Hi Dark,

Sure. I was thinking that as well. If each lane of traffic had a
distinct sound for the vehicles then pitch and volume might work
better as queues of where each particular vehicle is at on the road.
Reducing the road down to two lanes instead of four would also make it
easier to figure out what exactly is going on as there isn't quite as
much information to process at the same time.

Cheers!


On 5/16/14, dark <[email protected]> wrote:
> Hi Tom.
>
> If I remember correctly, all the traffic basically moved in four lanes one
> going left to right, another right to left and so on.
>
> It would be very easy to show each individual lane, but the problem is
> unless the player could see at least a couple of lanes together and have to
>
> make a judgement between both lane movements, it'd be a little difficult to
>
> make the game more than a reaction test.
>
> The problem with simply showing four lanes (or even two in opposite
> directions), with vertical distance shown in pitch might be that a player
> wouldn't get precise enough audio information about the relative speeds of
> different lanes of traffic in order to make a complete judgement.
>
> One method that occurs to me might be to try and do two lanes at a time and
>
> vary the sound of the traffic.
>
> So, you have ordinary cars in the first lane going left to right, then
> ambulances and police cars in the second lane going right to left. Thus,
> with the two sounds being more distinct a player would get maximum
> information on traffic position and so the game could be based on judgement
>
> rather than reaction.
>
> Beware the grue!
>
> Dark.
>
> ----- Original Message -----
> From: "Thomas Ward" <[email protected]>
> To: "Gamers Discussion list" <[email protected]>
> Sent: Thursday, May 15, 2014 3:54 PM
> Subject: Re: [Audyssey] frogger - Re: some suggestions and comments for
> betteraudio games
>
>
>> Hi Dark,
>>
>> That's a real problem. I don't think one can accurately indicate where
>> the cars, trucks, and other vehicles are by audio alone in a game like
>> Frogger. Sure we can indicate speed by using pitch/frequency, we can
>> measure distance somewhat by volume, and the direction left/right via
>> panning, but it still isn't going to be fully realistic. Probably not
>> realistic enough to be able to jump between two motor vehicles
>> accurately. So it would undoubtedly take some practice and fine tuning
>> to try and get right.
>>
>> As for the unwieldy motions of the frog I suppose that is the easy
>> part. I don't exactly remember how Frogger moved is the trouble. It is
>> one of those things I didn't exactly pay attention to when playing the
>> game as a kid. Let's remember it has been 25 to 30 years since I have
>> played the game and I just don't remember things like that real
>> clearly. Still, if I can find someone to describe how he hops I can
>> try and emulate it. It is just a mathematical formula after all.
>>
>> Cheers!
>>
>>
>> On 5/15/14, dark <[email protected]> wrote:
>>> Hi Tom.
>>>
>>> Well sounds and music would be an issue, and of course being busy is a
>>> problem, though my main concern with audio frogger would be the
>>> mechanics
>>> side of things sinse unless you were able to correctly create the
>>> somewhat
>>> unwieldy motions of the frog and represent to the player not just the
>>> traffic in front of them but the traffic in front of that, you'd
>>> essentially
>>>
>>> just have another pong like arcade game requiring nothing but reaction
>>> time,
>>>
>>> and not an accurate representation of the original with it's challenge.
>>>
>>> Beware the grue!
>>>
>>> Dark.
>>>
>>>
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