Re: [Audyssey] USA Games News 9/7/2013

2013-09-07 Thread Thomas Ward
Hi Al,

Well, you are welcome. Switching Slam over to a C++ based game using
the Evolution Engine was really the best choice. After you and others
brought up the issues with Piledriver and Wrestling League Simulator I
started to reconsider how relevant a text based interface is in
today's gaming environment. Sure, it is simpler to make, but leaves a
lot to be desired as we are talking about ignoring all kinds of modern
features just for that simplicity such as using DirectInput for key
pressed events, SAPI for speech output, and so on. It doesn't make
sense to ignore all that when the way I am designing it now is better
all around.

Cheers!


On 9/7/13, Allan Thompson  wrote:
> Hi Tom,
> I am glad your starting to feel better! Bathrooms I think were supposed to
> be one of the most dangerous rooms in the house, next to the kitchen.
>
> I am shocked, but pleased you decided to flaunt your evolution thing with
> the new and improved wrestling game! I would have played  the other one
> too,
> but I got to admit, I am super excited to hear this!
>
> al

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Re: [Audyssey] USA Games News 9/7/2013

2013-09-07 Thread James Bartlett

hI

   The same here. I'm always happy to hear when someone is back up and 
running. I almost fell in the shower the other day but my wife was there to 
catch me, but I'll save that story for a nother site l o l.


bfn
James

--
From: "Allan Thompson" 
Sent: Saturday, September 07, 2013 5:43 PM
To: "'Gamers Discussion list'" 
Subject: Re: [Audyssey] USA Games News 9/7/2013


Hi Tom,
I am glad your starting to feel better! Bathrooms I think were supposed to
be one of the most dangerous rooms in the house, next to the kitchen.

I am shocked, but pleased you decided to flaunt your evolution thing with
the new and improved wrestling game! I would have played  the other one 
too,

but I got to admit, I am super excited to hear this!

al






-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Saturday, September 07, 2013 6:04 PM
To: Gamers Discussion list
Subject: [Audyssey] USA Games News 9/7/2013

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 

Re: [Audyssey] USA Games News 9/7/2013

2013-09-07 Thread Allan Thompson
Hi Tom,
I am glad your starting to feel better! Bathrooms I think were supposed to
be one of the most dangerous rooms in the house, next to the kitchen. 

I am shocked, but pleased you decided to flaunt your evolution thing with
the new and improved wrestling game! I would have played  the other one too,
but I got to admit, I am super excited to hear this! 

al






-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Saturday, September 07, 2013 6:04 PM
To: Gamers Discussion list
Subject: [Audyssey] USA Games News 9/7/2013

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 

[Audyssey] USA Games News 9/7/2013

2013-09-07 Thread Thomas Ward
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 prio