Re: Designing an Audio FPS

@Defender I would definitely limit the field of view to the audio field limit, pretty much all of what you're suggesting is possible, and yes, it would be done in a similar way to Swamp, but I could add visual effects, which I don't think Swamp has. Obviously I would work on those things after I have a good audio game working with all the important gameplay mechanics in place first.

A dedicated server program would be something far into the future, I just don't want to get too far ahead of myself, would be pointless if the game turned out to be no good.

So going forward, I need to tighten up mouse control and look at adding sensitivity options later on. I build options menus towards the end when I tie everything together. Vertical aiming is the next job, sound wise I was thinking of clicks that change pitch to denote the angle of your aim, as @Defender suggested in post #9?

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