Clement, the details surrounding the RPG are a little more fuzzy, which is why 
I've left them out.  The headset had to be developed first so the game is still 
in its most primitive stages where anything could still be changed.

One notable feature of the RPG is that I'm trying to build the entire game 
using accessible tools, which I'm designing first of course.  The goal is to be 
able to say that the community has access to the exact same tools that were 
used to create the game, proving that custom adventures, monsters, and maps can 
be made that match the rest of the game in terms of quality and complexity.  
People will be able to set up their own servers running their own custom map 
and campaigns.  I say map instead of maps because the game engine turns all of 
the map data into a single map rather than needing to split it up like many 
games do.  If we compare this to Swamp maps, I believe I previously figured out 
that this game could run a map more than a million times the size.  So you'd 
basically die of old age before being able to explore it all, but then again 
you'd die of old age before being able to design such a map.

--- On Sat, 5/4/13, Clement Chou <[email protected]> wrote:

> From: Clement Chou <[email protected]>
> Subject: Re: [Audyssey] Some updates on what I'm up to, since I forget to 
> keep audyssey in the loop.
> To: "Gamers Discussion list" <[email protected]>
> Date: Saturday, May 4, 2013, 8:00 PM
> Well, I'm definitely excited to see
> what this will turn out to look like! Wish we knew more
> about the rpg though... and I can't believe you got that
> much into a headtracking piece of equipment and are selling
> it for 50 bucks. Guess we'll see how it turns out though!

---
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