Hearing Impaired

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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wolfkampf
Posts: 4
Joined: Wed May 02, 2012 7:57 am

Hearing Impaired

Post by wolfkampf »

Great game...but...

It would be nice to have a hearing impaired feature in which sounds emitted by enemies appear as sound bubbles. If an enemy is behind a wall or a distance away the text could be smaller or something. When you step on a tile that clicks you'd see a ::click:: ::click:: pop up, etc. The hearing impaired feature would also let the player know if a creature is behind him.

We that can hear, take it for granted.
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Crashbanito
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Re: Hearing Impaired

Post by Crashbanito »

While I would love to see this implemented, it would be a little tricky.

For example, Left 4 Dead allows you to turn on subtitles/captions. The problem with these is that they'll often pick up on the special infected that are nowhere near you. This allows you to prep for attacks you shouldn't even be aware of. This wouldn't be too bad except that the prompt clearly tells you *smoker cough* or something like that. Why not just say *hacking/wheezing* or *gurgling sounds*?

If subtitles/captions would be implemented, they would have to be done right to keep that same level of immersion. Prompts should only amount to what sounds the sounds make. Things like *click*, *clang*, *growl*, *hiss*, and things of that nature. The subtitles should not display *door opens*, *door closes*, *ogre nearby*, *spider gnawing on your shoulder blades*, etc.

It could be done. It just needs to be done right.
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