Ambient noises

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  • wobbly
    Prophet
    • May 2012
    • 2629

    Ambient noises

    You hear a door burst open. I thought this was a kitty but turns out it was Sang's whirlwind randomly bashing into a door. This harmless monster is a gem like the poltergeist. Harmless but does something intetesting. I want more. Wolves howling is obvious and I'll use this when I work out coding it. But what else? What should make noise and announe itself to the player? What else should make noise and decieve the player?

    Should these things wake monsters? Should the monsters track the noise? (I'm half thinking a noise heatmap with the highest noise (player or monster) overriding where they meet).
    Last edited by wobbly; September 9, 2018, 12:39.
  • geoff_tewierik
    Adept
    • Mar 2009
    • 140

    #2
    Skittering noises for ants/beetles/centipedes.

    Cawing crows.

    Baying hounds.

    Deep rumbles for dragons building to roars.

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    • Gwarl
      Administrator
      • Jan 2017
      • 1025

      #3
      I don't think we have noise mechanically.

      fighting should wake up nearby monsters, it's probably quite loud. As should lightning balls and the like. But they don't.

      I'd just stick with announcing things to the player.

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      • mrfy
        Swordsman
        • Jul 2015
        • 328

        #4
        Originally posted by Gwarl
        fighting should wake up nearby monsters, it's probably quite loud. As should lightning balls and the like. But they don't.
        Walking into walls and certainly digging through rubble/walls should make some sound and possibly alert monsters nearby.

        In melee, the level of sound generated (and the risk of waking up nearby monsters) could be based on the type of weapon. Monsters would make noise too in melee or when they're fleeing in terror.

        Comment

        • wobbly
          Prophet
          • May 2012
          • 2629

          #5
          Originally posted by Gwarl
          I don't think we have noise mechanically.

          fighting should wake up nearby monsters, it's probably quite loud. As should lightning balls and the like. But they don't.

          I'd just stick with announcing things to the player.
          Sang had a noise system. It's quite nice but I think stealth had a reputation for being a bit too hard in Sang. O/FA has something but never looked what. Something stirs monsters when you attack groups, you notice it in game.
          Last edited by wobbly; September 10, 2018, 07:42.

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