From: Eino K. <ein...@gm...> - 2009-06-30 13:13:05
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2009/6/30 Matthew Cline <zel...@us...>: > On Tuesday 30 June 2009 02:43:05 am jp...@ze... wrote: > >> Generally I think we shouldn't look at this from a realism pov >> only. Rather, we should consider gameplay from the start. What is >> the new sound system supposed to achieve? Nerf (boost?) >> spellcasters, fighters, rangers? Differentiate branches? Make >> stealth more important? > Good question. In the process of thinking about the details I've > forgotten what the original gameplay goal was. Does anyone remember? I dug up (at least some of) the old discussion from January: http://sourceforge.net/mailarchive/forum.php?thread_name=200901110303.04191.zelgadis%40users.sourceforge.net&forum_name=crawl-ref-discuss http://sourceforge.net/mailarchive/forum.php?thread_name=200901250012.01239.zelgadis%40users.sourceforge.net&forum_name=crawl-ref-discuss The design was prompted by the way you could wake up monsters one by one with a stone or magic dart. This in itself has now been changed by monsters shouting when trying that. (Except if your Stealth is high, which felt really strange when I just tested in wizmode.) This was a great change. I didn't find more gameplay concerns, other than that David P. mentioning Projected Noise. That goes to the same territory as my "throw a stone somewhere in hope monsters will head there" -idea. It just now came to mind, that there's a danger of reintroducing the "wake them up one by one" -behaviour: throw a stone near the outmost monster, so it's the only one that hears the impact. It comes to investigate, is lured away from the pack and taken out by the player by itself. Now, if there is risk involved (say, the monster sees the player too early due to a failed stealth check and shouts, waking up the pack), this might end up like an exciting version of the previous behavior. But also it might just become a more tedious version of it. Anyway, I really like the idea of monsters heading towards the sounds they hear. Maybe that's how creatures should detect the player when s/he's invisible. (Not sure how it's handled now.) What about monsters making sounds? Monster->player sounds and monster->monster sounds? Player->monster is certainly the most important. I think different ambient noises in different branches is also good, although they should be justified by gameplay concerns first rather than flavour. For instance, the proposed timer-style Hive would be work well being noisy, so stealthy Spriggans would have an easier time getting the food they need. > 2) How much sound does ammo make when it falls in water? The sound would travel further underwater. :] Actually, this *might* result in a cool effect; in Shoals, fish would swarm towards fighting near the shore. --Eino |