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	<title>Comments for VectorStorm Blog</title>
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	<link>http://www.vectorstorm.org</link>
	<description>Creating games, one brightly glowing line at a time.</description>
	<lastBuildDate>Sun, 29 Jan 2012 11:47:27 +0000</lastBuildDate>
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		<title>Comment on A long-expected party by trevor</title>
		<link>http://www.vectorstorm.org/2012/01/29/a-long-expected-party/comment-page-1/#comment-3059</link>
		<dc:creator>trevor</dc:creator>
		<pubDate>Sun, 29 Jan 2012 11:47:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=2353#comment-3059</guid>
		<description>I should clarify..  in the picture accompanying this post, there&#039;s a commit comment about &quot;re-enabled single player mode&quot;.  That&#039;s not implying multiplayer support in the game.  In MMORPG Tycoon 2, &quot;single player mode&quot; is my AI debugging mode, where only a single AI player is spawned, to make it easier for me to track down why it&#039;s doing what it&#039;s doing.</description>
		<content:encoded><![CDATA[<p>I should clarify..  in the picture accompanying this post, there&#8217;s a commit comment about &#8220;re-enabled single player mode&#8221;.  That&#8217;s not implying multiplayer support in the game.  In MMORPG Tycoon 2, &#8220;single player mode&#8221; is my AI debugging mode, where only a single AI player is spawned, to make it easier for me to track down why it&#8217;s doing what it&#8217;s doing.</p>
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		<title>Comment on My latest distractions by James McNeill</title>
		<link>http://www.vectorstorm.org/2011/12/16/my-latest-distractions/comment-page-1/#comment-2853</link>
		<dc:creator>James McNeill</dc:creator>
		<pubDate>Mon, 19 Dec 2011 17:00:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=2335#comment-2853</guid>
		<description>I fired Independence War up again last night and figured out how to get a Glide wrapper going on it. Now to acquire a 360 controller for my PC. I&#039;ve been intending to do that for a while.

Maybe you&#039;re right that voice control isn&#039;t quite there yet. If the interactions were fairly codified with a specific vocabulary (&quot;Permission denied!&quot; &quot;Engage!&quot; etc.) it might be tractable in the near future.

Thinking about non-combat space gameplay: I wish somebody would evolve trading beyond the buy-low/sell-high model. I haven&#039;t got any solid thoughts on it yet. Maybe if the assets were not easy to value relative to each other (more of a barter model, in other words, as opposed to a model where everything can be liquidated to cash). I&#039;d love to see a game built around negotiating deals and writing contracts (as opposed to just buying and selling stuff in markets). Also maybe there&#039;d be a model where the high-margin markets are inherently limited in volume, so that as you rise in economic prominence you move through distinct niches of service. For instance, you might fly diamonds through blockades when you&#039;re small, but as you get bigger you lose the ability to do that and have to switch over to hauling commodities in bulk for less margin. It&#039;d be sort of like the RPG experience-per-level curve.</description>
		<content:encoded><![CDATA[<p>I fired Independence War up again last night and figured out how to get a Glide wrapper going on it. Now to acquire a 360 controller for my PC. I&#8217;ve been intending to do that for a while.</p>
<p>Maybe you&#8217;re right that voice control isn&#8217;t quite there yet. If the interactions were fairly codified with a specific vocabulary (&#8220;Permission denied!&#8221; &#8220;Engage!&#8221; etc.) it might be tractable in the near future.</p>
<p>Thinking about non-combat space gameplay: I wish somebody would evolve trading beyond the buy-low/sell-high model. I haven&#8217;t got any solid thoughts on it yet. Maybe if the assets were not easy to value relative to each other (more of a barter model, in other words, as opposed to a model where everything can be liquidated to cash). I&#8217;d love to see a game built around negotiating deals and writing contracts (as opposed to just buying and selling stuff in markets). Also maybe there&#8217;d be a model where the high-margin markets are inherently limited in volume, so that as you rise in economic prominence you move through distinct niches of service. For instance, you might fly diamonds through blockades when you&#8217;re small, but as you get bigger you lose the ability to do that and have to switch over to hauling commodities in bulk for less margin. It&#8217;d be sort of like the RPG experience-per-level curve.</p>
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		<title>Comment on My latest distractions by trevor</title>
		<link>http://www.vectorstorm.org/2011/12/16/my-latest-distractions/comment-page-1/#comment-2846</link>
		<dc:creator>trevor</dc:creator>
		<pubDate>Mon, 19 Dec 2011 00:03:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=2335#comment-2846</guid>
		<description>I still have my old joystick, but no longer have a PC which I can connect it to.  It&#039;s a very old Thrustmaster HOTAS setup, which used an ancient PC keyboard port for its throttle.  Modern PCs don&#039;t even have the ports necessary to plug it in, so it just sits on a shelf, unused.

But I found that I can mostly enjoy I-War using a 360 gamepad and keyboard.  And playing it at a ludicrously high resolution through a glide wrapper takes a little of the sting away.  But I&#039;m sure that using my old joystick would be infinitely better than the gamepad.  If only I could plug it into my current computer.

As for using Kinect to give commands to crew members, I&#039;m not convinced that the tech is quite ready for that level of interaction, yet (particularly across languages and accents)  But it&#039;s only a matter of time, and it&#039;ll certainly be a killer app when someone does work out how to make voice commands as flexible and reliable as a physical interface.  I think that Apple&#039;s new &quot;Siri&quot; system on the iPhone 4S demonstrates both how amazingly far we&#039;ve come in this regard, and also how tremendously far away we still are from achieving a truly usable system.</description>
		<content:encoded><![CDATA[<p>I still have my old joystick, but no longer have a PC which I can connect it to.  It&#8217;s a very old Thrustmaster HOTAS setup, which used an ancient PC keyboard port for its throttle.  Modern PCs don&#8217;t even have the ports necessary to plug it in, so it just sits on a shelf, unused.</p>
<p>But I found that I can mostly enjoy I-War using a 360 gamepad and keyboard.  And playing it at a ludicrously high resolution through a glide wrapper takes a little of the sting away.  But I&#8217;m sure that using my old joystick would be infinitely better than the gamepad.  If only I could plug it into my current computer.</p>
<p>As for using Kinect to give commands to crew members, I&#8217;m not convinced that the tech is quite ready for that level of interaction, yet (particularly across languages and accents)  But it&#8217;s only a matter of time, and it&#8217;ll certainly be a killer app when someone does work out how to make voice commands as flexible and reliable as a physical interface.  I think that Apple&#8217;s new &#8220;Siri&#8221; system on the iPhone 4S demonstrates both how amazingly far we&#8217;ve come in this regard, and also how tremendously far away we still are from achieving a truly usable system.</p>
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		<title>Comment on My latest distractions by James McNeill</title>
		<link>http://www.vectorstorm.org/2011/12/16/my-latest-distractions/comment-page-1/#comment-2845</link>
		<dc:creator>James McNeill</dc:creator>
		<pubDate>Sun, 18 Dec 2011 22:38:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=2335#comment-2845</guid>
		<description>I missed I-War when it first came out. Recently I picked it up from GoG but I haven&#039;t gotten very far into it yet. I&#039;ll have to give it another go. Would you say a joystick is a necessity? I got rid of mine a few years back when I was purging.

The Star Trek/Wars visions of starships are heavily based on World War 2-era (or earlier) naval ships, aren&#039;t they? Lots of people, lots of oral communication. Touring old battleships always amazes me with the quantity of manpower that was involved in running them. Modern ships pare that back a lot. I&#039;ve read a fair amount of fiction that follows the navy model as well (David Weber&#039;s Honor Harrington series, for instance, or Elizabeth Moon).

You could have some fun with the Kinect, I think, making a starship captain game with voice recognition and pointing.</description>
		<content:encoded><![CDATA[<p>I missed I-War when it first came out. Recently I picked it up from GoG but I haven&#8217;t gotten very far into it yet. I&#8217;ll have to give it another go. Would you say a joystick is a necessity? I got rid of mine a few years back when I was purging.</p>
<p>The Star Trek/Wars visions of starships are heavily based on World War 2-era (or earlier) naval ships, aren&#8217;t they? Lots of people, lots of oral communication. Touring old battleships always amazes me with the quantity of manpower that was involved in running them. Modern ships pare that back a lot. I&#8217;ve read a fair amount of fiction that follows the navy model as well (David Weber&#8217;s Honor Harrington series, for instance, or Elizabeth Moon).</p>
<p>You could have some fun with the Kinect, I think, making a starship captain game with voice recognition and pointing.</p>
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		<title>Comment on Thoughts on &#8220;Freemium&#8221; Games by trevor</title>
		<link>http://www.vectorstorm.org/2011/12/04/thoughts-on-freemium-games/comment-page-1/#comment-2817</link>
		<dc:creator>trevor</dc:creator>
		<pubDate>Mon, 05 Dec 2011 09:08:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=2291#comment-2817</guid>
		<description>You&#039;re right;  In retrospect, I probably shouldn&#039;t have used the term &#039;shareware&#039; in this, since today it doesn&#039;t imply what it did twenty years ago, and most folks today aren&#039;t going to have the necessary background to understand what I meant.  I should have been a little wordier, to get the real idea across.

Anyhow, I will note that while Dwarf Fortress doesn&#039;t ask for donations within the game, it does request them in the accompanying documentation.  But if people prefer to think of what I&#039;m predicting as &quot;donation-supported freeware&quot;, then I won&#039;t object too strenuously.  But my real thinking was &quot;a pay-what-you-want purchase where you can make the purchase &lt;strong&gt;after&lt;/strong&gt; downloading and playing the full game for as long as you like.&quot;  Which amounts to a similar thing, but with a very slightly different mental emphasis.</description>
		<content:encoded><![CDATA[<p>You&#8217;re right;  In retrospect, I probably shouldn&#8217;t have used the term &#8216;shareware&#8217; in this, since today it doesn&#8217;t imply what it did twenty years ago, and most folks today aren&#8217;t going to have the necessary background to understand what I meant.  I should have been a little wordier, to get the real idea across.</p>
<p>Anyhow, I will note that while Dwarf Fortress doesn&#8217;t ask for donations within the game, it does request them in the accompanying documentation.  But if people prefer to think of what I&#8217;m predicting as &#8220;donation-supported freeware&#8221;, then I won&#8217;t object too strenuously.  But my real thinking was &#8220;a pay-what-you-want purchase where you can make the purchase <strong>after</strong> downloading and playing the full game for as long as you like.&#8221;  Which amounts to a similar thing, but with a very slightly different mental emphasis.</p>
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		<title>Comment on Thoughts on &#8220;Freemium&#8221; Games by zeek</title>
		<link>http://www.vectorstorm.org/2011/12/04/thoughts-on-freemium-games/comment-page-1/#comment-2816</link>
		<dc:creator>zeek</dc:creator>
		<pubDate>Mon, 05 Dec 2011 06:00:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=2291#comment-2816</guid>
		<description>Most Shareware I know at very least had nag screens, but the majority of them were very large demos - more in line with the Freemium games you mention earlier really! You got a portion of the story of the game and that&#039;s it unless you pay. Dwarf Fortress is actually freeware and doesn&#039;t nag for charity at any point, merely has a website where people CAN choose to donate.</description>
		<content:encoded><![CDATA[<p>Most Shareware I know at very least had nag screens, but the majority of them were very large demos &#8211; more in line with the Freemium games you mention earlier really! You got a portion of the story of the game and that&#8217;s it unless you pay. Dwarf Fortress is actually freeware and doesn&#8217;t nag for charity at any point, merely has a website where people CAN choose to donate.</p>
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		<title>Comment on The last multithreading post (for now) by trevor</title>
		<link>http://www.vectorstorm.org/2011/09/01/the-last-multithreading-post-for-now/comment-page-1/#comment-2714</link>
		<dc:creator>trevor</dc:creator>
		<pubDate>Sat, 03 Sep 2011 04:19:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=2180#comment-2714</guid>
		<description>That&#039;s pretty much the idea.  In a game, we really don&#039;t want to give any processing time to the OS, if we have a choice about it;  we&#039;d always like to have a thread that&#039;s ready to do some more work, when one of the others finishes its job.</description>
		<content:encoded><![CDATA[<p>That&#8217;s pretty much the idea.  In a game, we really don&#8217;t want to give any processing time to the OS, if we have a choice about it;  we&#8217;d always like to have a thread that&#8217;s ready to do some more work, when one of the others finishes its job.</p>
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		<title>Comment on The last multithreading post (for now) by Zaph</title>
		<link>http://www.vectorstorm.org/2011/09/01/the-last-multithreading-post-for-now/comment-page-1/#comment-2713</link>
		<dc:creator>Zaph</dc:creator>
		<pubDate>Sat, 03 Sep 2011 00:46:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=2180#comment-2713</guid>
		<description>&quot;But in theory, it’s probably best to have the same number of threads as the user’s CPU has cores, potentially plus one&quot;

Why #CPU+1 threads ?  I&#039;d have instinctively thought that it would be #CPU-1 so that the OS could have a CPU.  Is it so that there&#039;s always one waiting to go or something ?</description>
		<content:encoded><![CDATA[<p>&#8220;But in theory, it’s probably best to have the same number of threads as the user’s CPU has cores, potentially plus one&#8221;</p>
<p>Why #CPU+1 threads ?  I&#8217;d have instinctively thought that it would be #CPU-1 so that the OS could have a CPU.  Is it so that there&#8217;s always one waiting to go or something ?</p>
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		<title>Comment on The last multithreading post (for now) by trevor</title>
		<link>http://www.vectorstorm.org/2011/09/01/the-last-multithreading-post-for-now/comment-page-1/#comment-2712</link>
		<dc:creator>trevor</dc:creator>
		<pubDate>Thu, 01 Sep 2011 11:59:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=2180#comment-2712</guid>
		<description>I haven&#039;t checked out Realm of the Mad God since early during TIGSource&#039;s Assemblee competition (for which its original prototype was made), but I&#039;ve read a lot about it, and the developer has all sorts of really interesting, progressive opinions on game design.  It doesn&#039;t directly touch on what I&#039;m wanting to do with MMORPG Tycoon 2, but it&#039;s fascinating to read Danc&#039;s insights.</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t checked out Realm of the Mad God since early during TIGSource&#8217;s Assemblee competition (for which its original prototype was made), but I&#8217;ve read a lot about it, and the developer has all sorts of really interesting, progressive opinions on game design.  It doesn&#8217;t directly touch on what I&#8217;m wanting to do with MMORPG Tycoon 2, but it&#8217;s fascinating to read Danc&#8217;s insights.</p>
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		<title>Comment on The last multithreading post (for now) by b-knox</title>
		<link>http://www.vectorstorm.org/2011/09/01/the-last-multithreading-post-for-now/comment-page-1/#comment-2711</link>
		<dc:creator>b-knox</dc:creator>
		<pubDate>Wed, 31 Aug 2011 18:31:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=2180#comment-2711</guid>
		<description>Just wondering if you&#039;ve checked out http://www.realmofthemadgod.com/ yet.  It&#039;s a MMORPG Bullet Hell Shooter.  The reason I bring it up is because players of all levels can travel together, but low levels obviously get killed easily.  Plus, the developer had some unique game concepts in mind -- http://www.lostgarden.com/</description>
		<content:encoded><![CDATA[<p>Just wondering if you&#8217;ve checked out <a href="http://www.realmofthemadgod.com/" rel="nofollow" onclick="pageTracker._trackPageview('/outgoing/www.realmofthemadgod.com/?referer=');">http://www.realmofthemadgod.com/</a> yet.  It&#8217;s a MMORPG Bullet Hell Shooter.  The reason I bring it up is because players of all levels can travel together, but low levels obviously get killed easily.  Plus, the developer had some unique game concepts in mind &#8212; <a href="http://www.lostgarden.com/" rel="nofollow" onclick="pageTracker._trackPageview('/outgoing/www.lostgarden.com/?referer=');">http://www.lostgarden.com/</a></p>
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