Actually Mysteries of the Ancients already has a specific ledge
indecator. It basically is the sound of dripping water as you approach
a ledge. I could quite easily raise or lower the pitch of the dripping
ledge to indicate weather or not there is a high or low hanging ledge
there. However, i suspect one reason you haven't noticed it is that
the ledge sound works so well as general background ambience you might
not have noticed it surves a double purpose in the game.
Upon reading your e-mail I took a look at MOTA beta 10. I noticed for
some reason the ledge indicator sound isn't listed in the sound
descriptions menu. I guess that's something I will have to correct in
beta 11. Which is about the easiest thing I have to do compared to all
the work that went into creating the new C++ version of the engine.
Anyway, I think it would be fairly easy to add more ledges like this
to MOTA and use the dripping ledges as an easy indecator of where the
ledge is in relation to you. Although, I'd have to exchange the
background ambience for something else as it has some dripping water
in it too which could be confusing. However, it should be fairly easy
On 3/17/10, dark <d...@xgam.org> wrote:
> Well Tom, I've not really heard of or played that tomb rader game you
> mention (with ledge grabbing it rather sounds like prince of persia), ----
> but this is indeed what I'm talking about.
> I have been considering this issue ever sinse I first playeed syperliam.
> The principle problem is how to show a ledge which is within jumping or
> falling distance to the right or left, but above or below the characters'
> initial position, while stil showing what may be horizontally to the right
> or left simultaniously.
> Some sort of verbal mapping might work, ---- but this would not show the
> initial ledge position, and having to constantly look at verbal maps might
> become tedius and break up game flow. the best idea I could think of, was
> having a "ledge indicator" sound similar to the turn indicators in fp games.
> I thought possibly the sound's pitch could alter higher or lower for higher
> or lower ledges, and only respond to ledges immediately within jumping range
> of your character. Thus, for the mario example of three stacked ledges, you
> are walking to the right and hear a high pitched sound from the right
> You've not recieved a crumble ledge warning, so you know you can continue
> walking right, however you've just heard the indicator sound, so know there
> is a ledge above you to jump to. You jump up, ---- and find another ledge
> above that.
> When coming down, the process is the same, but with a lower pitched sound.
> By limiting the "view" essentially only to those ledges you could jump or
> fall to, ---- ie, those in your immediate area, you thus limit
> complexity, ---- afterall, you can find out what's above the current ledge
> by jumping up there and don't really need it indicated.
> The only issue that occurred to me for a game like mota, was how to fit this
> into the theme of the game. I would suggest utilizing wind sounds of
> differing pitches as indicators, ----- however wind is already used to
> indicate pit falls.
> Perhaps a beeping sound of various pitches could be used similar to those
> which indicate weapon pickups (afterall, it'd make sense for dr. carter to
> have a sonar tracker with her)k, ---- or maybe a creaking sound for the
> crumbling temple supports.
> Alternately, you could change or remove the pit sound, and use wind as ledge
> As for complexity, I think provided that the ledge indicator was limited to
> only showing one ledge above you and a safe floor below, ie, one high and
> one low sound, it wouldn't cause too much complexity issues, though would
> add considderably to the exploration possibilities of the game, ---- not to
> mention be a nice step in the right direction for future audio side
> Beware the grue!
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