Hi Dark,
That is what I was thinking. We sometimes think of shields as simply
being energy barriers, but that is not necessarily so. The shields in
Space Invaders were often called walls, and one could think of them as
being physical shields rather than just being energy. In such a case
if you mov
Muting the enemy sound would also be a nice atmospheric measure sinse it
wuld give you the audio sense of crouching in a small space with the enemy
bombardment occurring outside.
Beware the Grue!
Dark.
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Hi Jeremy,
Not sure about using echo to denote damaged shields, but what I think
would work better is a low--pass filter. When your gun is under an
undamaged shield the sounds of the enemies above you are muted. If you
are under a damaged shield you can hear them through the cracks in the
shield a
Rythm is an interesting idea for an indicator. I have seen rapidity of sound
used in games before for information, but not directly working on rythm.
My only concern would be whether it would be distinguishable, particularly
say picking out two distinct sounds in rythm together against a large
Thomas,
Not a perfect solution, but perhaps this is a place where that reverb
idea would come in handy. Flat nonreflective sound for a whole
shield, lot of echo for a hole. It's somewhat similar to what I
experience walking along. If a wall or fence or other obstacle is to
one side, that area f