Hi Dark, Well, you have a point about not being able to properly represent vertical movement in an audio game. I can think of several cases besides the bouncing skulls where traps and various enemies moved up and down in such a way that the player had to either jump over it or duck under it depending on the position of the enemy or the trap. I think if we could figure out a good way to determine vertical movement we would be able to get more creative in the kinds of enemies and sorts of traps available in audio games.
That said, having this in a first-person shooter might be interesting. At least in certain cases. Although, historically first-person games tend to be all about free and open movement, and enemies are usually given free movement throughout the level. So I would think this would largely depend on context. Cheers! On 9/6/14, dark <[email protected]> wrote: > Hi Tom. > > I'd actually forgot about the sculls etc in monti however you are correct, I > > do remember the need to jump over them and run in the right direction was > very classic. > > The only problem however with enemies in a side scrolling game is that > without a way to show vertical movement of enemies particularly easily, it's > > difficult to find patterns that require the player to watch, (I remember a > discussion of the problems creating bouncing skulls like original monti). > > To give one example, in metroid, one of the most common enemy types are wall > > crawlers. These will crawl across the top of any ledge or wall, then down > the side and across the bottom. This means though there movement paterns are > > very simple you can encounter them in many different circumstances. For > example when you are climbing up a shaft jumping upwards from ledge to ledge > > you have to not only be careful of the enemies crawling atop the ledges > where your going, but of hitting enemies on the sides or bottoms of ledges > while you jump. When walking along in a narrow tunnel with a ceiling not far > > above your head, your watching not only for enemies crawling across the > floor, but on the ceiling too etc. > > This means one enemy with very simple movement can produce a large number of > > situations dependent upon the terrain for you to judge. > > I'm not convinced that audio side scroller techniques have been created yet > > to really show correct enemy movement vertically and give the player enough > > information to make strategic judgements, but I do think that more of this > sort of thing could be used in a first person setting, though thus far the > only game I can think of that employs this sort of enemy movement in an fp > context is in fact papasangre. > > Beware the grue! > > Dark. > > > --- > 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]. > --- 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].
