The more I talk to Sprint about it, the less I like it. They are not sure whether "one person talks, the rest listen" is a restriction of the phone or a restriction of the network. Secondly, they talk about maximum message bursts of 6 or 9 seconds, but not minimum message bursts of milliseconds to microseconds. It was obviously designed for voice in mind, not data. Also the cost is 20 cents per minute by the initiator. Which is an expensive network for playing any 2 player game for the Genesis. It'd be interesting to see if it can be pulled off, but after what Sprint told me, 2 or 3 times in a row, I cannot in good conscience ask for money which is that radical of a change which is too experimental and has too many "what if's" and that expensive to run.
I'll wait until I raise the $17,000 another way (through my income) to make a prototype. Then I can show Sega and the cell networks how this works, and then the work can continue.
In the meantime, I'm talking to Anthony Gaccione about a way to be more likely to find an opponent on Xbox 360, One, PS3, PS4, PS Vita, Wii U and 3DS games, with less endless waiting for opponents on most of the games most of us (at DigitPress.com at least) want to play online, like Xbox Live versions of Daytona USA, Guardian Heroes, Virtua Fighter 2, Sonic the Fighters, Gunstar Heroes, Fighting Vipers, Golden Axe, Streets of Rage, Altered Beast, and any other 2 player online Xbox 360 game. And it will work for other companies' games too. Even Indie games that happen to be online.
If this succeeds, maybe I can fund Netrogames myself. Now I'm taking down my TryCelery site after I post this.





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