Hi Phil.

i agree this would be a good thing (though the business about damage for over jumping seems unnecessarily harsh to me), but I think your over complicating the situation more than it would need to be.

As I said, the relative width of pits could be shown by altering the pitch of the sound. Say for instance a pit you could jump normally from the edge (to use your example a five foot or less), would have a high pitched wind sound, a pit which was jumpalbe with a long jump has a medium, and a pit which was not jumpable at all has a low ominous wind.

A standard two step boundry would be more than enough even when running given the speed of character movement to tell you when your on the edge of a pit, ---- heck, many people like myself play games like Q9 with the run button perminantly held anyway.

As for jump hight relative to button pressing, well rail racers' jets are a perfect example of this.

Of course, the player would need to practice and learn how long he/she has to hold the button for a given jump, but that is in fact my point, that many audio games would be considderably more addictive and interesting if they did! give the player a skill and form of jugement to learn by calculating their characters movement according to the environment, rather than by working on a basic stimulous response model.

Of course, starting easy (or non fatal), and getting harder would just be part of the experience.

Beware the Grue!


Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
All messages are archived and can be searched and read at
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.

Reply via email to