Thomas Ward said the following on 10/7/2007 10:18 PM:
You are correct the game is paused while you are viewing the map.
However, the torches aren't currently attached to a timer. It is simply
a long sound file that gets played once a player enters a room.
I suppose at some future date I
Hi Raul,
Quote
OK, I see what you are saying, but if the torches are not on a timer and
it's just a sound, then how are they working now?
End quote
When you step into a room that is dark it basically flips a trigger. It
lights a torch and based on if there is a torch burning or not it will
Hi,
I disagree with making monsters silent. You should still be able to
hear monsters in a dark room, but they should not be detectable with
the O key. Afterall, you would still be able to hear things moving,
even if you can't see.
Karl
Original message:
Hi Raul,
Quote
OK, I see what you
Karl. This is true in an ideal environment, but since we are using audio
instead of sight in the game, then the lack of a torch light means the
lack of seeing monsters. Since seeing is actually hearing, then the
sounds of the monsters should be disabled. Let me put it this way. If
the game was
Hi Karl,
Good point. Keep in mind gold coins, keys, etc aren't technically
moving. Those sounds are used instead of sight to find those items. In
the real world a bunch of coins on the floor would not be making any
noise unless you kicked them or moved them in some way.
A snake, skull, or
Hi Raul,
Well, as I mentioned in my previous post as the game logic works now it
only stops the sounds for objects that are stationary and would
otherwise not make a noise in the real world. After all keys, gems, gold
coins, swords, etc wouldn't normally make a noise and you could see
them.
I realize that about nonmoving items, and agree with the current
system. It's only monsters that I don't think should be silent.
Original message:
Hi Karl,
Good point. Keep in mind gold coins, keys, etc aren't technically
moving. Those sounds are used instead of sight to find those items. In
@audyssey.org
Sent: Monday, October 08, 2007 5:04 PM
Subject: Re: [Audyssey] Monty and torches
Hi Raul,
Well, as I mentioned in my previous post as the game logic works now it
only stops the sounds for objects that are stationary and would
otherwise not make a noise in the real world. After all keys
Hi Karl,
I for one agree with you. I'm just waiting to see what other listers
thoughts are.
Karl wrote:
I realize that about nonmoving items, and agree with the current
system. It's only monsters that I don't think should be silent.
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If you
Hi Phil,
H That's an interesting idea. Though, it is a bit complex to
release this close to the deadline I have set myself for getting 1.0 out
for sale.
I really want Montezuma's Revenge out before Christmas, and that is one
reason I am not exactly turning away everyones ideas, but
Hi. It seems that things are frozen in time when you view the map. For
example, if there is a monster in the room, I can view the map and the
monster does not move. I'm wondering if there is a bug with the torches
because if my torch is lit and I view the map, the torch timer continues
and it
Quote
It seems that things are frozen in time when you view the map. For
example, if there is a monster in the room, I can view the map and the
monster does not move. I'm wondering if there is a bug with the torches
because if my torch is lit and I view the map, the torch timer continues
and it
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