hi phil. i agree, there's no point in having a fire or other trap
without warnings, since it's not even fun to jump it, i mean, if you're
going to need to take a step, press v.. fire pit: 2 meters away.
two more steps: fire pit: 1 meters away. one more step! oh yeaaah, 0
meters! then you go a bit to the right and see that there's a new one,
and the same process happens again.
having the sound to indicate when you must jump is the best solution, at
least that's what i think. or designing a different method to indicate
it.


-----Mensagem original-----
De: "Phil Vlasak" <p...@pcsgames.net>
Para: "Gamers Discussion list" <gamers@audyssey.org>
Data: Quinta, 4 de Novembro de 2010 09:16
Assunto: Re: [Audyssey] game difficulties was best side scroller? -Re:Q9version 
1.2.

Hi Thomas,
I do like the warning at the edge of traps for several reasons.
In a sighted game or in reality, you would know exactly how far you were
away from a trap just by seeing it.
Before the edge warning, I had to go into view, fine the specific trap and
hit enter.
The distance is in meters but I was moving in steps, so I would not know if
1 meter away was one step or two.
So I would have to take a step and then go through the procedure until the
trap was 0 away.
This is time consuming and makes playing less fun.
Plus I could not do this if there was any creatures attacking me in the
room.
If you prevent creatures from being in the same room as traps, it also
lessens the fun aspect.
 With an edge warning I think it would be possible to fight creatures at the
same time as jumping pits.
Also if there was a hot key to tell you quickly how many steps to the edge
of the nearest trap, then I would not need the edge warning.
Phil


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