Hi Tom.

Interesting thoughts and I will agree problems with depicting hight have provided major issues for 2d games in audio.

That being said, maybe this is a case where adapting some of the mechanics to be more challenging in audio rather than explicitly trying to replicate the mainstream ones would be helpful.

For example, instead of trying to make the sound of fireballs which hit the player out of pits, have the fireballs loop out of pits and land on the ground creating temporary burning flames that damaged or killed the player. Effectively this would mean instead of ducking or jumping fireballs, the player would have a floor hazard (the burning section of floor), to time their way past in addition to jumping the pits, and a floor hazard who's appearence was dictated by the different sounds of fireball landings. By varying the rates you could keep the player needing to take note of when the fireballs hit and the floors near the pits burned, rather than just timing things statically

For the gems, well instead of having the gems at different hights, why not have some of the gems initiate a small rock falling from the ceiling Indiana jones style which the player needs to dodge, or maybe have some gems on sliding shelves so that the player needs to grab them at a given point, (both of these could be varied to provide different challenge).

Noo, this does not address the problem of showing hight in a 2D game, in audio which is quite another matter, but rather than just missing out the fireballs, making them static, or having the player grab gems, you insert another factor for the player to be aware of in the game which will increase the level of challenge in the audio.

of course, these are just rough ideas and doubtless would need thinking about, but this is the sort of thing I mean in terms of creating more challenging and in depth audio games that are not just the simple boppit affairs, working on the mechanics of what is possible to show in audio and working to making those mechanics have a similar level of challenge and interest to the mainstream game rather than replicating it exactly.

Beware the grue!

Dark.

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