[ian-reeds-games] Re: Tactical battle

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sat, 26 Jan 2013 21:27:05 -0500

Ah, ok, I understand now, thanks. Yeah, some effects wouldn't need a sound, but 
maybe some would, for instance, what about a unit that is on fire? Would there 
be a sound played everytime the fire did damage every turn? Just some thoughts.
al 

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Garrett 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Saturday, January 26, 2013 8:24 PM
  Subject: [ian-reeds-games] Re: Tactical battle


  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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