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	<title>Comments on: And Done&#8230; (Phew)</title>
	<atom:link href="http://www.gameproducer.net/2010/11/01/and-done-phew/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2010/11/01/and-done-phew/</link>
	<description>I bake games. Indie style.</description>
	<lastBuildDate>Thu, 16 May 2013 13:23:44 +0000</lastBuildDate>
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		<title>By: Pathogen David</title>
		<link>http://www.gameproducer.net/2010/11/01/and-done-phew/comment-page-1/#comment-142679</link>
		<dc:creator>Pathogen David</dc:creator>
		<pubDate>Thu, 04 Nov 2010 05:37:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=5442#comment-142679</guid>
		<description>I will try to think of a better word =)

And I did not read the FAQ, I just had a moment so I just dove right on in.</description>
		<content:encoded><![CDATA[<p>I will try to think of a better word =)</p>
<p>And I did not read the FAQ, I just had a moment so I just dove right on in.</p>
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		<title>By: Juuso</title>
		<link>http://www.gameproducer.net/2010/11/01/and-done-phew/comment-page-1/#comment-142672</link>
		<dc:creator>Juuso</dc:creator>
		<pubDate>Wed, 03 Nov 2010 23:03:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=5442#comment-142672</guid>
		<description>Good feedback, gotta try get others to comment as well. Jake? :)

Resolve - care to suggest a better word? I was thinking &quot;End turn&quot; and then let those actions happen with small delay after each action (and you could &quot;skip&quot; with the other button).

Heh, I might let them attack after finishing one room. That was something I thought but didn&#039;t get done yet. 

Move up / move down. I see. I will think about that. One reason why the actions occur later is that it makes planning slightly more important as you cannot know if some action was successful. It also leaves room for error when you realize you accidentally moved some character and now some other guy cannot attack. 

I could do so that &quot;move&quot; is always done right away... but not sure if it&#039;s confusing from usability perspective (&quot;why move gets done right away, but other&#039;s dont?&quot;).

*silence*

Come to think of it: attack is the only thing that could be handled later. And... I suppose I could consider &quot;resolving&quot; ;) them right away. 

I think about it.

Graves: Yeh, they are intentional. First it was unplanned, and I thought that I would remove - but then while doing testing I thought it was bit fun to see these guys to speak while dead :) I planned to change the scripts so that dead guys have new lines to say (to indicate they know they are dead, yet have some stories to tell ;)).

Thanks a lot for the feedback. 

By the way, did you read the FAQ? It should help quite a lot when trying to get pass level 2 (and later)</description>
		<content:encoded><![CDATA[<p>Good feedback, gotta try get others to comment as well. Jake? :)</p>
<p>Resolve &#8211; care to suggest a better word? I was thinking &#8220;End turn&#8221; and then let those actions happen with small delay after each action (and you could &#8220;skip&#8221; with the other button).</p>
<p>Heh, I might let them attack after finishing one room. That was something I thought but didn&#8217;t get done yet. </p>
<p>Move up / move down. I see. I will think about that. One reason why the actions occur later is that it makes planning slightly more important as you cannot know if some action was successful. It also leaves room for error when you realize you accidentally moved some character and now some other guy cannot attack. </p>
<p>I could do so that &#8220;move&#8221; is always done right away&#8230; but not sure if it&#8217;s confusing from usability perspective (&#8220;why move gets done right away, but other&#8217;s dont?&#8221;).</p>
<p>*silence*</p>
<p>Come to think of it: attack is the only thing that could be handled later. And&#8230; I suppose I could consider &#8220;resolving&#8221; ;) them right away. </p>
<p>I think about it.</p>
<p>Graves: Yeh, they are intentional. First it was unplanned, and I thought that I would remove &#8211; but then while doing testing I thought it was bit fun to see these guys to speak while dead :) I planned to change the scripts so that dead guys have new lines to say (to indicate they know they are dead, yet have some stories to tell ;)).</p>
<p>Thanks a lot for the feedback. </p>
<p>By the way, did you read the FAQ? It should help quite a lot when trying to get pass level 2 (and later)</p>
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		<title>By: Pathogen David</title>
		<link>http://www.gameproducer.net/2010/11/01/and-done-phew/comment-page-1/#comment-142665</link>
		<dc:creator>Pathogen David</dc:creator>
		<pubDate>Wed, 03 Nov 2010 09:00:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=5442#comment-142665</guid>
		<description>Oh, also, my graves tended to talk every once and a while. Kinda funny but I wasn&#039;t sure if that was intentional.</description>
		<content:encoded><![CDATA[<p>Oh, also, my graves tended to talk every once and a while. Kinda funny but I wasn&#8217;t sure if that was intentional.</p>
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		<title>By: Pathogen David</title>
		<link>http://www.gameproducer.net/2010/11/01/and-done-phew/comment-page-1/#comment-142664</link>
		<dc:creator>Pathogen David</dc:creator>
		<pubDate>Wed, 03 Nov 2010 08:58:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=5442#comment-142664</guid>
		<description>lol, pretty nice, but I got mauled on the second level. Kinda weird after hours of traveling they are still too tired to attack during the next battle if they attacked at the end of the last one =P

Also, &quot;Resolve&quot; seemed like awkward wording. I didn&#039;t know what the button did at first and only figured it out after mashing it. When I hear &quot;Resolve&quot; I think of some issue that exists, like a conflict between two movements or something.

It also seemed ambiguous to me if I needed to tell one guy to move down and the other to move up. Maybe just make them do the action when they press the button? (That&#039;d fix the &quot;resolve&quot; issue too ;) )

But other than that, awesome job!</description>
		<content:encoded><![CDATA[<p>lol, pretty nice, but I got mauled on the second level. Kinda weird after hours of traveling they are still too tired to attack during the next battle if they attacked at the end of the last one =P</p>
<p>Also, &#8220;Resolve&#8221; seemed like awkward wording. I didn&#8217;t know what the button did at first and only figured it out after mashing it. When I hear &#8220;Resolve&#8221; I think of some issue that exists, like a conflict between two movements or something.</p>
<p>It also seemed ambiguous to me if I needed to tell one guy to move down and the other to move up. Maybe just make them do the action when they press the button? (That&#8217;d fix the &#8220;resolve&#8221; issue too ;) )</p>
<p>But other than that, awesome job!</p>
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		<title>By: Fili</title>
		<link>http://www.gameproducer.net/2010/11/01/and-done-phew/comment-page-1/#comment-142641</link>
		<dc:creator>Fili</dc:creator>
		<pubDate>Mon, 01 Nov 2010 08:51:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=5442#comment-142641</guid>
		<description>What can I say? You&#039;ve added just a little graphic tiles and now the game looks much better. Hey, I can even see the distance (in tiles) to the zombies :) Can&#039;t wait to play it!</description>
		<content:encoded><![CDATA[<p>What can I say? You&#8217;ve added just a little graphic tiles and now the game looks much better. Hey, I can even see the distance (in tiles) to the zombies :) Can&#8217;t wait to play it!</p>
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		<title>By: Jake Birkett</title>
		<link>http://www.gameproducer.net/2010/11/01/and-done-phew/comment-page-1/#comment-142640</link>
		<dc:creator>Jake Birkett</dc:creator>
		<pubDate>Sun, 31 Oct 2010 23:56:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=5442#comment-142640</guid>
		<description>Congrats on meeting the deadline!  Tiles look good.</description>
		<content:encoded><![CDATA[<p>Congrats on meeting the deadline!  Tiles look good.</p>
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