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Member Since 25 Feb 2012
Offline Last Active Sep 23 2012 04:57 PM

Posts I've Made

In Topic: Transcompilation of Law to Common

21 September 2012 - 03:01 PM

Perhaps I came on a little too strong. Bregma and alvaro, I appreciate your input, I wasn't trying to belittle any of what you were saying. I hope it wasn't coming across that way. I realize that the two of you are brilliant programmers with probably significantly more experience than I have.

In Topic: Transcompilation of Law to Common

21 September 2012 - 02:26 PM

Yet another link to Wikipedia: The field is called Machine Translation.

Cool! Other people have been talking about this kind of thing! This makes me happier.

I think natural language parsing is hard. Very hard. Consider for example, the sentence "Mary can stick the stamp on herself." Good for Mary that she doesn;t need help, but will she not end up all sticky? Or, for another example, consider "Time flies like an arrow; fruit flies like a banana."

Yep, it would be a very tough problem, but it would be a particularly useful one to solve. But that e-discovery software seems to do something very similar... Even an approximate translation would be better than what we have.

Or, maybe we could just outsource the law to countries where lawyers are paid starvation wages in sweatshops. Our laws would be crap but we could get it cheap and we could wear our sweats to court.

Another brilliant business plan... allowing foreign lawyers to create our laws for us, "Taiwan owns USA by definition, here see: Article 15 Sec 13.24.5553." I hope nobody EVER decides to actually DO that. I don't believe you're being serious with this suggestion, but the sad thing is that I could imagine some half-baked business plan that revolves around outsourcing your Country's laws to another country, not even thinking about the security problems it would introduce...

That could make a really interesting Douglas Adams - style plot.

In Topic: Transcompilation of Law to Common

21 September 2012 - 02:00 PM

Alvaro! Yes, you're right. Compilers translate your source code into a binary which is a set of instructions for a computer to follow. It takes a High level language (like c++) and converts it to a lower level language (like Assembly language). Transcompiler refers to the fact that you are translating from a High level language to another High level language. Something that translates between human languages would do precisely this.

In Topic: Finding Assets

05 March 2012 - 04:45 PM

Ask yourself this: If you were a skilled developer, would you invest your time(which is equivalent to money for any developer with atleast a reasonable amount of skill) into a project lead by a complete stranger who isn't confident enough in the project to put his own money on the line ?

Good point. Although one runs into a snag when you realize that even the surest bets that you can think of are still unpredictable. Case in point: Shenmue; it cost it's company $47 million to make, every owner of a Dreamcast would have needed to buy 2 copies of Shenmue for them to make a profit on it (of course, they were betting on being able to turn it into a trilogy). Also please don't let this naysaying deter you at all, I'm just voicing my fears.

That said, a revenue share model can work if you can find the right people to work with, Your friends are your best recruitment base for this as they know how good you are (And you know how good they are). It is far easier to convince people who know you that you can pull this off than it is to convince strangers on the internet.

This makes sense. Where I'm at, I should be able to find someone, maybe.

I did not make those models. They came from the site above.

Whoops, I should have noticed that immediately! Posted Image

It helps if you can communicate to artists and musicians in their own language, and the more you know the easier it is to climb the ladders.
As for skills that are recommended as “second majors” I would suggest firstly game design. Having a good sense of what makes a good game makes you good at your job.
That applies to everyone, not just the programmers.

Much of this just takes interest and practice, I suspect. If I were in the industry, I'm fairly certain that I'd want to stay in the industry.

Thank you, both of you, for your advice.

In Topic: Finding Assets

04 March 2012 - 04:43 PM

What i'm doing is:
I'm not hiring anyone to start with, artwork will provided by one freelance artist (who will get payed for delivered content), same with music and possibly sound effects.
Everyone(except me) will get payed in full regardless of how the game does financially. (Yes this means i have been forced to work normal jobs for quite some time to save up cash for this project).

Isn't that a little risky? This means that if what you design turns out to be a flop that you'll eat all of the cost and derive very little of the gain... you might have to default back to the normal job again just to raise enough money for your next project. Of course; if you succeed in a big way, you may find yourself in fantastic shape. How much do you expect to spend on the project?

Does the percentage of profits based model not work very well?

Thank you for your time and your input, Simon.