Hi Marty.
Obviously previous games of this type haven't had analogue control, but it's
a cool idea.
The simplest way would be for the frog to stay static and the cars move from
side to side ahead of you and then a tap to hop past each car or set of cars
when the coast was clear not using analogue movement at all. That however is
missing a key element of gameplay and would probably be limited in
challenge.
The second way might be to have a varient of the lilly pads gameplay, with
your frog having to cross roads in various directions rather than streight
forward, and need to first turn and face the road itself (perhaps with an
audio beep when on target), then jump when the sounds of the car or cars
were not in the center of the sterrio field.
A more interesting, though probably more problematic idea idea might be
that moving your phone left and right moved your frog along the bottom of
the road with the cars in front of you, and you could jump at any point.
So for example say you were hearing two cars above you, a fast car coming in
from the left and a slower one from the right. Well you might want to jump
at the far left to leave the maximum amount of time between the fast moving
left cars, provided the right one was out of the way.
On the other hand, for two fast moving cars moving at relative speed, the
clearest place might be in the center.
I'm not sure how much there would be to add to this in terms of audio
mechanics, sinse you'd need to hear the sound of the cars in front of you
and being able to move your phone left and right to alter your frog's
position relative to the cars, and thus choose whether you wanted to jump in
the center, to the right or left depending on the traffic's position.
For example if a very fast car were coming from the left hand side, you
might want to get to the far left of the playing area to give yourself
maximum time between cars, while if there were two cars moving at relative
speeds from opposite ends, then your more likely to have a chance in the
center of the field.
Just some thoughts.
Btw, I appologise if this explanation isn't adequate, however if you want
some ideas on this type of thing or how to do audio arcade games in general,
perhaps checking out previous audio games for pc might help sinse while they
don't have analogue control of the Iphone some of the audio sound design for
arcade challenges was rather good, the game Hunter for example produced by
Bsc programs (and annoyingly now not available sinse the developer went bust
and took his games with him), has some very well put together sterrio
targeting challenges which add together different elements one after
another.
Hopper in particular and the ethos of adding together different elements to
make harder levels in audio very much reminded me of Bsc games and Hunter in
particular.
All the best,
Dark.
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