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	<title>Comments for VectorStorm Blog</title>
	<atom:link href="http://www.vectorstorm.org/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.vectorstorm.org</link>
	<description>Creating games, one brightly glowing line at a time.</description>
	<pubDate>Wed, 20 Aug 2008 07:09:08 +0000</pubDate>
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		<title>Comment on MMORPG Tycoon Spline Roads by trevor</title>
		<link>http://www.vectorstorm.org/2008/08/13/mmorpg-tycoon-spline-roads/#comment-301</link>
		<dc:creator>trevor</dc:creator>
		<pubDate>Mon, 18 Aug 2008 09:34:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=233#comment-301</guid>
		<description>They're still rendered as vectors.  You could do this with a real-world vector graphic display, no problem.  :)

(Did I mention that I've halfway added textures to the game engine?  That's the one to get outraged about.  I mean, once I get around to finishing support for them.)</description>
		<content:encoded><![CDATA[<p>They&#8217;re still rendered as vectors.  You could do this with a real-world vector graphic display, no problem.  <img src='http://www.vectorstorm.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>(Did I mention that I&#8217;ve halfway added textures to the game engine?  That&#8217;s the one to get outraged about.  I mean, once I get around to finishing support for them.)</p>
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		<title>Comment on MMORPG Tycoon Spline Roads by Liam</title>
		<link>http://www.vectorstorm.org/2008/08/13/mmorpg-tycoon-spline-roads/#comment-299</link>
		<dc:creator>Liam</dc:creator>
		<pubDate>Mon, 18 Aug 2008 00:21:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=233#comment-299</guid>
		<description>Splines? Splines in _Vector_Storm? :)</description>
		<content:encoded><![CDATA[<p>Splines? Splines in _Vector_Storm? <img src='http://www.vectorstorm.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
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		<title>Comment on MMORPG Tycoon Spline Roads by Dan Haraj</title>
		<link>http://www.vectorstorm.org/2008/08/13/mmorpg-tycoon-spline-roads/#comment-292</link>
		<dc:creator>Dan Haraj</dc:creator>
		<pubDate>Thu, 14 Aug 2008 18:33:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=233#comment-292</guid>
		<description>Cool</description>
		<content:encoded><![CDATA[<p>Cool</p>
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		<title>Comment on MMORPG Tycoon Spline Roads by Aeon</title>
		<link>http://www.vectorstorm.org/2008/08/13/mmorpg-tycoon-spline-roads/#comment-291</link>
		<dc:creator>Aeon</dc:creator>
		<pubDate>Thu, 14 Aug 2008 17:51:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=233#comment-291</guid>
		<description>It looks nice, but I'd prefer a little more wobble in the roads, instead of straight lines. Realistic roads rarely happen in straight lines. I suppose that would be up to the player, though. Who says people couldn't eventually make a futuristic MMORPG, where straight roads would look better?</description>
		<content:encoded><![CDATA[<p>It looks nice, but I&#8217;d prefer a little more wobble in the roads, instead of straight lines. Realistic roads rarely happen in straight lines. I suppose that would be up to the player, though. Who says people couldn&#8217;t eventually make a futuristic MMORPG, where straight roads would look better?</p>
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		<title>Comment on MMORPG revealed by Justin johnson</title>
		<link>http://www.vectorstorm.org/2008/05/11/mmorpg-revealed/#comment-280</link>
		<dc:creator>Justin johnson</dc:creator>
		<pubDate>Fri, 08 Aug 2008 17:39:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=152#comment-280</guid>
		<description>Really this looks very interesting. I hope you go through with it. It looks and sounds like an amazing gaming experience.</description>
		<content:encoded><![CDATA[<p>Really this looks very interesting. I hope you go through with it. It looks and sounds like an amazing gaming experience.</p>
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		<title>Comment on MMORPG Design Challenges by MrCheese</title>
		<link>http://www.vectorstorm.org/2008/08/01/mmorpg-design-challenges/#comment-270</link>
		<dc:creator>MrCheese</dc:creator>
		<pubDate>Sat, 02 Aug 2008 02:51:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=219#comment-270</guid>
		<description>I suppose you could average out the mobs over zones of equal level range, but I think it would need micro-management.  As you said, towns would be better placed in quieter areas.  Something that could be a feature a little further down the line, higher XP rewards for denser zones; which would attract 'hardcore' players.</description>
		<content:encoded><![CDATA[<p>I suppose you could average out the mobs over zones of equal level range, but I think it would need micro-management.  As you said, towns would be better placed in quieter areas.  Something that could be a feature a little further down the line, higher XP rewards for denser zones; which would attract &#8216;hardcore&#8217; players.</p>
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		<title>Comment on MMORPG Design Challenges by CogDissident</title>
		<link>http://www.vectorstorm.org/2008/08/01/mmorpg-design-challenges/#comment-268</link>
		<dc:creator>CogDissident</dc:creator>
		<pubDate>Fri, 01 Aug 2008 17:24:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=219#comment-268</guid>
		<description>I described that monsters per unit-of-space thing poorly.

Ex:
I have no idea what your internal scale is, but lets say a small zone is 50units, and a large one is 200units. If the slider is at 3, then it spawns one monster per 3 units of space (thus the small zone gets 16-17 monsters (depending on rounding) and the big one gets 66-67 monsters, spread out randomly among its area. And this would give it that even look cross-zones.</description>
		<content:encoded><![CDATA[<p>I described that monsters per unit-of-space thing poorly.</p>
<p>Ex:<br />
I have no idea what your internal scale is, but lets say a small zone is 50units, and a large one is 200units. If the slider is at 3, then it spawns one monster per 3 units of space (thus the small zone gets 16-17 monsters (depending on rounding) and the big one gets 66-67 monsters, spread out randomly among its area. And this would give it that even look cross-zones.</p>
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		<title>Comment on MMORPG Design Challenges by CogDissident</title>
		<link>http://www.vectorstorm.org/2008/08/01/mmorpg-design-challenges/#comment-267</link>
		<dc:creator>CogDissident</dc:creator>
		<pubDate>Fri, 01 Aug 2008 17:05:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=219#comment-267</guid>
		<description>You could continue with the slider for "monster density" and simply have that relate to how many monsters per unit-of-space. Making big regions have many more monsters, and smaller regions have less (giving the game a more uniform look in terms of monsters). That way it would encourage players to place towns and structures in smaller zones (because they have less monsters and thus can support more players), and try to coerce players to go monster-hunting in the bigger zones farther away from towns.

It handles the micromanagement issue (just one global slider), and adds a rather transparent level of depth (easy to understand and take advantage of). Keeping the 300 creatures/players per zone is good though, this would just work alongside it.</description>
		<content:encoded><![CDATA[<p>You could continue with the slider for &#8220;monster density&#8221; and simply have that relate to how many monsters per unit-of-space. Making big regions have many more monsters, and smaller regions have less (giving the game a more uniform look in terms of monsters). That way it would encourage players to place towns and structures in smaller zones (because they have less monsters and thus can support more players), and try to coerce players to go monster-hunting in the bigger zones farther away from towns.</p>
<p>It handles the micromanagement issue (just one global slider), and adds a rather transparent level of depth (easy to understand and take advantage of). Keeping the 300 creatures/players per zone is good though, this would just work alongside it.</p>
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		<title>Comment on #5: Robot Finds Ice Cream by langel</title>
		<link>http://www.vectorstorm.org/get-games/game-in-a-week/5-robot-finds-ice-cream/#comment-260</link>
		<dc:creator>langel</dc:creator>
		<pubDate>Tue, 29 Jul 2008 00:01:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?page_id=199#comment-260</guid>
		<description>that was fun  :D/</description>
		<content:encoded><![CDATA[<p>that was fun  :D/</p>
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		<title>Comment on #5: Robot Finds Ice Cream by CogDissident</title>
		<link>http://www.vectorstorm.org/get-games/game-in-a-week/5-robot-finds-ice-cream/#comment-257</link>
		<dc:creator>CogDissident</dc:creator>
		<pubDate>Sun, 27 Jul 2008 15:41:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?page_id=199#comment-257</guid>
		<description>Is it intentional that pushing "always" pushes them all the way to a border in one direction?

(also, bug, if you push a robot over a vending machine, the robot only gets the ice cream if the vending machine is the last square )</description>
		<content:encoded><![CDATA[<p>Is it intentional that pushing &#8220;always&#8221; pushes them all the way to a border in one direction?</p>
<p>(also, bug, if you push a robot over a vending machine, the robot only gets the ice cream if the vending machine is the last square )</p>
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