Re: [Audyssey] Swamp

2012-06-12 Thread Paul Lemm
Hi,

I've not heard of a pistol mouse before, but that sounds truly awesome I
think I may have to try and get me one of those too.  Happy zombie shooting!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Johnny Tai
Sent: 12 June 2012 22:32
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp

heh, I loved swamp so much I bought me a pistol mouse just for this game, 
and that just made the game all that much more enjoyable cause now I get the

feel of a real...well, almost real...pistol in my hand.
I wish this thing recoils when I fire though rofl.


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Re: [Audyssey] Swamp

2012-06-12 Thread Johnny Tai
heh, I loved swamp so much I bought me a pistol mouse just for this game, 
and that just made the game all that much more enjoyable cause now I get the 
feel of a real...well, almost real...pistol in my hand.

I wish this thing recoils when I fire though rofl.


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Re: [Audyssey] Swamp

2012-06-12 Thread Paul Lemm
Hi simon,

Yep, the mouse definitely makes the game for  me.  I know you can set the
mouse wheel as a button   I've used it to replace the button that says which
way your facing.  I think and I very might be wrong but I think Jeremy said
in a post that he may add more functionality  for additional mouse buttons
as I think some have extra buttons on the side to.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of simon dowling
Sent: 12 June 2012 22:00
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp

hi paul i agree with you on the mouse, i like it that much, i got me a
laser mouse and threw my old mouse away as it hardly worked, and this
logitec ls1 is just brilliant, wonder if jeremy is planning anything
for the mouse wheel but i found a use for it it lowers the volume when
in winamp.

On 12/06/2012, Paul Lemm  wrote:
> Hi,
>
> I use swamp without any graphics and I find one of the things that makes
> swamp so emersive is using the mouse to control movement rather than a
> keyboard,  at first I was unsure how this would work  for the blind  but
it
> actually works brilliantly To me this makes it feel much more of a
> mainstream game.  I haven't played the sara game but do intend to once I
> have some spare time, but I really do like swamp its very addictive ,
> awesome sound effects and brilliant game play.
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Nicole Valicia Thompson-Andrews
> Sent: 12 June 2012 06:02
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Swamp
>
> Intersting walkthrough. To bad it's only mouse-driven, and doesn't sound
> emersive like Sarah.
> Nicole Thompson-Andrews
>
> Pen name Mellissa Green
> Budding novelist
> Emerging poet
>
>
>
>
>
> Tweet me
>
>
>
> @greenNovelist
> - Original Message -
> From: "Richard Sherman" 
> To: "Gamers Discussion list" 
> Sent: Tuesday, June 12, 2012 12:51 AM
> Subject: Re: [Audyssey] Swamp
>
>
>> HI,
>>
>> Yes it is. It was intentially programmed for the visuallly impaired. It
>> does
>> also have some graphics with it, but by no means are spectacular ones.
>> Quite
>> a few sighted people play the game. But I know of one who prefers to play
>>
>> it
>> stricly with the graphics off and solely by sound.
>>
>> I have an idea. Take and download this wwalk thru done by Drew. It just
>> might give you an idea of what the game is like. If you want to listen to
>> another one, just ask. I have 3 more you can listen to if you wish.
>>
>> https://dl.dropbox.com/u/13968355/Drew%27s%20tutorial.mp3
>>
>> Good luck.
>>
>> Shermanator
>> - Original Message -
>> From: "Nicole Valicia Thompson-Andrews" 
>> Sent: Monday, June 11, 2012 8:08 PM
>>
>>
>> Is it audio-based?
>> Nicole Thompson-Andrews
>>
>>
>> ---
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>
>
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list,
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Re: [Audyssey] Swamp

2012-06-12 Thread simon dowling
hi paul i agree with you on the mouse, i like it that much, i got me a
laser mouse and threw my old mouse away as it hardly worked, and this
logitec ls1 is just brilliant, wonder if jeremy is planning anything
for the mouse wheel but i found a use for it it lowers the volume when
in winamp.

On 12/06/2012, Paul Lemm  wrote:
> Hi,
>
> I use swamp without any graphics and I find one of the things that makes
> swamp so emersive is using the mouse to control movement rather than a
> keyboard,  at first I was unsure how this would work  for the blind  but it
> actually works brilliantly To me this makes it feel much more of a
> mainstream game.  I haven't played the sara game but do intend to once I
> have some spare time, but I really do like swamp its very addictive ,
> awesome sound effects and brilliant game play.
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Nicole Valicia Thompson-Andrews
> Sent: 12 June 2012 06:02
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Swamp
>
> Intersting walkthrough. To bad it's only mouse-driven, and doesn't sound
> emersive like Sarah.
> Nicole Thompson-Andrews
>
> Pen name Mellissa Green
> Budding novelist
> Emerging poet
>
>
>
>
>
> Tweet me
>
>
>
> @greenNovelist
> - Original Message -
> From: "Richard Sherman" 
> To: "Gamers Discussion list" 
> Sent: Tuesday, June 12, 2012 12:51 AM
> Subject: Re: [Audyssey] Swamp
>
>
>> HI,
>>
>> Yes it is. It was intentially programmed for the visuallly impaired. It
>> does
>> also have some graphics with it, but by no means are spectacular ones.
>> Quite
>> a few sighted people play the game. But I know of one who prefers to play
>>
>> it
>> stricly with the graphics off and solely by sound.
>>
>> I have an idea. Take and download this wwalk thru done by Drew. It just
>> might give you an idea of what the game is like. If you want to listen to
>> another one, just ask. I have 3 more you can listen to if you wish.
>>
>> https://dl.dropbox.com/u/13968355/Drew%27s%20tutorial.mp3
>>
>> Good luck.
>>
>> Shermanator
>> - Original Message -
>> From: "Nicole Valicia Thompson-Andrews" 
>> Sent: Monday, June 11, 2012 8:08 PM
>>
>>
>> Is it audio-based?
>> Nicole Thompson-Andrews
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
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>> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gamers@audyssey.org.
>> If you have any questions or concerns regarding the management of the
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>
>
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Re: [Audyssey] Swamp

2012-06-12 Thread Paul Lemm
Hi,

I use swamp without any graphics and I find one of the things that makes
swamp so emersive is using the mouse to control movement rather than a
keyboard,  at first I was unsure how this would work  for the blind  but it
actually works brilliantly To me this makes it feel much more of a
mainstream game.  I haven't played the sara game but do intend to once I
have some spare time, but I really do like swamp its very addictive ,
awesome sound effects and brilliant game play.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Nicole Valicia Thompson-Andrews
Sent: 12 June 2012 06:02
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp

Intersting walkthrough. To bad it's only mouse-driven, and doesn't sound 
emersive like Sarah.
Nicole Thompson-Andrews

Pen name Mellissa Green
Budding novelist
Emerging poet





Tweet me



@greenNovelist
- Original Message - 
From: "Richard Sherman" 
To: "Gamers Discussion list" 
Sent: Tuesday, June 12, 2012 12:51 AM
Subject: Re: [Audyssey] Swamp


> HI,
>
> Yes it is. It was intentially programmed for the visuallly impaired. It 
> does
> also have some graphics with it, but by no means are spectacular ones. 
> Quite
> a few sighted people play the game. But I know of one who prefers to play 
> it
> stricly with the graphics off and solely by sound.
>
> I have an idea. Take and download this wwalk thru done by Drew. It just
> might give you an idea of what the game is like. If you want to listen to
> another one, just ask. I have 3 more you can listen to if you wish.
>
> https://dl.dropbox.com/u/13968355/Drew%27s%20tutorial.mp3
>
> Good luck.
>
> Shermanator
> - Original Message - 
> From: "Nicole Valicia Thompson-Andrews" 
> Sent: Monday, June 11, 2012 8:08 PM
>
>
> Is it audio-based?
> Nicole Thompson-Andrews
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to gamers-ow...@audyssey.org. 


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[Audyssey] entombed

2012-06-12 Thread Jess Varnell
hi list. Can someone please tell me the combos of people to unlock the cards? 
Thanks.

Jess
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Re: [Audyssey] a friend having trouble opening swamp

2012-06-12 Thread john
Have her alt tab around a bit, make sure it didn't come up and 
not get focus. Also, run both of the batch files to make sure you 
register the correct files for the correct platform. If this is 
already done redoing it won't hurt anything.


- Original Message -
From: Olivia Shaw I'm new to this list, and have a few questions. My friend 
installed swamp along with all the correct files, but when she 
presses enter to open the swamp file, nothing happens. She's 
running windows 7. Any help would be greatly appreciated. Thanks!


Olivia

Sent from my iPod
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[Audyssey] Entombed googlegroup has changed

2012-06-12 Thread Keith "Stormcloud" Steinbach
Hi, anyone with a membership to a googlegroup might want to try and figure out 
what google did to "streamline" their groups site.  When I first joined the 
entombed group, I could just click on the favorite I created for that 
googlegroup page and I could start searching  for help in the entombed game, 
because the page was only about the entombed game.  Well, now, it takes you to 
the google gropus page, and I can't figure out how to get to the entombed page. 
 There is a little hint for screen reader users to turn off something,  which I 
did, but whatever.  It was fun while it lasted.

Keith
Proud user of Window Eyes 7.5.4.1
Reach me at:
   hea...@mchsi.com  and on skype at:
keith.steinbach1
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Re: [Audyssey] games we always come back too?

2012-06-12 Thread Darren Harris
right. i thought that in theory that was possible but being that am not a 
programmer or anything like that it was only a guess on my part to be honest. 

i would guess though, that depending on how the initial framework was coded and 
what languages were used, that would then dictate as to how much further 
modification you could make to it in order to create a more complex game?

Sent from my iPad

On 12 Jun 2012, at 17:20, Thomas Ward  wrote:

> Hi Darren,
> 
> That is always possible. That is in fact something I mentioned to Lisa
> as thanks to having played games like Galaxy Civilization I can see
> areas where Facing the Enemy can be improved and once the framework is
> in place there is no reason I couldn't expand the game to have four
> battle groups with 25 ships each instead of just 15, or instead of the
> four classes of ships in the original game I can create more
> specialized classes that get unlocked as you play. In other words I
> might start out with a game similar to Facing the Enemy, but I'd like
> to improve upon the design to expand it as I go along once the
> framework is in place while being true to the original concept.
> 
> However, all of that is just speculation right now. I've been tied up
> with other things and I can't say when the project will be released or
> even reach a beta stage. I've got Tomb Hunter and Raceway to finish
> and I'm falling behind on everything. So again it always comes back to
> the issue of time. :D
> 
> Cheers!
> 
> 
> 
> 
> On 6/12/12, Darren Harris  wrote:
>> hi tom,
>> 
>> just a question.
>> 
>> i see what you're saying and i like the sound of the game that you're
>> writing or re-writing.
>> 
>> my question is, can the initial framework be used as a template that can be
>> expanded on to make more complex and larger games?
>> 
>> 
>> 
>> Sent from my iPad
> 
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[Audyssey] a friend having trouble opening swamp

2012-06-12 Thread Olivia Shaw
Hi All,
I'm new to this list, and have a few questions. My friend installed swamp along 
with all the correct files, but when she presses enter to open the swamp file, 
nothing happens. She's running windows 7. Any help would be greatly 
appreciated. Thanks!

Olivia

Sent from my iPod
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Re: [Audyssey] games we always come back too?

2012-06-12 Thread Thomas Ward
Hi Darren,

That is always possible. That is in fact something I mentioned to Lisa
as thanks to having played games like Galaxy Civilization I can see
areas where Facing the Enemy can be improved and once the framework is
in place there is no reason I couldn't expand the game to have four
battle groups with 25 ships each instead of just 15, or instead of the
four classes of ships in the original game I can create more
specialized classes that get unlocked as you play. In other words I
might start out with a game similar to Facing the Enemy, but I'd like
to improve upon the design to expand it as I go along once the
framework is in place while being true to the original concept.

However, all of that is just speculation right now. I've been tied up
with other things and I can't say when the project will be released or
even reach a beta stage. I've got Tomb Hunter and Raceway to finish
and I'm falling behind on everything. So again it always comes back to
the issue of time. :D

Cheers!




On 6/12/12, Darren Harris  wrote:
> hi tom,
>
> just a question.
>
> i see what you're saying and i like the sound of the game that you're
> writing or re-writing.
>
> my question is, can the initial framework be used as a template that can be
> expanded on to make more complex and larger games?
>
>
>
> Sent from my iPad

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Re: [Audyssey] games we always come back too?

2012-06-12 Thread Darren Harris
hi tom,

just a question. 

i see what you're saying and i like the sound of the game that you're writing 
or re-writing. 

my question is, can the initial framework be used as a template that can be 
expanded on to make more complex and larger games? 



Sent from my iPad

On 12 Jun 2012, at 16:47, Thomas Ward  wrote:

> Hi Darren,
> 
> I hear you there. I definitely understand your frustration. Perhaps
> better than most, because I was sighted for a large part of my life
> and after I went blind a lot of the games I enjoyed are no longer
> accessible and now that I'm a programmer I have the skills but not the
> time and manpower to do half the things I'd like to do.
> 
> For example, I use to love the Civilization games. Unfortunately, the
> mainstream Civilization games are not accessible, and Free Civ would
> still require a lot of work to be made fully accessible. While it is
> possible for me to write something like that it would take years to
> complete. I'm not sure I want to invest five or more years in one
> single game no matter how good it is, and that's really the problem.
> 
> Something like Galaxy Civilization would rock. Basically, in Galaxy
> Civilization you pick one of the playable races and start out at the
> beginning of the space age. You might have some farms, factories, and
> a short range, unarmed, spaceship. Just enough to explore your home
> system and setup a few colonies on nearby planets. As you play you
> will build better ships for deep space exploration, better weapons,
> etc and will encounter other races. Some will be friendly and trade
> and others will be warlike and engage in an intergalactic conflict.
> Eventually, it will come to all out galactic war and you will have to
> build cruisers, battleships, and dreadnaughts, etc in order to defend
> your home space and take over other planets. It is games like that
> which I love because a single campaign can take at least a month to
> complete and the game seems nearly endless.After a while you will end
> up controlling hundreds of ships, stations, factories, farms,
> soldiers, etc. That's the kind of game I really love playing, but I
> have no idea how long it would take me to create something that
> complex.
> 
> Although, I do have something like that in the works. A couple of
> months ago Lisa asked me to rewrite a Dos game called, "Facing the
> Enemy," which I'm working on as I have time. You basically start out
> with a small fleet of ships and end up building a much larger more
> powerful one to defeat the Morte Star Empire. Its not quite as complex
> as Galaxy Civilization but is close enough and simpler to create. That
> is do in part because you are limited to four battlegroups of 15 ships
> each which means that the player can only have 60 ships at a time.
> That obviously is easier to deal with since we are not dealing with
> hundreds of ships, but a fixed number of each thing.
> 
> Cheers!
> 
> 
> On 6/12/12, Darren Harris  wrote:
>> hi thomas,
>> 
>> yes i can see that totally. it's just frustrating that's all to be honest.
>> it's certainly not an easy thing to create i can go with that for sure.
>> 
>> Sent from my iPad
>> 
> 
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Re: [Audyssey] games we always come back too?

2012-06-12 Thread Thomas Ward
Hi Darren,

I hear you there. I definitely understand your frustration. Perhaps
better than most, because I was sighted for a large part of my life
and after I went blind a lot of the games I enjoyed are no longer
accessible and now that I'm a programmer I have the skills but not the
time and manpower to do half the things I'd like to do.

For example, I use to love the Civilization games. Unfortunately, the
mainstream Civilization games are not accessible, and Free Civ would
still require a lot of work to be made fully accessible. While it is
possible for me to write something like that it would take years to
complete. I'm not sure I want to invest five or more years in one
single game no matter how good it is, and that's really the problem.

 Something like Galaxy Civilization would rock. Basically, in Galaxy
Civilization you pick one of the playable races and start out at the
beginning of the space age. You might have some farms, factories, and
a short range, unarmed, spaceship. Just enough to explore your home
system and setup a few colonies on nearby planets. As you play you
will build better ships for deep space exploration, better weapons,
etc and will encounter other races. Some will be friendly and trade
and others will be warlike and engage in an intergalactic conflict.
Eventually, it will come to all out galactic war and you will have to
build cruisers, battleships, and dreadnaughts, etc in order to defend
your home space and take over other planets. It is games like that
which I love because a single campaign can take at least a month to
complete and the game seems nearly endless.After a while you will end
up controlling hundreds of ships, stations, factories, farms,
soldiers, etc. That's the kind of game I really love playing, but I
have no idea how long it would take me to create something that
complex.

Although, I do have something like that in the works. A couple of
months ago Lisa asked me to rewrite a Dos game called, "Facing the
Enemy," which I'm working on as I have time. You basically start out
with a small fleet of ships and end up building a much larger more
powerful one to defeat the Morte Star Empire. Its not quite as complex
as Galaxy Civilization but is close enough and simpler to create. That
is do in part because you are limited to four battlegroups of 15 ships
each which means that the player can only have 60 ships at a time.
That obviously is easier to deal with since we are not dealing with
hundreds of ships, but a fixed number of each thing.

Cheers!


On 6/12/12, Darren Harris  wrote:
> hi thomas,
>
> yes i can see that totally. it's just frustrating that's all to be honest.
> it's certainly not an easy thing to create i can go with that for sure.
>
> Sent from my iPad
>

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[Audyssey] Fwd: Release of BG Battleship 1.0

2012-06-12 Thread shaun everiss


spoonbill has a new game.


Delivered-To: sm.ever...@gmail.com
Authentication-Results: mx.google.com; spf=neutral (google.com: 
202.181.80.234 is neither permitted nor denied by best guess record 
for domain of ga...@spoonbillsoftware.com.au) 
smtp.mail=ga...@spoonbillsoftware.com.au

From: ga...@spoonbillsoftware.com.au
Subject: Release of BG Battleship 1.0
Date: Tue, 12 Jun 2012 16:12:02 +0800
X-Library: Indy 9.00.10

Hi,
You are receiving this email because you have previously requested a 
blind accessible game from Spoonbill Software.


If you do not wish to continue to receive notification emails when a 
new game is released or one of the games you have previously 
requested is upgraded, then just reply to this email requesting to 
be removed from our mailing list.


BG Battleship 1.0
--
BG Battleship is a blind accessible version of the popular pencil 
and paper game, Battleship.


Battleship is played between two players, each trying to be the 
first to completely sink the enemy's fleet of ships. At the start of 
the game, each player places their ships on their Ocean Grid. They 
then take it in turns to fire a shot at their enemy's Ocean Grid. 
They mark the result of that shot on their own Target Grid. This is 
either recorded as a miss (by placing an X in the appropriate square 
of the grid) or as a hit (by placing the initial letter of the type 
of ship  hit). The game continues in this fashion until one of the 
two players has completely sunk all the other player's ships. That 
player is declared the winner.


This is the basic game of Battleship. But there are heaps of 
variations out there, and so to cater for as many of these 
variations as possible, BG Battleship allows you to set a host of 
Game Parameters to better reflect the game you are used to playing.


For instance, you can play the game in one of two Game Modes: Battle 
mode which is played between two human players, or one human player 
and one computer player. Solitaire mode where you play against 
yourself, trying to sink the enemy's ships in as few shots as possible.


You can play the game with each player having a single shot at each 
turn, or each player having a salvo of shots.


You can elect to place your ships manually, or you can get the 
computer to place your ships automatically.


When placing ships, you can either allow adjacent ships to touch 
each other, or not.


You can elect to give a player a bonus turn when they hit an enemy ship.

You can elect to only announce the ship type when an enemy ship has 
been completely sunk, or whenever a hit is made.


You can change the size of the grids between 8 by 8 squares up to a 
massive 20 by 20 squares.


You have up to 7 different ship types each of which can be varied in 
length. Each ship type also has a count which determines how many of 
that ship type will appear in your grid. This count can be varied 
between zero and a maximum of 9.


The game comes with the Game Parameters set to default values. The 
grid is 10 by 10 squares. Each player has one Aircraft Carrier, one 
Battleship, one Cruiser, one Destroyer and one Submarine.



This is the 20th game in Spoonbill Software's Blind Gamers series of 
games specifically written for blind and vision-impaired players. 
You can browse descriptions of all 20 games in the Blind Gamers series at:


www.spoonbillsoftware.com.au/blindgamers.htm

If you would like a copy of this game, just reply to this email with 
your full name and country of residence, and request BG Battleship 1.0


The reason I like you to send your full name and country with each 
order is so that I can check in my data base to make sure I record 
the order against the correct person. With thousands of clients in 
my data base, there are several instances of people with the same 
first name and same last name, and sometimes the only way to tell 
them apart is by their country of residence, and this is not always 
conveyed by a country code in your email address.


Ian Humphreys
Spoonbill Software
Albany, Western Australia




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Re: [Audyssey] games we always come back too?

2012-06-12 Thread Darren Harris
hi thomas,

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

Sent from my iPad

On 12 Jun 2012, at 00:22, Thomas Ward  wrote:

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

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