well I think pitches with tones, success bells and falier buzzes or whatever could work.
if a game is arcade then you should have sfx of that machine for things.
At 01:30 a.m. 17/03/2011, you wrote:
Hi Philip.

I do agree that relying entirely upon numeric look commands is not good, that's why I think more could be done with pitch as an indicator, either bying having relative wind sounds, or altering the sound denoting a certain ledge or obstacle according to it's distance.

A look key might be a useful backup while the player is learning the relative significance of sound, but once the player has a litle practice it hopefully would be unnecessary.

Though the view and context is very different, this was also my thinking when I suggested the wind sounds in entombed to denote space around the player, which does seem to have worked successfully.

This is in fact what I did myself with shades of doom, I used to use the look commands constantly with the eva set on super verbose, but then I turned the setting down and finally didn't use it at all.

Beware the Grue!

Dark.

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