This is a follow up on my last post in your subreddit, found here:
$1I am working towards having a shooter game developed with no graphics, just a black screen and a new way of designing sound. This new way is hard to figure out for someone who can already see, so it's very important that I get expert advice, from people who already play games using sound only. And people in general who navigate through life using sound.
There are a lot of things most of us take for granted when playing games. We can see the enemy and predict what they are capable of because of the equipment they carry, how large they are, how fast they move and so forth. All this information has to become sound.
Since all things visual will now have to become sound, I'm very interested in all ideas on what games are typically missing when it comes to audio cues.
The technology to paint an auditory picture of the environment with echo, sound mixing for distance and all that already exists, but to my knowledge, no one has actually gone all the way to make a game that sounds as good as the best games look. That's what I want to achieve. When I play Call Of Duty Warzone with my eyes closed, it's impossible to win. Anyone should stand a chance of winning.
One thing I imagine when your character walks into a wall to the sides, is a sound on the correct side, where you hear the clothing sliding against the wall. If it's your shoulder, the sound will be higher up in the three dimensional sound mix for headphones, than if it's your knee. If it's your knee, you know you don't have cover and you might want to crouch. When we crouch in real life, we hear differently because the ears are now lower in altitude. Another challenge is to create some sort of a focused hearing mechanism, so that when you aim, the sound changes, or if a grenade lands too close to the player, the sound of that bouncing around would be amplified. In that case, you better know what direction to run in. If it's inside a building, you should know that there is a wall or a hallway which will affect your decision making. The bouncing sound, when reflected correctly, should be able to tell you about the environment. A wall has this thick reflection sound and a hallway has this thin reflection sound. If it's thin on the left side, you run to the left. Most games have graphical indicators with a picture of a grenade, which has to be replaced with sound.
Otherwise, what sort of a design would make for the ultimate user experience? If you had unlimited budget and could have anything you want created, what would you ask for?
Thank you for reading and enjoy your Sunday out there!