Hi Sean, Generally speaking converting a complete 3D environment to audio is difficult. However, in the case where most of the game is 2D but you need 3D for an aircraft is just make the aircraft 2D, and place in the game variables to see if the gun is up, level, or down. that way even though it is technically on the same level as the player, you trick the player into believing it is 3D by forcing them to have the gun in the up position when they aim and fire on the aircraft. That basically simulates 3D while maintaining a 2D engine.
Sean Mealin wrote: > You know, now that I am thinking about it, there is a work around for one of > the biggest problems in converting Halo to an audio game; for the most part, > it plays like a 2D FPS. I was thinking about the first game, and there are > not many parts where you need to look up and shoot; the biggest thing is > shooting aircraft out of the sky. > > One of the biggest problems for complex games is like I said, is displaying > and describing a 3D environment only using a 2D system, E.G stereo audio, > with out it becoming to complex for the average gamer to play. One example > is Audio Quake; from what I have seen, a few people out of the blind gaming > community is willing to spend the time and effort to learn the system; and > that game has had a lot of 3D controls disabled by default. > > What are people's thoughts about this problem? Is it a problem, or is it > just me imagining things? > > Sean > --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]