I didn't realise things were like that in the mainstream.
true I knew about the bars but the blind always had the percentage thing.
well now I think we are getting up there.
At 02:24 p.m. 6/07/2010, you wrote:
Hi Hayden,
Yeah, I often run more than I walk so that is one primary reason why I
made the change. Not only that, but it is a feature often found in the
Tomb Raider games themselves. Up arrow runs shift+up arrow walks. This
is totally different than is usually found in most accessible games,
but a good setup in my opinion. I always found it handier to have your
default speed as run and use the direction key with shift to walk
slowly when approaching a trap, ledge, or similar obstruction.
As for trap warnings they are suppose to warn you when you are two
steps away. That gives you a chanse to slow down and react. However,
that doesn't always quite work right every time. However, I'm still
figuring that one out.
Finally, as for how health and strength is reported I wanted to do
something similar to what sighted games do. They often have status
bars on the screen that change colors as your health, strength,
shields, etc  increases/decreases. I think in Halo it is like blue,
green, yellow, and red in decending order. Anyway, rather than use the
color code I came up with a verbal code that did the same thing like
excellent, good, fair, poor, and critical.  That doesn't exactly give
you the exact amount of health, strength, etc but like in mainstream
games gives you an indication your status is failing, improving,
whatever.

Smile.

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