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	<title>Drillboid</title>
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	<link>http://mildlydisconcerting.com/drillboid</link>
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	<lastBuildDate>Wed, 25 May 2011 12:33:46 +0000</lastBuildDate>
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		<title>Still working!</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/05/25/still-working/</link>
		<comments>http://mildlydisconcerting.com/drillboid/2011/05/25/still-working/#comments</comments>
		<pubDate>Wed, 25 May 2011 12:21:33 +0000</pubDate>
		<dc:creator>capnbubs</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=141</guid>
		<description><![CDATA[Here&#8217;s a little teaser video and a screenshot of the new surface level graphics. We&#8217;re still working on the game and I&#8217;ll post some more updates as I finish more of the art.]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a little teaser video and a screenshot of the new surface level graphics. We&#8217;re still working on the game and I&#8217;ll post some more updates as I finish more of the art.</p>
<p><iframe width="425" height="349" src="http://www.youtube.com/embed/skM376vgSaM" frameborder="0" allowfullscreen></iframe></p>
<p><a href="http://mildlydisconcerting.com/drillboid/wp-content/uploads/2011/05/drillboidtrees2.jpg"><img src="http://mildlydisconcerting.com/drillboid/wp-content/uploads/2011/05/drillboidtrees2-300x187.jpg" alt="" title="drillboidtrees2" width="300" height="187" class="alignnone size-medium wp-image-140" /></a></p>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
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		<item>
		<title>Setting the mood.</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/04/17/setting-the-mood/</link>
		<comments>http://mildlydisconcerting.com/drillboid/2011/04/17/setting-the-mood/#comments</comments>
		<pubDate>Sun, 17 Apr 2011 19:54:19 +0000</pubDate>
		<dc:creator>capnbubs</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=130</guid>
		<description><![CDATA[I&#8217;ve been doing some work on lighting to give the game a darker more foreboding mood. I&#8217;d like the caves to feel quite treacherous. Here is a picture to show how things are coming. I&#8217;ve also been redesigning the textures with much higher fidelity since we are planning on having the game be a full [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been doing some work on lighting to give the game a darker more foreboding mood. I&#8217;d like the caves to feel quite treacherous. Here is a picture to show how things are coming.</p>
<p><a href="http://mildlydisconcerting.com/drillboid/wp-content/uploads/2011/04/drillboidshot3.jpg"><img src="http://mildlydisconcerting.com/drillboid/wp-content/uploads/2011/04/drillboidshot3-300x140.jpg" alt="" title="drillboidshot3" width="300" height="140" class="alignnone size-medium wp-image-131" /></a></p>
<p>I&#8217;ve also been redesigning the textures with much higher fidelity since we are planning on having the game be a full screen standalone rather than web based. I&#8217;m planning on working on more ambient objects to make the caves feel a bit less repetitive such as crystals in the rocks and luminous plant life. If you have any suggestions to liven up the caves we&#8217;d love to hear them in the forums!</p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>About that silence&#8230;</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/04/02/about-that-silence/</link>
		<comments>http://mildlydisconcerting.com/drillboid/2011/04/02/about-that-silence/#comments</comments>
		<pubDate>Sat, 02 Apr 2011 23:01:59 +0000</pubDate>
		<dc:creator>TheLastBanana</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=126</guid>
		<description><![CDATA[As you&#8217;ve probably noticed, things have been going fairly slowly lately. Drillboid is still very much alive as a project, though, so no worries &#8211; we&#8217;re just taking some time to work on other things, too, so we have some money to fund the game. We&#8217;ll be sure to keep you guys updated when we [...]]]></description>
			<content:encoded><![CDATA[<p>As you&#8217;ve probably noticed, things have been going fairly slowly lately. Drillboid is still very much alive as a project, though, so no worries &#8211; we&#8217;re just taking some time to work on other things, too, so we have some money to fund the game. We&#8217;ll be sure to keep you guys updated when we have some more work done!</p>
]]></content:encoded>
			<wfw:commentRss>http://mildlydisconcerting.com/drillboid/2011/04/02/about-that-silence/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Customising on the horizon!</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/03/17/customising-on-the-horizon/</link>
		<comments>http://mildlydisconcerting.com/drillboid/2011/03/17/customising-on-the-horizon/#comments</comments>
		<pubDate>Thu, 17 Mar 2011 22:20:19 +0000</pubDate>
		<dc:creator>capnbubs</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=118</guid>
		<description><![CDATA[Here&#8217;s a peek at one of the new equipment models I&#8217;ve been working on. Since the Kongregate competition I&#8217;ve been hard at work redesigning the way the Drillboid character is constructed so that it&#8217;s separated into different meshes ready for having equip-able parts! I also took the opportunity to improve the textures and the shaders [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a peek at one of the new equipment models I&#8217;ve been working on. Since the Kongregate competition I&#8217;ve been hard at work redesigning the way the Drillboid character is constructed so that it&#8217;s separated into different meshes ready for having equip-able parts! I also took the opportunity to improve the textures and the shaders used on the character to the level of graphics I&#8217;d like to reach for the whole game.</p>
<p>What you are seeing here is the normal Drillboid character with the standard body unit swapped out for a more heavily armoured version. The equip-able parts of the Drillboid will be the Head, Body, Feet, Hand and Drill. In the final game every different part you can equip will be represented with a unique model or texture.</p>
<p><a href="http://mildlydisconcerting.com/drillboid/wp-content/uploads/2011/03/drillboidarmourpreview1.png"><img src="http://mildlydisconcerting.com/drillboid/wp-content/uploads/2011/03/drillboidarmourpreview1.png" alt="" title="drillboidarmourpreview1" width="485" height="272" class="alignnone size-full wp-image-119" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://mildlydisconcerting.com/drillboid/2011/03/17/customising-on-the-horizon/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>The Results Are In&#8230;</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/03/09/the-results-are-in/</link>
		<comments>http://mildlydisconcerting.com/drillboid/2011/03/09/the-results-are-in/#comments</comments>
		<pubDate>Wed, 09 Mar 2011 02:51:23 +0000</pubDate>
		<dc:creator>TheLastBanana</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=116</guid>
		<description><![CDATA[We were in the top ten games in the Kongregate Unity Game Contest! Thanks for your support so far &#8211; we&#8217;re looking forward to breaking the silence update-wise now that the contest is over.]]></description>
			<content:encoded><![CDATA[<p>We were in the top ten games in the Kongregate Unity Game Contest! Thanks for your support so far &#8211; we&#8217;re looking forward to breaking the silence update-wise now that the contest is over.</p>
]]></content:encoded>
			<wfw:commentRss>http://mildlydisconcerting.com/drillboid/2011/03/09/the-results-are-in/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Patch Update</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/02/17/patch-update/</link>
		<comments>http://mildlydisconcerting.com/drillboid/2011/02/17/patch-update/#comments</comments>
		<pubDate>Thu, 17 Feb 2011 04:47:12 +0000</pubDate>
		<dc:creator>TheLastBanana</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=105</guid>
		<description><![CDATA[We released a patch today, fixing some bugs with the game and adding some things to make it more playable. Here&#8217;s what&#8217;s new: Ball mode now makes the player invincible to acid gas and lasers, and makes the player dash while on the ground Removed gas pockets to allow free exploring Lowered escape time to [...]]]></description>
			<content:encoded><![CDATA[<p>We released a patch today, fixing some bugs with the game and adding some things to make it more playable. Here&#8217;s what&#8217;s new:</p>
<ul>
<li>Ball mode now makes the player invincible to acid gas and lasers, and makes the player dash while on the ground</li>
<li>Removed gas pockets to allow free exploring</li>
<li>Lowered escape time to add challenge</li>
<li>Fixed level select size mistake</li>
<li>Fixed death while holding orb bug</li>
<li>Arrow now points to orb when it’s been dropped</li>
<li>Fixed shaky camera</li>
<li>Fixed a bug with groundbased lasers not hurting</li>
<li>Added sounds for ball transformation</li>
<li>Added tutorial text explaining the minimap</li>
<li>Ship pickup zone made clear</li>
<li>Added a splash screen to inform people of unfinished state</li>
</ul>
<p>We&#8217;ve had 80,000 plays on Kongregate since we uploaded it, so we&#8217;re really excited to have such a big audience! Thanks for all your feedback!</p>
]]></content:encoded>
			<wfw:commentRss>http://mildlydisconcerting.com/drillboid/2011/02/17/patch-update/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
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		<item>
		<title>That&#8217;s a Wrap!</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/02/15/thats-a-wrap/</link>
		<comments>http://mildlydisconcerting.com/drillboid/2011/02/15/thats-a-wrap/#comments</comments>
		<pubDate>Tue, 15 Feb 2011 05:48:10 +0000</pubDate>
		<dc:creator>TheLastBanana</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=102</guid>
		<description><![CDATA[Our Kongregate build is now complete and uploaded! Go vote for us here: http://www.kongregate.com/games/capnbubs/drillboid For those of you following us, here&#8217;s what&#8217;s new in this build: New, more comfortable control scheme (we think) Rocks instead of unbreakable dirt Improved performance Gas pockets deep underground (don&#8217;t dig too deep) Menus and options Kongregate high-score support A [...]]]></description>
			<content:encoded><![CDATA[<p>Our Kongregate build is now complete and uploaded! Go vote for us here:</p>
<p>http://www.kongregate.com/games/capnbubs/drillboid</p>
<p>For those of you following us, here&#8217;s what&#8217;s new in this build:</p>
<ul>
<li>New, more comfortable control scheme (we think)</li>
<li>Rocks instead of unbreakable dirt</li>
<li>Improved performance</li>
<li>Gas pockets deep underground (don&#8217;t dig too deep)</li>
<li>Menus and options</li>
<li>Kongregate high-score support</li>
<li>A tutorial</li>
<li>The Mollume &#8211; this nasty little mole will hide when you come by, then jump out when you walk past it. Be careful, they&#8217;re not very friendly!</li>
<li>A new secret room type&#8230;  I&#8217;ll let you find it yourself!</li>
<li>Treasures and score</li>
<li>Lives, complete with a game-over screen</li>
<li>More music, including an escaping theme</li>
</ul>
<p>Whew, that&#8217;s a lot of things for a little over a week. We&#8217;re both pooped, but we&#8217;re glad we made the deadline. Enjoy the new build!</p>
]]></content:encoded>
			<wfw:commentRss>http://mildlydisconcerting.com/drillboid/2011/02/15/thats-a-wrap/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
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		<title>Procedural Generation, Part 2</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/02/13/procedural-generation-part-2/</link>
		<comments>http://mildlydisconcerting.com/drillboid/2011/02/13/procedural-generation-part-2/#comments</comments>
		<pubDate>Sun, 13 Feb 2011 04:42:59 +0000</pubDate>
		<dc:creator>TheLastBanana</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=89</guid>
		<description><![CDATA[We&#8217;re only a few days from the competition deadline now, so things are getting hectic enough that we just haven&#8217;t had time to upload a new build. To tide you over until the next update, here&#8217;s a nice, boring article about programming! If you read my first post about Drillboid&#8217;s level generator, you may recall [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;re only a few days from the competition deadline now, so things are getting hectic enough that we just haven&#8217;t had time to upload a new build. To tide you over until the next update, here&#8217;s a nice, boring article about programming!</p>
<p>If you read <a href="http://mildlydisconcerting.com/drillboid/2011/01/20/procedural-generation/">my first post about Drillboid&#8217;s level generator</a>, you may recall that I mentioned that the generator works in three steps. I&#8217;ve covered the first step, which is choosing where all the rooms fit together, but those rooms need to be filled with something, which is what steps two and three are. Today, I&#8217;ll explain a bit about how that works.<span id="more-89"></span></p>
<p style="text-align: center;"><img class="aligncenter" src="http://dl.dropbox.com/u/2149322/Drillboid/2Example2.png" alt="Generated Map" /></p>
<p style="text-align: left;">So, when the first step is done, we have something that looks like this. Every cell in that grid has two pieces of information: whether the cell is active, and from which directions it can be entered. For example, the topmost cells can only be entered from their top and bottom. Using that, the generator picks from a list of possible rooms given the directions it needs to go in. Here&#8217;s one of the rooms that you probably see quite frequently in the game, whether you noticed or not:</p>
<p style="text-align: left;">
<p style="text-align: center;"><img class="aligncenter" src="http://dl.dropbox.com/u/2149322/Drillboid/BaseRoom1A.png" alt="BaseRoom1" /></p>
<p style="text-align: left;">You might find the shape of this room faintly familiar. Considering that this room can show up 20 times in a single level, you&#8217;d think that you&#8217;d remember it better. Part of the reason is that the camera zooms in a fair amount, so you might not know where one room starts and the other ends, or what the overall shape of the room is. The other reason is that this room could show up as this:</p>
<p style="text-align: left;">
<p style="text-align: center;"><img class="aligncenter" src="http://dl.dropbox.com/u/2149322/Drillboid/BaseRoom1B.png" alt="BaseRoom1B" /></p>
<p style="text-align: left;">Or this:</p>
<p style="text-align: left;">
<p style="text-align: center;"><img class="aligncenter" src="http://dl.dropbox.com/u/2149322/Drillboid/BaseRoom1C.png" alt="BaseRoom1C" /></p>
<p style="text-align: left;">They&#8217;re a similar room, but there&#8217;s just enough variation that you probably didn&#8217;t notice it while you were playing! These variations are the product of certain tiles in the room having a chance of being erased. All of the pink-coloured tiles in the following picture have a 50% chance of being erased when the room is placed:</p>
<p style="text-align: center;"><img src="http://dl.dropbox.com/u/2149322/Drillboid/BaseRoom1D.png" alt="BaseRoom1D" /></p>
<p style="text-align: left;">However, this room is also special in that in can be placed running in any of the four possible directions. This makes it easy to fill a level up with rooms &#8211; we just add certain blocks into a special group that erases itself when the generator tells the room that it&#8217;s being entered from a certain direction. So, with that in mind, the room could also look like this:</p>
<p style="text-align: center;"><img src="http://dl.dropbox.com/u/2149322/Drillboid/BaseRoom1E.png" alt="BaseRoom1E" /></p>
<p style="text-align: left;">Or even this:</p>
<p style="text-align: center;"><img src="http://dl.dropbox.com/u/2149322/Drillboid/BaseRoom1F.png" alt="BaseRoom1F" /></p>
<p style="text-align: left;">Outside of that, there&#8217;s one other trick up the generator&#8217;s sleeve. A good example of it is another room you probably recognize:</p>
<p style="text-align: center;"><img src="http://dl.dropbox.com/u/2149322/Drillboid/Shaft4.png" alt="BaseRoom1F" /></p>
<p style="text-align: left;">In order to keep things interesting, those three pink chunks are randomly erase, making a different maze-like pathway each time. However, it doesn&#8217;t just randomly erase them, because there would be a chance that none of them get erased, and it would appear to be a dead end when it could very well be the only passageway into the rest of the level! To clear up this problem, the three chunks of dirt are in a special group that randomly picks between one and three of them, then erases them. That way, you&#8217;re guaranteed to have at least one path through, but it could be on a different side.</p>
<p style="text-align: left;">The one step left is to place enemies. Originally, every tile had a small chance of placing an enemy on top of it, but we realized that it sometimes lead to long periods with no enemies. To fix that, the generator gets a tally of all the rooms in the level, multiplies that by a random factor, then &#8220;distributes&#8221; the enemies randomly to each room in the level. This way, the enemies are more consistently placed throughout the level, and there&#8217;s the added bonus that we just run the first step of the generator, which takes less than a second, and know approximately how many enemies will be in the level (although this doesn&#8217;t account for secret rooms and rooms with enemies built into them).</p>
<p style="text-align: left;">And that&#8217;s really all there is to the generator! For those who are curious, the version of the game currently on the site uses 12 different room prefabs for the caves, including the room that the orb spawns in, and the ruins use 9  different room prefabs, also including the orb room. You might notice that the ruins rooms are more easily recognizable from each other, and this is on purpose &#8211; it gives it a more modular, planned-out feel than the caves, which you&#8217;d expect from a high-tech building, and it also makes it feel fresh and varied after having explored the much messier, sprawling caves. Those kinds of careful considerations are put into every room in the game, which is why with a fairly small number of pieces, the caves tend to feel different every time.</p>
<p style="text-align: left;">Hopefully this article was interesting to you! Leave a comment or send us an email to drillboid[at]mildlydisconcerting[dot]com if you have any questions.</p>
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			<wfw:commentRss>http://mildlydisconcerting.com/drillboid/2011/02/13/procedural-generation-part-2/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
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		<title>The caves just got more diabolical</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/02/06/the-caves-just-got-more-diabolical/</link>
		<comments>http://mildlydisconcerting.com/drillboid/2011/02/06/the-caves-just-got-more-diabolical/#comments</comments>
		<pubDate>Sun, 06 Feb 2011 05:52:17 +0000</pubDate>
		<dc:creator>TheLastBanana</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=84</guid>
		<description><![CDATA[A new update is out! Here&#8217;s what&#8217;s new: Alien ruins deep underground, complete with moving laser systems. Be careful! A health bar. You can die now, although for the time being, you&#8217;ll just respawn. Two new variants of the Gelfis: Gelfizz and Gelfloom. I&#8217;ll leave it to you to figure out what they do! Improved [...]]]></description>
			<content:encoded><![CDATA[<p>A new update is out! Here&#8217;s what&#8217;s new:</p>
<ul>
<li>Alien ruins deep underground, complete with moving laser systems. Be careful!</li>
<li>A health bar. You can die now, although for the time being, you&#8217;ll just respawn.</li>
<li>Two new variants of the Gelfis: Gelfizz and Gelfloom. I&#8217;ll leave it to you to figure out what they do!</li>
<li>Improved efficiency of a few systems in the game.</li>
<li>Made enemies spawn more consistently &#8211; you shouldn&#8217;t go long periods of time without seeing some sort of enemy.</li>
<li>Made the escape time more lenient.</li>
</ul>
<p>And, of course, plenty of little bugfixes and such as well, but these are the major changes. Give it a try!</p>
]]></content:encoded>
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		<slash:comments>9</slash:comments>
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		<item>
		<title>New version upload</title>
		<link>http://mildlydisconcerting.com/drillboid/2011/02/01/new-version-upload/</link>
		<comments>http://mildlydisconcerting.com/drillboid/2011/02/01/new-version-upload/#comments</comments>
		<pubDate>Tue, 01 Feb 2011 13:42:44 +0000</pubDate>
		<dc:creator>capnbubs</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://mildlydisconcerting.com/drillboid/?p=82</guid>
		<description><![CDATA[Seems there was some kind of problem and the build wasn&#8217;t updated. I&#8217;ve reuploaded it now so give it another try for the features listed in the last post!]]></description>
			<content:encoded><![CDATA[<p>Seems there was some kind of problem and the build wasn&#8217;t updated. I&#8217;ve reuploaded it now so give it another try for the features listed in the last post!</p>
]]></content:encoded>
			<wfw:commentRss>http://mildlydisconcerting.com/drillboid/2011/02/01/new-version-upload/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
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