Hi Hayden,

The engine is primarily intended for audio game development. Having said that, however, many functions found in games are also found in other types of programs so it is not at all impossible that one could use the engine to write something other than a game.

Kind regards,

Philip Bennefall
----- Original Message ----- From: "Hayden Presley" <hdpres...@hotmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Sunday, March 14, 2010 4:16 PM
Subject: Re: [Audyssey] Genesis Engine was Retro Gaming


Hi Phillip,
Maybe I should've clarified. What Imeant was, is it capable of producing
other programsbesides games?
Best Regards,
Hyden

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Sunday, March 14, 2010 10:11 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Genesis Engine was Retro Gaming

Hi Hayden,

For the time being, the answer is yes. However. Depending on how popular it gets I might extend it to support graphics as well, but that's still in the
future.

Kind regards,

Philip Bennefall
----- Original Message ----- From: "Hayden Presley" <hdpres...@hotmail.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Sunday, March 14, 2010 3:23 PM
Subject: Re: [Audyssey] Genesis Engine was Retro Gaming


Hi Phillip,
Is BGT only for audio game programming?
Best Regards,
Hayden

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Sunday, March 14, 2010 1:01 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Genesis Engine was Retro Gaming

Hi Thomas,

A good summary, in my opinion. The problem I have with a, shall we call it
clicky-pointy tool is that it's ridiculously limited. Somebody asked on
the
audio game maker forum how easy it would be to make a sports game (I think
it was basketball or socker or something). The response was, the engine
doesn't support making a ball at this stage... I'll say no more.

The way I'm doing it in Bgt, as I mentioned previously, is to build a
powerful base that is capable of making pretty much anything. I still have
to add a few things such as file IO, some processor demanding AI that
can't
be done so well through the script, parsing directory trees, encryption
and
decryption of files and strings etc, 3d vectors and advanced math,
eventually networking and so forth. Though over-all, the core of the
engine
will stay unchanged and the only thing that will be added is extra
modules.
These, the script writer can simply include and use as though they were
functions and classes that they had written themselves; #include, in other
words. This will enable me to go as high level as I could possibly wish,
even to the point of providing almost finished games where all you need to
do is make a few tweaks to variables and supply sounds. This, however,
would

not be a good foundation for a core which is what the audio game maker
tried

to do. In short, I'm trying to provide the best of both worlds; extreme
simplisity if you want it, and complete control once you've mastered the
language operation enough.

Kind regards,

Philip Bennefall
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Sunday, March 14, 2010 7:43 AM
Subject: Re: [Audyssey] Genesis Engine was Retro Gaming


Hi Philip,
That has been my concern as well. What seams perfectly easy to a
skilled programmer may not necessarily be that simple and straight
forward to someone who has no programming skills at all. The only
thing I can compare BGT to is the Audio Game Maker tool that was
released a couple of years ago which flopped.
In design the Audio Game Maker was really simple to use, or at least
was to me. You started the AGM up, created a new project, and were
placed on a 100 by 100 grid. You then could drag and drop objects on
the grid such as enemy objects, the player object, walls, etc. You
could point to a certain object and bring up a properties menu that
would allow you to configure the objects properties. For the more
advanced developer you could ignore the GUI tool altogether and modify
the xml scripts directly. However, one thing that became imediately
apparent is a lot of people had troubles using the Audio Game Maker.
For one thing it wasn't well documented for some users, and they
couldn't understand some of the key concepts involved from the get go.
For another the team who developed it were college students and pretty
much blew the project off after creating it. Which meant no official
technical support for the project which was really bad. However, those
problems aside I did manage to create a couple of simple games with it
and was able to figure out most things on my own without docs or
technical support just by experimenting with things. Although, I know
a lot of people couldn't.
I know with you BGT will be well documented and well supported so
those two problems won't be an issue here. However, the question of
how fast or quick people will learn how to use it remains to be seen.
We've had this situation before with Audio Game Maker and the GMA
Engine where people are eager to try the new game development tool
only to quickly get frustrated with it and give up on it. My personal
conclusion is, and has been, programming games isn't necessarily
something for the masses. It is difficult to take a very complex
subject like game programming, wich covers many different areas of
programming, and package it in a nice little tool that everyone can
easily understand and use. You either end up with the totally keep it
simple stupid design which lacks a lot of advanced features for
simplicity sake, or has every feature you can think of but is too
complex for the average user. I'll be interested to see how BGT is
recieved in our little community.

Cheers!

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