Imagine yourself playing as a soldier in Org. mode. In a middle of normal patrol mission, you are suddenly under enemy artillery barrage. The only way to save yourself is to run, yet you can't because the camera is constantly jumping from one explosion to another, making you unable to even see what's going on (and giving you a headache ). I don't think thats realistic or good for gameplay.

Remember that said soldier would be much more intelligent than a creature hearing a loud noise. Though it might be a better idea to just blur+wiggle the screen lightly instead of jerking the camera from side to side, if you were very close to the explosion your creature may become shell shocked, thus wrecking the controls and messing the screen up. Also, a loud noise often leaves a ringing sound in your ear, so we should add that for when your creature hears a loud noise as well.

Remember that said soldier would be much more intelligent than a creature hearing a loud noise. Though it might be a better idea to just blur+wiggle the screen lightly instead of jerking the camera from side to side, if you were very close to the explosion your creature may become shell shocked, thus wrecking the controls and messing the screen up. Also, a loud noise often leaves a ringing sound in your ear, so we should add that for when your creature hears a loud noise as well.

That is much better. The soldier example was just to show that autoturning the head is not much logical and annoying at the same time.

Remember that said soldier would be much more intelligent than a creature hearing a loud noise. Though it might be a better idea to just blur+wiggle the screen lightly instead of jerking the camera from side to side, if you were very close to the explosion your creature may become shell shocked, thus wrecking the controls and messing the screen up. Also, a loud noise often leaves a ringing sound in your ear, so we should add that for when your creature hears a loud noise as well.

That is much better. The soldier example was just to show that autoturning the head is not much logical and annoying at the same time.

I think I did say the trouble with loud noises would only affect creatures with smaller brains. Creatures with as much intelligence as us would not look if they expected the noise, anyway: In war, you know that there will be many loud noises - You know about guns, understand them, and understand why they're there. A rat doesn't know any of these things, and so will be more alarmed. So the lower your creatures intelligence the more this affects it.

I think I did say the trouble with loud noises would only affect creatures with smaller brains. Creatures with as much intelligence as us would not look if they expected the noise, anyway: In war, you know that there will be many loud noises - You know about guns, understand them, and understand why they're there. A rat doesn't know any of these things, and so will be more alarmed.

Sense: Thermoception (Heat)Organ: NervesRender Method: Text (magical tool, ain't it?) stating "Hot", "Cold", "TOO HOT!", ect.Levels: Magnitude, Location and TemperaturePerhaps a color coding could be used for objects you tested the temperature? When you test it tells you how warm it is, then the object gains a faint glow in the orange-blue kelvin scale (of course mapped to a shorter range of temperatures, one wouldn't get close enough of an object at 6500K to tap it). The glow would be of the temperature when you tested it, so the object could cool down and you'd need to retest.

If an object is warm enough to irradiate percetible heat it should also glow faintly. The key here is making the glow visually different from self-illumination or actually glowing stuff, so the player knows the feedback is from temperature, and not light itself.

Sense: Thermoception (Heat)Organ: NervesRender Method: Text (magical tool, ain't it?) stating "Hot", "Cold", "TOO HOT!", ect.Levels: Magnitude, Location and TemperaturePerhaps a color coding could be used for objects you tested the temperature? When you test it tells you how warm it is, then the object gains a faint glow in the orange-blue kelvin scale (of course mapped to a shorter range of temperatures, one wouldn't get close enough of an object at 6500K to tap it). The glow would be of the temperature when you tested it, so the object could cool down and you'd need to retest.

If an object is warm enough to irradiate percetible heat it should also glow faintly. The key here is making the glow visually different from self-illumination or actually glowing stuff, so the player knows the feedback is from temperature, and not light itself.

It'd be quite interesting if we had blurred vision if playing with a creature with unevolved eyes. Perhaps then sound and smell would play an even bigger role?

I jsut had an idea for smell too, what about directional "pings?"Eg, if you are near food and it is to your left, every few seconds it'd create a colored ping of some particle effects (or perhaps an icon) suggesting there's food nearby to your left. The closer you get to it the more frequent the pings.Same would go to predators, your nest, whatever.

It'd be quite interesting if we had blurred vision if playing with a creature with unevolved eyes. Perhaps then sound and smell would play an even bigger role?

I jsut had an idea for smell too, what about directional "pings?"Eg, if you are near food and it is to your left, every few seconds it'd create a colored ping of some particle effects (or perhaps an icon) suggesting there's food nearby to your left. The closer you get to it the more frequent the pings.Same would go to predators, your nest, whatever.

A strong smell sense should allow you to see actual smell clouds and trails on your screen. We have to convert everything to our strongest sense, sight.

It'd be quite interesting if we had blurred vision if playing with a creature with unevolved eyes. Perhaps then sound and smell would play an even bigger role?

I jsut had an idea for smell too, what about directional "pings?"Eg, if you are near food and it is to your left, every few seconds it'd create a colored ping of some particle effects (or perhaps an icon) suggesting there's food nearby to your left. The closer you get to it the more frequent the pings.Same would go to predators, your nest, whatever.

A strong smell sense should allow you to see actual smell clouds and trails on your screen. We have to convert everything to our strongest sense, sight.

Why don't we combine both of these?

The particle effects could be cloud particle effects, that ping more and more frequently (thus becoming more opaque) the closer you get to the source of the smell. They could be located on the side of the screen closest to where the source is--if an edible plant is to your left, then the clouds might be at the left of your screen, or maybe an arrow or just a general indicator.

Also, a while ago, I remember posting about these clouds being color-coordinated. I don't remember much of it but it basically went "green clouds = food, purple clouds = poison" etc. etc.

It'd be quite interesting if we had blurred vision if playing with a creature with unevolved eyes. Perhaps then sound and smell would play an even bigger role?

I jsut had an idea for smell too, what about directional "pings?"Eg, if you are near food and it is to your left, every few seconds it'd create a colored ping of some particle effects (or perhaps an icon) suggesting there's food nearby to your left. The closer you get to it the more frequent the pings.Same would go to predators, your nest, whatever.

A strong smell sense should allow you to see actual smell clouds and trails on your screen. We have to convert everything to our strongest sense, sight.

Why don't we combine both of these?

The particle effects could be cloud particle effects, that ping more and more frequently (thus becoming more opaque) the closer you get to the source of the smell. They could be located on the side of the screen closest to where the source is--if an edible plant is to your left, then the clouds might be at the left of your screen, or maybe an arrow or just a general indicator.

Also, a while ago, I remember posting about these clouds being color-coordinated. I don't remember much of it but it basically went "green clouds = food, purple clouds = poison" etc. etc.

That sounds good. I think we should assosciate colors with known and unknown smells as well.