<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: How to design an awesome game, part two : Ideas are a dime a dozen</title>
	<atom:link href="http://www.vectorstorm.org/2008/04/21/how-to-design-an-awesome-game-part-two-dime-a-dozen-ideas/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.vectorstorm.org/2008/04/21/how-to-design-an-awesome-game-part-two-dime-a-dozen-ideas/</link>
	<description>Creating games, one brightly glowing line at a time.</description>
	<lastBuildDate>Sun, 29 Jan 2012 11:47:27 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: D. Moonfire</title>
		<link>http://www.vectorstorm.org/2008/04/21/how-to-design-an-awesome-game-part-two-dime-a-dozen-ideas/comment-page-1/#comment-196</link>
		<dc:creator>D. Moonfire</dc:creator>
		<pubDate>Thu, 03 Jul 2008 14:35:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=135#comment-196</guid>
		<description>#2 is close to Freedroid, or at least the original. You basically win by taking over the various robots or killing them, moving to bigger and more powerful ones until you can defeat the boss. Very fun game, actually.</description>
		<content:encoded><![CDATA[<p>#2 is close to Freedroid, or at least the original. You basically win by taking over the various robots or killing them, moving to bigger and more powerful ones until you can defeat the boss. Very fun game, actually.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Koro the Great</title>
		<link>http://www.vectorstorm.org/2008/04/21/how-to-design-an-awesome-game-part-two-dime-a-dozen-ideas/comment-page-1/#comment-36</link>
		<dc:creator>Koro the Great</dc:creator>
		<pubDate>Mon, 21 Apr 2008 19:17:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=135#comment-36</guid>
		<description>I think idea #2 sounds really cool.  I like it when games force you to alter your perspective mid-gameplay like that.  It&#039;s always fun when you look at something you&#039;ve been looking at for the last 5 minutes and see something in a different light that changes the way you view it.  This is one of the reasons I think games like Portal and Crush are so much fun-- that moment when you realize &quot;Oh, if this wall and this wall were connected, I could use this platform to carry me through!&quot; or standing in just the right place with the right camera angle in Crush to see the level in a new perspective.  I could see your second idea tapping into this in a similar way to the cloud game you made where you&#039;d lose the cloud you were focusing on and have to search for a new cloud to control, except with a little more depth.</description>
		<content:encoded><![CDATA[<p>I think idea #2 sounds really cool.  I like it when games force you to alter your perspective mid-gameplay like that.  It&#8217;s always fun when you look at something you&#8217;ve been looking at for the last 5 minutes and see something in a different light that changes the way you view it.  This is one of the reasons I think games like Portal and Crush are so much fun&#8211; that moment when you realize &#8220;Oh, if this wall and this wall were connected, I could use this platform to carry me through!&#8221; or standing in just the right place with the right camera angle in Crush to see the level in a new perspective.  I could see your second idea tapping into this in a similar way to the cloud game you made where you&#8217;d lose the cloud you were focusing on and have to search for a new cloud to control, except with a little more depth.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

