Register    
Login:  
Pass:       

 

Suggestions on Footsteps

Thief 3 Idea Home
FAQ
Forum Home Page
Voting Summary

 

 

Sounds caused by movement

Explanation:

Footsteps shouldn't be the only noises made when moving. In fact, often it is other sounds which announce one's presence, with footsteps being secondary. When guards move, their armor should clatter slightly; when Garrett moves, the soft rustling of his cloak and brushing of his clothes should be faintly audible; when moving quickly, the air whipping through Garrett's cloak should be heard, etc.

Points to bear in mind:

Good PointAdds realism and immersive ambience, as well as redistributing some of the inappropriate emphasis on footsteps to a wider range of variables.

Point to bear in mindAny bowhunter (or gamewatcher)knows that absolutely silent clothing is a must for NOT disturbing animals. A "master" thief would have already experimented with various fabrics/shoes/attire and chosen those that are next to silent. In this age of synthetic fibers, we're used to "loud" fabrics, whereas more natural fibers (cotton, wool) are quieter.

Date Last Update: 3/23/2002

Return To Index

Vote For This Idea

Add a Point To This Idea

Current Rating: 4Number Of Votes: 10

Ambient Sounds Masking Footfalls
Get Better Shoes Midgame
Give Player and AIs Realistic Footsteps
Guards Not To Assume Footsteps are Garretts
Make Footstep Loudness a Function of Difficulty
Sounds caused by movement