Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-10 Thread Gary Whittington
The point system is right on the money, Tom, and as you know there will 
always going to be rules changes and to stay current, makes Raceway, 
certainly a game that is going to have updates.  AS I mentioned many times 
as Raceway should be a game that should be a game that will live on with 
updates being rules changes and add ons.

When I had mentioned car pagckages, it would be great to have ar packages of 
older NASCAR's cars and the set of rules for that period of time.


Checking out NASCAR stats, you can get an Idea of drivers finsihing races. 
Due to either crashes or car troubles should be included in the AI for all 
drivers.  You may have a great driver but the car lets them down.  Also 
better race teams are going to have better pit crews and must be a factor in 
the AI as well.

NOw on, a text NASCAR racing game I used to play had a break down like this:
Pit Crew were graded A - D A being the best.
Cars used the small grading.  So lower the rating the better the car will 
not finish the race.
Driver,  Also used the grade system.  A driver with (A) is a driver that can 
do really great with the Crew Pit and Car is both A's.  This driver can also 
with with the ratings are not A's  So in reverse  a rookie may get a (D) 
rating and crashes.

During a race  when a crash happens better drivers will be able to avoid the 
wreak while others will get tangled in the mess.  Of course, this will also 
depend on how the cars are bunched together and close they are in the pack. 
A (D) driver can still get around the pile up, only if there is enough 
response time.

Lastly, the rating for the Car is mostly the rating on how well the engine 
is built to go 500 miles.  Also, the lower the pit crew rating the more 
chances they will not be able to repair the in the pits or in the garge. 
Yes, there should be at times that cars will need to held to the garage to 
massive rrepiars.  That means a bunch of laps lost, but the car may be 
repairable and its the better crews that will get the car out of the garage 
faster.

Crash
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, October 08, 2006 8:56 PM
Subject: Re: [Audyssey] Raceway, news, plans, and updates.


> Hi Brandon,
> Well, I am hoping to make USA Raceway match up with the current rules
> and regs for the Nascar Nextel Cup Series.
> One of the new 2004 rules I am definately adding is the leading racer
> gets 180 points rather than the 175 as are the current scoring for
> Nascar. That will prevent a tie between the leader and runner up.
> Also like in Nascar scoring is by the book. You get 5 bonus points for
> leading at least one lap, and 5 bonus for the most leads in the entire 
> race.
> One thing I definately want to add is the AI drivers can screw up,
> crash, etc somewhat. I always hated in games like Pole Position and Pole
> Position 2 you ddrove off the track in to the grass or hit the wall, and
> here the AI drivers are flying by like noone ever makes mistakes. I
> always thought if I could screw up once and a while they should to. Grin.
>
> Brandon armstrong wrote:
>> hi thomas I can't wait for this game to come out, I'm a huge nascar fan 
>> and
>> I've been looking for a racing game for years that plays like nascar.
>> Brandon
>>
>
>
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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-08 Thread Thomas Ward
Hi Brandon,
Well, I am hoping to make USA Raceway match up with the current rules 
and regs for the Nascar Nextel Cup Series.
One of the new 2004 rules I am definately adding is the leading racer 
gets 180 points rather than the 175 as are the current scoring for 
Nascar. That will prevent a tie between the leader and runner up.
Also like in Nascar scoring is by the book. You get 5 bonus points for 
leading at least one lap, and 5 bonus for the most leads in the entire race.
One thing I definately want to add is the AI drivers can screw up, 
crash, etc somewhat. I always hated in games like Pole Position and Pole 
Position 2 you ddrove off the track in to the grass or hit the wall, and 
here the AI drivers are flying by like noone ever makes mistakes. I 
always thought if I could screw up once and a while they should to. Grin.

Brandon armstrong wrote:
> hi thomas I can't wait for this game to come out, I'm a huge nascar fan and 
> I've been looking for a racing game for years that plays like nascar.
> Brandon
>   


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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-08 Thread Christopher Bartlett
My knowledge of programming is out of date, but it would seem to me 
that if you write the car AI properly, the number of cars ought to be 
only limited by the power of the playing machine, as each AI is just 
using the same chunk of code, loaded into n virtual machines or 
objects, each of which is polled during a cycle of race time.  I 
don't see why n+1 cars is more work for you than N cars, except in 
the matter of optimizing your code. to deal with the variety of 
machines that will be playing this game.

The problem becomes more difficult when you have more than one player 
as while the object model should still work (have the player object 
inherit most properties from the general car object with additional 
routines to handle player input), that input will make optimizing for 
smallest memory demand more difficult.  This would affect online play 
or network play more than solo play.

Christopher Bartlett



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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-08 Thread Brandon armstrong
hi thomas I can't wait for this game to come out, I'm a huge nascar fan and 
I've been looking for a racing game for years that plays like nascar.
Brandon
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, October 08, 2006 11:25 AM
Subject: Re: [Audyssey] Raceway, news, plans, and updates.


> Hi Gary,
>
> Gary Whittington wrote:
>> For having wav sound names why not go with general terms like "buddy", 
>> "pal"
>> etch for the pit chief
>
> Sounds ok. That could be done.
>
>>  and for the track announcer just go with the number
>> of the car.
>>
>>
> Makes it easier when the announcer might say number 54 just whiped out!
> Number 45 is turning in for a pit stop. You get the idea.
>
>> Red Flag conditions:  Indexing, Awh, very good.  Lots of things will need 
>> to
>> be saved not only with the player condition, like tires, gas, spoiler, 
>> and
>> any damage to the car, but the rest of the field.  So, glad to hear that 
>> its
>> a matter of plugging in the info of what needs to be saved.
>
> Well, like I said I might just tell the function to save car43 to
> saved.rw, and it will save it and all it's related data including
> location, damage, state of the fuel, tires, etc...
>
>>   ON returning
>> from a red Flag, I see two reasons that may be inputted in the race 
>> summary.
>> Weather conditions or debris, as well as oil on the track.
>>
>>
> Yeah, and of course you might have at least one lap of yellow flag
> conditions after the red flag condition for all cars to get back in to
> the race. Although, I believe the rule is three laps in Nascar.
>
>> When the gamer is back in the saddle,  I would start the game back  at a
>> speed of say 10%.  This would be  cutting down the speed from 200 to 
>> 20mph on
>> super speed ways  It would be as though standing still on these
>> track.
>
> Yeah, makes sense. Keeps the player from plowing in to a wall or another
> car when starting up.
>
> last comments about number of race cars.  When I was able to play NASCAR 
> how
> they handle the visuals and sound effects was by letting the gamer select
> from a combo box the number of cars that they could see in fromt of them 
> or
> in the review mirror..
>
> Oh I see what you are getting at.  That I can do. Basicly, in our case how 
> many AI engines you can hear. I think James was planning something like 
> this from what I saw in the rw source.
> He seamed to be working on a feature that would limit how many cars you 
> could here at any one time in the game. Sounds like what you are saying.
>
> For sounds it had to do with turning on or the announcer and the number of
> motors you want to hear.  This number was never higher then four.  Which
> would be pretty realistic...
>
> Yeah, and I can do that. For the other cars a simple pass effect would be 
> fine for when they pass you, or you pass them, but as far as engine noises 
> just the four cars nearist the player.
>
> At the most
> times I would hear three other motors and mine own.  Since this will be a
> audio game, I wold say four motor sounds would do the job.
>
> I agree. Four should do the job nicely for realistic effect.
>
> Winning races is not won by the fastest car, but the driver who can
> get to 500 miles the quickest.
>
> Exactly. That is how Raceway is going to be played.
>
> So, finally, the number of cars in a race should not be the problem, since
> all the cars will not need sound effects, just those that are close to 
> you.
>
> I see where you are coming from. However, wow you want me to really work 
> like heck on this game. That means I have to come up with an AI system 
> that will support 42 indipendant cars. That sucks, and don't expect this 
> game until 2020 or so. Just teasing.
> Actually, though it will be more difficult for me to program that many 
> cars. I may not do the full 43 cars in the first reason do to the nature 
> loads of people want this game, and it has been shelved for most of it's 
> development cycle. I am hoping for something by next year.
>
>
>
>
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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-08 Thread Thomas Ward
Hi Gary,

Gary Whittington wrote:
> For having wav sound names why not go with general terms like "buddy", "pal" 
> etch for the pit chief

Sounds ok. That could be done.

>  and for the track announcer just go with the number 
> of the car.
>
>   
Makes it easier when the announcer might say number 54 just whiped out! 
Number 45 is turning in for a pit stop. You get the idea.

> Red Flag conditions:  Indexing, Awh, very good.  Lots of things will need to 
> be saved not only with the player condition, like tires, gas, spoiler,  and 
> any damage to the car, but the rest of the field.  So, glad to hear that its 
> a matter of plugging in the info of what needs to be saved.

Well, like I said I might just tell the function to save car43 to 
saved.rw, and it will save it and all it's related data including 
location, damage, state of the fuel, tires, etc...

>   ON returning 
> from a red Flag, I see two reasons that may be inputted in the race summary. 
> Weather conditions or debris, as well as oil on the track.
>
>   
Yeah, and of course you might have at least one lap of yellow flag 
conditions after the red flag condition for all cars to get back in to 
the race. Although, I believe the rule is three laps in Nascar.

> When the gamer is back in the saddle,  I would start the game back  at a 
> speed of say 10%.  This would be  cutting down the speed from 200 to 20mph on
> super speed ways  It would be as though standing still on these 
> track.

Yeah, makes sense. Keeps the player from plowing in to a wall or another 
car when starting up.

last comments about number of race cars.  When I was able to play NASCAR how 
they handle the visuals and sound effects was by letting the gamer select 
from a combo box the number of cars that they could see in fromt of them or 
in the review mirror..

Oh I see what you are getting at.  That I can do. Basicly, in our case how many 
AI engines you can hear. I think James was planning something like this from 
what I saw in the rw source.
He seamed to be working on a feature that would limit how many cars you could 
here at any one time in the game. Sounds like what you are saying.

For sounds it had to do with turning on or the announcer and the number of 
motors you want to hear.  This number was never higher then four.  Which 
would be pretty realistic...

Yeah, and I can do that. For the other cars a simple pass effect would be fine 
for when they pass you, or you pass them, but as far as engine noises just the 
four cars nearist the player.

 At the most 
times I would hear three other motors and mine own.  Since this will be a 
audio game, I wold say four motor sounds would do the job.

I agree. Four should do the job nicely for realistic effect.

 Winning races is not won by the fastest car, but the driver who can 
get to 500 miles the quickest.

Exactly. That is how Raceway is going to be played.

So, finally, the number of cars in a race should not be the problem, since 
all the cars will not need sound effects, just those that are close to you. 

I see where you are coming from. However, wow you want me to really work like 
heck on this game. That means I have to come up with an AI system that will 
support 42 indipendant cars. That sucks, and don't expect this game until 2020 
or so. Just teasing. 
Actually, though it will be more difficult for me to program that many cars. I 
may not do the full 43 cars in the first reason do to the nature loads of 
people want this game, and it has been shelved for most of it's development 
cycle. I am hoping for something by next year.




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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-08 Thread Gary Whittington
 fact some thing I mentioned brings up more things to 
consider, like setting up cars and the yellow line.  Smiles so if you have 
any ideas on thise I be  happy to put in my ideas as well as others.

Just do me one thing, please, as a race fan and one who has bought several 
copies of Raceway from MR North.

Backup your Computer!!!  Smiles.
Crash
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, October 06, 2006 6:07 PM
Subject: Re: [Audyssey] Raceway, news, plans, and updates.


> Hi Gary,
> I have placed my answers below in the body of your message.
>
> Gary Wittington wrote:
> Hi Tom.
> It sounds like your building from the chassis up.
>
> That would be an adiquit description of what is happening with Raceway.
> Most of the game is under going a major rewrite and revision.
>
> Why not just have the driver's name editable?
>
> Short and simple answer is because I am not using a qualified Sapi TTS
> engine such as MS Sapi or AT&T Natural Speech directly, but am using
> prerecorded wav clips of a tts engine talking. The end result is
> everything has to be static.
>
>
>  I am hoping that once can resume a season  schedule at different
> times and not have to restart completely anew.
>
> When you exit Raceway it saves your place automaticly in the season.
> When you start Raceway again simply go to continue season to pickup
> where you left off in that season.
>
>  If a  gamer wants to restart a season
> reply then that too sure be an option.
>
> If you want to restart a season from the beginning go to start new
> season, and a new season will be created for the player.
>
> 1.  a way to save the game in the middle of a race.
>
> I am sure this would be manditory for 500 mile races, or any race that
> would take a substantial amount of time to complete.
>
> Now, when ever a race has to be saved,  I know it would be a lot of
> work  and programming
> to have all the elements in the race to be saved like where  the cars
> are at on the
> track and so forth.
>
> Actually, it isn't as complex as you might think. In the .NET languages
> such as C# there is called serialized objects. What this means that
> everything about an object, say a car, can be written out and saved  to
> a data file. As soon as the file is loaded in the object then can
> retrieve the exact state it was in before the save took place. So in
> short all needs to be done is write a save function that gets the state
> of all the cars, tracks, etc and write it out to a save file. Then,
> write a function that retrieves the state of every object. That feature
> can be done in about a day.
>
>  If a race is to be save, just  make it be like a Yellow flag
> or a red flag condition.  This way when the  game is saving the race it
> only needs
> to know which cars are still in the  race what laps there are on and
> what are there
> rankings to the leader.  Then  when the race is restored the info can be
> retrieved.
>
> A red flag condition would certainly fit the situation. Also for anytime
> when the pause key is pressed.
>
> Of course other thing to put in the options is the number of  laps and
> number of cars
> to be included in the race format.
>
> We will have to see about that. For example, I don't believe Raceway is
> going to be able to have the triditional 43 cars on the track.
> Especially, if you want all the cars to have all the proper sounds of
> squeeling tires, crashes, engines, etc...
> There is only so many sound effects I can load before the buffers begin
> messing up performence and having sounds cut out completely do to memory
> and other issues.
> This is why I hesitate to give an end user that much control over amount
> of cars that can be on the road.
> As for choosing milage Nascar sets the rules for that. In the same way
> Raceway should be given charge of how many laps and milage is required
> to complete a race.
>
>
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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-06 Thread Thomas Ward
Hi Gary,
I have placed my answers below in the body of your message.

Gary Wittington wrote:
Hi Tom.
It sounds like your building from the chassis up.

That would be an adiquit description of what is happening with Raceway. 
Most of the game is under going a major rewrite and revision.

Why not just have the driver's name editable?

Short and simple answer is because I am not using a qualified Sapi TTS 
engine such as MS Sapi or AT&T Natural Speech directly, but am using 
prerecorded wav clips of a tts engine talking. The end result is 
everything has to be static.


  I am hoping that once can resume a season  schedule at different
times and not have to restart completely anew.

When you exit Raceway it saves your place automaticly in the season. 
When you start Raceway again simply go to continue season to pickup 
where you left off in that season.

  If a  gamer wants to restart a season
reply then that too sure be an option.

If you want to restart a season from the beginning go to start new 
season, and a new season will be created for the player.

1.  a way to save the game in the middle of a race.

I am sure this would be manditory for 500 mile races, or any race that 
would take a substantial amount of time to complete.

Now, when ever a race has to be saved,  I know it would be a lot of 
work  and programming
to have all the elements in the race to be saved like where  the cars 
are at on the
track and so forth.

Actually, it isn't as complex as you might think. In the .NET languages 
such as C# there is called serialized objects. What this means that 
everything about an object, say a car, can be written out and saved  to 
a data file. As soon as the file is loaded in the object then can 
retrieve the exact state it was in before the save took place. So in 
short all needs to be done is write a save function that gets the state 
of all the cars, tracks, etc and write it out to a save file. Then, 
write a function that retrieves the state of every object. That feature 
can be done in about a day.

  If a race is to be save, just  make it be like a Yellow flag
or a red flag condition.  This way when the  game is saving the race it 
only needs
to know which cars are still in the  race what laps there are on and 
what are there
rankings to the leader.  Then  when the race is restored the info can be 
retrieved.

A red flag condition would certainly fit the situation. Also for anytime 
when the pause key is pressed.

 Of course other thing to put in the options is the number of  laps and 
number of cars
to be included in the race format.

We will have to see about that. For example, I don't believe Raceway is 
going to be able to have the triditional 43 cars on the track. 
Especially, if you want all the cars to have all the proper sounds of 
squeeling tires, crashes, engines, etc...
There is only so many sound effects I can load before the buffers begin 
messing up performence and having sounds cut out completely do to memory 
and other issues.
This is why I hesitate to give an end user that much control over amount 
of cars that can be on the road.
As for choosing milage Nascar sets the rules for that. In the same way 
Raceway should be given charge of how many laps and milage is required 
to complete a race.


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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-06 Thread Thomas Ward
I'm glad I am not the only one in the dark about the Raceway trailor as 
well. I'd be happy to get a copy myself to look at what he had planned.


Neo wrote:
> Hi Phil,
> I wasn'T aware that there was a trailer of Raceway. do you know if I could 
> still get it somewhere, just to get an idea of what James imagined?
> Thanks,
> Lukas
>   


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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-06 Thread Thomas Ward
Hi Phil,

Phil Vlasak wrote:
A lot of people ordered Raceway based on the sounds and features in the
trailer, so maybe you could use them?

I don't see how. I don't have the trailor or any of the sound effects 
James North used in it that I am aware of. I have checked the disk with 
the Raceway source and didn't get any effects.
Hth.


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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-06 Thread Thomas Ward
Hi,
I'd like to point out though I am not looking for real people and their 
names. I am looking for generic names that are common for those 
nationalities.
Smile.


Samuel Wilkins wrote:
> There is one Scottish driver from the Grom Prix called David Cult-heart but 
> I'm not sure about female names.
>   


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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-06 Thread Matthew Bullis
And what ever happened to Karl anyway?
Thanks a lot.
Matthew

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Use this link as your referral.
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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-06 Thread Neo
Hi Phil,
I wasn'T aware that there was a trailer of Raceway. do you know if I could 
still get it somewhere, just to get an idea of what James imagined?
Thanks,
Lukas
- Original Message - 
From: "Phil Vlasak" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, October 06, 2006 5:24 PM
Subject: Re: [Audyssey] Raceway, news, plans, and updates.


> Hi Tom,
> I think James is more of a programmer than a sound designer. I could say 
> the
> same for David Greenwood and my old friend Carl Mickla.
> Carl  liked to develop our games without sound effects so he put words in
> where the sounds should go.
>  It was my job to add the sounds in, and in a lot of times that effected
> the play of the game.
> Carl was right in that the triggers and functions need to work correctly
> before any sound playing is added, but I try to do both at the same time.
> A lot of people ordered Raceway based on the sounds and features in the
> trailer, so maybe you could use them?
> sincerely,
> Phil 


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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-06 Thread Phil Vlasak
Hi Tom,
I think James is more of a programmer than a sound designer. I could say the 
same for David Greenwood and my old friend Carl Mickla.
Carl  liked to develop our games without sound effects so he put words in 
where the sounds should go.
  It was my job to add the sounds in, and in a lot of times that effected 
the play of the game.
Carl was right in that the triggers and functions need to work correctly 
before any sound playing is added, but I try to do both at the same time.
A lot of people ordered Raceway based on the sounds and features in the 
trailer, so maybe you could use them?
sincerely,
Phil


- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, October 06, 2006 9:15 AM
Subject: Re: [Audyssey] Raceway, news, plans, and updates.


> Hi Phil,
> I don't know, but when I got Raceway and asked for the sounds I got a
> big zero from Alchemy, AKA James North, so I've been left digging and
> looking around for the sound effects.
> Not only that the source code for Raceway is basicly in two different
> versions of VB. He originally began the game in VB 6, he stopped, and
> started over in VB.NET, and it is all a bit of a mess at this point.
> What I am doing is simply rewriting the entire mess from scratch since
> the two different languages plus neither is anything looking like
> complete needs to just be redone.
>
> 

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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-06 Thread Samuel Wilkins
There is one Scottish driver from the Grom Prix called David Cult-heart but 
I'm not sure about female names.
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, October 06, 2006 2:38 PM
Subject: Re: [Audyssey] Raceway, news, plans, and updates.


> Hi Samual,
> I certainly could add a few foreigners of different nationalities if
> others of you would like to see them, but do keep in mind the reason it
> is called USA Raceway is the game is based on American stockcar racing
> here in the USA.
> If you wish to submit names from your country or nationality I only ask
> that you send at least one male and one female name to keep it even so
> both guys and girls can have a driver from that nationality.
> I might also add so far all of the names included have been white male
> and female Americans. Some of you in the African-American and Hispanic
> comunity can certainly feel free to send in your name suggestions as well.
>
> Samuel Wilkins wrote:
>> Are you going to put some British names in because I could give you some.
>> - Original Message - 
>> From: "Thomas Ward" <[EMAIL PROTECTED]>
>> To: 
>> Sent: Friday, October 06, 2006 12:30 AM
>> Subject: [Audyssey] Raceway, news, plans, and updates.
>>
>>
>>
>>> Hi gamers,
>>> Here is a quick informal update on what USA Games will be doing with USA
>>> Raceway. I know it has been a very long time since I have updated
>>> everyone on what is going on with this title. so I would like to take
>>> this time to fill everyone in.
>>> I'd like to caution gamers not to expect an early release date on this
>>> title. I'm still very much at the beginning of development on this
>>> product, and basicly redoing allot of work James North did simply as I
>>> felt I could do a better job on some aspects of the game, and not to
>>> mention Raceway will be using the .NET Framework version 2.0 since that
>>> is now what I am directly supporting.
>>> However, on the bright side of things earlier today I located several
>>> free racing effects of a pretty high quality. Not maybe as good as I
>>> could find from a professional vender of sound effects, but certainly
>>> good enough to jump start the game with some sounds, and will be great
>>> for testing, and so on.
>>> In addition to the new sounds I have now created a selection menu where
>>> you can select a driver, (character,) who you will be playing. None of
>>> the characters are actual drivers that I am aware of, but the names I
>>> picked are common American names and you might be a woman driver named
>>> Shelly Copeland, Amanda Erickson, Kelly Anderson, or you can be a guy
>>> driver like Tony Miller, Frank Mitchel, or Bryan Campbell. Like I said
>>> the names are common first and last names, and well sound like American
>>> Nascar drivers but aren't really. Cool huh?
>>> Another feature I added that wasn't in the Alchemy version I personally
>>> find cool is the ability to select the sponser who you will be driving
>>> for. You might be driving for Anheuser-Busch Beer, McDonald's, Pepsi
>>> Kola, Radio Shack, Good Year, Valvoline, and several others.
>>> After you select the driver who you will be and the sponsorship you will
>>> have Raceway will asign your car a number from 1 to 99. From that point
>>> you will be that driver, number, and have to drive for that sponsor for
>>> the entire racing season.
>>> Which brings me to the next bit of news. In the Alchemy version of
>>> Raceway the game was pretty much designed to play one race. The USA
>>> Raceway version is much different. You will actually be playing out an
>>> entire season on several different tracks in different States.
>>> An example of how this works is you go to the game start menu and select
>>> "start new season." You will be walked through selecting a driver, a
>>> sponsor, and then the game will randomly pick a season schedule for you.
>>> Once that is done you will be asked to run a preseason race to practice
>>> your time, racing, whatever. If you finish the preseason race or skip it
>>> you will be sent to your first race on the schedule.
>>> Once you finish the race, win or lose, you will be taken back to the
>>> Raceway start menu where you can check your season standings, earnings,
>>> or continue the season. If you press exit game it will exit saving your
>>> place in the season. If you select cont

Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-06 Thread Raul A. Gallegos
It's my own small business. I'm the CEO. 

I thought of another name you could add to the drivers list.

Carlos Garcia for the male.
Elena Rivas for the female.

* Thomas Ward <[EMAIL PROTECTED]> [061006 07:32]:
> Hi Raul,
> That certainly can be arranged. However, I have neverheard of that 
> company. What do they make?


-- 
And Elijah the Tishbite, who was of the inhabitants of Gilead, said
unto Ahab, As the LORD God of Israel liveth, before whom I stand,
there shall not be dew nor rain these years, but according to my
word.
-- 1 Kings 17:1
Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-06 Thread Thomas Ward
Hi,
Thanks. I hope I can have something playable by 2007, but I've got allot 
in my personal life going on that effects production performence. Not 
the least I am searching for a new apartment, and planning on moving 
this or next month.



Gerry Leary wrote:
> Hello Thomas,
>
> I don't post often, but I want to thank you for the update.  I am an early 
> purchaser, so the good news is very welcome.  Gerry
>   


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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-06 Thread Thomas Ward
Hi Samual,
I certainly could add a few foreigners of different nationalities if 
others of you would like to see them, but do keep in mind the reason it 
is called USA Raceway is the game is based on American stockcar racing 
here in the USA.
If you wish to submit names from your country or nationality I only ask 
that you send at least one male and one female name to keep it even so 
both guys and girls can have a driver from that nationality.
I might also add so far all of the names included have been white male 
and female Americans. Some of you in the African-American and Hispanic 
comunity can certainly feel free to send in your name suggestions as well.

Samuel Wilkins wrote:
> Are you going to put some British names in because I could give you some.
> - Original Message - 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: 
> Sent: Friday, October 06, 2006 12:30 AM
> Subject: [Audyssey] Raceway, news, plans, and updates.
>
>
>   
>> Hi gamers,
>> Here is a quick informal update on what USA Games will be doing with USA
>> Raceway. I know it has been a very long time since I have updated
>> everyone on what is going on with this title. so I would like to take
>> this time to fill everyone in.
>> I'd like to caution gamers not to expect an early release date on this
>> title. I'm still very much at the beginning of development on this
>> product, and basicly redoing allot of work James North did simply as I
>> felt I could do a better job on some aspects of the game, and not to
>> mention Raceway will be using the .NET Framework version 2.0 since that
>> is now what I am directly supporting.
>> However, on the bright side of things earlier today I located several
>> free racing effects of a pretty high quality. Not maybe as good as I
>> could find from a professional vender of sound effects, but certainly
>> good enough to jump start the game with some sounds, and will be great
>> for testing, and so on.
>> In addition to the new sounds I have now created a selection menu where
>> you can select a driver, (character,) who you will be playing. None of
>> the characters are actual drivers that I am aware of, but the names I
>> picked are common American names and you might be a woman driver named
>> Shelly Copeland, Amanda Erickson, Kelly Anderson, or you can be a guy
>> driver like Tony Miller, Frank Mitchel, or Bryan Campbell. Like I said
>> the names are common first and last names, and well sound like American
>> Nascar drivers but aren't really. Cool huh?
>> Another feature I added that wasn't in the Alchemy version I personally
>> find cool is the ability to select the sponser who you will be driving
>> for. You might be driving for Anheuser-Busch Beer, McDonald's, Pepsi
>> Kola, Radio Shack, Good Year, Valvoline, and several others.
>> After you select the driver who you will be and the sponsorship you will
>> have Raceway will asign your car a number from 1 to 99. From that point
>> you will be that driver, number, and have to drive for that sponsor for
>> the entire racing season.
>> Which brings me to the next bit of news. In the Alchemy version of
>> Raceway the game was pretty much designed to play one race. The USA
>> Raceway version is much different. You will actually be playing out an
>> entire season on several different tracks in different States.
>> An example of how this works is you go to the game start menu and select
>> "start new season." You will be walked through selecting a driver, a
>> sponsor, and then the game will randomly pick a season schedule for you.
>> Once that is done you will be asked to run a preseason race to practice
>> your time, racing, whatever. If you finish the preseason race or skip it
>> you will be sent to your first race on the schedule.
>> Once you finish the race, win or lose, you will be taken back to the
>> Raceway start menu where you can check your season standings, earnings,
>> or continue the season. If you press exit game it will exit saving your
>> place in the season. If you select continue season you will be sent to
>> your next location on your schedule.
>> Obviously, the guy who wins the race gets the prize money, cups, and
>> well your goal is to become the USA Raceway Champion.
>> Where are we now? Well, there is allot to go. I have to basicly write a
>> physics engine that will hopefully emulate realistic driving physics.
>> I'm also hoping to add in FF Racing Wheels, and of course I have to
>> write all the racing tracks. I basicly have one strait road I have been
>> using to test things with. In short a long ways to go,

Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-06 Thread Thomas Ward
Hi Raul,
That certainly can be arranged. However, I have neverheard of that 
company. What do they make?


Raul A. Gallegos wrote:
> Hi Tom. This is great news. If you do allow sponsorships of other 
> companies may I suggest AsmoTec, LLC as one of them?
>
> I personally know the CEO of that company.
>
>
>   


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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-06 Thread Thomas Ward
Hi Reinhard,
See my answers below your questions.
Reinhard Stebner wrote:
> 1)  In the future, is it going to be possible to have real companies provide
> sponsorship?  I am talking about companies such as l-works, Freedom
> Scientific or GwMicro.
>
>   
There are real companies providing sponsorship, but they are mainstream 
corperations such as Pens Oil, Valvoline, Pepsi Kola Corperation, and 
other large companies you would normally think of sponsoring a race. To 
date no adaptive companies have been used. Only the major everyday 
business and corperations the average American deals with.

> 2)  Are there plans to make RaceWay an on-line racing simulator?
>
>   
I don't know yet. It is a feature high in demand, but of course has it's 
own challenges, special requirements for coding, and that is one of 
those things on the back burner at the moment.

> 3)  Will you be needing assistance with physics mottling?  Have you thought
> about teeming up with a university for there physics students to building a
> realistic physics simulator for the game?
>
>   
Well, I did get allot of physics notes from Alchemy for the game and 
that is a good start. Beyond that until I actually start work on it I 
don't know what I'll need.
 
> 4) Have you thought about recording real car noises from friends cars, the
> TV?
>
>   
Sure. However, not all car noises off of tv for example are clear enough 
or can be used for a game. While I could record average car noises, shop 
noises, etc I'll probably put that as a last resort option.
 

> Thank you very much for bringing us up to date on the game.
>   


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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-06 Thread Thomas Ward
Hi Charles,
Well, i would hope I'd have something before 2010. That is allot of time 
you are giving me. Grin.
As for getting your paws on it allot of laidies and gentalmen are 
wanting that, and it is going to take it's time, but it is finally on 
the drawing board.
As for

Carolina Shepherd the name is certainly unique.


Charles Rivard wrote:
> Tom:  I want the game by the year 2010.  (ornery grin).  Thanks for the 
> update on a game I can't wait to get my paws on!  No, this is not Carolina 
> Shepherd who is sending this message.  Hey, how's that for a name?  he he he 
> he he!
>   


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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-06 Thread Thomas Ward
Hi Phil,
I don't know, but when I got Raceway and asked for the sounds I got a 
big zero from Alchemy, AKA James North, so I've been left digging and 
looking around for the sound effects.
Not only that the source code for Raceway is basicly in two different 
versions of VB. He originally began the game in VB 6, he stopped, and 
started over in VB.NET, and it is all a bit of a mess at this point.
What I am doing is simply rewriting the entire mess from scratch since 
the two different languages plus neither is anything looking like 
complete needs to just be redone.


Phil Vlasak wrote:
> Hi Tom,
> One American name I  would like to race against would be,
> Tom Ward!
> When James did the trailer for Raceway it had racing sounds so were they 
> just placeholders for better ones or what?
> Sounds like you already have a quarter mile race track finished!
> Good luck,
> Phil
>
>
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>
>
>   


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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-06 Thread Gerry Leary
Hello Thomas,

I don't post often, but I want to thank you for the update.  I am an early 
purchaser, so the good news is very welcome.  Gerry
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 05, 2006 5:30 PM
Subject: [Audyssey] Raceway, news, plans, and updates.


> Hi gamers,
> Here is a quick informal update on what USA Games will be doing with USA
> Raceway. I know it has been a very long time since I have updated
> everyone on what is going on with this title. so I would like to take
> this time to fill everyone in.
> I'd like to caution gamers not to expect an early release date on this
> title. I'm still very much at the beginning of development on this
> product, and basicly redoing allot of work James North did simply as I
> felt I could do a better job on some aspects of the game, and not to
> mention Raceway will be using the .NET Framework version 2.0 since that
> is now what I am directly supporting.
> However, on the bright side of things earlier today I located several
> free racing effects of a pretty high quality. Not maybe as good as I
> could find from a professional vender of sound effects, but certainly
> good enough to jump start the game with some sounds, and will be great
> for testing, and so on.
> In addition to the new sounds I have now created a selection menu where
> you can select a driver, (character,) who you will be playing. None of
> the characters are actual drivers that I am aware of, but the names I
> picked are common American names and you might be a woman driver named
> Shelly Copeland, Amanda Erickson, Kelly Anderson, or you can be a guy
> driver like Tony Miller, Frank Mitchel, or Bryan Campbell. Like I said
> the names are common first and last names, and well sound like American
> Nascar drivers but aren't really. Cool huh?
> Another feature I added that wasn't in the Alchemy version I personally
> find cool is the ability to select the sponser who you will be driving
> for. You might be driving for Anheuser-Busch Beer, McDonald's, Pepsi
> Kola, Radio Shack, Good Year, Valvoline, and several others.
> After you select the driver who you will be and the sponsorship you will
> have Raceway will asign your car a number from 1 to 99. From that point
> you will be that driver, number, and have to drive for that sponsor for
> the entire racing season.
> Which brings me to the next bit of news. In the Alchemy version of
> Raceway the game was pretty much designed to play one race. The USA
> Raceway version is much different. You will actually be playing out an
> entire season on several different tracks in different States.
> An example of how this works is you go to the game start menu and select
> "start new season." You will be walked through selecting a driver, a
> sponsor, and then the game will randomly pick a season schedule for you.
> Once that is done you will be asked to run a preseason race to practice
> your time, racing, whatever. If you finish the preseason race or skip it
> you will be sent to your first race on the schedule.
> Once you finish the race, win or lose, you will be taken back to the
> Raceway start menu where you can check your season standings, earnings,
> or continue the season. If you press exit game it will exit saving your
> place in the season. If you select continue season you will be sent to
> your next location on your schedule.
> Obviously, the guy who wins the race gets the prize money, cups, and
> well your goal is to become the USA Raceway Champion.
> Where are we now? Well, there is allot to go. I have to basicly write a
> physics engine that will hopefully emulate realistic driving physics.
> I'm also hoping to add in FF Racing Wheels, and of course I have to
> write all the racing tracks. I basicly have one strait road I have been
> using to test things with. In short a long ways to go, but I am making
> progress.
>
>
>
>
>
> ___
> Gamers mailing list .. Gamers@audyssey.org
> To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
> visit
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> any subscription changes via the web.
> 


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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-06 Thread Samuel Wilkins
Are you going to put some British names in because I could give you some.
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: 
Sent: Friday, October 06, 2006 12:30 AM
Subject: [Audyssey] Raceway, news, plans, and updates.


> Hi gamers,
> Here is a quick informal update on what USA Games will be doing with USA
> Raceway. I know it has been a very long time since I have updated
> everyone on what is going on with this title. so I would like to take
> this time to fill everyone in.
> I'd like to caution gamers not to expect an early release date on this
> title. I'm still very much at the beginning of development on this
> product, and basicly redoing allot of work James North did simply as I
> felt I could do a better job on some aspects of the game, and not to
> mention Raceway will be using the .NET Framework version 2.0 since that
> is now what I am directly supporting.
> However, on the bright side of things earlier today I located several
> free racing effects of a pretty high quality. Not maybe as good as I
> could find from a professional vender of sound effects, but certainly
> good enough to jump start the game with some sounds, and will be great
> for testing, and so on.
> In addition to the new sounds I have now created a selection menu where
> you can select a driver, (character,) who you will be playing. None of
> the characters are actual drivers that I am aware of, but the names I
> picked are common American names and you might be a woman driver named
> Shelly Copeland, Amanda Erickson, Kelly Anderson, or you can be a guy
> driver like Tony Miller, Frank Mitchel, or Bryan Campbell. Like I said
> the names are common first and last names, and well sound like American
> Nascar drivers but aren't really. Cool huh?
> Another feature I added that wasn't in the Alchemy version I personally
> find cool is the ability to select the sponser who you will be driving
> for. You might be driving for Anheuser-Busch Beer, McDonald's, Pepsi
> Kola, Radio Shack, Good Year, Valvoline, and several others.
> After you select the driver who you will be and the sponsorship you will
> have Raceway will asign your car a number from 1 to 99. From that point
> you will be that driver, number, and have to drive for that sponsor for
> the entire racing season.
> Which brings me to the next bit of news. In the Alchemy version of
> Raceway the game was pretty much designed to play one race. The USA
> Raceway version is much different. You will actually be playing out an
> entire season on several different tracks in different States.
> An example of how this works is you go to the game start menu and select
> "start new season." You will be walked through selecting a driver, a
> sponsor, and then the game will randomly pick a season schedule for you.
> Once that is done you will be asked to run a preseason race to practice
> your time, racing, whatever. If you finish the preseason race or skip it
> you will be sent to your first race on the schedule.
> Once you finish the race, win or lose, you will be taken back to the
> Raceway start menu where you can check your season standings, earnings,
> or continue the season. If you press exit game it will exit saving your
> place in the season. If you select continue season you will be sent to
> your next location on your schedule.
> Obviously, the guy who wins the race gets the prize money, cups, and
> well your goal is to become the USA Raceway Champion.
> Where are we now? Well, there is allot to go. I have to basicly write a
> physics engine that will hopefully emulate realistic driving physics.
> I'm also hoping to add in FF Racing Wheels, and of course I have to
> write all the racing tracks. I basicly have one strait road I have been
> using to test things with. In short a long ways to go, but I am making
> progress.
>
>
>
>
>
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> To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
> visit
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>
>
> -- 
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.1.407 / Virus Database: 268.12.13/463 - Release Date: 
> 04/10/2006
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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-05 Thread Raul A. Gallegos
Hi Tom. This is great news. If you do allow sponsorships of other 
companies may I suggest AsmoTec, LLC as one of them?

I personally know the CEO of that company.


-- 
The heart of the prudent getteth knowledge; and the ear of the wise
seeketh knowledge.
-- Proverbs 18:15
Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-05 Thread Reinhard Stebner
Several questions regarding this title:

1)  In the future, is it going to be possible to have real companies provide
sponsorship?  I am talking about companies such as l-works, Freedom
Scientific or GwMicro.

2)  Are there plans to make RaceWay an on-line racing simulator?

3)  Will you be needing assistance with physics mottling?  Have you thought
about teeming up with a university for there physics students to building a
realistic physics simulator for the game?

4) Have you thought about recording real car noises from friends cars, the
TV?

Thank you very much for bringing us up to date on the game.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Thursday, October 05, 2006 6:31 PM
To: gamers@audyssey.org
Subject: [Audyssey] Raceway, news, plans, and updates.

Hi gamers,
Here is a quick informal update on what USA Games will be doing with USA 
Raceway. I know it has been a very long time since I have updated 
everyone on what is going on with this title. so I would like to take 
this time to fill everyone in.
 I'd like to caution gamers not to expect an early release date on this 
title. I'm still very much at the beginning of development on this 
product, and basicly redoing allot of work James North did simply as I 
felt I could do a better job on some aspects of the game, and not to 
mention Raceway will be using the .NET Framework version 2.0 since that 
is now what I am directly supporting.
 However, on the bright side of things earlier today I located several 
free racing effects of a pretty high quality. Not maybe as good as I 
could find from a professional vender of sound effects, but certainly 
good enough to jump start the game with some sounds, and will be great 
for testing, and so on.
In addition to the new sounds I have now created a selection menu where 
you can select a driver, (character,) who you will be playing. None of 
the characters are actual drivers that I am aware of, but the names I 
picked are common American names and you might be a woman driver named 
Shelly Copeland, Amanda Erickson, Kelly Anderson, or you can be a guy 
driver like Tony Miller, Frank Mitchel, or Bryan Campbell. Like I said 
the names are common first and last names, and well sound like American 
Nascar drivers but aren't really. Cool huh?
Another feature I added that wasn't in the Alchemy version I personally 
find cool is the ability to select the sponser who you will be driving 
for. You might be driving for Anheuser-Busch Beer, McDonald's, Pepsi 
Kola, Radio Shack, Good Year, Valvoline, and several others.
After you select the driver who you will be and the sponsorship you will 
have Raceway will asign your car a number from 1 to 99. From that point 
you will be that driver, number, and have to drive for that sponsor for 
the entire racing season.
Which brings me to the next bit of news. In the Alchemy version of 
Raceway the game was pretty much designed to play one race. The USA 
Raceway version is much different. You will actually be playing out an 
entire season on several different tracks in different States.
An example of how this works is you go to the game start menu and select 
"start new season." You will be walked through selecting a driver, a 
sponsor, and then the game will randomly pick a season schedule for you. 
Once that is done you will be asked to run a preseason race to practice 
your time, racing, whatever. If you finish the preseason race or skip it 
you will be sent to your first race on the schedule.
Once you finish the race, win or lose, you will be taken back to the 
Raceway start menu where you can check your season standings, earnings, 
or continue the season. If you press exit game it will exit saving your 
place in the season. If you select continue season you will be sent to 
your next location on your schedule.
Obviously, the guy who wins the race gets the prize money, cups, and 
well your goal is to become the USA Raceway Champion.
Where are we now? Well, there is allot to go. I have to basicly write a 
physics engine that will hopefully emulate realistic driving physics. 
I'm also hoping to add in FF Racing Wheels, and of course I have to 
write all the racing tracks. I basicly have one strait road I have been 
using to test things with. In short a long ways to go, but I am making 
progress.





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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-05 Thread Phil Vlasak
Hi Tom,
One American name I  would like to race against would be,
Tom Ward!
When James did the trailer for Raceway it had racing sounds so were they 
just placeholders for better ones or what?
Sounds like you already have a quarter mile race track finished!
Good luck,
Phil


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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-05 Thread Charles Rivard
Tom:  I want the game by the year 2010.  (ornery grin).  Thanks for the 
update on a game I can't wait to get my paws on!  No, this is not Carolina 
Shepherd who is sending this message.  Hey, how's that for a name?  he he he 
he he!

It ain't pretty when the pretty leaves you with no place to go.

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 05, 2006 4:30 PM
Subject: [Audyssey] Raceway, news, plans, and updates.


> Hi gamers,
> Here is a quick informal update on what USA Games will be doing with USA
> Raceway. I know it has been a very long time since I have updated
> everyone on what is going on with this title. so I would like to take
> this time to fill everyone in.
> I'd like to caution gamers not to expect an early release date on this
> title. I'm still very much at the beginning of development on this
> product, and basicly redoing allot of work James North did simply as I
> felt I could do a better job on some aspects of the game, and not to
> mention Raceway will be using the .NET Framework version 2.0 since that
> is now what I am directly supporting.
> However, on the bright side of things earlier today I located several
> free racing effects of a pretty high quality. Not maybe as good as I
> could find from a professional vender of sound effects, but certainly
> good enough to jump start the game with some sounds, and will be great
> for testing, and so on.
> In addition to the new sounds I have now created a selection menu where
> you can select a driver, (character,) who you will be playing. None of
> the characters are actual drivers that I am aware of, but the names I
> picked are common American names and you might be a woman driver named
> Shelly Copeland, Amanda Erickson, Kelly Anderson, or you can be a guy
> driver like Tony Miller, Frank Mitchel, or Bryan Campbell. Like I said
> the names are common first and last names, and well sound like American
> Nascar drivers but aren't really. Cool huh?
> Another feature I added that wasn't in the Alchemy version I personally
> find cool is the ability to select the sponser who you will be driving
> for. You might be driving for Anheuser-Busch Beer, McDonald's, Pepsi
> Kola, Radio Shack, Good Year, Valvoline, and several others.
> After you select the driver who you will be and the sponsorship you will
> have Raceway will asign your car a number from 1 to 99. From that point
> you will be that driver, number, and have to drive for that sponsor for
> the entire racing season.
> Which brings me to the next bit of news. In the Alchemy version of
> Raceway the game was pretty much designed to play one race. The USA
> Raceway version is much different. You will actually be playing out an
> entire season on several different tracks in different States.
> An example of how this works is you go to the game start menu and select
> "start new season." You will be walked through selecting a driver, a
> sponsor, and then the game will randomly pick a season schedule for you.
> Once that is done you will be asked to run a preseason race to practice
> your time, racing, whatever. If you finish the preseason race or skip it
> you will be sent to your first race on the schedule.
> Once you finish the race, win or lose, you will be taken back to the
> Raceway start menu where you can check your season standings, earnings,
> or continue the season. If you press exit game it will exit saving your
> place in the season. If you select continue season you will be sent to
> your next location on your schedule.
> Obviously, the guy who wins the race gets the prize money, cups, and
> well your goal is to become the USA Raceway Champion.
> Where are we now? Well, there is allot to go. I have to basicly write a
> physics engine that will hopefully emulate realistic driving physics.
> I'm also hoping to add in FF Racing Wheels, and of course I have to
> write all the racing tracks. I basicly have one strait road I have been
> using to test things with. In short a long ways to go, but I am making
> progress.
>
>
>
>
>
> ___
> Gamers mailing list .. Gamers@audyssey.org
> To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
> visit
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> any subscription changes via the web.
> 



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[Audyssey] Raceway, news, plans, and updates.

2006-10-05 Thread Thomas Ward
Hi gamers,
Here is a quick informal update on what USA Games will be doing with USA 
Raceway. I know it has been a very long time since I have updated 
everyone on what is going on with this title. so I would like to take 
this time to fill everyone in.
 I'd like to caution gamers not to expect an early release date on this 
title. I'm still very much at the beginning of development on this 
product, and basicly redoing allot of work James North did simply as I 
felt I could do a better job on some aspects of the game, and not to 
mention Raceway will be using the .NET Framework version 2.0 since that 
is now what I am directly supporting.
 However, on the bright side of things earlier today I located several 
free racing effects of a pretty high quality. Not maybe as good as I 
could find from a professional vender of sound effects, but certainly 
good enough to jump start the game with some sounds, and will be great 
for testing, and so on.
In addition to the new sounds I have now created a selection menu where 
you can select a driver, (character,) who you will be playing. None of 
the characters are actual drivers that I am aware of, but the names I 
picked are common American names and you might be a woman driver named 
Shelly Copeland, Amanda Erickson, Kelly Anderson, or you can be a guy 
driver like Tony Miller, Frank Mitchel, or Bryan Campbell. Like I said 
the names are common first and last names, and well sound like American 
Nascar drivers but aren't really. Cool huh?
Another feature I added that wasn't in the Alchemy version I personally 
find cool is the ability to select the sponser who you will be driving 
for. You might be driving for Anheuser-Busch Beer, McDonald's, Pepsi 
Kola, Radio Shack, Good Year, Valvoline, and several others.
After you select the driver who you will be and the sponsorship you will 
have Raceway will asign your car a number from 1 to 99. From that point 
you will be that driver, number, and have to drive for that sponsor for 
the entire racing season.
Which brings me to the next bit of news. In the Alchemy version of 
Raceway the game was pretty much designed to play one race. The USA 
Raceway version is much different. You will actually be playing out an 
entire season on several different tracks in different States.
An example of how this works is you go to the game start menu and select 
"start new season." You will be walked through selecting a driver, a 
sponsor, and then the game will randomly pick a season schedule for you. 
Once that is done you will be asked to run a preseason race to practice 
your time, racing, whatever. If you finish the preseason race or skip it 
you will be sent to your first race on the schedule.
Once you finish the race, win or lose, you will be taken back to the 
Raceway start menu where you can check your season standings, earnings, 
or continue the season. If you press exit game it will exit saving your 
place in the season. If you select continue season you will be sent to 
your next location on your schedule.
Obviously, the guy who wins the race gets the prize money, cups, and 
well your goal is to become the USA Raceway Champion.
Where are we now? Well, there is allot to go. I have to basicly write a 
physics engine that will hopefully emulate realistic driving physics. 
I'm also hoping to add in FF Racing Wheels, and of course I have to 
write all the racing tracks. I basicly have one strait road I have been 
using to test things with. In short a long ways to go, but I am making 
progress.





___
Gamers mailing list .. Gamers@audyssey.org
To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit
http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
any subscription changes via the web.