USA Games News

Sep. 7, 2013

Introduction

Welcome gamers to the USA Games News. We know that it has been a very
long time since our last news letter, and we felt it was a good time
to send out a new one. So here we are with news and information about
USA Games and our products.

First, we would like to thank all of you who participated in our
informal survey regarding the USA Games Evolution Engine a few days
ago. We really valued your comments and suggestions, and your
responses really helped give us some direction regarding our engine.
More on that later.

Second, I would like to state that I am personally doing a lot better
than I have been for a long time. Just to recap last year I had a
number of health related issues from the common cold to a more serious
situation where I fell down while getting out of the bathtub and
seriously injured my neck. After many months of rest and therapy I am
now doing better than I have been in months. Although, I am not 100%
back to normal I am able to get up and do some programming, and am
slowly but surely getting our development back on some sort of
schedule. I can not say for sure when any of our products will be
ready for release, but it should be enough to know I am once again
working on them.

Evolution 3D

A couple of days ago I sent out an informal  survey regarding the
future of the Evolution Engine. The basic point of the survey was to
figure out if potential third-party game developers wanted it to
remain primarily a C++ based engine as it is now, or if they wanted us
to branch out into .NET or Python. The majority of you felt keeping it
as a C++ library was the best option, and that it was not really in
our best interests to put out a .NET or Python based engine at this
time. This has really helped us feel satisfied that the direction we
are heading is a good one for us and our customers, and for the
foreseeable future we will continue to keep the Evolution Engine as a
C++ library and will likely license it more as a C++ API rather than
an engine as such.

There are of course many good reasons to keep it as a C++ based
library rather than rewrite it as a .NET library or as a Python
module. The main one is we have already put more than two years into
development, the engine library is stable, and rewriting it would only
delay its release. For that reason alone it makes sense to keep what
we have and license that. The other reasons include easier access to
libraries and APIs for Mac, Windows, and Linux. Most libraries out
there are designed for C or C++, and while there are usually wrappers
for .NET or Python that is not always the case. In cases where there
aren't available wrappers we would have to spend time writing them to
make them available to our .NET or Python engine when they are
instantly available to an engine written in C++. Factor in better
performance, better security, and less dependencies need to be
installed we are pretty sure the community is right. Keeping our
engine written in C++ has many advantages and few disadvantages. The
only downside to this is that it has a higher learning curve for new
developers, but that could be overcome with some decent guides and
documentation.

After all, one of the purposes of writing the Evolution Engine was to
simplify access to things like speech, input, sound, and so forth. All
of those things are wrapped using wrapper classes that make it simple
to get a basic game up and running in a few ours in C++ as all the
low-level code for things like DirectInput, DirectSound, Sapi, etc is
wrapped up in quick and easy to use classes. While not quite as easy
as BGT, for example, it still would not be nearly as hard as doing it
all from scratch.

As many of you probably know all of our commercial games like Tomb
Hunter and Raceway are written using the Evolution Engine, and it is
fairly stable. So I think once we figure out a few things we may begin
licensing it to potential third-parties sometime in the not too
distant future.

Tomb Hunter

It has been several months since we have released a beta or any news
on the progress of this game, and we decided to just give everyone a
quick update on the progress of this game. We are in the process of
updating the games story line, adding some new levels, but we would
prefer to keep certain aspects quiet until we have something final for
everyone to download and play.

What we can say right now is that one of the reasons we have been slow
to release this title is there are a couple of long standing bugs we
have been trying to resolve. As these are definite show stoppers they
must get fixed before we can release the game to the public. We are
hoping that it won't take too long to get these bugs fixed and we can
put out a new beta in the next couple of months or so. We definitely
plan to release the new updated beta sometime this fall if at all
possible.

Something else we will mention here is we have finally decided to
switch to SAPI  output once and for all. In our prior betas of Tomb
Hunter we were prerecording wav files of Acapela Heather which sounded
good, but technically wasn't legal for us to do unless we licensed the
voices for that purpose. We certainly could have, but that would only
set us further back financially. The other reason we made this change
is that when we were doing beta testing of prior betas people
complained the voice was too fast, the voice was too slow, they didn't
like the voice, etc. This made us consider that using a static voice
was not ideal for our end users and what we needed was a speech output
system that could be sped up, slowed down, or changed per the end
user's preference. Thus using SAPI was really the only way to take
care of that issue for everyone involved. So that is what we did.

As usual we won't make any statements exactly when we will release the
new Tomb Hunter beta, but let us just say we hope it will be sometime
this fall. We have something very playable besides the bugs and we
really want to get our flagship product out there and in the hands of
gamers once again.

WWE: Slam

For a few months now I have been dropping hints about a wrestling game
in the works named "WWE: Slam," which was sort of based on the Dos
wrestling games like Piledriver and Wrestling League Simulator. At
first we developed it in Python, intended to release it as a text
based game, but have since reconsidered the wisdom of that choice. We
know we can release something better than that, and have decided to go
back to square one and rewrite it as a full fledged audio game using
the Evolution Engine including DirectX for input, audio, and SAPI for
speech output. The advantages of course will be many.

The first is that you, the gamer, will have direct event driven
keyboard input. Meaning you will have first letter key navigation,
scrolling menus, hot keys, and all the other hallmarks of a modern
Windows game. Instead of having to type the ID code for a wrestler
into the edit box and press enter you can simply arrow up or down
through the menu or list of performers and press enter on the one you
want. Much simpler by far.

The second is SAPI output. Instead of having to review the screen with
the Jaws cursor, Window-Eyes mouse cursor, or NVDA review Cursor it
will automatically be spoken out loud by your SAPI voice. This is one
of the advantages of Jim Kitchen's games, and we have decided to
follow his lead by using SAPI speech instead of forcing the end user
to rely on his or her screen reader to review the screen.

Finally, a superior audio environment. In our original version we were
using Pygame Mixer to play the sound effects, and it is such a
simplistic API that while it worked we could not provide a very
realistic or detailed audio environment. So we have decided to use say
DirectSound on Windows and OpenAL on Mac and Linux releases to get the
best quality audio environment possible. Most of the sound effects
right now is crowd ambiance, entrance music, ringing bells, but later
on we hope to ad grunts, the sound of punches, kicks, slams, and so
forth as the performers perform moves. Having a realistic sounding
environment is just one of many reasons why we are now rewriting the
game.

Now, we know some of you are probably going to worry about how long it
will take to rewrite the game. No doubt it will take some time to do,
but not as much time as you may think. We already have a lot of the
logic figured out, have text messages, etc. We just need to rewrite it
in C++ and thanks to our Evolution Engine we might have something
playable in a month or so. that's not such a real issue as some might
think.

As to when we will release it  that is hard to say. We have a lot of
irons in the fire, and until it is rewritten we can't really guess at
a release date, nor would we try at this point. We'll just keep you
updated as we near something you can download and play.

Sincerely,
Thomas Ward
USA Games Interactive

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