hi thomas,

yes i can see that totally. it's just frustrating that's all to be honest. it's 
certainly not an easy thing to create i can go with that for sure. 

Sent from my iPad

On 12 Jun 2012, at 00:22, Thomas Ward <[email protected]> wrote:

> Hi Darren,
> 
> Hmmm...Well, the biggest problem audio game developers' have is time
> and man power. While I love games like X-Tention and so on its a
> massive undertaking for any one person to do on his or her own.
> 
> First, is the issue of time management. We aren't robots so can not
> program around the clock. We have to eat sleep, watch TV, read books,
> go to work, and all the normal things in life as well as pump out game
> x. So creating a project like that might get two or three hours of a
> developer's time on any given day which clearly isn't enough to create
> anything that complex. Its not impossible but would take so long as to
> make it not worth the time and effort.
> 
> Second, is the issue of man power. While a developer might have the
> skills to write such a game it never hurts to have competent help.
> Someone that will be willing to take up the project and work on it in
> his/her free time which will reduce the amount of time and work any
> single developer has to perform.
> 
> Unfortunately, while there are clearly several audio game developers
> there is a lot of problems in working together. It can be simple
> things like different interests to more complex problems like
> differences in skills. Therefore its difficult to get more than one
> audio game developer interested in working on the same project.
> 
> However, that said, I definitely agree with you. I love large complex
> strategy games where I can build a seemingly endless number of bases,
> ships, factories, etc and have a large and complex game that takes
> weeks maybe even months to complete. At this point Time of Conflict is
> the only game that comes close to mainstream Real Time Strategy games
> like that, and I hate to think about how much work David Greenwood had
> to put into writing it. That's not a small and simple type of game to
> create by any means. Although, I suppose once he got the basic
> framework in place it was easy enough to expand it as needed.
> 
> Cheers!
> 
> 
> On 6/10/12, Darren Harris <[email protected]> wrote:

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