Well there will be at some point.
Though to take full advantage of them you will need to use windows 7 or higher for full 3d effect and sound output.
look at the deathmatch thread in audiogames forum.
There is a zombie demo put out by reality game studios the group I am with that uses the fsl engine. Though the games will all run on xp, all programs crash with a memmory error on exit and not all 3dfx or sounds play. I didn't know what I was missing till I went to my win7 unit and ran through things.
One thing to note though is the engine fsl is true 3d without 3d hardware.
So all sides echo and there is no way to stop it.
THat includes doors, enemies and environments.
Currently several games are in testing including deathmatch2, and another one that has not been released the title of which I don't think is online so I can't even say that.
However al games will now use fsl and pure basic that much I can say.
I can also tell you that the true 3d experience can be confusing, a lot of stuff have coordinates for each thing you will need to listen what you are told though.
If you liked dm1, then the newer games will really be good.
However deathmatch1 and deathmatch classic are really bad examples of what the games will be from now on. If you can't afford anything else bar xp be aware you will miss sertain sounds when playing any fls games if there are enough of them.
At least I noticed that on my xp box.
the games will also crash on exit which does not happen on 7 and I am not sure if any resources should be spent on fixing either of those. In a way I was quite happy that 3d in win7 if its done right can sound even better than the crappy direct sound experience on xp, though sod was quite good this is even better once you have got used to the echoy ness in the programs.
then again you may hate it.


At 05:37 AM 1/2/2014, you wrote:
Hi All,

I fancy trying a new game. Something with a lot of action. I sadly can't afford to buy any games, so are there any free ones with a lot of action in them? I love taking things apart.

Lindsay Cowell

-original message-
Subject: Re: [Audyssey] The red herring of visual game recreation, was: MindCraft for the blind.
From: Ian Reed <supp...@blindaudiogames.com>
Date: 01/01/2014 4:30 pm

Hi Dark,

I too dislike 1D side scrollers and after trying a few I was put off of
trying more.
Because of that I may not have a good concept of which games actually
stretch that boundary and become more 2D.

Fortunately I finally tried bokurano daiboukenn 3 yesterday and was
quite impressed.
It is a fully 2D platformer.
Your character is one space tall and can jump 3 spaces higher than himself.
The jumps seem somewhat analog since if you want to jump onto a high
ledge that has a gap underneath it you must make sure to move to the
right at the middle of your jump rather than right after you jump.

While I think it is still far more difficult than playing a mainstream
platformer with vision it does work reasonably well.
I think there are a few more improvements that could be made, but the
author has done a good job and any developer wanting to experiment in
this area should try BK3 first to see how the author has solved some of
the problems so they don't go re-inventing the wheel.

I know you're not excited about going through the setup required to play
Japanese games.
I was not either, which is why it took me 4 and a half months since
Bladestorm360's Guide to playing Japanese games and Clement Chou's
earlier guide before I finally got setup.

I ran into 2 hitches during setup which were quite frustrating.
The first was getting the Japanese keyboard installed because NVDA
reported a treeview item as a list view item and so I did not realize I
had to expand it to get down to the actual check box items.
You might not hit the same issue since we are running different versions
of Windows and different screen readers.
The second was because BK3 did not output to the clipboard by default
and I had to use control C to grab the Japanese text of the screen
before using instant translate to convert it to English.
Once I got BK3 copying it's output to the clipboard the process became
much more smooth.

I recommend finding some time to devote to getting through the Japanese
game setup process.

If you're not ready to do that yet then you should try a game called 2D
Platformer located here:
http://forum.audiogames.net/viewtopic.php?id=12126

2DP uses the English language and copies many of the game mechanics of BK3.
It is more of a game prototype at this stage though, demonstrating the
movement mechanics, where BK3 is a completed game with hazards, enemies,
items, gold coins, experience, character levels, and stat growth.
But for me it was a teaser to get me to finally setup to play Japanese
games.

Anyway, I still think platformers have lots of room for improvement, but
it is nice to see games stretching the bounds.

Ian Reed
Try my free games at http://BlindAudioGames.com


On 1/1/2014 5:52 AM, dark wrote:
> Hi chris.
>
> Well I'm less certan on the representative qualities of sound since as
> you know audio and visual processing are handled diferently anyway and
> past experiments have usually resulted in something with stoo much
> information that is hard to interpret, rather than something which is
> of practical bennifit, indeed the best informational aides I've sseen
> have been those that extend existing sensory input, such as ultra
> sonic canes.
>
> Getting aay from cognitive science however and back to games, while I
> fully agree that wanting to represent something like Mortal combat or
> call of duty for those who've muddled through and got a partial
> experience with sound is not a good idea, at the same time there is
> validity in examining why specific genres of games and redesigning
> accordingly.
>
> As one example, I have for years played exploration platformers like
> Turrican, Metroid and mega man, yet it somewhat irritates me that the
> closest we have come to such things in audio are 1D only, and that
> many peopel expressly do not like side scrollers when in effect they
> have not seen a truly 2D side scrolling game.
>
> While something like metroid might be pushing it, i don't believe the
> barrier of showing vertical movement is quite as absolute as people
> seem to think, and working on ways of that sort of representation can
> only be helpful, just as David greenwood worked on ways to easily
> represent large scale 2D map information in Time of Conflict.
>
> Btw, If you haven't tried Zero site yet i'd recommend trying that. It
> is different to 3D velocity, though is also an audio flight sim,
> however features some interesting changes like randomly occurring
> enemies.
>
> Beware the grue!
>
> dark.
>
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