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	<title>Comments on: Arty, first look</title>
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	<link>http://www.brainfold.org/blog/2008/06/19/arty-first-look/</link>
	<description>On Python, game development and everything</description>
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		<title>By: Jussi Lepistö</title>
		<link>http://www.brainfold.org/blog/2008/06/19/arty-first-look/comment-page-1/#comment-1495</link>
		<dc:creator>Jussi Lepistö</dc:creator>
		<pubDate>Sun, 22 Jun 2008 07:14:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.brainfold.org/blog/?p=73#comment-1495</guid>
		<description>Thanks for the suggestions, though most I&#039;ve already thought about. :) Player indicators will be coming in. Terrain will have better texturing. And the GUI in general, including the aiming indicator, is all temporary.</description>
		<content:encoded><![CDATA[<p>Thanks for the suggestions, though most I&#8217;ve already thought about. <img src='http://www.brainfold.org/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Player indicators will be coming in. Terrain will have better texturing. And the GUI in general, including the aiming indicator, is all temporary.</p>
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		<title>By: Stephen</title>
		<link>http://www.brainfold.org/blog/2008/06/19/arty-first-look/comment-page-1/#comment-1454</link>
		<dc:creator>Stephen</dc:creator>
		<pubDate>Fri, 20 Jun 2008 00:05:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.brainfold.org/blog/?p=73#comment-1454</guid>
		<description>Very nice work, Jussi. I know it&#039;s still early in development, but I&#039;m going to pop out a few suggestions that you may or may not already be already planning:

 -&gt; Ramp-up acceleration when the camera leaves the current player. It feels too sudden/disorienting when the camera first pulls away, but it&#039;s decelerating nicely when it arrives at the target player.
 -&gt; Arrows/indicators over players when the map is zoomed out to a certain amount. They really blend in with the terrain currently. Perhaps have the tanks use more extravagant/vibrant colours that would create more contrast?
 -&gt; Levels of terrain detail based on zoom-amount would be awesome. Right now zooming out far makes the texture tiling painfully obvious, but secondary textures designed for far-out shots could add a lot.
 -&gt; This might just be the video compression, but the aiming arrows for the players was a little hard to see. Perhaps opting for something that&#039;s more visible, like a &#039;laser guider&#039; or something, with a glow effect to make it really obvious to the user.

Very glad to see that things are progressing so nicely. Keep us on the down low. ;)</description>
		<content:encoded><![CDATA[<p>Very nice work, Jussi. I know it&#8217;s still early in development, but I&#8217;m going to pop out a few suggestions that you may or may not already be already planning:</p>
<p> -&gt; Ramp-up acceleration when the camera leaves the current player. It feels too sudden/disorienting when the camera first pulls away, but it&#8217;s decelerating nicely when it arrives at the target player.<br />
 -&gt; Arrows/indicators over players when the map is zoomed out to a certain amount. They really blend in with the terrain currently. Perhaps have the tanks use more extravagant/vibrant colours that would create more contrast?<br />
 -&gt; Levels of terrain detail based on zoom-amount would be awesome. Right now zooming out far makes the texture tiling painfully obvious, but secondary textures designed for far-out shots could add a lot.<br />
 -&gt; This might just be the video compression, but the aiming arrows for the players was a little hard to see. Perhaps opting for something that&#8217;s more visible, like a &#8216;laser guider&#8217; or something, with a glow effect to make it really obvious to the user.</p>
<p>Very glad to see that things are progressing so nicely. Keep us on the down low. <img src='http://www.brainfold.org/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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