Re: a question about some audiogame mechanics

I wonder if you could synthesize an 8 unit block of sorts, similar to Entombed's system but in realtime.  3 by 3, but with the lowest center block removed, unless you wanted to have that block symbolize the waste I suppose, or crotch LOL.
How wide these units would be would depend on the medium, but it would obviously work better in rotational or 2D games.
In a 2D non mouse game it would just be that enemies are three tiles wide, and you could fire at them on the normal level, after ducking to hit the lower level, or after jumping to hit the higher level.  Moving one step left or right from center would let you hit each side, and staying still would let you hit the center.
You'd need to have easily recognizable separate hit sounds for low, middle, and high, as well as left, right, and center.  Side indication could be shown with moderate panning, and height could be shown via the pitch of the impact, but other methods such as adding small tones to hit sounds could work as well.
You would need to make sure that these sounds are far enough apart in distance to be easily recognizable, but I think it could work.
Of course you could also skip the need for physical movement and just have aiming controls for your weapon, such as arrows plus shift/control, and as long as your character was within the hitbox of the enemy, indicated to the player by some kind of beep or enemy growl sound or something, what ever works with the medium. .  A good idea might be to automatically return the weapon's aim to the center X and Y axis after a certain time of not firing, so you don't have to remember where you left it.
Once a non vital limb is destroyed, you could use a more violent gore sound to indicate, and then make bullets pass through the space unhindered.  And as was mentioned before, armored sections are also now a possibility.


In games with rotation, I assume that you could just make the individual hit squares within the enemy block take up a few degrees from side to side, then indicate with short panned clicks or pitched beeps when the boundary has been crossed from one to the other.  You could then use the mouse scroll wheel to change height.
Of course with rotational, entering the enemy's range would be allot harder to deal with, because unlike 2D, you have angles to deal with.  I'm sure some smarter person could figure this out...


It all sounds very complicated, but I imagine that after some time, it would become second nature and aiming the weapon would only take an extra half second or so.

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