Hi Dark,

Sure, I do see where you are coming from. Removing the hovering
shields and just giving them to the player would make sense. It
changes the game, but in a way that forces the gamer to adopt a
strategy when and where to use them rather than just passing under the
hovering shields as needed.

Besides there is a logical reason here to change it. As you may or may
not remember as the level went on the invaders would drop bombs on the
shields putting holes in them. The problem is that if you can see and
want to use that shield you have to position yourself under a part of
the shield that is undamaged. There is no way to represent in audio
which part of the shield is damaged and which part is not. The only
thing we could do is give status of shield power rather than visually
represent holes in the shield meaning that we need to come up with a
slightly different use for those shields that would offer a more audio
friendly challenge.


Cheers!


On 5/21/14, dark <[email protected]> wrote:
> Hi Tom.
>
> I agree on ship numbers, indeed that is another point of game design for
> good audio games, making sure that the sounds actually serve a regular
> purpose.
>
> Regarding the shields above your ship, This might also however be a case
> where changing the game design rather than simply removing something
> difficult to add might be a point in the games' favour. For example instead
>
> of having defensive shields above the player which absorb some of the enemy
>
> fire, give the player a number of shield power ups to use throughout each
> level, either by having the player pick them up, or just giving them to the
>
> player.
>
> This is again where Alien outback did a nice job, sinse having to decide
> when to use those power ups effectively adds another element to the game to
>
> increase it's challenge.
>
> Beware the grue!
>
> Dark.
>
>
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