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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m (added some votes)
Line 14: Line 14:
*** walk {{Pro}}[[User:Giszmo|Giszmo]]
*** walk {{Pro}}[[User:Giszmo|Giszmo]]
**** difference for workers and warriors
**** difference for workers and warriors
*** fly
*** fly[[Jake]]
**** start
**** start
**** land
**** land

Revision as of 23:36, 23 July 2009

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
    • harvest +Nct: but very light
    • construct +Giszmo +Gppixelworks
      • start construction
      • finish construction +Nct: one depending on building, maybe same as click feedback if we want some
      • different sounds for upgrades L2 and L3 +Gppixelworks
    • movement -Nct: For now I'm afraid that it would make too much noise and overload other sounds, but I'm ready to change my mind if we find a a way to manage this overloading
      • swim +Giszmo
        • enter water
        • exit water
      • walk +Giszmo
        • difference for workers and warriors
      • flyJake
        • start
        • land
    • unit upgraded +Nct
    • sounds for the first units of a kind +Gppixelworks +Nct
      • "who needs upgrades" (L2 worker)
      • "lets build some ultimate buildings" (L3 worker)
      • "speeeedy" (L2 walk speed)
      • "whistle" (L3 walk speed)
      • "lets roll" (L3 fight)
    • fight +Giszmo +Gppixelworks
  • Random ambient sounds -Giszmo: This might better be dealt with as background "music" -Nct: same as Giszmo
    • thunder
    • birds
  • Global message sounds +Giszmo +Gppixelworks
Misc