I'm a Canadian web designer, pixel practitioner, musician, retro gamer, New Media student, and creator of experiences. Find me at www.konstantino.me for more!

October 10, 2011 at 1:03am


Currently, our greatest obstacle in continuing game development is how we handle the audio/blind player’s gameplay. Seeing as this is a two player game, it’s essential for these mechanics to be sorted out before we move forward in development.

Jon and I have had several discussions about this over the last couple weeks. Allow me to list some points that have arisen:

  • Give the audio player a screen: This one is a little iffy because it would in some respects take away from the concept of our game (splitting senses). However, it would ensure a more equivalent experience and might make the audio player’s input more rewarding. 
  • "Real" sounds vs. "musical" sounds: Should the audio player be responding to imitative sounds (e.g. the sound of an enemy approaching, or the wind blowing), or give them a more abstract, musical experience?
  • A parallel “sound world”: Perhaps the sound player’s experience shouldn’t directly relate to what’s happening on the visual player’s screen, but instead overlap it. This parallel experience would have implications on the visual player’s world.

The track I’ve attached in this post is an idea I have where we would composite music alongside abstract tones (take a listen with headphones on). The music is repetitive and droney to keep a beat (and to isolate itself from the “important” sounds). The abstract tones will give the player something to respond to. The tones will fire off a “warning pattern” first, indicating which direction the sound is coming from, and it’s up to the player to time their button press on the high note.

How would this affect the visual player though? Well we’ve considered a few possibilities. My favourite idea at the moment would involve a large monster chasing the visual player through a maze. The maze can transform and open up new paths based on the performance of the sound player to help the visual player escape from the monster more easily. As the monster gets closer to the visual player character (i.e. as the character gets closer to death), a loud obstructing noise will be heard for the audio player, telling them that they’re doing a poor job.

More posts about this issue to come!


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