[ian-reeds-games] Re: Tactical Battle 1.12 dev 1

  • From: Zak Claassen <zak.claassen@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 20 Jan 2013 15:52:22 +0200

Downloading it now, can't wait to try it out.  I like that sound
naming idea; so when random sounds come in, if you put numbers at the
end of a sound name it will pick a random one, for example if you have
attack1, attack2, attack 3 and attack4 it would pick one of those
four, but if you only had attack 1 and 2 it would only pick between
those two, or will there have to be a fixed number of random sounds,
like three for each?

On 1/20/13, Ian Reed <support@xxxxxxxxxxxxxxxxxxx> wrote:
> Hey Allan,
>
> Thanks for the positive feedback.  I'm really glad you like the
> feature.  I wasn't sure exactly what to do on the wording but decided it
> wasn't as important as getting the basic chance flag out.
>
> You're totally right about the different sounds.  I meant to get some
> feedback on that and forgot.
>
> It breaks down into 2 things, 1 is the type of sound and the other is
> numbering them so you can get a random one.
> For instance a successful attack could have 3 different sounds and one
> is randomly played each time.
> And a failed attack could have it's own 3 sounds of a sword slicing
> through empty air or being blocked.
>
> Here's what Craig had suggested about sound types:
> Craig said: Regarding random sounds, I remember it was suggested before.
> But regarding having sounds for hits, misses and critical and such,
> maybe the sound naming scheme should be something more like:
> * unit_skill_success
> * unit_skill_fail
> * unit_skill_critical
>
> I say: I think since we are already using warrior_attack.wav or just
> attack.wav this should be the successful version since that's how it
> currently works.
> So then if you wanted a failing sound it would be warrior_attackfail.wav
> or attack_fail.wav as Craig suggested.
>
> And the randomized sounds based on number suffixes would be separate
> though maybe I can do that soon as well.
>
> Not sure how the critical will work exactly, but we're not there yet
> anyway.
>
> Well, now that I've written it I think that will work out pretty well.
>
> Does anyone like or dislike the attack_fail.wav and
> warrior_attack_fail.wav sound naming?
>
> Ian Reed
>
>
>

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