Hi,
It would, except that if the staircase is in front of you, there wouldn't be
any echo. But I like the idea.

Best Regards,
Hayden


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Thursday, January 05, 2012 9:42 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients News

That actually makes sense.
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul.
----- Original Message ----- 
From: "Clement Chou" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, January 05, 2012 8:37 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News


> Could there be a bit more echo in the case of stairs? As I see it, having 
> been underground in a mine... the main tunnels don't echo much. But get to

> a staircase, and there's just this tiny bit of echo that lets you know 
> that the tunnel is opening on a stairwell on the left. Just a thought.
> ----- Original Message ----- 
> From: "Thomas Ward" <thomasward1...@gmail.com>
> To: "Gamers Discussion list" <gamers@audyssey.org>
> Sent: Thursday, January 05, 2012 6:21 PM
> Subject: Re: [Audyssey] Mysteries of the Ancients News
>
>
>> Hi Dark,
>>
>> Those are some good points. However, as you pointed out some times it
>> is really really really hard to convey a concept or certain activity
>> in audio alone.
>>
>> For example, one of the things I'm having difficulty with is
>> staircases in the new Tomb Hunter game. Normally the staircase would
>> be cut out of the same limestone as the floors and the blocks that the
>> walls are made out of. That's all well and fine for realism, but from
>> an audio game perspective how do I identify the sound of the staircase
>> from the normal floor without using a totally different surface type.
>> I can't simply use wood, because it was pretty rare in ancient Egypt.
>> Nor would metal, sand, dirt, etc work. I've got other stone step
>> sounds, but none quite as good as those I am using. So I'm sort of
>> stumped how to identify by sound alone that this is a stone staircase
>> and not a part of the floor. I'll probably have to solve that problem
>> by acquiring some alternative stone footstep sounds.
>>
>> While solving something like the stone staircases verses the stone
>> floor has a fairly easy solution some things like replacing a bouncing
>> skull in Montezuma's Revenge isn't immediately apparent. Sometimes the
>> developer just isn't that creative, or an alternative solution didn't
>> occur to him/her. I know I didn't think about the crushers until you
>> mentioned it just now. I just removed the bouncing/jumping skulls, and
>> replaced them with normal ones. Problem solved, but didn't replace it
>> with something equally difficult though.
>>
>> However, if there is a balance to the bouncing skulls in the
>> unreleased levels, levels 7-12, the skulls were invincible. You
>> couldn't destroy them with a sword, and it was pretty dang hard to get
>> through some of those levels. So that probably balanced out and made
>> up for the bouncing skulls.
>>
>> Cheers!
>>
>>
>>
>>
>> On 1/5/12, dark <d...@xgam.org> wrote:
>>> Hi Tom.
>>>
>>> I've actually often thought part of the problem in the developement of 
>>> some
>>> games is that when some mainstream concept is not possible for whatever
>>> reason, it seems to be just missed out rather than replaced by something

>>> to
>>> maintain the complexity.
>>>
>>> for instance in original duckhunt you tracked the ducks flying 
>>> diagonally on
>>> a large playing field with a light gun, but in Liam's port you just 
>>> track
>>> them in sterrio and not verticlly.
>>>
>>> Well obviously tracking with a light gun the same as the original game 
>>> is
>>> not possible, but why not add in something else to compensate, ----- for
>>> instance have the ducks need to be targited vertically like the gorbian
>>> ships in troop 2, or add in a distance factor so that you need to hit 
>>> the
>>> ducks directly in the center of the field and get points accordingly.
>>>
>>> similarly, in your original monti game, so we can't have bouncing 
>>> skulls,
>>> well why not put in another hazard that falls from above which you need 
>>> to
>>> simply avoid, such as some crushes that hammer down from the cieling
>>> intermitantly like the fwomps in mario, sinse avoiding these and! 
>>> jumping a
>>> skull at the same time would offer a similar spacial exercize to the
>>> bouncing skull.
>>>
>>> Of course, i know part of this is because developing games is simply
>>> difficult, and that a sterrio field does not naturally hold as much
>>> information as a visual one meaning that extra complexity requires extra
>>> coding, but stil I think it'd be something worth thinking about when
>>> creating an action game, how to introduce multiple factors the player 
>>> needs
>>> to judge into the mix so that the game does not devolve into boppit.
>>>
>>> Pipe 2 is a good example of an attempt at this, though even there I 
>>> think
>>> more could've been added, for instance more directional hazards similar 
>>> to
>>> lectricity on pipe levels which you needed to be aware of.
>>>
>>> Beware the grue!
>>>
>>> Dark.
>>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to 
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gamers@audyssey.org.
>> If you have any questions or concerns regarding the management of the 
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to gamers-ow...@audyssey.org. 


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.

-----
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1416 / Virus Database: 2109/4124 - Release Date: 01/05/12


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.

Reply via email to