Actually, I have always thought of myself as a developer of trying to push the boundaries of what has been done as audiogames further forward.
I'm quite integrated with the sighted community of gaming, and always get so frekain' jealous of what they have, and why no one has tried to make something similar into an audiogame. That's what I want to do.
I want to help maybe set a new standard of games we could expect more of in the future, and if it works, then I'd be more than happy. We have millions of space invaders, we have tons and tons of side scrollers, but games where you're completely free in terms of movement, direction and others are something that still lacks. My agmes don't have the best of stories - not that I haven't thought of it, however I always find new things to try and do. Maybe that's why my games don't appeal to most beginning audiogamers, however I do hope that what I do will at least impact one developer in the future, especially upcoming ones.
By no means am I the only one. I've been greatly inspired by existing audio games and gotten tons and tons of help from Aprone and others - just mentioning him, since he's probably one of the ones that made the biggest impact, but the more we have, the better it gets.
What I'm trying to achieve is consistent virtual 3D sound. No matter what you play, usually that 3D effect can only be achieved if you have the right hardware, this includes mainstream games, too. So far, I have not found a way to do so, but I am experimenting with lots of different things and am willing to happily share my results, should I get anywhere.
We have things like Creative ALchemy which help this process a lot - it allows, for example, all the games that use 3D sound through DirectX to recreate the EAX effects we had back in the Windows XP days by converting the calls to run through OpenAL which is capable of creating that 3D effect almost on any sound card, but that still requires you to have ALchemy installed and move DLL files around in order to get it to work. And once we can surpass this obsticle, first person games could become especially interesting. I always was a fan of hearing everything from the perspective of the player.
Also quality audio. The last few games always had sounds directly used in other games before. I've been noticing this especially with Swamp and RTR. Now I do know that most of those sounds come from royalty free libraries, however when I can play games and always have to think of another game because the sound work is simply the same or copied in most ways, just as is the gameplay, it's not really helping the audiogames community move forward.
Don't get me wrong, I do know how hard it is to find good sounds and do sound work for some people, but we have many members in this community who would be eager to help with exactly this. With every game I created I've tried to keep the sound work and gameplay as creative as possible, so that if someone hears about another release, they won't simply pass it off, simply because it might be another clone of an already existing game. Which can be good, I mean, Slender is pretty much a clone of an already existing game, so is Road To Rage, yet they all have their own spin on things and unique sound work.
Reading back on what I just wrote, it sounds like entire self promotion. What I meant it to sound like was encouragement and motivation for other developers and gamers. Whoops...Could have worded it a little different if I knew how.
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Talon
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Code is poetry.