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. 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