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    <title>wundermint.com</title>
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    <pubDate>Thu, 11 Mar 2010 19:01:25 GMT</pubDate>

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    <managingEditor>john@wundermint.com</managingEditor>
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        <item>
      <title>Tinkerlist</title>
      <link>http://www.wundermint.com/posts/view/99</link>

      <description>
      <![CDATA[
        I was annoyed to discover that VERGE wouldn't support a twin stick setup (more on why that's important later), so I played with a variety of different engines to see what could do what I wanted. I still haven't settled on one (even for prototyping!), but at least I've got a sense of my options.
<br /><br />

Now, on to the actual combat concepts. There are a few different approaches I'm considering, all of them pretty rough, but they are:
<br /><br />

<b>Twin Stick</b><br />
Player moves and fires in realtime.<br />
* Very action-oriented; the default winner for "most engaging".<br />
<br />

<b>Lock On</b><br />
Player's burden is to pick targets and maneuver (realtime); AI does the shooting.<br />
* Would accommodate 3D movement pretty well<br />
* Makes gunnery crew a more interesting element<br />
<br />

<b>Turn Based</b><br />
Closer to traditional RPG combat, Skies of Arcadia being an obvious influence.<br />
* Simplest form of play; the player makes executive decisions is never rushed.<br />
* Would facilitate dramatic animations that I will never have time to create.<br />
<br />

<b>Fleet</b><br />
Turnless, "analog" SRPG combat (similar to Growlanser).<br />
* This seems unfun with a single ship, so there would probably have a small fleet to control<br />
<br />

More to come next week as I move into some actual prototyping.      ]]>
      </description>
      <pubDate>Thu, 11 Feb 2010 11:12:34 -0600 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/99</guid>
    </item>
        <item>
      <title>Argh, Me Hearty Is Broken</title>
      <link>http://www.wundermint.com/posts/view/98</link>

      <description>
      <![CDATA[
        Oxidus fills an interesting niche. It allowed me to create a concept that I wanted to
see in motion and watch it fail to attract enough attention to justify its creation.
I think a generous helping of design-fussing would make a decent product out of it.
A rough course has been charted for doing this, but the amount of time already invested
in it makes putting more effort into it very unappealing, despite my reservations about
abandoning so much work.
<br /><br />

So, it is with mixed emotions (but renewed energy) that I announce my intent to finish
Ye Olde Pirate Game. "Finish" is a loose term as it arguably has yet to be
started. In an effort to avoid some of the blunders of Oxidus, I'm going to try building
this from the inside out instead of outside in. Over the next few weeks (and the past few
days as well) I'll be tinkering with different approaches to combat, slapping together a
some crude prototypes. Once I've got something with a solid hook.. well, let's talk about
that when we get there.      ]]>
      </description>
      <pubDate>Thu, 04 Feb 2010 00:23:57 -0600 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/98</guid>
    </item>
        <item>
      <title>Old is the New New</title>
      <link>http://www.wundermint.com/posts/view/97</link>

      <description>
      <![CDATA[
        A brand new build has been released. In it you get:
<br /><br />

 * Old, outdated engine version. <i>(Wait, is that good?)</i><br />
 * Approximately +30% performance gain. <i>(Yes, it is.)</i><br />
 * Intermittent crashes resolved. <i>(Quite good, in fact.)</i><br />
<br />
So, it's the exact same, but better. The only thing that isn't 100% internal
(read: you <i>could</i> notice, but won't so I'm drawing attention to it here)
is that the random emblem generation is a fair bit better about picking colors.
Retroactively adding new improvements to an old engine proved to be pretty
mind-numbing, so I wanted something trivial and visual to offset the pain.
<br /><br />
Head on over to the <a href="http://www.johnweng.com/oxidus">Oxidus</a> website
to upgrade if you haven't already.      ]]>
      </description>
      <pubDate>Thu, 19 Nov 2009 20:16:07 -0600 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/97</guid>
    </item>
        <item>
      <title>Oxidus Open Beta</title>
      <link>http://www.wundermint.com/posts/view/96</link>

      <description>
      <![CDATA[
        <a href="http://www.johnweng.com/oxidus">Oxidus</a> has arrived. Head on over to the
<a href="http://www.johnweng.com/oxidus">Oxidus website</a> to download the client
and sign up for an account. It is <i>believed</i> to be stable, but please notify me
of any problems you're having. Any and all feedback is welcomed and encouraged.
<br /><br />

Existing beta accounts have <b>not</b> been purged. So, if you've already been playing,
you won't need to sign up again; just grab the latest version of the client and you'll be
on your way.
<br /><br />

Good luck and have fun. I'll see you on the battlefield.      ]]>
      </description>
      <pubDate>Tue, 10 Nov 2009 20:33:32 -0600 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/96</guid>
    </item>
        <item>
      <title>Dorfenstein</title>
      <link>http://www.wundermint.com/posts/view/95</link>

      <description>
      <![CDATA[
        Although I poked a few things with Oxidus this week, most of my effort
was put into the <a href="http://www.johnweng.com/gruedorf">Gruedorf</a>
page. Those of you who visited late last week will notice that it has changed
yet again. It's mostly superficial changes; I like nothing more than
tirelessly adjusting layouts and tweaking colors. Honest. The end result is a
much more elegant thing, which is what I wanted all along.
<br /><br />

It's not all just fluff, though. Each user profile now has a handy timeline too!
Using bright, cheerful colors, it illustrates just how well a participant has
(not) performed over the course of Gruedorf. There are some more features
I'd like add, but for the immediate future I'd like to get back to Oxidus.
Happy 'dorfing to you all!      ]]>
      </description>
      <pubDate>Wed, 28 Oct 2009 18:38:25 -0500 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/95</guid>
    </item>
        <item>
      <title>I Don't Give A Dorf</title>
      <link>http://www.wundermint.com/posts/view/94</link>

      <description>
      <![CDATA[
        I don't know why I waited until mid-week to push this out, but
here's the fruit of my weekend:
<br /><br />

<a href="http://www.johnweng.com/gruedorf">Gruedorf 2.0</a>
<br /><br />

While it looks somewhat different, functionally it's very close
to how was before. The bulk of actual improvement was done on
the backend, so future improvements and features should be
significantly easier to implement. I can't express how bad it
used to be; there just are no words.
<br /><br />

Feedback is, of course, welcomed and encouraged.      ]]>
      </description>
      <pubDate>Wed, 21 Oct 2009 13:45:09 -0500 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/94</guid>
    </item>
        <item>
      <title>Failure Abounds</title>
      <link>http://www.wundermint.com/posts/view/93</link>

      <description>
      <![CDATA[
        The cause of the combat anomalies continues to elude me. I am fast
approaching the point where I just rewrite huge blocks of the combat
engine until it goes away. This makes me die a little inside.
<br /><br />

In other news: as I'm writing this, every participant in
<a href="http://www.johnweng.com/gruedorf">Gruedorf</a> is failing.
<br /><br />

Every. Single. One.
<br />
Simultaneously.
<br /><br />

This makes me die a little more inside.      ]]>
      </description>
      <pubDate>Wed, 07 Oct 2009 22:18:30 -0500 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/93</guid>
    </item>
        <item>
      <title>Lateral Bombs</title>
      <link>http://www.wundermint.com/posts/view/92</link>

      <description>
      <![CDATA[
        Well, I've been working towards getting Oxidus to play nice with Verge 3.2. After a fixing a
handful of problems caused by my slapdash OO practices the game was up and running (albeit
with a slightly diminished framerate, which I suspect is related to classes being defined in
lua instead of C now). So I did a couple test battles and everything was looking good: enemies
were popping in and out of existance, bombs were dropping sideways, entities were moving at
irregular speeds, wait.. that's <b>not</b> good.

<br /><br />
So yeah, everything works except combat. I still can't figure it out. For some reason it is
just horribly, terribly broken, except that it still "works". But it's as if the numbers
suddenly decided it would be fun to randomly go to the wrong place. I can find no sane explanation.
So, in short, everything went better than expected until it went worse than expected.

<br /><br />
That's all I've got this week.      ]]>
      </description>
      <pubDate>Mon, 28 Sep 2009 13:11:19 -0500 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/92</guid>
    </item>
        <item>
      <title>Vista Ho!</title>
      <link>http://www.wundermint.com/posts/view/91</link>

      <description>
      <![CDATA[
        Changes, in (approximate) order of importance:
<br /><br />

* Vista support! This was, in reality, my fault all along; Vista's stricter socket rules
exposed the error of my ways.<br />
* Sludge accumulated on the player ship now deteriorates over time. The rate of deterioration
is inversely related to the ship's hull volume.<br />
* Assault durations are significantly shorter and more uniform (~50-90 seconds).<br />
* You can now pan the sector map camera by holding right click and "pushing" in a direction.<br />
* Panels highlighted for a tutorial panels now blink briefly to make them more apparent.<br />
* Fixed a bug that allowed notched sliders to be set to intermediary values.
<br /><br />

Remaining:
<br /><br />

* Light audio clean-up work<br />
* A few bits of additional combat art<br />
* Much dreaded porting to Verge 3.2
<br /><br />

Really everything is going swimmingly. Beta player feedback is increasingly positive and I'm
steadily progressing toward the finish line.      ]]>
      </description>
      <pubDate>Fri, 18 Sep 2009 09:23:14 -0500 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/91</guid>
    </item>
        <item>
      <title>Waffen</title>
      <link>http://www.wundermint.com/posts/view/90</link>

      <description>
      <![CDATA[
        The weapon system improvements took a bit more work than originally expected,
but are now in place and will only need minor number tweaking. It's pretty
lightweight, but definitely makes things more interesting.
<br /><br />

The strobe is now a significantly tougher customer. When it flashes, the
player's directional controls are temporarily scrambled, making even basic
evasion difficult.
<br /><br />

And a couple ugly (but simple) bugfixes:<br />
* Fixed a bug that allowed players to attack multiple planets simultaneously.<br />
* Fixed a bug that could cause parts of the player hull to be drawn over the near-death flash.
<br /><br />

I know I said I'd give some chatter about these changes, but I want to wait
until I've actually pushed the next release out. I've still got a few more
bits to tackle this week and then we'll be there. Stay tuned!      ]]>
      </description>
      <pubDate>Fri, 11 Sep 2009 16:10:00 -0500 GMT</pubDate>

      <guid>http://www.wundermint.com/posts/view/90</guid>
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