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#1 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,113
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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 at 13:39. |
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#2 |
Adept
Join Date: Mar 2009
Posts: 137
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Skittering noises for ants/beetles/centipedes.
Cawing crows. Baying hounds. Deep rumbles for dragons building to roars. |
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#3 |
Knight
Join Date: Jan 2017
Posts: 784
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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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#4 | |
Adept
Join Date: Jul 2015
Location: Seattle, WA
Posts: 142
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Quote:
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. |
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#5 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,113
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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 at 08:42. |
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