Difference between revisions of "Template:Card"
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{{#ifeq: {{{examples}}} | hidethisfield ||===Examples=== | {{#ifeq: {{{examples}}} | hidethisfield ||===Examples=== | ||
{{{examples|}}} | {{{examples|}}} | ||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | |<mt g="Tomb Raider Underworld" p="Awareness">In Tomb Raider Underworld, the signaling of checkpoints is done exclusively through sound (a [[Sound Effect]])</mt> | ||
| + | |<mt g="Crysis" p="Awareness">In Crysis, the warning of critical energy, that for instance voids the invisibility feature of the PC's suit, is communicated by the equipment through a voice message [[Dialogue]]</mt> | ||
| + | |<mt g="Assassin's Creed" p="Awareness">In Assassin's Creed, the identification of nearby guards is signaled by a pulsing [[Sound Effect]]</mt> | ||
| + | |- | ||
| + | |<mt g="Tomb Raider Underworld" p="Awareness">In Tomb Raider Underworld, the signaling of checkpoints is done exclusively through sound (a [[Sound Effect]])</mt> | ||
| + | |<mt g="Crysis" p="Awareness">In Crysis, the warning of critical energy, that for instance voids the invisibility feature of the PC's suit, is communicated by the equipment through a voice message [[Dialogue]]</mt> | ||
| + | |<mt g="Assassin's Creed" p="Awareness">In Assassin's Creed, the identification of nearby guards is signaled by a pulsing [[Sound Effect]]</mt> | ||
| + | |} | ||
<br> | <br> | ||
}} | }} | ||
Revision as of 23:28, 11 August 2011
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| The card's front face | The card's back face |
Contents
Card
Synopsis
Synopsis description goes here
Description
Examples
{
Relationships
Additional Comments
Revisions
External references
Discussion
{{Talk:{{{name}}} }}