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!
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