a good sound recording and editing program is goldwave.
----- Original Message -----
From: "James from Alchemy" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, December 28, 2005 4:33 PM
Subject: RE: audyssey: game company question


>
> Hi, Allan & Thomas.
>
> While the list below is quite comprehensive, don't let it scare you off.
>
> In my opinion, the number one driving force behind developing games is the
> GOYA principle, i.e. "Get Off Your Ass" a.k.a. motivation.  The rest will
> fall into place as necessary and often on a need-to-know/use basis.
>
> Remember, necessity is the mother of invention.
>
> Have the desire, then acquire some vision, temper it with innovation and
> imagination, and match the tools of the trade to accomplish all of the
> above.
>
> If you're wanting to hobbyist your way into it at first--often, a good
> choice--pick up a copy of Visual Basic 6 and the DirectX 8.1 SDK and read
> through the documentation, eBooks, play with it, whatever is necessary.
>
> Btw, good luck in finding the 8.1 SDK, but people still do have it and use
> it.  If you need it, drop me a line privately and I'll drop a CD in the
mail
> with it and the DirectX 9.0C SDK stuff as well.
>
> Once you're proficient enough at writing the games, throwing up a basic
> website is within the same realm and will naturally follow.
>
> A lot of people are put off with the thought that a Ph.D. in Advanced
> Mathematics is required to write games.  Absolutely untrue.  As with
> anything else, mathematics are tools of the trade.  There are often ways
to
> accomplish the same things using simpler tools than going the most
> concatenated and complex way to accomplish them.
>
> The end product is what sets the mathematicians and the artists apart.
And,
> there are plenty of formulas for physics, vector and matrix maths, and the
> like on the 'net to be perused.  You are almost certainly guaranteed not
to
> be at a loss of access to this sort of information.
>
> Sound effects.  Get what you can from the 'net, get creative and make some
> of your own, and know that individual sound effects are not copyrightable.
> That opens up a lot of possibilities.  Need a space ship sound?  Record a
> few sweeps of a vacuum cleaner, shift the pitch downward, and add a little
> flange or chorus and normalize the waveform and there ya go.
>
> Experimentation and play is the best way, IMO.
>
> Personally, I use Cool Edit Pro 2, but I'm also sighted and so don't have
to
> consider the accessibility issues that you may.
>
> AI is a means to an end.  Again, necessity and invention.
>
> And, if all else fails, read a book or take a course in developing
> accessible games.
>
> More about that mid-2006. *grin*
>
> 'til then.. play, play, play..
>
> - James
>
> -----Original Message-----
> From: [email protected] [mailto:[EMAIL PROTECTED] On
> Behalf Of Thomas Ward
> Sent: Wednesday, December 28, 2005 12:26 PM
> To: [email protected]
> Subject: Re: audyssey: game company question
>
> Hi, Allan.
> I think this one is quite alright for the game list as this is a game
> related topic. Here is the things you would need to get a game company
open.
>
> 1. Knolege of a programming language like C++, C#, Visual Basic, etc...
>
> 2. A compiler for your language of choice.
>
> 3. A knolege of the programming api you will need to use for your games
> such as: DirectX, OpenAL, SDL, etc...
>
> 4. Some knolege in several related fields such as trig/calculus,
> physics, artificial intellegence, encryption, etc.. That list can be
> quite large as game programming is beyond a normal application.
>
> 5. Purchase yourself a good collection of sound effects to begin your
> games. At least search the net for some unlicensed ones if you don't
> have money for licensed sounds.
>
> 6. A good sound editer like Goldwave or Soundforge. You will need them
> to clean up and modify effects to your liking.
>
> 8. A web site, and any other related materials like a shopping cart,
> some company to process orders if the games are for sale, etc.
>
> I think these requirements are pretty basic ones. There are other
> things, but that is the basics.
> I don't wish to scare you off, but I wouldn't be honest if I told you it
> was all easy. Fact of the matter for a beginner it is pretty hard. There
> is allot of work involved in learning DirectX input and sound, learning
> how to make your AI react in somewhat a humanlike way, lots of math for
> calculating distance and targeting vectors, learning to save and load
> games, etc. There is just allot that goes in to writing a game. Then,
> even after your first title is done you need somewhere to upload it to
> for download, and if it is a commercial title then you need to come up
> with a registration system as well as a shopping cart.
> Hth.
>
>
>
>
>
>
> allan thompson wrote:
> > Hello,
> > I was wondering about this question for a long time and I hope some of
you
> game company owners could help answer it. What does one generally need to
> start a game company in the USA , especially for the blind and visually
> impaired.  Could someone give a basic rundown of what it takes?
> > My appreciation in advance for any input.
> > If this is considered off topic here is my email [EMAIL PROTECTED]
> > thanks again,
> > allan
> >
> >
> >
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