what I imagined was the lava bubbling and the stones bubbling just a bit
differently and louder, so that you could tell their position in the lava.
Well, after you realized what that sound represented. And either a sound
that increased in pitch as you prepared yourself for the jump or there would
be no such feature, that depends on whether there was a jump meter of any
sort in Angel of Darkness. There was not as far as I remember.
Once you landed on the stone, its bubbling sound, which would now be
centered and quite loud, would start to decrease in pitch, meaning that it
has been sinking.
This would involve some trial and error, finding out and mistakes while the
challenge could still be preserved, I think. Of course you would need a key,
for example x for examine, that would describe the layout of the room or
place to you aloud like in Terraformers, etc, while the game was paused at
that time. This would not leave you absolutely stuck and clueless in an
unknown environment. Do you get my point? I think this is a possibility for
your future Tomb Hunter games. *smiles*
----- Original Message -----
From: "Clement Chou" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <firstname.lastname@example.org>
Sent: Wednesday, January 14, 2009 2:44 AM
Subject: Re: [Audyssey] question about video game developers
The only way I could see this working is to have some sort of general
ambiance audio that gives one a hint as to how far they're jumping. Of
course there'd be problems there, but it seems to me to be the most
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