- Reward sounds - Part of the action game genre is feeling good about the amount of destruction that you are causing. Video Game fun is just like gambling fun. Pulling a levelon a slot machine isn't very fun but when you hear bells & whistles or even an announcement of your win, the player feels very good. We need to implement audio reward systems to help the player feel that gambling rush.
- In the Unreal/Halo games, when a player hears "killing spree" there is an immediate rush of accomplishment.
- In the Call of Duty games, the player is rewarded for each kill they achieve and the manner in which they kill the enemy. This helps the player feel good for each action they accomplish.
Reward sounds are an incredibly important part of the action game experience. As I mentioned in my post, I feel that audio reward feedback enhances player satisfaction and the "fun level" significantly. Here are couple sounds that I think would help our game:
Audio Reward Feedback -
- Skull System; as the player gets more kills they receive more skulls. We have a range for each type of skull that allows us to place a different award at each range - slam sound, announcements
- Red skull = 1-4 kills
- Yellow skull = 5-19 kills (DEMON SLAYER)
- Green skull = 20-49 kills (BLOOD BATH)
- White skull = 50+ kills. (RAMPAGE)
- 11 out of 10 Sound; when players reach 11/10 on their rock meter they should receive a particular notification - Guitar Riff
- Concrete Smash - The player needs feedback when they are smashing the ground and not the enemy - Smash
- Knob Click; every time the knob moves a level the player should get some kind of notification - Knob Click
- Low Rock Level - Static or boos, cracking glass
- High Rock Level - Cheers
- Dash sound; the dash is our coolest move in the game, we need to have a sound effect that makes the movie feel better - friction sound
- AOE Shockwave sound, we need to reinforce the feeling of power with the AOE attack with the Shockwave sound - air blast
- AOE charge up sound - We are giving players an opportunity to "jam out" during the charge up for the AOE. We need to give them an audio indication that the move is charging up - gradual charge up