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sclangdon | 2 years ago
And stealth games especially will probably rely a lot on shadows and other visual things, which make rendering more expensive.
sclangdon | 2 years ago
And stealth games especially will probably rely a lot on shadows and other visual things, which make rendering more expensive.
henriquecm8|2 years ago
- Thief Gold, sound was important, each surface would make a certain amount of noise, and you could damp the noise by covering the ground in moss, or reduce it by walking slower.
- Splinter Cell Chaos Theory: which had a sound-meter with 2 indicators, one for the noise you are making and the background noise. I specially like this system because of how it allows you to make much more well-informed decisions.
- Sniper Elite: you can cover the sound of your rifle with loud background noise in some maps, they are regular, and they have cue moments before the loudest part.
jvanderbot|2 years ago
unknown|2 years ago
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