Dealing with hackers is development time, very much development time indeed. 
Its just writing a lot of security code, and not game mechanics code.

--------------------------------------------------
From: "dark" <d...@xgam.org>
Sent: Monday, April 18, 2016 12:07
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: Re: [Audyssey] why i build the games the way I do

Actually Kennith, Swamp wasn't in development that long.

From the initial very simple offline version to the first multiplayer server
took roughly two months, and in four everything was up and running.
yes, there's been massive expantions with maps and weapons and accounts and
what not, and yes hacker trouble, but don't mistake that for the development
time, had aprone been charging for the game earlier he could've been earning
money on it pretty dam soon.

all the best,

dark.
----- Original Message ----- 
From: "Kenneth Downey" <kenwdow...@me.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, April 18, 2016 4:58 PM
Subject: Re: [Audyssey] why i build the games the way I do


> Yes, but think about how many years Swauk was in development… And it was a
> free game… For a long time anyway, until stupid hackers started messing
> everything up… Can you imagine swab for the iPhone! Anyway, it's back to
> blindfold pinball for me now… I'm addicted!
>
> Sent from my iPad
>
>> On Apr 14, 2016, at 6:56 AM, Devin Prater <r.d.t.pra...@gmail.com> wrote:
>>
>> Why would you need soundscapes and voice acting? A dark room is text, and
>> does just fine. Touchmint’s games are mostly text, and do mostly fine as
>> well. Nano empire is wonderful, and is text also. I’m saying that you don’t
>> need expensive acting and sound do make a good game.
>> Sent from my Mac.
>>
>> Devin Prater
>> r.d.t.pra...@gmail.com
>>
>>
>>
>>> On Apr 13, 2016, at 3:29 PM, Darren Harris
>>> <darren_g_har...@btinternet.com> wrote:
>>>
>>> Hi,
>>>
>>> I have 1 thing to say about replayable games,
>>>
>>> Swamp. That's a 1 man band doing all that, look at how good a game that
>>> is?
>>> Now have something like that on the iPhone and that would be awesome.
>>>
>>> -----Original Message-----
>>> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Jeremy
>>> Brown
>>> Sent: 13 April 2016 18:36
>>> To: gamers
>>> Subject: Re: [Audyssey] why i build the games the way I do
>>>
>>> In response to Marty's post, I know that this is exactly the sort of
>>> situation we have with Valiant Galaxy Associates.  Our company
>>> consists of two people.  We began with a large project that took 3
>>> years to get to commercial release and which is due to have an update
>>> relatively soon in our schedule.  Our next two games were much simpler
>>> and rolled out quickly, but only because we could reuse and centralize
>>> a lot of the code.  We're still in the process of making a centralized
>>> platform so we can roll out more of the smaller games as well as work
>>> on more ambitious games.
>>>
>>> Our hope is to eventually have more games in play, let the smaller
>>> ones carry the load while we develop long term bigger games.
>>>
>>> I disagree with you about the RPG as being simple to convert Dark:
>>>
>>> You can convert the mechanics relatively easily, but then you have to
>>> have the mechanics integrate with a group of player actions and
>>> possible results.  Essentially you write an Choose Your Own Adventure
>>> novel on top of the mechanics, get it all to integrate, and then have
>>> to still work out why it's not working over 60,000-250,000 words of
>>> text and god only knows how much mechanical issues.  This doesn't take
>>> into account sound scape or voice acting.
>>>
>>> It's not undoable, and I think we should see more of those types of
>>> games myself, but the question is how much complexity can you build
>>> from a small production standpoint and still stay sane, productive,
>>> and on top of customer service.  It's not like you release a game and
>>> it's a never go back to proposition.  Further, if you want to keep the
>>> costs reasonable, you have to make choices.  You can't release a
>>> professionally produced sound scape, voice acting, music background,
>>> story, proofreading, and fully tested and stable code and charge only
>>> 10 dollars for it.  A lot of the sorts of games that people cite when
>>> they mention this genre are games that originally retaled for well
>>> over $35 or 40 U.S. or, have monthly subscription charges that come to
>>> the same thing.  While Marty's assessment that most blind people don't
>>> like RPG's might be skewed, he is right that most blind people will
>>> not pay for the kind of quality that most would like to demand.  Not
>>> in my experience in any case.  That said, I know all the developers on
>>> list attempt to put out as professional and interesting a game as they
>>> can.  Remember too, that by moving his company to an IOS focus, Marty
>>> is not breaking new ground in terms of style of game perhaps, but by
>>> moving into the mobile app market he has broken ground for blind
>>> people and audio games in terms of providing well received simple
>>> games that are inexpensive.  That is a huge step from the any audio
>>> game is either cheap and developed as a labor of love by one
>>> programmer or $40 and developed to be profitable, or at least,
>>> hopefully profitable.
>>>
>>> As usual, my two cents.  I'll expect change from that please :)
>>>
>>> Take care,
>>>
>>> Jeremy
>>>
>>>
>>>
>>>
>>> -- 
>>> In the fight between you and the world--back the world! Frank Zapa
>>>
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