Re: [Audyssey] Swamp Ideas

2011-10-29 Thread Dakotah Rickard
Ok. I'm having a trouble.
I get to the end of the first quest point, the game closes, and
nothing happens. Not good, and definitely something that confuses me.

Signed:
Dakotah Rickard

On 10/26/11, Valiant8086 valiant8...@lavabit.com wrote:
 My suggestion would be to make multiple shot sounds for those which you
 may have different impact sounds, and each one has a different impact
 sound after it.
 Sent with Thunderbird 3.1.14 portable.

 On 10/25/2011 9:10 PM, Jeremy Kaleidoscope wrote:
 It all comes down to numbers.  In pretty much any other game I would keep
 the sounds separate and mix them in the code as necessary.  Firing the gun
 requires 1 buffer, the bullet impact sound would be another, and the
 zombie's death would be a 3rd.  On each of these, the buffer is still in
 use for the duration of the sounds being played, so if you fired several
 bullets into a crowd of zombies you might be using between 6 and 12
 separate sound buffers right there.  Then you've got your own footsteps as
 you're running from the undead horde, each zombie has its own foot steps
 as they chase you, and many of the zombies are growling and moaning.  It
 is also possible that you've got one of the radars activated, are within
 range of your speaking friend or another team mate, and there may even be
 some type of near by ambient sound meant to make the environment more
 immerse.

 As you can see, the number of needed sound buffers starts to climb really
 quickly.  With only a few zombies this would be a lot but not overly
 crazy, but with each new zombie that number grows.  Every corner I cut
 increases the number of zombies I can throw at the poor player in a map.
 I'd rather use a little more disk space on some combined sound files if it
 means I have have 5 or 10 extra zombies chasing me down the street, lol!

 I hope this helps explain why I'm going this route.

 If you want a voice actor, I can help
 out there. But I'm curious... why pre-mixed sounds as
 opposed to separate ones?

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Re: [Audyssey] Swamp Ideas

2011-10-29 Thread Jeremy Kaldobsky
There are a few problems with the missions in the version everyone is using 
right now.  I've been doing a lot of work to fix that, but the fix won't come 
until I post the next update.

 Ok. I'm having a trouble.
 I get to the end of the first quest point, the game closes,
 and
 nothing happens. Not good, and definitely something that
 confuses me.
 
 Signed:
 Dakotah Rickard


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Re: [Audyssey] Swamp Ideas

2011-10-28 Thread Valiant8086
My suggestion would be to make multiple shot sounds for those which you 
may have different impact sounds, and each one has a different impact 
sound after it.

Sent with Thunderbird 3.1.14 portable.

On 10/25/2011 9:10 PM, Jeremy Kaleidoscope wrote:

It all comes down to numbers.  In pretty much any other game I would keep the 
sounds separate and mix them in the code as necessary.  Firing the gun requires 
1 buffer, the bullet impact sound would be another, and the zombie's death 
would be a 3rd.  On each of these, the buffer is still in use for the duration 
of the sounds being played, so if you fired several bullets into a crowd of 
zombies you might be using between 6 and 12 separate sound buffers right there. 
 Then you've got your own footsteps as you're running from the undead horde, 
each zombie has its own foot steps as they chase you, and many of the zombies 
are growling and moaning.  It is also possible that you've got one of the 
radars activated, are within range of your speaking friend or another team 
mate, and there may even be some type of near by ambient sound meant to make 
the environment more immerse.

As you can see, the number of needed sound buffers starts to climb really 
quickly.  With only a few zombies this would be a lot but not overly crazy, but 
with each new zombie that number grows.  Every corner I cut increases the 
number of zombies I can throw at the poor player in a map.  I'd rather use a 
little more disk space on some combined sound files if it means I have have 5 
or 10 extra zombies chasing me down the street, lol!

I hope this helps explain why I'm going this route.


If you want a voice actor, I can help
out there. But I'm curious... why pre-mixed sounds as
opposed to separate ones?


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Re: [Audyssey] Swamp Ideas

2011-10-26 Thread shaun everiss
On that note aprone could you set space bar  to also turn off beakons 
as well as radar or something else as there is no way to deactive a 
beacon right now.

At 09:05 a.m. 25/10/2011 -0700, you wrote:
I really like it Kai!  :D  I'm hoping to get some time to work on 
the game today, and I will probably be starting to implement some of 
these ideas.  If anyone has weapon sounds that really seem to fit 
then I'd appreciate if you sent them to me.  I have a few different 
gun sounds, but the rest are too quiet or have a different style to 
them so that they don't seem to match the current game.


 Weapons:
 Pistol: six-bullet capacity, medium range, high clip spawn
 rate, low recovery time between shots, moderate damage.
 Shotgun: Two-bullet capacity, short range, moderate clip
 spawn rate, moderate recovery time between shots, high
 damage.
 Rifle: Five-bullet capacity, long range, moderate clip
 spawn rate, high recovery time between shots, high damage.
 Uzi: Thirty-bullet capacity, medium range, low clip spawn
 rate, low recovery time between shots, low damage.
 Club: No bullet capacity, close range, low damage.
 Knife: No bullet capacity, close range, low damage.
 Grenade: Start with four, high damage within blast radius,
 low spawn rate.

 Zombie types:
 Standard: Moderate speed, moderate health, short reach,
 moderate damage, high spawn rate.
 Canine: fast speed, Low health, short reach, moderate
 damage, moderate spawn rate.
 Large: Low speed, high health, long reach, moderate damage,
 low spawn rate.
 Giant: Low speed, extreme health, long reach, high damage,
 very low spawn rate.

 Items:
 Med kit: Restores 5 to 10% health, moderate spawn rate.
 Vest: Low damage absorb.
 Reinforced vest: Moderate damage absorb.
 Combat vest: High damage absorb.

 Killing a zombie would cause one of the above items to
 spawn, in effect you're salvaging items that the zombie has
 for one reason or another decided to keep from previous
 victims. Every minute (just as an example), the fallen body
 of a victim spawns at a random place on the map. Finding the
 body allows the player to find up to three items.

 the low/moderate/high values listed above are relative, of
 course, so even high doesn't mean high, just that it's
 more effective than other items of its class.
 Giant zombies should also have their own footstep sounds,
 except for whilst traveling through water sectors.

 Kai


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Re: [Audyssey] Swamp Ideas

2011-10-26 Thread Jeremy Kaldobsky
Actually just press the beacon number again and it will turn it off.

 On that note aprone could you set
 space barĀ  to also turn off beakons 
 as well as radar or something else as there is no way to
 deactive a 
 beacon right now.


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Re: [Audyssey] Swamp Ideas

2011-10-26 Thread shaun everiss

well I will be happy to help you with any voice acting you want.
I have some work coming up that  will require me to actually do work 
for another bg company so this should be good practice for a small project.

At 05:09 p.m. 25/10/2011 -0700, you wrote:
Kai, I think it's been about 10 years since I last did game 
controller input so I'll probably hold off on that until later, if I 
end up adding it at all.  I've never personally cared for using game 
controllers for playing games, so I never really developed for them 
in any of my games over the years.


When it comes to sounds, I believe you have proven yourself in 
Castaways.  Please feel free to change any sounds that you think you 
can improve.  If you have sounds for the guns that would be 
excellent, and I could also use some type of sound for flies buzzing 
around a corpse if you've got one.  For the gun sounds, I originally 
had them separated but later switched to pre mixed sounds.  The lack 
of variety is a price I'm willing to pay for increasing the number 
of zombies and sound sources.  As a zombie game, I have to 
anticipate situations when there will be many enemies swarming you 
and cutting those little corners helps.  I currently have a gun shot 
sound, a gun shot followed by an impact into a zombie, a gun shot 
followed by an impact into a wall, and a gun shot followed by the 
death of a zombie.  There are a few variations to these, which just 
have a number after them.  Feel free to include a few versions and I 
can have the game randomly pick which

 one to use.

If the out of ammo and reload sounds for the guns are different, you 
can include those as well.


I need to sit and come up with a list of phrases that I will need 
spoken by volunteer voice actors.  It's hard to plan that out in 
advance though, so I will start small with more generic speech.



 Greetings jeremy.

 I'm inclined to agree with the majority of sentiments. It's
 your project, given at gratis, so do with it as you see fit.
 If the mouse movement system affords more control, then why
 settle for the clunky keyboard method?

 Question: Have you any familiarity with game controller
 input code? If yes, I think that'd be a nice alternative
 input method, since you could probably do the same with a
 game controller as with a mouse, and given that most
 controllers have analog support, you could even control
 movement speed by the position of the joystick.

 BTW, this is really lame, but I love drawing zombies
 towards the south shack, running deep inside it, then
 sniping them off, since they then move straight in.

 Re: weapons sounds: Do you prefer premixed sounds
 (gun+impact, gun+ricochet, etc), or can you code the game to
 play one sound then delay playing the next? If you can do
 the latter, it'd open up more room for audio variety
 (slightly varying impact sounds, slightly different
 ricochets each time, etc).
 If you prefer premixed audio (which, admittedly would be
 much easier to implement), I'll mix them before submitting.

 Kai

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Re: [Audyssey] Swamp Ideas

2011-10-26 Thread shaun everiss

aah I didn't think of that.
so thats a toggle then, cool.
At 01:25 a.m. 26/10/2011 -0700, you wrote:

Actually just press the beacon number again and it will turn it off.

 On that note aprone could you set
 space bar  to also turn off beakons
 as well as radar or something else as there is no way to
 deactive a
 beacon right now.


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Re: [Audyssey] Swamp Ideas

2011-10-26 Thread Dakotah Rickard
Frankly, many of the modern games still have keyboard support, so I
like the idea of leaving it in at least in limited form for stearing
and such. However, I recognize the need for precision, for which the
mouse is very well suited.

As far as the individual weapons go, it would be neat to have the
different weapons requiring different precision ratings. For example,
if you know how to use it, aiming with a rifle is a little easier than
aiming with a pistol, so the rifle's need for perfect center would be
less than the pistols, and a shotgun, whose ammunition scatters, would
need even less of a central precision.

Finally, if the knife and club are both relatively close-range, could
it be that the club actually knocks a zombie back, whereas the knife
is quieter?

I really enjoy this game a lot, no matter what form it takes.

Signed:
Dakotah Rickard

On 10/26/11, shaun everiss sm.ever...@gmail.com wrote:
 aah I didn't think of that.
 so thats a toggle then, cool.
 At 01:25 a.m. 26/10/2011 -0700, you wrote:
Actually just press the beacon number again and it will turn it off.

  On that note aprone could you set
  space bar  to also turn off beakons
  as well as radar or something else as there is no way to
  deactive a
  beacon right now.


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[Audyssey] Swamp Ideas

2011-10-25 Thread Kai
Weapons:
Pistol: six-bullet capacity, medium range, high clip spawn rate, low recovery 
time between shots, moderate damage.
Shotgun: Two-bullet capacity, short range, moderate clip spawn rate, moderate 
recovery time between shots, high damage.
Rifle: Five-bullet capacity, long range, moderate clip spawn rate, high 
recovery time between shots, high damage.
Uzi: Thirty-bullet capacity, medium range, low clip spawn rate, low recovery 
time between shots, low damage.
Club: No bullet capacity, close range, low damage.
Knife: No bullet capacity, close range, low damage.
Grenade: Start with four, high damage within blast radius, low spawn rate.

Zombie types:
Standard: Moderate speed, moderate health, short reach, moderate damage, high 
spawn rate.
Canine: fast speed, Low health, short reach, moderate damage, moderate spawn 
rate.
Large: Low speed, high health, long reach, moderate damage, low spawn rate.
Giant: Low speed, extreme health, long reach, high damage, very low spawn rate.

Items:
Med kit: Restores 5 to 10% health, moderate spawn rate.
Vest: Low damage absorb.
Reinforced vest: Moderate damage absorb.
Combat vest: High damage absorb.

Killing a zombie would cause one of the above items to spawn, in effect you're 
salvaging items that the zombie has for one reason or another decided to keep 
from previous victims. Every minute (just as an example), the fallen body of a 
victim spawns at a random place on the map. Finding the body allows the player 
to find up to three items.

the low/moderate/high values listed above are relative, of course, so even high 
doesn't mean high, just that it's more effective than other items of its 
class.
Giant zombies should also have their own footstep sounds, except for whilst 
traveling through water sectors.

Kai
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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread john

This really sounds quite interesting.

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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread Clement Chou

I like it! This could make the game a lot more tactical and challenging.
- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 25, 2011 4:13 AM
Subject: Re: [Audyssey] Swamp Ideas



This really sounds quite interesting.

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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread Jeremy Kaldobsky
I really like it Kai!  :D  I'm hoping to get some time to work on the game 
today, and I will probably be starting to implement some of these ideas.  If 
anyone has weapon sounds that really seem to fit then I'd appreciate if you 
sent them to me.  I have a few different gun sounds, but the rest are too quiet 
or have a different style to them so that they don't seem to match the current 
game.

 Weapons:
 Pistol: six-bullet capacity, medium range, high clip spawn
 rate, low recovery time between shots, moderate damage.
 Shotgun: Two-bullet capacity, short range, moderate clip
 spawn rate, moderate recovery time between shots, high
 damage.
 Rifle: Five-bullet capacity, long range, moderate clip
 spawn rate, high recovery time between shots, high damage.
 Uzi: Thirty-bullet capacity, medium range, low clip spawn
 rate, low recovery time between shots, low damage.
 Club: No bullet capacity, close range, low damage.
 Knife: No bullet capacity, close range, low damage.
 Grenade: Start with four, high damage within blast radius,
 low spawn rate.
 
 Zombie types:
 Standard: Moderate speed, moderate health, short reach,
 moderate damage, high spawn rate.
 Canine: fast speed, Low health, short reach, moderate
 damage, moderate spawn rate.
 Large: Low speed, high health, long reach, moderate damage,
 low spawn rate.
 Giant: Low speed, extreme health, long reach, high damage,
 very low spawn rate.
 
 Items:
 Med kit: Restores 5 to 10% health, moderate spawn rate.
 Vest: Low damage absorb.
 Reinforced vest: Moderate damage absorb.
 Combat vest: High damage absorb.
 
 Killing a zombie would cause one of the above items to
 spawn, in effect you're salvaging items that the zombie has
 for one reason or another decided to keep from previous
 victims. Every minute (just as an example), the fallen body
 of a victim spawns at a random place on the map. Finding the
 body allows the player to find up to three items.
 
 the low/moderate/high values listed above are relative, of
 course, so even high doesn't mean high, just that it's
 more effective than other items of its class.
 Giant zombies should also have their own footstep sounds,
 except for whilst traveling through water sectors.
 
 Kai


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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread Jeremy Kaldobsky
While I was at work I was giving the code a lot of thought.  Currently I've 
been offering a few ways to control movement which has been giving people more 
variety, but is also making it very difficult to design things.  I don't mean 
to imply that designing the movement is difficult, what I mean is that the 
people falling into the different control categories all have very different 
abilities.  The people using steering can navigate terrain that the keyboard 
users simply can not.  I've realized that this has been forcing me to work on 
the map while catering to the most restricted group, and in a way that's a bad 
thing.  The people who use the more advanced controls will still be able to, 
but they will be exploring a world designed to be navigated by the keyboarders.

I'm very tempted to change the controls to a single layout, which would utilize 
steering and a few other things.  The more I thought about the idea of a single 
layout, the more I convinced myself that the layout should be as close to the 
mainstream FPS standard as possible.  If we are already changing the controls, 
they might as well use a standard that has developed over the past decade by 
players using a mouse and keyboard combination.

If I make this kind of change, the bad thing is that it will likely split the 
current Swamp players.  Some people will just not accept the more advanced 
controls and would probably stop playing the game altogether.  I'm just 
starting to think that it's a necessary step.

Please give me your thoughts on this.  I already know some people won't be 
happy, or they will try to suggest that I leave the alternate controls in as an 
option.  The problem with that idea is that I would still have to design the 
maps and game to work for the clunky keyboard navigators and we are back to the 
exactly same situation.

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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread Clement Chou
Personally, I'm all in favor for changing the controls to the fps standard. 
I know some people won't be happy, but in this instance, I think that's just 
a pity that has to become a reality. How can gaming for the blind move 
forward if people are refusing to use a mouse for games when sighted people 
have been doing this for years? What's going to happen when audio games 
develop enough of a market to shift to consoles? People are going to say, 
well, I've never used a console before and I just want to stick to my 
keyboard. If this keeps happening, audio gaming is going to collapse, and we 
can't afford that being as small a market as we are. I don't mean to sound 
harsh, and I hope I don't come across this way. But people need to accept 
that if they truly want to enjoy games of a high calibur they will have to 
make adaptations. Mice aren't that expensive to buy, and aren't very 
difficult to use. I for one only play judgement day with a mouse nowadays, 
it just feels so much more streamlined, and feels cooler to play.
I think that mouse use is the way to go in this game, but I'm not sure what 
can be done to keep everyone happy. I'd say do what allows you to spend more 
time on gameplay, adding weapons, maybe even putting in story, etc, as 
opposed to figuring out how the controls are going to work. Could steering 
work with a gamepad? If so, that might be the alternative to mouse use. True 
it isn't using the keyboard, but as I said earlier... in this type of game, 
deviation from the keyboard is much more often benefitial.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 25, 2011 9:45 AM
Subject: Re: [Audyssey] Swamp Ideas


While I was at work I was giving the code a lot of thought.  Currently 
I've been offering a few ways to control movement which has been giving 
people more variety, but is also making it very difficult to design 
things.  I don't mean to imply that designing the movement is difficult, 
what I mean is that the people falling into the different control 
categories all have very different abilities.  The people using steering 
can navigate terrain that the keyboard users simply can not.  I've 
realized that this has been forcing me to work on the map while catering 
to the most restricted group, and in a way that's a bad thing.  The people 
who use the more advanced controls will still be able to, but they will be 
exploring a world designed to be navigated by the keyboarders.


I'm very tempted to change the controls to a single layout, which would 
utilize steering and a few other things.  The more I thought about the 
idea of a single layout, the more I convinced myself that the layout 
should be as close to the mainstream FPS standard as possible.  If we are 
already changing the controls, they might as well use a standard that has 
developed over the past decade by players using a mouse and keyboard 
combination.


If I make this kind of change, the bad thing is that it will likely split 
the current Swamp players.  Some people will just not accept the more 
advanced controls and would probably stop playing the game altogether. 
I'm just starting to think that it's a necessary step.


Please give me your thoughts on this.  I already know some people won't be 
happy, or they will try to suggest that I leave the alternate controls in 
as an option.  The problem with that idea is that I would still have to 
design the maps and game to work for the clunky keyboard navigators and we 
are back to the exactly same situation.


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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread Christopher Bartlett
I am personally very interested in learning the use of a mouse for game
control, and so will happily go with you.  If you were charging for the
game, then I'd recommend that you make allowances for those who wish to only
use the keyboard, but since it's free, I'd suggest that you do what's best
for the development of the game, which I thoroughly enjoy even now in its
primitive state.  I say move ahead and let us figure it out right along with
you.

Chris Bartlett


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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread dan cook
Hi Jeremy,
I have always thought that in order for accessible games to evolve,
they have to get closer to the standards that their inaccessible
counterparts are at.  therefore, i'm fully in favour of you changing
the layout to suit the need of the game.  i know this may sound harsh,
but if people arn't willing to attempt to learn how to use traditional
fps controls for example and want to make a fuss about it, then there
are plenty of simpler games out there.  i know for many even me it
won't be easy at first, but practice makes perfect right?
just my thoughts.

On 10/25/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 I am personally very interested in learning the use of a mouse for game
 control, and so will happily go with you.  If you were charging for the
 game, then I'd recommend that you make allowances for those who wish to only
 use the keyboard, but since it's free, I'd suggest that you do what's best
 for the development of the game, which I thoroughly enjoy even now in its
 primitive state.  I say move ahead and let us figure it out right along with
 you.

   Chris Bartlett


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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread john
As I memntioned earlier, i'm for at least an option to allow the 
arrows to turn you five degrees in a given direction. This would 
have the added bonus of being a (distance? angle? number?) that 
people would be comfortable with, it having been in most, if not 
all, of our fps games.


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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread Clement Chou

John,
While this measurement system has been in all of the open-world titles for 
the blind, if you can call them that, this is not what's in modern shooters, 
or heck even shooters from 10 years ago! The point is that with mouse 
control, you don't have to move in increments... the mouse points where your 
hand turns. So you can turn your hand a 90 degree angle to the left, or a 
fraction of a degree to aim at a target. These things cannot be done with 
the keyboard, which is the point we are trying to get at. And again, 
consider how far behind games for the blind are. Shooters released as far 
back as the late 90s had mouse and keyboard combinations, even gamepad 
support along with things like online play. Why are our shooters, developed 
so many years later, still under the standards that might've been around in 
1995? It's been at least 9 years since Shades of Doom came out, yet few 
shooters are using mouse support. True, we might not have had many fps 
gstyle games, but the few we have always relied on keyboard control... and 
this has to change, if we are to ever catch up with the mainstream shooters 
out there.
- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 25, 2011 2:10 PM
Subject: Re: [Audyssey] Swamp Ideas


As I memntioned earlier, i'm for at least an option to allow the arrows to 
turn you five degrees in a given direction. This would have the added 
bonus of being a (distance? angle? number?) that people would be 
comfortable with, it having been in most, if not all, of our fps games.


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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread john
The only thing one can say is that we'll have to agree to 
disagree on this point. I'm of the opinion that whatever can be 
done with the mouse can also be done with the keyboard, though I 
lack the programming experience to actually prove this.


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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread Kai

Greetings jeremy.

I'm gathering up gun sounds now. Do you want sounds for the weapons I 
suggested? any other sounds you need? Would you mind if I replaced some of 
the existing ones?


kai

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 25, 2011 9:05 AM
Subject: Re: [Audyssey] Swamp Ideas


I really like it Kai!  :D  I'm hoping to get some time to work on the game 
today, and I will probably be starting to implement some of these ideas. 
If anyone has weapon sounds that really seem to fit then I'd appreciate if 
you sent them to me.  I have a few different gun sounds, but the rest are 
too quiet or have a different style to them so that they don't seem to 
match the current game.



Weapons:
Pistol: six-bullet capacity, medium range, high clip spawn
rate, low recovery time between shots, moderate damage.
Shotgun: Two-bullet capacity, short range, moderate clip
spawn rate, moderate recovery time between shots, high
damage.
Rifle: Five-bullet capacity, long range, moderate clip
spawn rate, high recovery time between shots, high damage.
Uzi: Thirty-bullet capacity, medium range, low clip spawn
rate, low recovery time between shots, low damage.
Club: No bullet capacity, close range, low damage.
Knife: No bullet capacity, close range, low damage.
Grenade: Start with four, high damage within blast radius,
low spawn rate.

Zombie types:
Standard: Moderate speed, moderate health, short reach,
moderate damage, high spawn rate.
Canine: fast speed, Low health, short reach, moderate
damage, moderate spawn rate.
Large: Low speed, high health, long reach, moderate damage,
low spawn rate.
Giant: Low speed, extreme health, long reach, high damage,
very low spawn rate.

Items:
Med kit: Restores 5 to 10% health, moderate spawn rate.
Vest: Low damage absorb.
Reinforced vest: Moderate damage absorb.
Combat vest: High damage absorb.

Killing a zombie would cause one of the above items to
spawn, in effect you're salvaging items that the zombie has
for one reason or another decided to keep from previous
victims. Every minute (just as an example), the fallen body
of a victim spawns at a random place on the map. Finding the
body allows the player to find up to three items.

the low/moderate/high values listed above are relative, of
course, so even high doesn't mean high, just that it's
more effective than other items of its class.
Giant zombies should also have their own footstep sounds,
except for whilst traveling through water sectors.

Kai



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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread Kai

Greetings jeremy.

I'm inclined to agree with the majority of sentiments. It's your project, 
given at gratis, so do with it as you see fit. If the mouse movement system 
affords more control, then why settle for the clunky keyboard method?


Question: Have you any familiarity with game controller input code? If yes, 
I think that'd be a nice alternative input method, since you could probably 
do the same with a game controller as with a mouse, and given that most 
controllers have analog support, you could even control movement speed by 
the position of the joystick.


BTW, this is really lame, but I love drawing zombies towards the south 
shack, running deep inside it, then sniping them off, since they then move 
straight in.


Re: weapons sounds: Do you prefer premixed sounds (gun+impact, gun+ricochet, 
etc), or can you code the game to play one sound then delay playing the 
next? If you can do the latter, it'd open up more room for audio variety 
(slightly varying impact sounds, slightly different ricochets each time, 
etc).
If you prefer premixed audio (which, admittedly would be much easier to 
implement), I'll mix them before submitting.


Kai

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 25, 2011 9:45 AM
Subject: Re: [Audyssey] Swamp Ideas


While I was at work I was giving the code a lot of thought.  Currently 
I've been offering a few ways to control movement which has been giving 
people more variety, but is also making it very difficult to design 
things.  I don't mean to imply that designing the movement is difficult, 
what I mean is that the people falling into the different control 
categories all have very different abilities.  The people using steering 
can navigate terrain that the keyboard users simply can not.  I've 
realized that this has been forcing me to work on the map while catering 
to the most restricted group, and in a way that's a bad thing.  The people 
who use the more advanced controls will still be able to, but they will be 
exploring a world designed to be navigated by the keyboarders.


I'm very tempted to change the controls to a single layout, which would 
utilize steering and a few other things.  The more I thought about the 
idea of a single layout, the more I convinced myself that the layout 
should be as close to the mainstream FPS standard as possible.  If we are 
already changing the controls, they might as well use a standard that has 
developed over the past decade by players using a mouse and keyboard 
combination.


If I make this kind of change, the bad thing is that it will likely split 
the current Swamp players.  Some people will just not accept the more 
advanced controls and would probably stop playing the game altogether. 
I'm just starting to think that it's a necessary step.


Please give me your thoughts on this.  I already know some people won't be 
happy, or they will try to suggest that I leave the alternate controls in 
as an option.  The problem with that idea is that I would still have to 
design the maps and game to work for the clunky keyboard navigators and we 
are back to the exactly same situation.


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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread Christopher Bartlett
On a related note, we need a heading command to know which way we're facing
in the heat of the moment, without having to turn to find out.

Chris Bartlett



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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread Jeremy Kaldobsky
Kai, I think it's been about 10 years since I last did game controller input so 
I'll probably hold off on that until later, if I end up adding it at all.  I've 
never personally cared for using game controllers for playing games, so I never 
really developed for them in any of my games over the years.

When it comes to sounds, I believe you have proven yourself in Castaways.  
Please feel free to change any sounds that you think you can improve.  If you 
have sounds for the guns that would be excellent, and I could also use some 
type of sound for flies buzzing around a corpse if you've got one.  For the gun 
sounds, I originally had them separated but later switched to pre mixed sounds. 
 The lack of variety is a price I'm willing to pay for increasing the number of 
zombies and sound sources.  As a zombie game, I have to anticipate situations 
when there will be many enemies swarming you and cutting those little corners 
helps.  I currently have a gun shot sound, a gun shot followed by an impact 
into a zombie, a gun shot followed by an impact into a wall, and a gun shot 
followed by the death of a zombie.  There are a few variations to these, which 
just have a number after them.  Feel free to include a few versions and I can 
have the game randomly pick which
 one to use.

If the out of ammo and reload sounds for the guns are different, you can 
include those as well.

I need to sit and come up with a list of phrases that I will need spoken by 
volunteer voice actors.  It's hard to plan that out in advance though, so I 
will start small with more generic speech.


 Greetings jeremy.
 
 I'm inclined to agree with the majority of sentiments. It's
 your project, given at gratis, so do with it as you see fit.
 If the mouse movement system affords more control, then why
 settle for the clunky keyboard method?
 
 Question: Have you any familiarity with game controller
 input code? If yes, I think that'd be a nice alternative
 input method, since you could probably do the same with a
 game controller as with a mouse, and given that most
 controllers have analog support, you could even control
 movement speed by the position of the joystick.
 
 BTW, this is really lame, but I love drawing zombies
 towards the south shack, running deep inside it, then
 sniping them off, since they then move straight in.
 
 Re: weapons sounds: Do you prefer premixed sounds
 (gun+impact, gun+ricochet, etc), or can you code the game to
 play one sound then delay playing the next? If you can do
 the latter, it'd open up more room for audio variety
 (slightly varying impact sounds, slightly different
 ricochets each time, etc).
 If you prefer premixed audio (which, admittedly would be
 much easier to implement), I'll mix them before submitting.
 
 Kai

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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread Clement Chou
If you want a voice actor, I can help out there. But I'm curious... why 
pre-mixed sounds as opposed to separate ones?
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 25, 2011 5:09 PM
Subject: Re: [Audyssey] Swamp Ideas


Kai, I think it's been about 10 years since I last did game controller 
input so I'll probably hold off on that until later, if I end up adding it 
at all.  I've never personally cared for using game controllers for 
playing games, so I never really developed for them in any of my games 
over the years.


When it comes to sounds, I believe you have proven yourself in Castaways. 
Please feel free to change any sounds that you think you can improve.  If 
you have sounds for the guns that would be excellent, and I could also use 
some type of sound for flies buzzing around a corpse if you've got one. 
For the gun sounds, I originally had them separated but later switched to 
pre mixed sounds.  The lack of variety is a price I'm willing to pay for 
increasing the number of zombies and sound sources.  As a zombie game, I 
have to anticipate situations when there will be many enemies swarming you 
and cutting those little corners helps.  I currently have a gun shot 
sound, a gun shot followed by an impact into a zombie, a gun shot followed 
by an impact into a wall, and a gun shot followed by the death of a 
zombie.  There are a few variations to these, which just have a number 
after them.  Feel free to include a few versions and I can have the game 
randomly pick which

one to use.

If the out of ammo and reload sounds for the guns are different, you can 
include those as well.


I need to sit and come up with a list of phrases that I will need spoken 
by volunteer voice actors.  It's hard to plan that out in advance though, 
so I will start small with more generic speech.




Greetings jeremy.

I'm inclined to agree with the majority of sentiments. It's
your project, given at gratis, so do with it as you see fit.
If the mouse movement system affords more control, then why
settle for the clunky keyboard method?

Question: Have you any familiarity with game controller
input code? If yes, I think that'd be a nice alternative
input method, since you could probably do the same with a
game controller as with a mouse, and given that most
controllers have analog support, you could even control
movement speed by the position of the joystick.

BTW, this is really lame, but I love drawing zombies
towards the south shack, running deep inside it, then
sniping them off, since they then move straight in.

Re: weapons sounds: Do you prefer premixed sounds
(gun+impact, gun+ricochet, etc), or can you code the game to
play one sound then delay playing the next? If you can do
the latter, it'd open up more room for audio variety
(slightly varying impact sounds, slightly different
ricochets each time, etc).
If you prefer premixed audio (which, admittedly would be
much easier to implement), I'll mix them before submitting.

Kai


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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread Christopher Bartlett
I could also help out in the voice acting arena.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Tuesday, October 25, 2011 8:21 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp Ideas

If you want a voice actor, I can help out there. But I'm curious... why 
pre-mixed sounds as opposed to separate ones?
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 25, 2011 5:09 PM
Subject: Re: [Audyssey] Swamp Ideas


 Kai, I think it's been about 10 years since I last did game controller 
 input so I'll probably hold off on that until later, if I end up adding it

 at all.  I've never personally cared for using game controllers for 
 playing games, so I never really developed for them in any of my games 
 over the years.

 When it comes to sounds, I believe you have proven yourself in Castaways. 
 Please feel free to change any sounds that you think you can improve.  If 
 you have sounds for the guns that would be excellent, and I could also use

 some type of sound for flies buzzing around a corpse if you've got one. 
 For the gun sounds, I originally had them separated but later switched to 
 pre mixed sounds.  The lack of variety is a price I'm willing to pay for 
 increasing the number of zombies and sound sources.  As a zombie game, I 
 have to anticipate situations when there will be many enemies swarming you

 and cutting those little corners helps.  I currently have a gun shot 
 sound, a gun shot followed by an impact into a zombie, a gun shot followed

 by an impact into a wall, and a gun shot followed by the death of a 
 zombie.  There are a few variations to these, which just have a number 
 after them.  Feel free to include a few versions and I can have the game 
 randomly pick which
 one to use.

 If the out of ammo and reload sounds for the guns are different, you can 
 include those as well.

 I need to sit and come up with a list of phrases that I will need spoken 
 by volunteer voice actors.  It's hard to plan that out in advance though, 
 so I will start small with more generic speech.


 Greetings jeremy.

 I'm inclined to agree with the majority of sentiments. It's
 your project, given at gratis, so do with it as you see fit.
 If the mouse movement system affords more control, then why
 settle for the clunky keyboard method?

 Question: Have you any familiarity with game controller
 input code? If yes, I think that'd be a nice alternative
 input method, since you could probably do the same with a
 game controller as with a mouse, and given that most
 controllers have analog support, you could even control
 movement speed by the position of the joystick.

 BTW, this is really lame, but I love drawing zombies
 towards the south shack, running deep inside it, then
 sniping them off, since they then move straight in.

 Re: weapons sounds: Do you prefer premixed sounds
 (gun+impact, gun+ricochet, etc), or can you code the game to
 play one sound then delay playing the next? If you can do
 the latter, it'd open up more room for audio variety
 (slightly varying impact sounds, slightly different
 ricochets each time, etc).
 If you prefer premixed audio (which, admittedly would be
 much easier to implement), I'll mix them before submitting.

 Kai

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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread Jeremy Kaldobsky
It all comes down to numbers.  In pretty much any other game I would keep the 
sounds separate and mix them in the code as necessary.  Firing the gun requires 
1 buffer, the bullet impact sound would be another, and the zombie's death 
would be a 3rd.  On each of these, the buffer is still in use for the duration 
of the sounds being played, so if you fired several bullets into a crowd of 
zombies you might be using between 6 and 12 separate sound buffers right there. 
 Then you've got your own footsteps as you're running from the undead horde, 
each zombie has its own foot steps as they chase you, and many of the zombies 
are growling and moaning.  It is also possible that you've got one of the 
radars activated, are within range of your speaking friend or another team 
mate, and there may even be some type of near by ambient sound meant to make 
the environment more immerse.

As you can see, the number of needed sound buffers starts to climb really 
quickly.  With only a few zombies this would be a lot but not overly crazy, but 
with each new zombie that number grows.  Every corner I cut increases the 
number of zombies I can throw at the poor player in a map.  I'd rather use a 
little more disk space on some combined sound files if it means I have have 5 
or 10 extra zombies chasing me down the street, lol!

I hope this helps explain why I'm going this route.

 If you want a voice actor, I can help
 out there. But I'm curious... why pre-mixed sounds as
 opposed to separate ones?


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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread Christina
I'd also be happy to volunteer some voice-acting.
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 25, 2011 8:09 PM
Subject: Re: [Audyssey] Swamp Ideas


Kai, I think it's been about 10 years since I last did game controller input so 
I'll probably hold off on that until later, 
if I end up adding it at all.  I've never personally cared for using game 
controllers for playing games, so I never really 
developed for them in any of my games over the years.

When it comes to sounds, I believe you have proven yourself in Castaways.  
Please feel free to change any sounds that you 
think you can improve.  If you have sounds for the guns that would be 
excellent, and I could also use some type of sound for 
flies buzzing around a corpse if you've got one.  For the gun sounds, I 
originally had them separated but later switched to 
pre mixed sounds.  The lack of variety is a price I'm willing to pay for 
increasing the number of zombies and sound sources. 
As a zombie game, I have to anticipate situations when there will be many 
enemies swarming you and cutting those little 
corners helps.  I currently have a gun shot sound, a gun shot followed by an 
impact into a zombie, a gun shot followed by an 
impact into a wall, and a gun shot followed by the death of a zombie.  There 
are a few variations to these, which just have a 
number after them.  Feel free to include a few versions and I can have the game 
randomly pick which
 one to use.

If the out of ammo and reload sounds for the guns are different, you can 
include those as well.

I need to sit and come up with a list of phrases that I will need spoken by 
volunteer voice actors.  It's hard to plan that 
out in advance though, so I will start small with more generic speech.


 Greetings jeremy.

 I'm inclined to agree with the majority of sentiments. It's
 your project, given at gratis, so do with it as you see fit.
 If the mouse movement system affords more control, then why
 settle for the clunky keyboard method?

 Question: Have you any familiarity with game controller
 input code? If yes, I think that'd be a nice alternative
 input method, since you could probably do the same with a
 game controller as with a mouse, and given that most
 controllers have analog support, you could even control
 movement speed by the position of the joystick.

 BTW, this is really lame, but I love drawing zombies
 towards the south shack, running deep inside it, then
 sniping them off, since they then move straight in.

 Re: weapons sounds: Do you prefer premixed sounds
 (gun+impact, gun+ricochet, etc), or can you code the game to
 play one sound then delay playing the next? If you can do
 the latter, it'd open up more room for audio variety
 (slightly varying impact sounds, slightly different
 ricochets each time, etc).
 If you prefer premixed audio (which, admittedly would be
 much easier to implement), I'll mix them before submitting.

 Kai

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Re: [Audyssey] Swamp Ideas

2011-10-25 Thread Clement Chou
Okay, now it makes sense... but I hope you can at least code it so proper 
sounds play at proper times. lol. I would hate to fire my gun and hear a hit 
only to find out that it was a missed shot. :P And maybe I've always just 
been ignorant.. but mainstream games always make that seem so simple. A miss 
is a miss, and a hit is a hit. If you look at the sound file from game rips, 
all those sounds are separate, so I guess I just never considered the issues 
with buffers.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 25, 2011 6:10 PM
Subject: Re: [Audyssey] Swamp Ideas


It all comes down to numbers.  In pretty much any other game I would keep 
the sounds separate and mix them in the code as necessary.  Firing the gun 
requires 1 buffer, the bullet impact sound would be another, and the 
zombie's death would be a 3rd.  On each of these, the buffer is still in 
use for the duration of the sounds being played, so if you fired several 
bullets into a crowd of zombies you might be using between 6 and 12 
separate sound buffers right there.  Then you've got your own footsteps as 
you're running from the undead horde, each zombie has its own foot steps 
as they chase you, and many of the zombies are growling and moaning.  It 
is also possible that you've got one of the radars activated, are within 
range of your speaking friend or another team mate, and there may even be 
some type of near by ambient sound meant to make the environment more 
immerse.


As you can see, the number of needed sound buffers starts to climb really 
quickly.  With only a few zombies this would be a lot but not overly 
crazy, but with each new zombie that number grows.  Every corner I cut 
increases the number of zombies I can throw at the poor player in a map. 
I'd rather use a little more disk space on some combined sound files if it 
means I have have 5 or 10 extra zombies chasing me down the street, lol!


I hope this helps explain why I'm going this route.


If you want a voice actor, I can help
out there. But I'm curious... why pre-mixed sounds as
opposed to separate ones?



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If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.




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