Well there were little ledges you could land on but that was it. I think they were too close together for it to really be considered multiple pits.
We are the Knights who saaaaay...Ni!
----- Original Message ----- From: "Clement Chou" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, November 04, 2010 9:04 AM
Subject: Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.



My question to that is, though I agree, is how would we have jumped several times... because you would've had to land and push off again, and in lava... well, the only thing to push off is boiling rock.

At 07:01 AM 04/11/2010, you wrote:
I seem to remember that in some of the older Monte Betas there were lava pits that required several jumps to clear.
We are the Knights who saaaaay...Ni!
----- Original Message ----- From: "dark" <d...@xgam.org>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, November 04, 2010 8:35 AM
Subject: Re: [Audyssey] game difficulties was best sidescroller?-Re:Q9version 1.2.


the problem is charles, that where as in real life manholes aren't all the same size, thus meaning you need to concentrate on using your cane to get aorund them, in mota, all traps are precisely one jump long and as I said, one jump in mota literally means one jump.

This means the process of avoiding traps with edges is fairly mechanical.

if Tom were to add different size traps and different ways for angela to jump then perhaps all traps should indeed have edges, sinse the challenge then would indeed be gaging how far to go, however sinse the jump is a single, one distance maneuver this doesn't apply.

As to realism, well I personally find the idea of Angela having to concentrate on where precisely to leep much more realistic myself than here feeling around traps with the toes of her boots to find the edge precisely.

Remember, though the game's interface is audio, it is not intended to portray a blind person in a sound only environment.

Beware the Grue!

Dark.
----- Original Message ----- From: "Charles Rivard" <woofer...@sbcglobal.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, November 04, 2010 2:27 PM
Subject: Re: [Audyssey] game difficulties was best side scroller?-Re:Q9version 1.2.


This may be true, but I think the key here is that sighted people can see a trap, shouldn't a blind person be able to hear it? Thinking of it another way, it would be like a blind person walking down the street without a cane or a dog guide to let them know that there is an open manhole in front of them. Even if they know that it is at a specific intersection that they must cross, they should still be able to feel it with their feet before falling into it so that they can go around it safely. This is my take on whether or not there should be an indication of a trap.

---
Shepherds are the best beasts!
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, November 04, 2010 8:42 AM
Subject: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 1.2.


Hi,

Right, but at the same stroke you take all the challenge out of
jumping that trap. If you walk up to a fire pit, hear a ledge, jump,
safely cross the trap, and do it again what's the point of the trap at
all? Why not just take all the traps out of the game since they
present no difficulty for the player at all?

Keep in mind I'm use to mainstream games where traps are extremely
difficult. being able to see them means nothing. Take the trap door in
Tomb Raider Underworld for a moment.

There is a room in Tomb Raider Underworld where you have to turn this
large wheel that opens a trap door in the ceiling. After the trap door
is open you have to run over to the wall and climb up it to escape
through the trap door. Problem is that the trap door is on a timer and
if you aren't fast enoughk very fast, the door will come down and lock
you in the room or if you are unlucky enough to be in the doorway when
it closes Lora Croft ends up getting smashed like a bug. Either way
the trap is pretty difficult to get passsed and to date I haven't seen
any accessible game, including my own, offer this level of difficulty.

Cheers!


On 11/4/10, Matheus <an...@bol.com.br> wrote:
hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if you're
going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, at
least that's what i think. or designing a different method to indicate
it.

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