E.T. phone home! best methods
I'd suggest that, if you build a mass-market product, you aim for the 90%, not for the 10%, because the 90% is all of the easy profit!
And really -- you can't get any DSL, either? What a difference a mere dozen miles makes... (Which, in caveman days, was a full day of travel, at least!)
I see -- one of those pockets of un-reachability (and the reason carriers always claim 90% or 95% coverage, not 100% coverage.)
I'd suggest that, if you build a mass-market product, you aim for the 90%, not for the 10%, because the 90% is all of the easy profit!
And really -- you can't get any DSL, either? What a difference a mere dozen miles makes... (Which, in caveman days, was a full day of travel, at least!)
in the case of Caveman, there's no "sticker shock" at the size of the download. just 52 meg zipped for the full game.
while it might be the 21st century, i feel like i'm still telecommunicating Caveman style with sticks and hollow log drums! <g>
lack of unlimited bandwidth only affects me in a major way as an end user of big DL-able games. as a pub, i just have to UL one file, maintain a website, and do email, postings, and online transactions.
most of my gamedev related bandwidth is spent on research, and looking for tools and content.
Norm Barrows
Rockland Software Productions
"Building PC games since 1989"
PLAY CAVEMAN NOW!
http://rocklandsoftware.net/beta.php