Re: Designing an Audio FPS

@4 Thanks, some helpful information there.
A few questions:

How would you expect vertical aiming to be implemented? I can only pan sounds to left and right speakers, no idea how this would translate to vertical sound cues?

What is it about the style of most audio FPSs that people dislike?

If I do go with online play I would definitely need a lobby system and I wouldn't add a chat element precisely because it would impact server speed.

I've posted this really to get feedback and to see what people want, all suggestions are welcome.

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