Right. However, like I said earlier I think a lot of it boils down to
either the developer doesn't know how to add this or that feature, or
they simply haven't experienced it before and thus never thought of
it. I confess the idea of having a dart shoot you while jumping never
occured to me either. That is why end user suggestions are helpful is
maybe someone else will have an idea you didn't think of yourself.
For instance, take the poison darts in Mysteries of the Ancients. They
are pretty much borrowed straight out of Tomb Raider. What I mean by
that is there are hidden pressure plates in the floor and if you step
on one Angela will git stuck good with a poisoned dart/arrow. However,
if you can jump the pressure switch she'll avoid that trap. I don't
know how jumping would trigger that kind of dart.
On 5/21/11, dark <d...@xgam.org> wrote:
> Hi Tom.
> I'd personally view analogue jumps as a very! complex feature indeed, where
> as say adding something like an extra arrow trap in an otherwise 2D game to
> give a vertical danger would seem less so, though i do take the point.
> At the same time though, I don't think this is particularly an excuse for
> developers to only stick to simple games, just perhaps a reason why certain
> trade offs need to be made occasionally.
> Look at the Mota switches. We have traded the extra fidly complexity, both
> of programming and of design, it would take for multiple switch types, but
> instead have other forms of trap such as the vanishing flaws to handle.
> Beware the grue!
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