I love the sound effects and environmnet of the game too, ---- I just find
the unprecise nature of the game's navigation features rather gets on my
nerves.
there's personally nothing more annoying than hereing an object beacon,
walking towards it only to walk past, then attempting to find it only to
realize it's on the other side of some complicated wall Terrain.
I admit though, my senses of both space and navigation are pretty
abyssmal, ---- even in real life (I remember all my routes by land marks,
not by any sort of relations betwene the places I'm going), which is
probably why i personally need such a handy navigation system as the one in
the Gma engine and terraformers.
Beware the grue!
dark.
----- Original Message -----
From: "Kellie and my lovable Lady J." <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Friday, October 30, 2009 6:18 PM
Subject: Re: [Audyssey] 3D navigation
now I like monkey business. I have beaten the game it it is personally one
of my favorite games out there. I love the 3d sound effects and find the
difficulty the greatest part about it. I would love to see more games like
that.
Kellie and my lovable Lady J.
Resident Adviser, Guide Dogs for the Blind Oregon campus
www.guidedogs.com
----- Original Message -----
From: "dark" <[email protected]>
To: <[email protected]>
Sent: Friday, October 30, 2009 10:29 AM
Subject: [Audyssey] 3D navigation
Hi.
to me, the difficulty of a 3D game depends entirely upon how good the
navigation tools in that particular game are.
Monkey business, i have to admit, I'm actually absolutely appauling! at
and have never made it through the Jungle stage successfully. I just find
the navigation used in that game extremely imprecise, as to pointing out
objects, and spend most of my time running into walls uncertain of where
I am.
the games produced with the Gma engine, ---- and indeed Terraformers
however, are a vastly different story.
The precise nature of audio to in game objects with turn indicators etc,
the use of various viewing tools like the list view, or the 360 and
streight ahead scans, ---- the precise nature of object indication sounds
and the ability to have objects in range listed by catagory using the
monster view, ---- not to mention of course some great sonar for
targiting (though the audio precision in the Gma engine is quite useable
as it is).
All of these contribute to making 3D navigation not only possible, ----
but considderably easy.
I'm fairly certain that however complex the environment, Tom will be able
to utilize tools to compensate, ----- actually I personally think the
view function in 2D mota makes the game a litle too easy when calculating
jumps (though I'm certainly not saying it should be removed or
changed, ---- just illustrating Tom's ability to create really good ease
of use tools for his games.
I'd therefore really encourage people who've felt 3D frustration not to
be put off 3D entirely, ---- and especially not by monkey business.
Beware the grue!
dark.
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