Hi Thomas,
I see a problem in reproducing the rocks in lava room.
You could be in copyright infringement.
I suggest giant marshmallows in a gigantic cup of hot chocolate.
Or wood logs floating on a hot steaming Geyser.
Or how about large blocks of ice on red hot coals.
or, if you dare,
The dying dissolving carcasses of elephants in a lake full of acid.

----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, January 14, 2009 10:13 PM
Subject: Re: [Audyssey] question about video game developers


Hi,
Yeah. When I start into the full 3D Tomb Hunter games there is several
traps or challenges I want to borrow from the Tomb Raider games and see
if I can make them accessible. The room with the lava would be one of
the more interesting traps to work on.

Lukás Hosnedl 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


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