<?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: More on IGF</title>
	<atom:link href="http://mawsoft.com/blog/?feed=rss2&#038;p=34" rel="self" type="application/rss+xml" />
	<link>http://mawsoft.com/blog/?p=34</link>
	<description>Just another WordPress weblog</description>
	<lastBuildDate>Tue, 07 Apr 2009 13:57:29 -0400</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.6</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Steve Swink</title>
		<link>http://mawsoft.com/blog/?p=34&#038;cpage=1#comment-1064</link>
		<dc:creator>Steve Swink</dc:creator>
		<pubDate>Fri, 13 Oct 2006 05:31:40 +0000</pubDate>
		<guid isPermaLink="false">http://mawsoft.com/blog/?p=34#comment-1064</guid>
		<description>I updated the UI to be more in line with what I want the game to be about, which is the tweaking of parameters: http://www.steveswink.com/posts/tune-8/

There&#039;s still some fixing to be done there, implementing the ability to minimize properly and what not, but that&#039;s a lot closer. 

My eventual plan is to have three mechanics to tune. Here&#039;s the Mario-ish one:   http://www.steveswink.com/Tune/Tune_D_01.htm

The plunger guy was the first one I tried building a progression around because it has the most straightforward parameters to tune.  When you start playing with Mario style controls, you start getting state shifts and have to look at things like aftertouch timings and things like that, which are a lot harder to wrap your brain around. The above test is a sandbox with a bunch of parameters exposed.  

That said, I&#039;m going to move away from the whole progression structure and do something more freeform and platformy.  Thanks for the feedback!

Steve</description>
		<content:encoded><![CDATA[<p>I updated the UI to be more in line with what I want the game to be about, which is the tweaking of parameters: <a href="http://www.steveswink.com/posts/tune-8/" rel="nofollow">http://www.steveswink.com/posts/tune-8/</a></p>
<p>There&#8217;s still some fixing to be done there, implementing the ability to minimize properly and what not, but that&#8217;s a lot closer. </p>
<p>My eventual plan is to have three mechanics to tune. Here&#8217;s the Mario-ish one:   <a href="http://www.steveswink.com/Tune/Tune_D_01.htm" rel="nofollow">http://www.steveswink.com/Tune/Tune_D_01.htm</a></p>
<p>The plunger guy was the first one I tried building a progression around because it has the most straightforward parameters to tune.  When you start playing with Mario style controls, you start getting state shifts and have to look at things like aftertouch timings and things like that, which are a lot harder to wrap your brain around. The above test is a sandbox with a bunch of parameters exposed.  </p>
<p>That said, I&#8217;m going to move away from the whole progression structure and do something more freeform and platformy.  Thanks for the feedback!</p>
<p>Steve</p>
]]></content:encoded>
	</item>
</channel>
</rss>
