that would be cool
oh you also have to get success and falier sounds if a true vid game, you here 
a chime if you miss you hear a falling down sound then the classic death movie 
thing.
At 09:43 p.m. 14/01/2009, you wrote:
>Hi,
>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*
>Lukas
>----- Original Message ----- From: "Clement Chou" <chou.clem...@gmail.com>
>To: "Gamers Discussion list" <gamers@audyssey.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 practical 
>>solution 
>
>
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