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	<title>Comments on: Two Months of CASUAL ADDICTION</title>
	<atom:link href="http://experimentalgameplay.com/blog/2010/06/two-months-of-casual-addiction/feed/" rel="self" type="application/rss+xml" />
	<link>http://experimentalgameplay.com/blog/2010/06/two-months-of-casual-addiction/</link>
	<description>We&#039;re a group of indie game developers, running a friendly competition every month. The rules: Make a game based on the month&#039;s theme, and don&#039;t spend more than 7 days. New games posted at the end of every month.</description>
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		<title>By: Cells &#8211; Released! &#171; Golden Gear Inc.</title>
		<link>http://experimentalgameplay.com/blog/2010/06/two-months-of-casual-addiction/comment-page-3/#comment-53980</link>
		<dc:creator>Cells &#8211; Released! &#171; Golden Gear Inc.</dc:creator>
		<pubDate>Sat, 04 Jun 2011 15:48:46 +0000</pubDate>
		<guid isPermaLink="false">http://experimentalgameplay.com/blog/?p=1032#comment-53980</guid>
		<description>[...] June / July the Experimental Gameplay Project&#039;s monthly competition theme is Casual Addiction. To that end I have created Cells, a hex-based puzzle [...]</description>
		<content:encoded><![CDATA[<p>[...] June / July the Experimental Gameplay Project&#039;s monthly competition theme is Casual Addiction. To that end I have created Cells, a hex-based puzzle [...]</p>
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		<title>By: July 2010 Event Roundup &#124; ZOMGIndie!</title>
		<link>http://experimentalgameplay.com/blog/2010/06/two-months-of-casual-addiction/comment-page-3/#comment-5731</link>
		<dc:creator>July 2010 Event Roundup &#124; ZOMGIndie!</dc:creator>
		<pubDate>Thu, 05 Aug 2010 14:54:58 +0000</pubDate>
		<guid isPermaLink="false">http://experimentalgameplay.com/blog/?p=1032#comment-5731</guid>
		<description>[...] two big events in indie game design come to a close &#8211; Experimental Gameplay Project&#8217;s Casual Addiction challenge and the JayIsGames Casual Gameplay Design Competition 8. Both competitions ran for two [...]</description>
		<content:encoded><![CDATA[<p>[...] two big events in indie game design come to a close &#8211; Experimental Gameplay Project&#8217;s Casual Addiction challenge and the JayIsGames Casual Gameplay Design Competition 8. Both competitions ran for two [...]</p>
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		<title>By: Teijo Mursu</title>
		<link>http://experimentalgameplay.com/blog/2010/06/two-months-of-casual-addiction/comment-page-3/#comment-5664</link>
		<dc:creator>Teijo Mursu</dc:creator>
		<pubDate>Mon, 02 Aug 2010 17:18:50 +0000</pubDate>
		<guid isPermaLink="false">http://experimentalgameplay.com/blog/?p=1032#comment-5664</guid>
		<description>@HARDNHEAVY

ClickOnce was my mistake also, and I cannot understand why ms can&#039;t provide more simpler packaging system. (ie. just zip everything needed and nothing more9

I do all images with bitmaps and it&#039;s very fast. I use SDL_image to load images to memory and then just blit to screen. That way I can use very modern image manipulating tools like GIMP among many others.

About help-system. I have think that way too. I like one helpscreen, because player can skip it very easily if he already knows how to play the game (also player doens&#039;t need to check everything that if help says something meaningful, all help is just in one screen or bunch of them)

Just to mention, I liked very much Greedy Bankers tutorial/help which was made with few screens which shows visually how to play the game.</description>
		<content:encoded><![CDATA[<p>@HARDNHEAVY</p>
<p>ClickOnce was my mistake also, and I cannot understand why ms can&#8217;t provide more simpler packaging system. (ie. just zip everything needed and nothing more9</p>
<p>I do all images with bitmaps and it&#8217;s very fast. I use SDL_image to load images to memory and then just blit to screen. That way I can use very modern image manipulating tools like GIMP among many others.</p>
<p>About help-system. I have think that way too. I like one helpscreen, because player can skip it very easily if he already knows how to play the game (also player doens&#8217;t need to check everything that if help says something meaningful, all help is just in one screen or bunch of them)</p>
<p>Just to mention, I liked very much Greedy Bankers tutorial/help which was made with few screens which shows visually how to play the game.</p>
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		<title>By: HardnHeavy</title>
		<link>http://experimentalgameplay.com/blog/2010/06/two-months-of-casual-addiction/comment-page-3/#comment-5660</link>
		<dc:creator>HardnHeavy</dc:creator>
		<pubDate>Mon, 02 Aug 2010 15:56:08 +0000</pubDate>
		<guid isPermaLink="false">http://experimentalgameplay.com/blog/?p=1032#comment-5660</guid>
		<description>@TEIJO MURSU: Thank you, very much! Your comments really help me.

*) ClickOnce: ok, never again. It is just so convenient for the developer... :-)
*) Gameplay: I presumed, that could be the case... sad
*) Gfx: is it really *that* bad?! Oops. Yes, the background... it´s drawn by lowlevel &quot;DrawLine&quot;, etc... totally ignored that. Maybe a shadow-bitmap for the fridge and some simple blur-shader for the background would have helped.
*) Help-System: it really is sub-optimal. Maybe an extra screen with a short description would have been better.

I promise to make it better next time :-)</description>
		<content:encoded><![CDATA[<p>@TEIJO MURSU: Thank you, very much! Your comments really help me.</p>
<p>*) ClickOnce: ok, never again. It is just so convenient for the developer&#8230; :-)<br />
*) Gameplay: I presumed, that could be the case&#8230; sad<br />
*) Gfx: is it really *that* bad?! Oops. Yes, the background&#8230; it´s drawn by lowlevel &#8220;DrawLine&#8221;, etc&#8230; totally ignored that. Maybe a shadow-bitmap for the fridge and some simple blur-shader for the background would have helped.<br />
*) Help-System: it really is sub-optimal. Maybe an extra screen with a short description would have been better.</p>
<p>I promise to make it better next time :-)</p>
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		<title>By: Teijo Mursu</title>
		<link>http://experimentalgameplay.com/blog/2010/06/two-months-of-casual-addiction/comment-page-3/#comment-5635</link>
		<dc:creator>Teijo Mursu</dc:creator>
		<pubDate>Sun, 01 Aug 2010 21:41:31 +0000</pubDate>
		<guid isPermaLink="false">http://experimentalgameplay.com/blog/?p=1032#comment-5635</guid>
		<description>Hi,

I tired WonderFridge and I would like to share my few points here:

Please, don&#039;t use ClickOnce-packaging, because it forces user to install a program, and extension is kinda wierd .application. Besides that, you can get plain .exe from Release-directory on your project folder.

And the about gameplay:

It sucks, I didn&#039;t find nearly anything addicting and only thing I found even as a game was discovering new items. Well, that didn&#039;t turn out to be funny, at least for me and I really quit after few tries.

Even if basic idea would be good, then UI comes a play. When you put items to fridge, there is a huge list (40 discoverable items and 2 stock) where I can see like 7 -10, but the most annoying thing is that mouse&#039;s scroll doesn&#039;t work there. You must scroll that list using buttons, which scrolls item by one at the time. I found that VERY frustrating.

I usually don&#039;t like to complaint about graphics, because these games are prototypes, and more likely with very fast-made graphics, but oh-lord when I first opened that game...

Also I didn&#039;t like the inside-help system at all, beause it make a huge tooltip with a lot of text. I firstly thought that this is very compex game, cause a lot of text, but after a while it turned a pretty simple.

After all, even first game IMO sucks, I still love to see new guys here (like I am myself, see few posts earlier).

Keep good work up! :)</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>I tired WonderFridge and I would like to share my few points here:</p>
<p>Please, don&#8217;t use ClickOnce-packaging, because it forces user to install a program, and extension is kinda wierd .application. Besides that, you can get plain .exe from Release-directory on your project folder.</p>
<p>And the about gameplay:</p>
<p>It sucks, I didn&#8217;t find nearly anything addicting and only thing I found even as a game was discovering new items. Well, that didn&#8217;t turn out to be funny, at least for me and I really quit after few tries.</p>
<p>Even if basic idea would be good, then UI comes a play. When you put items to fridge, there is a huge list (40 discoverable items and 2 stock) where I can see like 7 -10, but the most annoying thing is that mouse&#8217;s scroll doesn&#8217;t work there. You must scroll that list using buttons, which scrolls item by one at the time. I found that VERY frustrating.</p>
<p>I usually don&#8217;t like to complaint about graphics, because these games are prototypes, and more likely with very fast-made graphics, but oh-lord when I first opened that game&#8230;</p>
<p>Also I didn&#8217;t like the inside-help system at all, beause it make a huge tooltip with a lot of text. I firstly thought that this is very compex game, cause a lot of text, but after a while it turned a pretty simple.</p>
<p>After all, even first game IMO sucks, I still love to see new guys here (like I am myself, see few posts earlier).</p>
<p>Keep good work up! :)</p>
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		<title>By: HardnHeavy</title>
		<link>http://experimentalgameplay.com/blog/2010/06/two-months-of-casual-addiction/comment-page-3/#comment-5616</link>
		<dc:creator>HardnHeavy</dc:creator>
		<pubDate>Sun, 01 Aug 2010 01:58:03 +0000</pubDate>
		<guid isPermaLink="false">http://experimentalgameplay.com/blog/?p=1032#comment-5616</guid>
		<description>Ha. Discovered a bug, that keeps you from experiencing the nice end sequence. New direct link: http://rapidshare.com/files/410287472/WonderFridge_v1.1.0.zip :-)</description>
		<content:encoded><![CDATA[<p>Ha. Discovered a bug, that keeps you from experiencing the nice end sequence. New direct link: <a href="http://rapidshare.com/files/410287472/WonderFridge_v1.1.0.zip" rel="nofollow">http://rapidshare.com/files/410287472/WonderFridge_v1.1.0.zip</a> :-)</p>
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