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 <[email protected]> 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 __ [email protected] > If you want to leave the list, send E-mail to > [email protected]. > 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/[email protected]. > If you have any questions or concerns regarding the management of the list, > please send E-mail to [email protected]. > --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. 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/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
