Hi Thomas, A wise star trek movie guest star once said " Time is the fire in which we burn" lol.I am guilty as charged when it comes to wanting to see games simply pop out of the game companies as if by my will alone they just appear. lol However, being certifiably impatient, I have to ask if there is anything that the blind gaming community can do to assist you and others like you in your work? Obviously buying games seems the most common answer,as is perhaps "shut up and let me make this demo already"hahaha but(and this is some conjecture on my part) I think blind gamers might not fully realize the great oppurtunity they have in regularly speaking and communicating with their game creators. Sighted people don't have this level of contact with those companies that make the games they like, and those game companies don't usually communicate with their consumers except in the most vague fashion of what sells, who is buying what is the demographic etc and so forth. Game creators for the blind have direct input into what is going on with their consumers on a daily basis, it seems like a great tool. It appears to me that yourself and the others like you are investing themselves into the blind gaming community, but how can the blind gaming community invest in you? Having only been blind for a short time, perhaps this is all old hat, so sorry for any boredom I might stir up and for any toes stepped on. have a happy new year, allan ----- Original Message ----- From: "Thomas Ward" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Thursday, December 29, 2005 6:37 PM Subject: Re: audyssey: game company question
> Hi, Allan. > I am glad I could be of help. I just want others to see what all goes in > to starting a private game company. > The one item neither James or I mentioned is time. There is quite a bit > of time involved in designing games. It is not an instantanious process. > I notice I get faster and faster with development as I get better, but > the first few titles will be quite ruff. > In the making of STFC I have had many false starts, and my share of > newby mistakes. So many infact I just rewrote the game from scratch > which solved most of the issues. > With the SW demo I am working on now most of the code in that game is > experimental untried stuff like using game devices like joysticks and > mice. I am also doing some behind the seens experiments and I learn from > it. Unfortunately, it is quite a bit of time to test something over and > over again until you get the desired result. > > > > allan thompson wrote: >> 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] >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> to leave send a blank Email to: >>>>>> [EMAIL PROTECTED] >>>>>> You can contact the list owners/moderators by Emailing >>>>>> >>>>>> >>>>> [EMAIL PROTECTED] >>>>> >>>>> >>>>>> to go nomail send a blank message to: >>>>>> [EMAIL PROTECTED] >>>>>> change "nomail" to "normal" to resume messages. >>>>>> Yahoo! Groups Links >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>> to leave send a blank Email to: >>>>> [EMAIL PROTECTED] >>>>> You can contact the list owners/moderators by Emailing >>>>> [EMAIL PROTECTED] >>>>> to go nomail send a blank message to: >>>>> [EMAIL PROTECTED] >>>>> change "nomail" to "normal" to resume messages. >>>>> Yahoo! Groups Links >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> to leave send a blank Email to: >>>>> [EMAIL PROTECTED] >>>>> You can contact the list owners/moderators by Emailing >>>>> [EMAIL PROTECTED] >>>>> to go nomail send a blank message to: >>>>> [EMAIL PROTECTED] >>>>> change "nomail" to "normal" to resume messages. >>>>> Yahoo! Groups Links >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>> >>>> >>>> >>>> to leave send a blank Email to: [EMAIL PROTECTED] >>>> You can contact the list owners/moderators by Emailing >>>> [EMAIL PROTECTED] >>>> to go nomail send a blank message to: >>>> [EMAIL PROTECTED] >>>> change "nomail" to "normal" to resume messages. >>>> Yahoo! Groups Links >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>> >>> >>> to leave send a blank Email to: [EMAIL PROTECTED] >>> You can contact the list owners/moderators by Emailing >>> [EMAIL PROTECTED] >>> to go nomail send a blank message to: [EMAIL PROTECTED] >>> change "nomail" to "normal" to resume messages. >>> Yahoo! Groups Links >>> >>> >>> >>> >>> >>> >>> >> >> >> >> >> >> to leave send a blank Email to: [EMAIL PROTECTED] >> You can contact the list owners/moderators by Emailing >> [EMAIL PROTECTED] >> to go nomail send a blank message to: [EMAIL PROTECTED] >> change "nomail" to "normal" to resume messages. >> Yahoo! Groups Links >> >> >> >> >> >> >> >> > > > > > to leave send a blank Email to: [EMAIL PROTECTED] > You can contact the list owners/moderators by Emailing > [EMAIL PROTECTED] > to go nomail send a blank message to: [EMAIL PROTECTED] > change "nomail" to "normal" to resume messages. > Yahoo! Groups Links > > > > > > ------------------------ Yahoo! Groups Sponsor --------------------~--> 1.2 million kids a year are victims of human trafficking. Stop slavery. http://us.click.yahoo.com/WpTY2A/izNLAA/yQLSAA/VPRolB/TM --------------------------------------------------------------------~-> to leave send a blank Email to: [EMAIL PROTECTED] You can contact the list owners/moderators by Emailing [EMAIL PROTECTED] to go nomail send a blank message to: [EMAIL PROTECTED] change "nomail" to "normal" to resume messages. Yahoo! Groups Links <*> To visit your group on the web, go to: http://groups.yahoo.com/group/blindgamers/ <*> To unsubscribe from this group, send an email to: [EMAIL PROTECTED] <*> Your use of Yahoo! Groups is subject to: http://docs.yahoo.com/info/terms/
