Hi Richard and all,
I just gave the manual a brief look and I'm really astonished. Sounds in deed 
promising and impressive. In fact, the environment already seems to be much, 
much more complex than I ever thought it could be... :-)
I have not much to say, except that I'm really looking forward to the thing. I 
shall be able to design my audiogame dreams much easier and faster than if I 
would have to learn a desired programming language from scratch, which I really 
don't have enough time for right now...
I wish you best of success and creativity when developing the application.

You mentioned that the .xml data files of the games will be open for reading 
and possible modifications to anyone. Naturally, a few people have reacted to 
that, asking for a feature that would allow them to prevent others from 
modifying their final released game in some way. Well, I'm not a programmer 
myself so that I cannot really suggest a working technical solution - I can 
just give you an example of how I imagine such thing possible, and I'm sure 
that something like this could be implemented very easily, as a friend of mine 
himselfcreated a sort of audiogame developing environment, only it's much 
simpler than Audiogame maker is gonna be. The games you can create with his 
system are basically common text adventures with music and sounds. Except for 
the ordinary commands such as examine, take, put, use and go, you can talk to 
other characters and even create your own menus at certain places, making it 
possible to, for example, give the player a whole lota choices when he uses a 
computer terminal and so on. However, his scenarios are written in plain text 
while Audiogame maker data files are in .xml, so the basic principle still 
remains the same. He has put in a sort of encription routine that asks the 
scenario editor for a password which has to be entered every time you try to 
load the scenario into the editor, so that noone but the game creator can 
modify it. However, the scenario interpreter can still load the game and play 
it even when it is encoded. Seems as if the password changes the ascii values 
of all the characters in the file accordingly, making it appear to be just a 
bunch of non-sense when you open it in a text editor, but the interpreter can 
still somehow read the contents of the scenario.
I reckon a similar feature shouldn't be that much of a problem for Audiogame 
maker???
Just my opinions and suggestions, you know...
Thanks for reading the message.
Take care and best of luck,
Lukas
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