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	<title>Comments for Drillboid</title>
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	<link>http://mildlydisconcerting.com/drillboid</link>
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	<lastBuildDate>Wed, 04 Apr 2012 11:39:55 +0000</lastBuildDate>
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		<title>Comment on Procedural Generation by Link</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/01/20/procedural-generation/#comment-1660</link>
		<dc:creator>Link</dc:creator>
		<pubDate>Wed, 04 Apr 2012 11:39:55 +0000</pubDate>
		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=22#comment-1660</guid>
		<description>Thanks for this article. I&#039;d like to talk about the fact that it could possibly be hard when you&#039;re in school and merely starting to create a long credit history. There are many scholars who will be merely trying to make it through and have long or favourable credit rating can be a difficult matter to own.</description>
		<content:encoded><![CDATA[<p>Thanks for this article. I&#8217;d like to talk about the fact that it could possibly be hard when you&#8217;re in school and merely starting to create a long credit history. There are many scholars who will be merely trying to make it through and have long or favourable credit rating can be a difficult matter to own.</p>
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		<title>Comment on Still working! by ANtY</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/05/25/still-working/#comment-594</link>
		<dc:creator>ANtY</dc:creator>
		<pubDate>Fri, 14 Oct 2011 10:36:28 +0000</pubDate>
		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=141#comment-594</guid>
		<description>Woah, it looks great but I&#039;d make volume of the sound when he hits the ground dependent on how fast he moves at the moment when he meets ground.</description>
		<content:encoded><![CDATA[<p>Woah, it looks great but I&#8217;d make volume of the sound when he hits the ground dependent on how fast he moves at the moment when he meets ground.</p>
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		<title>Comment on Still working! by Rune Skovbo Johansen</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/05/25/still-working/#comment-164</link>
		<dc:creator>Rune Skovbo Johansen</dc:creator>
		<pubDate>Fri, 27 May 2011 16:35:34 +0000</pubDate>
		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=141#comment-164</guid>
		<description>Ah, an orthographic foreground layer makes sense as well. There are way to make cutout materials retain sharp angled edges but it might not be worth it.
As for the near-background, hand-placed tiles per room type pretty much explains it to me. I guess you then just need a well-defined scheme for making the background layer in the different room types match up together correctly - unless you just make the geometry overlap/intersect. A post would still be interesting to see but only if you feel like it. :)</description>
		<content:encoded><![CDATA[<p>Ah, an orthographic foreground layer makes sense as well. There are way to make cutout materials retain sharp angled edges but it might not be worth it.<br />
As for the near-background, hand-placed tiles per room type pretty much explains it to me. I guess you then just need a well-defined scheme for making the background layer in the different room types match up together correctly &#8211; unless you just make the geometry overlap/intersect. A post would still be interesting to see but only if you feel like it. <img src='http://mildlydisconcerting.com/drillboid/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Still working! by capnbubs</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/05/25/still-working/#comment-162</link>
		<dc:creator>capnbubs</dc:creator>
		<pubDate>Thu, 26 May 2011 09:42:56 +0000</pubDate>
		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=141#comment-162</guid>
		<description>Thank you for the kind words!

The meshes that make up the front layer aren&#039;t actually 2D, I suppose I could have made them 2D planes with a normal map for lighting but I went with 3D to retain the sharp edges in high resolution. They are drawn by a separate orthographic camera.

The near background is constructed of square &#039;tiles&#039; placed by hand, the procedural levels are constructed from &#039;rooms&#039; that connect seamlessly to give some control over gameplay and pacing. Is that what you wanted to know? I could make a more elaborate post about it later and show pictures of the layers from an angle to show the theatre set like construction if you are interested.</description>
		<content:encoded><![CDATA[<p>Thank you for the kind words!</p>
<p>The meshes that make up the front layer aren&#8217;t actually 2D, I suppose I could have made them 2D planes with a normal map for lighting but I went with 3D to retain the sharp edges in high resolution. They are drawn by a separate orthographic camera.</p>
<p>The near background is constructed of square &#8217;tiles&#8217; placed by hand, the procedural levels are constructed from &#8216;rooms&#8217; that connect seamlessly to give some control over gameplay and pacing. Is that what you wanted to know? I could make a more elaborate post about it later and show pictures of the layers from an angle to show the theatre set like construction if you are interested.</p>
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		<title>Comment on Still working! by Rune Skovbo Johansen</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/05/25/still-working/#comment-160</link>
		<dc:creator>Rune Skovbo Johansen</dc:creator>
		<pubDate>Thu, 26 May 2011 07:35:01 +0000</pubDate>
		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=141#comment-160</guid>
		<description>This looks super-sweet! You found a nice way to solve the &quot;2D yet 3D&quot; by placing a fully 2D sprite layer *right* in front of matching actual 3D geometry. It makes the game *look* fully 3D while still avoiding the problems and complexities that can come making the gameplay geometry real 3D, like the character and enemies being occluded by walls or the floor, or similar. It doesn&#039;t seem disconnected at all; I haven&#039;t seen any games do it quite this way before. I&#039;d be very interested in a post describing how the 3D near background is constructed or assembled procedurally.</description>
		<content:encoded><![CDATA[<p>This looks super-sweet! You found a nice way to solve the &#8220;2D yet 3D&#8221; by placing a fully 2D sprite layer *right* in front of matching actual 3D geometry. It makes the game *look* fully 3D while still avoiding the problems and complexities that can come making the gameplay geometry real 3D, like the character and enemies being occluded by walls or the floor, or similar. It doesn&#8217;t seem disconnected at all; I haven&#8217;t seen any games do it quite this way before. I&#8217;d be very interested in a post describing how the 3D near background is constructed or assembled procedurally.</p>
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		<title>Comment on Still working! by soad667</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/05/25/still-working/#comment-154</link>
		<dc:creator>soad667</dc:creator>
		<pubDate>Wed, 25 May 2011 19:17:24 +0000</pubDate>
		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=141#comment-154</guid>
		<description>Wow, beautiful! It was a pleasant surprise seeing on my rss feeder a notice about Drillboid. And thanks for the screenshot, i found my new wallpaper. :)</description>
		<content:encoded><![CDATA[<p>Wow, beautiful! It was a pleasant surprise seeing on my rss feeder a notice about Drillboid. And thanks for the screenshot, i found my new wallpaper. <img src='http://mildlydisconcerting.com/drillboid/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Still working! by Przemek Muller</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/05/25/still-working/#comment-153</link>
		<dc:creator>Przemek Muller</dc:creator>
		<pubDate>Wed, 25 May 2011 12:59:41 +0000</pubDate>
		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=141#comment-153</guid>
		<description>Looks great, keep it up!</description>
		<content:encoded><![CDATA[<p>Looks great, keep it up!</p>
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	<item>
		<title>Comment on Setting the mood. by Jemmy and/or Chive</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/04/17/setting-the-mood/#comment-112</link>
		<dc:creator>Jemmy and/or Chive</dc:creator>
		<pubDate>Tue, 19 Apr 2011 22:03:59 +0000</pubDate>
		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=130#comment-112</guid>
		<description>Its easy to come up with these suggestions, a bit more tough to have to make them---nevertheless ...

What would also be nice is the very occasional sound of a distant rumble and crash as the ceiling of some distant cave collapses. Of a varying pitch and volume obviously.</description>
		<content:encoded><![CDATA[<p>Its easy to come up with these suggestions, a bit more tough to have to make them&#8212;nevertheless &#8230;</p>
<p>What would also be nice is the very occasional sound of a distant rumble and crash as the ceiling of some distant cave collapses. Of a varying pitch and volume obviously.</p>
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		<title>Comment on Setting the mood. by ShiroiRyu</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/04/17/setting-the-mood/#comment-110</link>
		<dc:creator>ShiroiRyu</dc:creator>
		<pubDate>Tue, 19 Apr 2011 12:52:08 +0000</pubDate>
		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=130#comment-110</guid>
		<description>Wow ... Really good idea for the water and the shadow.
Will follow you. ^^</description>
		<content:encoded><![CDATA[<p>Wow &#8230; Really good idea for the water and the shadow.<br />
Will follow you. ^^</p>
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	<item>
		<title>Comment on Setting the mood. by capnbubs</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/04/17/setting-the-mood/#comment-109</link>
		<dc:creator>capnbubs</dc:creator>
		<pubDate>Tue, 19 Apr 2011 08:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=130#comment-109</guid>
		<description>Good idea! I was actually thinking of doing something like that already, as well as the occasional bit of dust and rubble coming loose and falling.</description>
		<content:encoded><![CDATA[<p>Good idea! I was actually thinking of doing something like that already, as well as the occasional bit of dust and rubble coming loose and falling.</p>
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