Re: Request for Feedback on an accessible 3d audio FPS engine
All I can say is, learn from what other developers have done. Don't look at other FPS style games and think the techniques they use are trademarked. For example, if you've ever looked at Aprone's swamp, the way he handles navigational radar for sweeping around you, checking walls at long and far distances, behind and to either side, makes it so you can navigate any map free form without the need for so much specific item targeting.
Also, menus in fast action games, especially menus to target objects you might want to find in a hurry, are a bad design choice. It's preferable to assign any sort of locational beacon to much more distant points and use ambiance for local navigation.
All that being said, I love to see new FPS games being worked on. And if I could suggest anything it would be to change your menu to instead give you the ability to look more closely at distant objects. IE, bring up a description of them, rather than primarily as a GMA style navigation tool.
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