<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Development Video #13</title>
	<atom:link href="http://laserbrainstudios.com/2011/07/development-video-13/feed/" rel="self" type="application/rss+xml" />
	<link>http://laserbrainstudios.com/2011/07/development-video-13/</link>
	<description></description>
	<lastBuildDate>Tue, 07 Aug 2012 07:25:18 +0100</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.5.1</generator>
	<item>
		<title>By: Christian Knudsen</title>
		<link>http://laserbrainstudios.com/2011/07/development-video-13/comment-page-1/#comment-541</link>
		<dc:creator>Christian Knudsen</dc:creator>
		<pubDate>Mon, 25 Jul 2011 19:09:36 +0000</pubDate>
		<guid isPermaLink="false">http://laserbrainstudios.com/?p=564#comment-541</guid>
		<description><![CDATA[Thanks!

For the combat stuff, only the random shaking of the crosshairs is copy-pasted from Ascii Sector (with some minor changes). The only big thing I&#039;ve been able to use from AS so far is the dialogue and scripting stuff (which is why already selected reply options for quest dialogues will also be faded out in the next version of AS, just like they are in this video).

It&#039;ll mostly be all the internal game logic, such as AI and scripting, that I&#039;ll be able to use from Ascii Sector. I&#039;m still working on getting the basic game engine functionality in place before I can really start bringing over stuff from AS. I also want to improve the character AI in Ascii Sector for more challenging ground combat before I use it in Hostile Takeover.]]></description>
		<content:encoded><![CDATA[<p>Thanks!</p>
<p>For the combat stuff, only the random shaking of the crosshairs is copy-pasted from Ascii Sector (with some minor changes). The only big thing I&#8217;ve been able to use from AS so far is the dialogue and scripting stuff (which is why already selected reply options for quest dialogues will also be faded out in the next version of AS, just like they are in this video).</p>
<p>It&#8217;ll mostly be all the internal game logic, such as AI and scripting, that I&#8217;ll be able to use from Ascii Sector. I&#8217;m still working on getting the basic game engine functionality in place before I can really start bringing over stuff from AS. I also want to improve the character AI in Ascii Sector for more challenging ground combat before I use it in Hostile Takeover.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: cthulhu</title>
		<link>http://laserbrainstudios.com/2011/07/development-video-13/comment-page-1/#comment-536</link>
		<dc:creator>cthulhu</dc:creator>
		<pubDate>Mon, 25 Jul 2011 09:51:17 +0000</pubDate>
		<guid isPermaLink="false">http://laserbrainstudios.com/?p=564#comment-536</guid>
		<description><![CDATA[Wow, haven&#039;t been here in a while, I&#039;m really impressed by this.

I recognize some of the ideas from asciisector, such as aiming i difficult, and the combat mod on/off. Have you been able to just copy-paste from the asciisctor code for these functions?

Anyway, it looks very cool.

keep up the good work!]]></description>
		<content:encoded><![CDATA[<p>Wow, haven&#8217;t been here in a while, I&#8217;m really impressed by this.</p>
<p>I recognize some of the ideas from asciisector, such as aiming i difficult, and the combat mod on/off. Have you been able to just copy-paste from the asciisctor code for these functions?</p>
<p>Anyway, it looks very cool.</p>
<p>keep up the good work!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Christian Knudsen</title>
		<link>http://laserbrainstudios.com/2011/07/development-video-13/comment-page-1/#comment-491</link>
		<dc:creator>Christian Knudsen</dc:creator>
		<pubDate>Sat, 09 Jul 2011 08:51:29 +0000</pubDate>
		<guid isPermaLink="false">http://laserbrainstudios.com/?p=564#comment-491</guid>
		<description><![CDATA[The game will check for line-of-sight, so the aiming screen will probably just change to a &quot;target obscured&quot; message, when there&#039;s no line-of-sight.

Yep, there&#039;ll be an aiming/firing animation for the target in aiming mode as well. I just haven&#039;t implemented proper AI yet, so NPCs can&#039;t aim or fire weapons yet.]]></description>
		<content:encoded><![CDATA[<p>The game will check for line-of-sight, so the aiming screen will probably just change to a &#8220;target obscured&#8221; message, when there&#8217;s no line-of-sight.</p>
<p>Yep, there&#8217;ll be an aiming/firing animation for the target in aiming mode as well. I just haven&#8217;t implemented proper AI yet, so NPCs can&#8217;t aim or fire weapons yet.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ahoodedfigure</title>
		<link>http://laserbrainstudios.com/2011/07/development-video-13/comment-page-1/#comment-489</link>
		<dc:creator>ahoodedfigure</dc:creator>
		<pubDate>Fri, 08 Jul 2011 17:21:54 +0000</pubDate>
		<guid isPermaLink="false">http://laserbrainstudios.com/?p=564#comment-489</guid>
		<description><![CDATA[Will targets be obscured or will their to-hit percentage (weapon shake) decrease in the targeting mode? 

I assume you&#039;ll eventually include an animation for them firing at you (or others) while you&#039;re trying to hit them :)]]></description>
		<content:encoded><![CDATA[<p>Will targets be obscured or will their to-hit percentage (weapon shake) decrease in the targeting mode? </p>
<p>I assume you&#8217;ll eventually include an animation for them firing at you (or others) while you&#8217;re trying to hit them :)</p>
]]></content:encoded>
	</item>
</channel>
</rss>
