True enough. Strangely though when it comes to creating level maps in
my mind I can not for the life of me think of them in 2d. I suppose
because when I was sighted I saw everything in 3d so when I start
mapping things I automatically think of things having 3d left, right,
up down, front, back. So part of my problem of thinking of how to draw
these levels is imagining it with only up/down or left/right.
Basically, I suppose a lot of VI gamers have problems with 3d, viewing
it as more complex, but I am totally the opposite. I have a problem
with complex 2d worlds because they lack some visual element for me.
So creating a side-scroller, for me, is harder than creating a 3d FPS.
On 1/25/11, dark <d...@xgam.org> wrote:
> That to an extent is true Tom, but equally bare in mind that 2D is spacially
> easier than 3D.
> Many of the problems some people have with 3D are simply space
> orientated, ---- heck, if it weren't for good nav features in the gma engine
> and terraformers I couldn't play them myself, and in fact find monkey
> business and technoshock utterly impossible!
> There has never been a complex side scroller in audio, so there is no guide
> to what is or is not hard.
> Myself, I stil think the hint system I mentioned might be a nice way to
> balance things out and stop the game from becoming too challenging.
> Beware the grue!
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