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Better Blindness (Echolocation)
#1
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As of now in game, whenever you get blinded, you're (obviously) unable to see anything except for those within a single tile of you.
It's not that this current system is bad, it's that it can be so much better.
I was recently playing the game Perception, where the protagonist is completely blind and uses echolocation to find their way around.
What if that system were applied here?
Instead of a simple "nope, sorry, you cannot tell what is going on", if your eyes are removed or critically damaged but your ears are intact, you'd be able to "see" anything around you- as long as it's making (gunfire, rushed footsteps, *fart) or reflecting (walls and tiles around something audible) noise. Of course, as soon as the noise stops, you can't see it anymore. (Visuals created in such a manner could be monochromatic, to tell the difference.) Flashbangs and other annoying devices could completely deafen you for a time, removing the ability to echolocate and sending you right back to the single tile vision (as you now have to rely on touch).
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#2
Perhaps use the 'floating text' that dialogue gets, but have it appear for environmental/action sounds when blinded. Keep said floating text transient, dissappearing within seconds. And the text ONLY appears when blinded, otherwise the game will be visually overcluttered, obviously.
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