<?xml version="1.0" encoding="UTF-8"?><!-- generator="WordPress/2.7" -->
<rss version="0.92">
<channel>
	<title>Deadrock</title>
	<link>http://www.deadrock-game.com/blog</link>
	<description>Development news for Deadrock and games industry commentary</description>
	<lastBuildDate>Sat, 25 Oct 2008 11:28:17 +0000</lastBuildDate>
	<docs>http://backend.userland.com/rss092</docs>
	<language>en</language>
	
	<item>
		<title>Destructoided</title>
		<description>Cottage of Doom reviewed on Destructoid:



Cottage of Doom, winner of TIGSource's B-Game Competition, is one part shooter, one part tower defense, and one part survival horror. It is, in other words, totally addictive and awesome.

...

Cottage of Doom's most interesting mechanic, by far, is the player's ability to block windows, doors, ...</description>
		<link>http://www.deadrock-game.com/blog/?p=30</link>
			</item>
	<item>
		<title>Efficient game development in C#</title>
		<description>Some good articles plus a free library were posted up at Bitterman's blog. The articles cover making your game development more efficient by using various tecniques allowing you to modify stuff while the game is running, helping out with your debugging, profiling etc. Great articles that may teach you a ...</description>
		<link>http://www.deadrock-game.com/blog/?p=28</link>
			</item>
	<item>
		<title>Survival Crisis Z</title>
		<description>Ska Software, whose games I love, have a really, really awesome free game called Survival Crisis Z that makes me want to just give up and abandon Deadrock forever. Why should I bother now? What is the point? SCZ is the game Deadrock is supposed to be, pretty much.

 </description>
		<link>http://www.deadrock-game.com/blog/?p=27</link>
			</item>
	<item>
		<title>Dyson plans</title>
		<description>Thanks to everyone who left feedback on Dyson.

I've been discussing Dyson with Rudolf, who is the chief designer on this project. The plans we have laid out for the game design actually incorporate many of the ideas that people have fed back after playing the game. Partly it's because they're ...</description>
		<link>http://www.deadrock-game.com/blog/?p=26</link>
			</item>
	<item>
		<title>Dyson</title>
		<description>I took a month out from Deadrock to participate in TIGSource's procedurally generated content competition.

I teamed up with a good friend of mine and we are quite proud of what we ended up with.

Dyson is a kind of RTS about taking over an asteroid belt. There's even some procedural content ...</description>
		<link>http://www.deadrock-game.com/blog/?p=25</link>
			</item>
	<item>
		<title>Town generation baby steps</title>
		<description>I've been working on town generation for a while now, since the last update. I did a bunch of internet research and I have a bunch of links to throw up on the blog here but I haven't written it up yet. So here's an update of what's been going ...</description>
		<link>http://www.deadrock-game.com/blog/?p=24</link>
			</item>
	<item>
		<title>Some progress on the video game</title>
		<description>I've made a little progress on the video game. A lot of it has been structural changes to include some features now viewed as important. I've recorded a video that exhibits these features.

     



Things I've added:
Two-sided walls
All walls may now be two-sided. It's so that a ...</description>
		<link>http://www.deadrock-game.com/blog/?p=23</link>
			</item>
	<item>
		<title>Fluid dynamics</title>
		<description>I've collected a bunch of stuff relating to the fluid dynamics work I did with Hardcore Computer Simulator, and from previously when I was working on a water game prototype. The end of the story was that I didn't implement a new version of any of this, but the links ...</description>
		<link>http://www.deadrock-game.com/blog/?p=22</link>
			</item>
	<item>
		<title>Programming games, games where you program to win</title>
		<description>In the aftermath of Hardcore Computer Simulator's canning, I've been working on some fine code for Deadrock - proper camera frustum culling, for a start. But I thought I'd post a few things I've been looking at that are related to HCS. In this post you can see some games ...</description>
		<link>http://www.deadrock-game.com/blog/?p=21</link>
			</item>
	<item>
		<title>Hardcore Computer Simulator canned</title>
		<description>I didn't finish Hardcore Computer Simulator in time for the deadline of the competition. I ran a small post-mortem on the game and posted it at TIGSource, and I've reproduced it "after the jump".



Things that went wrong:
No clear design
The game started out, conceptually, as an RTS where you placed computer ...</description>
		<link>http://www.deadrock-game.com/blog/?p=20</link>
			</item>
</channel>
</rss>
