[ian-reeds-games] Re: Tactical battle

  • From: Garrett <garrett.knight2@xxxxxxxxx>
  • To: "ian-reeds-games@xxxxxxxxxxxxx" <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sat, 26 Jan 2013 20:24:49 -0500

Perhaps I should clarify what I meant. You already hear a sound for when a unit 
attacks, but I think it would be cool if you heard a sound for the unit getting 
hit. What I had meant by objections was if a unit takes damage from an overtime 
affect such as poison you would not hear the getting hit sound again

Sent from my iPhone

On Jan 26, 2013, at 8:18 PM, "Allan Thompson" <allan1.thompson@xxxxxxx> wrote:

> Lol, my sounds must have super sucked.
>  
> I am not sure what you were referenceing int he beginning about objections, 
> unless you mean the effects sound announcement. I think My email is either 
> slow or something.
>  
> Anyway, I like the idea of those sounds being placed in like that. I have 
> lots of whooshes and lots of thuds and hits, but very few of them are 
> actually connected in one sound. 
> The only problem is that right now, I have started to notice some some sound 
> hiccups. It isn't often and it isn't reproduceable in a consistent manner, 
> but I do notice it in the zombie map a bit.
> Sometimes a death sound will happen before the attack sound is played, 
> sometimes the death sound is not played at all. If those sounds you are 
> talking about are  able to be consistent I think it will be cool.
> So, if there is a sound with all the whooshes and grunts and whatnot are 
> included, would that still be able to be used? For instance the Red wall 
> abbey map has good sounds that feature several elements already. It sounded 
> like it wouldn't be a problem but I wanted to make sure I read that right. 
> How would that work? Would the full sound be labeled as the pre one?
>  
> Looking forward to dev 3!
>  
> al
>  
>  
>  
>  
>  
> "The truth will set you free"
> Jesus Christ of Nazareth 33A.D.
> ----- Original Message -----
> From: Ian Reed
> To: ian-reeds-games@xxxxxxxxxxxxx
> Sent: Saturday, January 26, 2013 5:15 PM
> Subject: [ian-reeds-games] Re: Tactical battle
> 
> Ok, unless anybody objects I could do this whenever damage is inflicted.
> 
> Additionally I'm thinking of having sounds like this:
> attack_pre.wav
> attack.wav
> warrior_hit.wav
> attack_pre would happen first, then when it finishes the 2 other sounds 
> would play together.
> In this way you could have an attack_pre sound for an arrow flying and a 
> sound for it making contact would play at the same time as the grown of 
> the warrior.
> Similarly a sound for creating and firing a fireball could be 
> fireball_pre, then when it finishes the explosion sound and the unit 
> getting hit sound would play at the same time.
> Potentially for a fireball since it does splash damage all the units hit 
> would play their pain sounds at the same time as the explosion.
> 
> I think that allows for a reasonable amount of flexibility.
> And if you don't have all those sounds then attack_pre versus attack are 
> pretty much the same and you can have the current kind of behavior.
> 
> Ian Reed
> 

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