On that note, I had an idea for a "sound physics" mechanic. For this, the device would project a nearly limitless sound wave, and objects nearby would receive an immediate and almost clear definition of placement, space, and design. At the same time, far objects have a delay, moving objects get an intense blur, sort of like a trailing image effect, and the sonar would do a pulse, so there'd be momentary complete blindness.GiantRaven said:Fair enough, I just recommend not disregarding simple elements of sound design (such as spatial awareness, panning etc.) when they could really enhance your game. It's something that sometimes gets overlooked and you have a perfect chance to make it in some way important to your core gameplay.
To make this more coherent, imagine a giant strobe light that flashes on and off every 2 or 5 seconds, so everything within the range will appear for a second, vanish to darkness, then appear again at any position possible within the delay. I've done this with a cousin before, the effect was terrifying, slightly hilarious, and completely exhilarating.
EDIT: This could be simple darkness, but there can be moments where other noises interfere, creating a mirage effect, possibly sending the player into a panic over a car crash outside.