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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