Hi, Allan.
I am glad I could be of help. I just want others to see what all goes in 
to starting a private game company.
The one item neither James or I mentioned is time. There is quite a bit 
of time involved in designing games. It is not an instantanious process. 
I notice I get faster and faster with development as I get better, but 
the first few titles will be quite ruff.
In the making of STFC I have had many false starts, and my share of 
newby mistakes. So many infact I just  rewrote the game from scratch 
which solved most of the issues.
With the SW demo I am working on now most of the code in that game is 
experimental untried stuff like using game devices like joysticks and 
mice. I am also doing some behind the seens experiments and I learn from 
it. Unfortunately, it is quite a bit of time to test something over and 
over again until you get the desired result.



allan thompson wrote:
> Thanks Thomas you have been a really great help.
> allan
>
>
>
>
>
>
> ----- Original Message ----- 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Thursday, December 29, 2005 2:30 PM
> Subject: Re: audyssey: game company question
>
>
>   
>> Hi, Allan.
>>
>> 1. Yes, it is very important to know how to program, but fortunately
>> there are ways of learning to program without going to college to learn
>> those skills. One such resource is:
>> safari.oreilly.com
>> Safari is an online service where you can get programming books on any
>> topic read it online for a monthly fee of $10 or more.
>> 2. A compiler for your language is esentual. A compiler is a program
>> that converts your source code, human readable text, to a binary, *.exe
>> or *.dll.
>> 3. Learn how to use game sdks, software development kits, such as
>> DirectX. A sdk is usually a collection of *.dll, library files, with
>> reusable functions, classes, etc. For example, the
>> Microsoft.DirectX.DirectSound.dll contains everything necessary for
>> setting up a soundcard, moving sounds around, loading them, playing,
>> them etc. That does not mean however you are free of work. You have to
>> actually know how to use all that good stuff in your game.
>> 4. As far as financing USA Games I did it all out of pocket.
>> Fortunately, that will probably get easier as the company grows and I
>> can refund myself from the games to do more and more things.
>> 5. The issue of licensing is a sticky one. Legally no we don't have free
>> reign on using licensed products. USA Games is currently attempting to
>> contact Paramount for licensing of Star Trek for STFC and contacting
>> Lucas Film for Star Wars.
>> Here is the deal with licensing as I understand it. If it is something
>> you plan to sell then it legally should be licensed with the copyright
>> holders. If it is something free you can use licensed material as long
>> as it is free of charge.
>>
>>
>>     
>>> Hi James and Thomas,
>>> Thank you so much for the important information. I suppose the most
>>> important thing about the game industry is  knowing how to program,
>>> something I know absolutely nothing about at all. Like what is a compiler
>>> and SDK's?
>>>
>>> I was hoping also for an idea on how a game company such as yourselves
>>> started. Was it all out of pocket to start or was there small business
>>> loans, licensing stuff like that? Is there places or groups that assist 
>>> in
>>> this kind of thing?
>>>
>>> Lastly,  does the accessable community have free reign on licensed 
>>> products?
>>> For example, if I or  another managed to start a venture could games or
>>> things licensed by others be used? An example would be making a game for
>>> Magic: the gathering which is owned by Hasbro, or Axis and allies which 
>>> is
>>> owned by avalon hill....
>>> Thanks for any answers you could provide. I appreciate your answers and 
>>> your
>>> work on these amazing games.
>>>
>>> allan
>>>
>>>
>>>
>>> ----- Original Message ----- 
>>> From: "James from Alchemy" <[EMAIL PROTECTED]>
>>> To: <[email protected]>
>>> Sent: Wednesday, December 28, 2005 7:33 PM
>>> Subject: RE: audyssey: game company question
>>>
>>>
>>>
>>>       
>>>> Hi, Allan & Thomas.
>>>>
>>>> While the list below is quite comprehensive, don't let it scare you off.
>>>>
>>>> In my opinion, the number one driving force behind developing games is 
>>>> the
>>>> GOYA principle, i.e. "Get Off Your Ass" a.k.a. motivation.  The rest 
>>>> will
>>>> fall into place as necessary and often on a need-to-know/use basis.
>>>>
>>>> Remember, necessity is the mother of invention.
>>>>
>>>> Have the desire, then acquire some vision, temper it with innovation and
>>>> imagination, and match the tools of the trade to accomplish all of the
>>>> above.
>>>>
>>>> If you're wanting to hobbyist your way into it at first--often, a good
>>>> choice--pick up a copy of Visual Basic 6 and the DirectX 8.1 SDK and 
>>>> read
>>>> through the documentation, eBooks, play with it, whatever is necessary.
>>>>
>>>> Btw, good luck in finding the 8.1 SDK, but people still do have it and 
>>>> use
>>>> it.  If you need it, drop me a line privately and I'll drop a CD in the
>>>> mail
>>>> with it and the DirectX 9.0C SDK stuff as well.
>>>>
>>>> Once you're proficient enough at writing the games, throwing up a basic
>>>> website is within the same realm and will naturally follow.
>>>>
>>>> A lot of people are put off with the thought that a Ph.D. in Advanced
>>>> Mathematics is required to write games.  Absolutely untrue.  As with
>>>> anything else, mathematics are tools of the trade.  There are often ways
>>>> to
>>>> accomplish the same things using simpler tools than going the most
>>>> concatenated and complex way to accomplish them.
>>>>
>>>> The end product is what sets the mathematicians and the artists apart.
>>>> And,
>>>> there are plenty of formulas for physics, vector and matrix maths, and 
>>>> the
>>>> like on the 'net to be perused.  You are almost certainly guaranteed not
>>>> to
>>>> be at a loss of access to this sort of information.
>>>>
>>>> Sound effects.  Get what you can from the 'net, get creative and make 
>>>> some
>>>> of your own, and know that individual sound effects are not 
>>>> copyrightable.
>>>> That opens up a lot of possibilities.  Need a space ship sound?  Record 
>>>> a
>>>> few sweeps of a vacuum cleaner, shift the pitch downward, and add a 
>>>> little
>>>> flange or chorus and normalize the waveform and there ya go.
>>>>
>>>> Experimentation and play is the best way, IMO.
>>>>
>>>> Personally, I use Cool Edit Pro 2, but I'm also sighted and so don't 
>>>> have
>>>> to
>>>> consider the accessibility issues that you may.
>>>>
>>>> AI is a means to an end.  Again, necessity and invention.
>>>>
>>>> And, if all else fails, read a book or take a course in developing
>>>> accessible games.
>>>>
>>>> More about that mid-2006. *grin*
>>>>
>>>> 'til then.. play, play, play..
>>>>
>>>> - James
>>>>
>>>> -----Original Message-----
>>>> From: [email protected] [mailto:[EMAIL PROTECTED] 
>>>> On
>>>> Behalf Of Thomas Ward
>>>> Sent: Wednesday, December 28, 2005 12:26 PM
>>>> To: [email protected]
>>>> Subject: Re: audyssey: game company question
>>>>
>>>> Hi, Allan.
>>>> I think this one is quite alright for the game list as this is a game
>>>> related topic. Here is the things you would need to get a game company
>>>> open.
>>>>
>>>> 1. Knolege of a programming language like C++, C#, Visual Basic, etc...
>>>>
>>>> 2. A compiler for your language of choice.
>>>>
>>>> 3. A knolege of the programming api you will need to use for your games
>>>> such as: DirectX, OpenAL, SDL, etc...
>>>>
>>>> 4. Some knolege in several related fields such as trig/calculus,
>>>> physics, artificial intellegence, encryption, etc.. That list can be
>>>> quite large as game programming is beyond a normal application.
>>>>
>>>> 5. Purchase yourself a good collection of sound effects to begin your
>>>> games. At least search the net for some unlicensed ones if you don't
>>>> have money for licensed sounds.
>>>>
>>>> 6. A good sound editer like Goldwave or Soundforge. You will need them
>>>> to clean up and modify effects to your liking.
>>>>
>>>> 8. A web site, and any other related materials like a shopping cart,
>>>> some company to process orders if the games are for sale, etc.
>>>>
>>>> I think these requirements are pretty basic ones. There are other
>>>> things, but that is the basics.
>>>> I don't wish to scare you off, but I wouldn't be honest if I told you it
>>>> was all easy. Fact of the matter for a beginner it is pretty hard. There
>>>> is allot of work involved in learning DirectX input and sound, learning
>>>> how to make your AI react in somewhat a humanlike way, lots of math for
>>>> calculating distance and targeting vectors, learning to save and load
>>>> games, etc. There is just allot that goes in to writing a game. Then,
>>>> even after your first title is done you need somewhere to upload it to
>>>> for download, and if it is a commercial title then you need to come up
>>>> with a registration system as well as a shopping cart.
>>>> Hth.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> allan thompson wrote:
>>>>
>>>>         
>>>>> Hello,
>>>>> I was wondering about this question for a long time and I hope some of
>>>>> you
>>>>>
>>>>>           
>>>> game company owners could help answer it. What does one generally need 
>>>> to
>>>> start a game company in the USA , especially for the blind and visually
>>>> impaired.  Could someone give a basic rundown of what it takes?
>>>>
>>>>         
>>>>> My appreciation in advance for any input.
>>>>> If this is considered off topic here is my email [EMAIL PROTECTED]
>>>>> thanks again,
>>>>> allan
>>>>>
>>>>>
>>>>>
>>>>> [Non-text portions of this message have been removed]
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