performing a kick or a punch, no audiogames i have seen have this kind of stuff and a lot of times what is released is the same sidescroling kill everything game, my question is, is the reason that stuff like this isn't used in audiogames because no one knows how to implement this stuff, or are there other reasons

URL: https://forum.audiogames.net/post/458496/#p458496




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