I'm definitely going to at least try to do something with it--but Cara and 
Derek are already doing such an awesome job.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

----- Original Message ----- 
From: "Matthew T. Atkinson" <[EMAIL PROTECTED]>
To: "AGRIP-announce list" <agrip-announce@lists.agrip.org.uk>
Cc: "AGRIP-discuss list" <agrip-discuss@lists.agrip.org.uk>; "Audyssey List" 
<Gamers@audyssey.org>
Sent: Sunday, October 08, 2006 10:03 AM
Subject: [Audyssey] Life, The AGRIP Project and Everything


> Hello all,
>
> For those of you that are not on the AGRIP lists and may not know me, I
> am the lead developer of AudioQuake and a research student in the area
> of computer and game accessibility.  I am writing to tell you about some
> recent events that have affected the AGRIP project and my work -- though
> this email, being sent to gaming lists, is primarily about the AGRIP
> project, which is overseen by myself and Sabahattin ``Sebby'' Gucukoglu.
> My hope is that community feedback will once again help us decide where
> we should be going next.
>
> On the 23rd of August, I was hit by a car whilst on a pedestrian
> crossing on the way home from work.  Since then, I have been in hospital
> for a month, then at home with my parents for a few weeks.  Very
> fortunately, it is expected that I will be able to walk again (though
> not for a few months) and I did not sustain any head injuries.
>
> I'm on the way to being back online now.  I'm returning to university
> tomorrow, to start getting back into my studies.  I've been lucky to get
> hold of a wheelchair-accessible room in hall that I can stay in until I
> can walk again.  This will take some time.  So will catching up with my
> research work.
>
> I am not sure where that leaves us at the moment.  I am very keen to do
> all the things I mentioned that we were planning for the AGRIP project
> just a few weeks before my accident.  However, I have no idea of when
> I'll be able to get back into active development of AudioQuake, at the
> rate that such plans would require, as my research schedule has now been
> blown out of the water.  It may take months to get back to where I was.
>
> This creates a dilemma -- I always wanted (and still do want) AGRIP to
> become an application of the core research I'm working on right now and
> that requires that we have an active community of users.  But if I'm
> unable to do the development work to support such users right now, what
> will happen?  I don't want to see people leave due to lack of
> improvements.  But at the same time, I can't personally make those
> improvements right now.
>
> So, I propose that instead of me doing all the development work from now
> on, I will work only on providing the community with a completed set of
> documentation on how to do the development themselves.  I will finish
> the manuals that tell you how to get, build and edit the code -- that's
> the gamecode and the engine, so you can make modifications to either and
> create new games from what AudioQuake now is.  I will also try to give
> information on how the statistics collection works (maybe I can finish
> the update of the stats site too, if things go well, but I'm not sure
> right now).
>
> Thanks very much for your input on the survey we carried out recently
> before my accident.  I will publish the results as soon as I can; I hope
> you now appreciate why there has been such a delay in doing this.
>
> The survey told me that people do want to see some things changed, and a
> lot of you want to make changes yourselves.  Level editing was a big
> part of this, and I fully intend to continue work on that when I can.
> But for now, I think the best I can do is give you all the information
> and help you require to make code-based changes (game mods and engine
> mods).  There are some very talented people in the AGRIP community
> who're learning the hard way and I feel I should concentrate on
> providing the documentation to make that an easier learning curve for
> all of you, now that these people (Cara Quinn being the name that leaps
> off the top of my head, along with Derek London) have forged the way.
>
> I would like to know what people in the community think of this -- it
> seems to me that this is the only way I can allow the project to evolve,
> as I simply can't afford the time right now to actively develop it
> myself (certainly not between all the catch-up I have to do, and the
> physio, etc).
>
> If people are interested in developing their own modifications or even
> versions of the game, then please let me know and I'll do my best to
> finish the manuals that will give you all the information on how to do
> it.  For your reference, the current one (not entirely complete) can be
> found at http://docs.agrip.org.uk/ .
>
> Thanks for your time in listening to this.  I look forward to becoming
> as involved as I once was in the Accessible Gaming community again in
> the not-too-distant future :-).
>
> best regards,
>
>
> -- 
> Matthew T. Atkinson <[EMAIL PROTECTED]>
>
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>
>
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> 


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