Until Love ships with sound, I came up with this idea. Allow players to create sounds themselves.
Let Love ship with an empty folder, for example "audio_packs", and based on certain events triggered within the game a sound file is played once from the folder.
Example
Implementing this idea will require that Love has a directory structure similar to:
+ love_alpha
| love.exe
| SDL.dll
| love-manual.html
| love.bin
| releasenotes.txt
+ audio_packs
+ dans_audio_pack
| bomb.ogg
| blaster.ogg
| ..
As an example, when the client shoots the blaster, the blaster.ogg file plays on the computer.
Of course this could be entirely client only. With some kind of configuration file (XML ?) which defined loops (electricity sounds), or non-loop (blaster) events.
Benefits
Allows Eskil to continue working on the game, without worrying about sounds. Of course something like this could be deprecated in the future, or work in unison with official game sounds.
What do you think?


I really like the idea of
I really like the idea of localized content creation; it makes the game much more personal. However, one might be concerned about exploitation, as some sounds might be manipulated to tip gameplay in the user's favor. Of course, Eskil could quickly solve a "homing beacon" exploit by adding distance envelopes, for example. But yeah, certainly a blend between distribution content and user-created content would be nice. Of course Eskil would have to tackle the sound engine, even if he doesn't need to do anything "creative".
~Cheers
Verse
Some companies used to think
Some companies used to think that widescreen resolutions was considered cheating, due to a ever so slightly larger point of view, so they made it smaller for WS. Modding your game for your own benefit is rocky ground of course, but at this stage something is better than nothing.