tag:blogger.com,1999:blog-9611352.post115893920472092335..comments2024-02-19T19:53:01.688-08:00Comments on Cathode Tan: Audio AdventuresJoshhttp://www.blogger.com/profile/04260309971152360156noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-9611352.post-1158955602752772232006-09-22T13:06:00.000-07:002006-09-22T13:06:00.000-07:00That's potentially sweet. Darkmatch used to work w...That's potentially sweet. Darkmatch used to work with flashlights ... so you would have to use light to see other players - but give your position away as well. Sonar would be an excellent subsitute.Joshhttps://www.blogger.com/profile/04260309971152360156noreply@blogger.comtag:blogger.com,1999:blog-9611352.post-1158951671183841762006-09-22T12:01:00.000-07:002006-09-22T12:01:00.000-07:00Oh, for an iPod gaming SDK.The Accessible Quake mo...Oh, for an iPod gaming SDK.<BR/><BR/>The Accessible Quake mod generates sound "pings" for doors, entities, and terrain changes. It's an interesting way of doing it. (<A HREF="http://docs.agrip.org.uk/audioquake/multi-page/ref-sounds.html" REL="nofollow">link</A>)<BR/><BR/>I was thinking about loading up my Excel sound engine and writing a Wolf3D clone that raycasts sound instead of texture lines (it would have to be pretty low-res). Along with your idea, you could only ping other players by their footsteps. Like deathmatch submarines, really.Thomashttps://www.blogger.com/profile/08947215225025651626noreply@blogger.comtag:blogger.com,1999:blog-9611352.post-1158948673627283672006-09-22T11:11:00.000-07:002006-09-22T11:11:00.000-07:00Yeah an audio shooter in general is a sweet idea. ...Yeah an audio shooter in general is a sweet idea. <BR/><BR/>I've got one other one that violate's Thomas' desire to have no screen. I had a gametype mod for Unreal called Blink where you stayed invisible if you were standing still.<BR/><BR/>You could have the same concept, just with sound. Obviously this is so far removed from cheat proof it's not funny (that tape fell on my mic!) ... but essentially if you're position is revealed based on the ambient noise you're giving off.<BR/><BR/>I guess you could do the opposite - have a game which generates obscuring elements based on the noise you've made - that way more sound is better.Joshhttps://www.blogger.com/profile/04260309971152360156noreply@blogger.comtag:blogger.com,1999:blog-9611352.post-1158948432652203932006-09-22T11:07:00.000-07:002006-09-22T11:07:00.000-07:00When I was in 8th grade a buddy of mine (who is no...When I was in 8th grade a buddy of mine (who is now the frontman of a signed band in LA) showed me how to play Goldeneye with no TV, just a really good stereo. He didn't survive for long, but that wasn't the point.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9611352.post-1158944157403061152006-09-22T09:55:00.000-07:002006-09-22T09:55:00.000-07:00Inverted Castle offers up two different audio only...<A HREF="http://www.invertedcastle.com/archives/2006/04/15/and-you-thought-doom-3-was-dark/" REL="nofollow">Inverted Castle</A> offers up two different audio only games.Anonymoushttps://www.blogger.com/profile/06056800816111607873noreply@blogger.comtag:blogger.com,1999:blog-9611352.post-1158942841074186402006-09-22T09:34:00.000-07:002006-09-22T09:34:00.000-07:00Thomas' link to bit Generations is worth your time...Thomas' link to bit Generations is worth your time, I think. Sound Voyager in that series is apparently an aural-only game, where you navigate by the audio output only.<BR/><BR/>My copy arrives in the near future (I hope today), but we found out about it on CG because I joked that someone could make an aural-only game for the Shuffle and sell it through iTunes. Baines piped up and told us that, in fact, Sound Voyager is pretty close to that already.Anonymoushttps://www.blogger.com/profile/10546761703943819030noreply@blogger.com