Oh, I see. As it happens MOTA does have a look up/down feature, but it
was disabled prior to beta 18. The problem I have with your idea is
that as you climb up/down ropes you actually need to here where the
dripping ledges are in relation to you as you climb. IN a case like
that looking up/down to find out where the ledges are would not be too
cool. The best compromise in a case like that is to increase the pitch
of the water dripping the higher it is from you and decrease the pitch
the further below you it is. this would work for the lava pit idea as
well because if it is a high pitch drip you would realise that the
ledge is above and to the left without having to use any look commands
in the first place.
Another case where the look up/down wouldn't work as you describe it
has to do with enemies. For example, the harpies are a flying enemy.
Regardless if they are flying above, below, or at the same level as
you you should be able to hear there location at all times. Having
them only make noise when you happen to be looking the right way would
not be too cool. Claw, swish, scratch. "Ouch! What was that? Oh, just
a harpy flying above me I didn't hear."
On 3/17/11, dark <d...@xgam.org> wrote:
> Hi Tom.
> no, that isn't actually what I was thinking at all.
> imagine a system of coordinates, and you are on a ledge at 3-2, but here
> nothing to the right of you, just a long pit.
> However, if you activate the look up command, instead of hereing just that
> pit to the right of you, you will here the normal ledge sound of a ledge at
> 4-3, directly above and to the right of your current position.
> The sound of the ledge does not change in pitch, but you know it is there
> sinse you have activated the look up function, and can therefore jump up and
> to the right.
> The same could be true if there was a ledge at 4-1, just below your position
> if you activated look down.
> This would let you build more complex jumping structures such as those found
> in games like mega man and marrio showing what is above and below the
> character rather than what is just immediately to the right or left of them
> or having to rely upon pitch.
> Another way of thinking about it might be that in looking up you are
> virtually changing your characters position, pretending that he/she is at
> coordinates 4-2 instead of 3-2, thus allowing you to here what is up there
> to the right and left.
> This is a similar concept to the idea of scrolling the screen with look
> commands. i can't recall if any nes era games did this, though quite a few
> snes and mega drive ones such as super starwars and micky mouse castle of
> illusion certainly did.
> It just strikes me this is a way to get more mileage out of 2D sterrio sound
> and a better way to show what is above and below your character.
> Beware the Grue!
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