Blind Driving

Blind Driving is a driving game where sound can be used to assist the player. The track can either appear less often or not at all. To turn the track on and off toggle the value SOUND_ONLY in drive.cpp between 0 and 1. A high frequency tone is heard when the player is on the track, and a low frequency tone when the player is off the track. The player can achieve maximum speed when he is close to the waypoints of the track

Goal

The goal of this game was to create a driving game where vision was not used at all. After implementing this I realized that the game was frustrating and not what I imagined. So I changed the game so that audio was more important than video.

Method

SDL audio was used to play sound. Sound frequency is inversely proportional to distance to a waypoint on the track. Friction is directly proportional to distanct to waypoint on the track. The camera follows the car to allow for larger tracks, rather than a fixed camera. The grid behind the track was used to let the user know how fast they were moving when the track is not visible.

Novelty

The game is novel since video has always been critical to driving games. As games get better and surround sound is better audio has played a more important rrole in driving games. I wanted to create a game where audio was most important.

Results

I am satisfied with the driving in the game. The friction on the track works out well for driving. The audio in the game is less than satisfying though since it is not good enough to play with only audio