Hi Dark, That is a very good point. Many classic Atari and NES games had enemies that would move back and forth in a predictable pattern, and often times even though the pattern was simplistic getting around the enemy could be difficult.
If you remember when I was working on Montezuma's Revenge/Montezuma's Return all of the enemies did something similar. the skulls, snakes, and spiders would basically travel from left to right and from right to left in a simple but predictable pattern. Even so the trick was figuring out when to jump over that enemy because not every enemy moved at exactly the same rate, and the faster the enemy was the chances were higher that you might jump over it only to have it turn around and chase you. The mechanics were simplistic, but I think were fairly challenging. I honestly don't know why more audio games do not employ this type of enemy because it is very easy to code. Definitely far simpler than having to create an artificial intelligence for each enemy, and can be quite challenging if done right. I suppose like most things the majority of blind audio game developers have been blind their entire life, and just aren't familiar with the various concepts that have been successfully been employed on game consoles for the last 30 years or so. Cheers! --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
