VelociterJoin Date: 2013-07-07 Post Count: 2853 |
Footsteps should sound differently depending on the material you are walking on.
For example, if you are walking on grass, the footsteps would sound very soft, with perhaps the occasional breaking of a twig.
But if you are walking on concrete/stone, the sounds would be much more noticeable, with perhaps the occasional scraping sound of a sneaker.
Or if you are walking on snow, you would hear the sound of snow crunching beneath your feet.
Note to Developers: Yes, I am well aware that this can be scripted, as I have done so before. Just because you can make something yourself shouldn't exclude it from being a site-wide feature.
Thoughts? Opinions?
Post 'em below. |
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XenonLiJoin Date: 2009-08-19 Post Count: 5013 |
i guess this is better than what we have right now
also dependent on terrain |
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VelociterJoin Date: 2013-07-07 Post Count: 2853 |
That too.
For example, if you walk on lava, you hear the sound of your flesh burning!.. Wait... |
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VelociterJoin Date: 2013-07-07 Post Count: 2853 |
@Gibbothebee
Consider reading my note at the end.
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VelociterJoin Date: 2013-07-07 Post Count: 2853 |
I take enjoyment in the fact that you believe that just because something is scriptable, it shouldn't and will never become an update.
Clearly you haven't been here very long.
Heaven for climate, hell for society. |
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This is pretty much the only forum I post in, so look at my post count.
Scriptable [3] |
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VelociterJoin Date: 2013-07-07 Post Count: 2853 |
I've meant a part of the ROBLOX Community.
A good chunk of updates made from ROBLOX were initially inspired by in-game creations.
Heaven for climate, hell for society. |
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UniversivJoin Date: 2013-05-11 Post Count: 658 |
Good idea. However, I've seen some textures used for more than one thing. For instance, the sand texture can be used for both sand and snow, and the foil texture can be used for water. But walking on foil doesn't sound like walking through water.
There are some textures that are pretty much used for only one thing. Wood planks should sound like walking on wood, because that texture can't be used for much else. Same with brick, slate and metal. (Although I've seen the corroded metal used as sewage in Reason 2 Die and as lava in Pilgrim Islands Reborn.)
So my point is, ROBLOX would assign a sound to a texture, but the developer may not want that sound because the texture is being used for something other than what it actually is. Getting around this is probably scriptable, but the point of this is to make it so it doesn't have to be scripted. |
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VelociterJoin Date: 2013-07-07 Post Count: 2853 |
I hadn't thought about it like that. My idea needs some revisions in this area.
Heaven for climate, hell for society. |
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UniversivJoin Date: 2013-05-11 Post Count: 658 |
I think there is a way to solve the problem I just described.
ROBLOX would have a library of sounds in the Properties section of the part. The library would have sounds like snow, sand, grass, metal, water, rock, dirt, etc. The default sound would be plastic, which is what we currently have. In the properties tab, a developer could select which sound they want to assign to a part. This would allow for much more flexibility.
On an unrelated note, I think a chain link fence texture would be a great addition, so we don't have to use decals. |
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LyricLynxJoin Date: 2014-06-18 Post Count: 8751 |
It's scriptable, but it's convenient.
Support. |
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Support but its scriptable so it kinda already exist.
ERROR CODE 404: SIGGY DOES NOT EXIST |
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VelociterJoin Date: 2013-07-07 Post Count: 2853 |
That's a great idea. The sound library of sorts would appear in the same place where ROBLOX's pre-made game objects are.
Also, the idea of a chain link fence texture also sounds great.
Heaven for climate, hell for society. |
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