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	<title>Sinister Soups</title>
	<link>http://www.sinistersoups.com</link>
	<description>Serving Musings On Game Development and Play</description>
	<lastBuildDate>Thu, 24 Jun 2010 09:50:10 +0000</lastBuildDate>
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		<title>Mousing in Diablo 2: An Analysis</title>
		<description><![CDATA[Having played some Diablo 2 again a bit ago (as evidenced by my last post, wherein I describe the process I had to go through to get the game running), I started thinking carefully about the design in that game with regard to targeting and attacking.
Since it's a 10-year-old game, I was reminded of some of the [...]]]></description>
		<link>http://www.sinistersoups.com/2010/06/mousing-in-diablo-2-an-analysis/</link>
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		<title>Getting Diablo 2 Working Under Dual-Core Vista x64</title>
		<description><![CDATA[Getting a game as old as Diablo 2 to behave on a modern PC can be quite the chore; something I rediscovered today when my buddy and I got a hankering to play it again. Fortunately, I managed to get it working, so I figured I'd document my steps in case someone else runs into [...]]]></description>
		<link>http://www.sinistersoups.com/2010/05/getting-diablo-2-working-under-dual-core-vista-x64/</link>
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		<title>Objects, Components, and Entities, Oh My!</title>
		<description><![CDATA[A new post at last, and it’s that rarest of rare beasts, a programming post!
I’ve been reading and thinking about game system architecture lately. What I mean, specifically, is how objects and actors that take part in a game are represented in code, and what the relationships (in code) between them are like.
The traditional approach [...]]]></description>
		<link>http://www.sinistersoups.com/2010/05/objects-components-and-entities-oh-my/</link>
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		<title>Red Dead Dastardliness</title>
		<description><![CDATA[Red Dead Redemption wasn't really on my radar, and then, for some reason, people started telling me it should be. My only thoughts on the game were that I'd heard the original, Red Dead Revolver, was a pretty uninspired shooter.
Then today I saw this.
Note: I had originally tried embedding the video, but it would refuse [...]]]></description>
		<link>http://www.sinistersoups.com/2010/05/red-dead-dastardliness/</link>
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		<title>The Silence Is Deafening</title>
		<description><![CDATA[I know my update schedule has become erratic, and I haven't been posting on a regular basis, as I would like.
Some upheaval and turmoil at my job has led much of my free time to be consumed by job search related activity, updating my resume and the like, and I haven't been able to devote [...]]]></description>
		<link>http://www.sinistersoups.com/2010/05/the-silence-is-deafening/</link>
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		<title>Embedded Gaming</title>
		<description><![CDATA[

The Secret of Monkey Island:SE powered by InstantAction

That's a game up there. I mean an actual, playable version of the Secret of Monkey Island, embedded directly into the blog.
You can click on the Play Demo button and start playing this classic point and click adventure right now, no need to download anything, no need to install [...]]]></description>
		<link>http://www.sinistersoups.com/2010/04/embedded-gaming/</link>
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		<title>X-Communicated</title>
		<description><![CDATA[What is X-Com? Until last week, X-Com was a fantastic little PC turn-based tactical game. A game which let you build up a fancy base, while researching cool technology, and recruiting soldiers. A game where, with your base fully operational, you could send out squads of guys to shoot down UFOs, investigate crash sites, and [...]]]></description>
		<link>http://www.sinistersoups.com/2010/04/x-communicated/</link>
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		<title>Designing S3: Stats</title>
		<description><![CDATA[A while back, I wrote a post explaining that Setting Sun Saga (or S3) is a game I plan to make based on the model of Final Fantasy Tactics. This will be the first in a series of posts discussing various mechanics of S3, and attempting to outline an initial design for all these relevant mechanics.
Present thinking [...]]]></description>
		<link>http://www.sinistersoups.com/2010/04/designing-s3-stats/</link>
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		<title>Direct vs. Derived Statistics in RPGs</title>
		<description><![CDATA[In the RPG space, there are generally two ways to handle character attributes or statistics.
The first, simpler solution defines a set of stats that a character needs for the mechanics of the game to work, and then exposes them directly, allowing items, spells, level gains, and other modifiers to explicitly raise and lower these stats as necessary. [...]]]></description>
		<link>http://www.sinistersoups.com/2010/04/direct-vs-derived-statistics-in-rpgs/</link>
			</item>
	<item>
		<title>Designing S3: An Introduction</title>
		<description><![CDATA[If you take a look at my About Me page, you'll see that one reason why this blog exists is to eventually serve as a design document for a game I've wanted to make for a long time now. I've been putting off this intro post, even as I develop drafts of actual design articles, but [...]]]></description>
		<link>http://www.sinistersoups.com/2010/03/designing-s3-an-introduction/</link>
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