Free and Open Source real time strategy game with a new take on micro-management

Difference between revisions of "Talk:SoundFX"

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What SFX should glob2 use?
What SFX should glob2 use?
* Event driven ambient sounds {{Pro}}[[User:Giszmo|Giszmo]]
* Event driven ambient sounds {{Pro}}[[User:Giszmo|Giszmo]] {{Pro}}[[User:Gppixelworks|Gppixelworks]]
** harvest
** harvest
** construct {{Pro}}[[User:Giszmo|Giszmo]]
** construct {{Pro}}[[User:Giszmo|Giszmo]]

Revision as of 17:31, 21 January 2008

To organise progress in the field of SFX, feedback would be great on the need of the different kinds of sound. Please place your name (use {{Pro}}/{{Contra}}~~~) behind what you vote for/against and feel free to further extend this list.

What SFX should glob2 use?

  • Event driven ambient sounds +Giszmo +Gppixelworks
  • Random ambient sounds -Giszmo: This might better be dealt with as background "music"
    • thunder
    • birds
  • Global message sounds +Giszmo
    • other team
      • allied
      • declared war
      • gave vision
      • attacked
      • converted our units
        • warior
        • worker
        • explorer
    • too few
      • hospitals
      • inns
Misc