That's natural and not a problem, I think. :-)
Just a normal realistic landing sound on a stony type of surface, that would
also have to be used at many other places in the game, would represent a
successful landing, and as for failure and death, remember any of the old
Monty or MOTA sounds when you jump across too wide gap when the vanishing
platform you need to get to the other side is currently enjoying a vacation.
*smiles*
Lukas
----- Original Message -----
From: "shaun everiss" <shau...@xtra.co.nz>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, January 14, 2009 9:51 AM
Subject: Re: [Audyssey] question about video game developers
that would be cool
oh you also have to get success and falier sounds if a true vid game, you
here a chime if you miss you hear a falling down sound then the classic
death movie thing.
At 09:43 p.m. 14/01/2009, you wrote:
Hi,
what I imagined was the lava bubbling and the stones bubbling just a bit
differently and louder, so that you could tell their position in the lava.
Well, after you realized what that sound represented. And either a sound
that increased in pitch as you prepared yourself for the jump or there
would be no such feature, that depends on whether there was a jump meter
of any sort in Angel of Darkness. There was not as far as I remember.
Once you landed on the stone, its bubbling sound, which would now be
centered and quite loud, would start to decrease in pitch, meaning that it
has been sinking.
This would involve some trial and error, finding out and mistakes while
the challenge could still be preserved, I think. Of course you would need
a key, for example x for examine, that would describe the layout of the
room or place to you aloud like in Terraformers, etc, while the game was
paused at that time. This would not leave you absolutely stuck and
clueless in an unknown environment. Do you get my point? I think this is a
possibility for your future Tomb Hunter games. *smiles*
Lukas
----- Original Message ----- From: "Clement Chou" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, January 14, 2009 2:44 AM
Subject: Re: [Audyssey] question about video game developers
The only way I could see this working is to have some sort of general
ambiance audio that gives one a hint as to how far they're jumping. Of
course there'd be problems there, but it seems to me to be the most
practical solution
---
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