Thanks Thomas you have been a really great help.
allan





----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, December 29, 2005 2:30 PM
Subject: Re: audyssey: game company question


> Hi, Allan.
>
> 1. Yes, it is very important to know how to program, but fortunately
> there are ways of learning to program without going to college to learn
> those skills. One such resource is:
> safari.oreilly.com
> Safari is an online service where you can get programming books on any
> topic read it online for a monthly fee of $10 or more.
> 2. A compiler for your language is esentual. A compiler is a program
> that converts your source code, human readable text, to a binary, *.exe
> or *.dll.
> 3. Learn how to use game sdks, software development kits, such as
> DirectX. A sdk is usually a collection of *.dll, library files, with
> reusable functions, classes, etc. For example, the
> Microsoft.DirectX.DirectSound.dll contains everything necessary for
> setting up a soundcard, moving sounds around, loading them, playing,
> them etc. That does not mean however you are free of work. You have to
> actually know how to use all that good stuff in your game.
> 4. As far as financing USA Games I did it all out of pocket.
> Fortunately, that will probably get easier as the company grows and I
> can refund myself from the games to do more and more things.
> 5. The issue of licensing is a sticky one. Legally no we don't have free
> reign on using licensed products. USA Games is currently attempting to
> contact Paramount for licensing of Star Trek for STFC and contacting
> Lucas Film for Star Wars.
> Here is the deal with licensing as I understand it. If it is something
> you plan to sell then it legally should be licensed with the copyright
> holders. If it is something free you can use licensed material as long
> as it is free of charge.
>
>
>> Hi James and Thomas,
>> Thank you so much for the important information. I suppose the most
>> important thing about the game industry is  knowing how to program,
>> something I know absolutely nothing about at all. Like what is a compiler
>> and SDK's?
>>
>> I was hoping also for an idea on how a game company such as yourselves
>> started. Was it all out of pocket to start or was there small business
>> loans, licensing stuff like that? Is there places or groups that assist 
>> in
>> this kind of thing?
>>
>> Lastly,  does the accessable community have free reign on licensed 
>> products?
>> For example, if I or  another managed to start a venture could games or
>> things licensed by others be used? An example would be making a game for
>> Magic: the gathering which is owned by Hasbro, or Axis and allies which 
>> is
>> owned by avalon hill....
>> Thanks for any answers you could provide. I appreciate your answers and 
>> your
>> work on these amazing games.
>>
>> allan
>>
>>
>>
>> ----- Original Message ----- 
>> From: "James from Alchemy" <[EMAIL PROTECTED]>
>> To: <[email protected]>
>> Sent: Wednesday, December 28, 2005 7:33 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
>>>>
>>>>
>>>>
>>>> [Non-text portions of this message have been removed]
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