That and if you were going for realism you'd have to find impact sounds for
each form of attack since a monster's fangs, sword, arrow etc would probably
actually sound different from one another.
Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
----- Original Message -----
From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, September 30, 2009 4:56 PM
Subject: Re: [Audyssey] MOTA.
Hi Bryan,
Hmmm...Perhaps I should remove the impact sounds then. It might sound more
realistic, but might be just enough to have her sscream and yell when she
gets hit like before.
As far as difficulty goes I don't plan on doing much to change the
difficulty in the game from here on out. People are asking for something
like a fist, and that would be fair I suppose. If I do it that's about all
I'll do to make it slightly easier. A fist wouldn't be as effective as a
gun, dagger, or sword so might give the player some protection, but isn't
exactly a great weapon to fallback on. He or she still might find it
better to evade instead of attack.
Bryan Peterson wrote:
I agree. I personally don't feel the game ought to be changed much if at
all. More often than not I'm able to beat it, although it does mean I
have to run from Kerberos sometimes if I didn't get the weapon I wanted.
Incidentally Tom I figured out why I thought he had a gun. It's because
the impact sound anytime Angela is hit sounds a lot like the pistol.
That's true for Kerberos' fangs, the Centaurs' arrows, the skeletons' and
Amazons' blades, all of it. As for jumping over the enemies I'll have to
try that sometime, although jumping over a centaur sounds like it might
be tricky.
Homer: Hey, uh, could you go across the street and get me a slice of
pizza?
Vender: No pizza. Only Khlav Kalash.
---
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