Hi Dark,

Hmmm...If I take your meaning correctly you are sort of thinking of a
sonar system similar to Monkey Business? You know how it makes a sound
when it hits a wall, door, ledge, etc and you can identify what Smith
is looking at by the type of sound returned. Is that kind of what you
are thinking?

On 3/17/11, dark <d...@xgam.org> wrote:
> Hi tom.
>
> Glad to here about the analogue system, but I do take the point regarding
> pitch only going so far, however there is another fact to considder, namely
> that of necessary information.
>
> I do not have a wide field of vision, and need to sit fairly close to the tv
> in order to see anything of a game like marrio, so I am not able to see the
> hole screen at once.
>
> yet, this isn't an obstacle to me playing sinse for all practical purposes
> the only relevant information is that immediately around my character.
>
> So, to take the lava pit example, suppose you had a lava pit with several
> ledges in the middle of it meaning you need to do a number of jumps to get
> across.
>
> having a hole bunch of dripping ledge sounds would doubtless be rather
> confusing for the player, however realistically, the only ledges the player
> needs to actually be focused on are those immediately left and right of
> his/her character.
>
> Using this principle, you can have as many ledges or ropes as you want, ---
> especially when you've got a way of checking your coordinates or what room
> your in, without worry of causing confusion.
>
> The last issue I can see with ledges in a platformer is showing their
> vertical position relative to the player.
>
> there are two possibilities I can think of to do this.
>
> 1, altering the pitch of the dripping water sound according to vertical
> position, ---- though as you said this might be confusing.
>
> or 2, having a look up and down command which instead of giving you some
> sort of vocal information, gives you a sound based idea of what is above or
> below you, ---- and based on the idea of only showing you necessary
> information, if you here a ledge above you you can jump there.
>
> So, you get to the edge of a pit and here nothing. you hit look up and here
> a ldripping water ledge sound which shows you that there is a ledge you can
> jump to above and right.
>
> The same principle could be used for hazards like spikes or flaimes, for
> instance having the look up command show you a bunch of spikes above you
> which will skewer you if you jump too high, or a look down command showing
> you a ledge below you that you can safely fall onto.
>
> Beware the Grue!
>
> Dark.
>
>
> ---
> 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
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>

---
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
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
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