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<channel>
	<title>... just one more level</title>
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	<link>http://zachanima.net</link>
	<description></description>
	<lastBuildDate>Sun, 05 Feb 2012 21:57:30 +0000</lastBuildDate>
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		<title>Canvas Painting</title>
		<link>http://zachanima.net/2012/01/12/canvas-painting/</link>
		<comments>http://zachanima.net/2012/01/12/canvas-painting/#comments</comments>
		<pubDate>Thu, 12 Jan 2012 10:57:06 +0000</pubDate>
		<dc:creator>zach</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://zachanima.net/?p=392</guid>
		<description><![CDATA[I have begun prototyping my game ideas in canvas (the HTML5 element). It is faster to build a prototype in JavaScript than C++, anyway. I am sticking to 2d prototyping for now, but when I get my head around WebGL, I should also be able to churn out 3d prototypes. Canvas is readily supported and [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://zachanima.net/wp-content/uploads/gravitraced-black.png"><img src="http://zachanima.net/wp-content/uploads/gravitraced-500x150.png" alt="3D Gravity Simulator, particles traced" title="3D Gravity Simulator, particles traced" width="500" height="150" class="aligncenter size-full wp-image-394" /></a></p>
<p>I have begun prototyping my game ideas in canvas (the HTML5 element). It is faster to build a prototype in JavaScript than C++, anyway. I am sticking to 2d prototyping for now, but when I get my head around WebGL, I should also be able to churn out 3d prototypes.</p>
<p>Canvas is readily supported and automatically cross-platform, as well.</p>
<p>All my current and future JS prototypes are available here: <a href="http://js.zachanima.net/" title="js.zachanima.net" target="_blank">js.zachanima.net</a></p>
]]></content:encoded>
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		<item>
		<title>Abandoned games</title>
		<link>http://zachanima.net/2010/05/26/abandoned-games/</link>
		<comments>http://zachanima.net/2010/05/26/abandoned-games/#comments</comments>
		<pubDate>Wed, 26 May 2010 08:53:52 +0000</pubDate>
		<dc:creator>zach</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://zachanima.net/?p=336</guid>
		<description><![CDATA[I&#8217;ve abandoned a number of game development projects through the years &#8211; not so much recently, though. Still, I felt like uploading some of the older ones, and they can be found at the Abandoned Games page. Enjoy.]]></description>
			<content:encoded><![CDATA[<p><img src="http://zachanima.net/wp-content/uploads/abandoned-games-page.png" alt="Slugs are the best thing to happen to URIs since mod-rewrite." title="Slugs are the best thing to happen to URIs since mod-rewrite." width="500" height="150" class="alignnone size-full wp-image-338" /></p>
<p>I&#8217;ve abandoned a number of game development projects through the years &#8211; not so much recently, though.</p>
<p>Still, I felt like uploading some of the older ones, and they can be found at the <a href="/abandoned-games/">Abandoned Games</a> page. Enjoy.</p>
]]></content:encoded>
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		<item>
		<title>925</title>
		<link>http://zachanima.net/2010/05/18/925/</link>
		<comments>http://zachanima.net/2010/05/18/925/#comments</comments>
		<pubDate>Tue, 18 May 2010 13:28:41 +0000</pubDate>
		<dc:creator>zach</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Development]]></category>

		<guid isPermaLink="false">http://zachanima.net/?p=272</guid>
		<description><![CDATA[An immense lack of updates, here. I am currently developing a system for managing multiple online shops. This system is already in production, yet feature requests come in at a higher rate than what I can keep up with. As such, I haven&#8217;t had time to keep this blog alive. That, and Starcraft II has [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://zachanima.net/wp-content/uploads/baze-shop-system.png" alt="Complete with a Dashboard and everything." title="Complete with a Dashboard and everything." width="500" height="150" class="alignnone size-full wp-image-273" /></p>
<p>An immense lack of updates, here.</p>
<p>I am currently developing a system for managing multiple online shops. This system is already in production, yet feature requests come in at a higher rate than what I can keep up with. As such, I haven&#8217;t had time to keep this blog alive. That, and Starcraft II has been eating up my time as well.</p>
<p><span id="more-272"></span></p>
<p>Straight after I found out preordering Starcraft II could get me a Beta Key, I did. Contrary to the original Starcraft, I am not going to let myself fall behind out of lack of experience. Slowly but steadily, I climb the soon-to-be-wiped Beta Ladder &#8211; currently in the Bronze League, but I have no intention of stopping there.</p>
<p>If the first Starcraft and its expansion &#8211; or Blizzard&#8217;s games in general &#8211; are anything to go by, Starcraft II should become the de facto competitive Real-time Strategy game. I intend to reach a point where I can enter tournaments and not end up dead last, at least.</p>
<p>Must construct additional Pylons.</p>
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		<title>VVVVVVeni, Vidi, Vici</title>
		<link>http://zachanima.net/2010/01/30/vvvvvveni-vidi-vici/</link>
		<comments>http://zachanima.net/2010/01/30/vvvvvveni-vidi-vici/#comments</comments>
		<pubDate>Sat, 30 Jan 2010 07:44:09 +0000</pubDate>
		<dc:creator>zach</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://zachanima.net/?p=237</guid>
		<description><![CDATA[I had been anticipating VVVVVV ever since I saw the trailer on TIGSource, so naturally I was excited when it was finally released some two weeks ago. Busy me had no time to play it until a few days ago, though. I got the demo, played it through, and loved it. So I bought the [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://zachanima.net/wp-content/uploads/stay-close-e1264835322608-500x150.png" alt="You play as the light blue dude." title="You play as the light blue dude." width="500" height="150" class="alignnone size-medium wp-image-238" /></p>
<p>I had been anticipating <a href="http://thelettervsixtim.es/">VVVVVV</a> ever since I saw the trailer on <a href="http://tigsource.com/articles/2009/09/14/vvvvvv-trailer">TIGSource</a>, so naturally I was excited when it was finally released some two weeks ago. Busy me had no time to play it until a few days ago, though.</p>
<p>I got the demo, played it through, and loved it. So I bought the full game.</p>
<p><span id="more-237"></span></p>
<div id="attachment_240" class="wp-caption alignleft" style="width: 210px"><a href="http://zachanima.net/wp-content/uploads/reckless-e1264835941186.png"><img src="http://zachanima.net/wp-content/uploads/reckless-e1264835993891-200x120.png" alt="SPOILER: You have to avoid all checkpoints on your way to the top part." title="SPOILER: You have to avoid all checkpoints on your way to the top part." width="200" height="120" class="size-thumbnail wp-image-240" /></a><p class="wp-caption-text">Getting the trinket here is not as simple as it seems.</p></div>
<p>There have been complaints about the price tag ($15), but let me tell you just now; VVVVVV is bloody well the best platformer (nay, <em>game</em>) I have played since Super Mario Bros. 3 &#8211; and that is saying a lot, coming from me.</p>
<p>Everything about the game just screams &#8220;video game&#8221; (in the 1980&#8242;s meaning of the word); it&#8217;s difficult, it&#8217;s fun, it&#8217;s difficult, it&#8217;s new, it&#8217;s difficult, it&#8217;s enjoyable. Did I mention it&#8217;s difficult? Sure, I got through the game (with 21/20 trinkets) in a little over three hours, but this genre (hardcore platformery) is perhaps the genre I am most experienced in.</p>
<div id="attachment_245" class="wp-caption alignright" style="width: 210px"><a href="http://zachanima.net/wp-content/uploads/anomaly-e1264836322396.png"><img src="http://zachanima.net/wp-content/uploads/anomaly-e1264836302378-200x120.png" alt="Nearing the final trinket." title="Nearing the final trinket." width="200" height="120" class="size-thumbnail wp-image-245" /></a><p class="wp-caption-text">Few will find this place.</p></div>
<p>VVVVVV is a platformer with very, <em>very</em> simple controls; Arrows move you left and right, and space inverts your gravity. That is it, no powerups, no locked areas. The only thing separating you and the win is your skills &#8211; and spikes. Lots and lots of spikes.</p>
<p>The game is split into a plethora of rooms, each its own puzzle (although quite often, rooms combine to form more intricate puzzles). Every room that is not part of the overworld is named &#8211; and most room names are outright genius. Some make you think, some make you sigh, most make you smile. Sometimes the room names are telling a story. As with puzzles, the room names usually combine as well; &#8220;I love you / That&#8217;s why I have to kill you&#8221; or &#8220;If you fall up / Just pick yourself down&#8221;, for example.</p>
<p>I had a <strong>hard time</strong> doing some of the various insane (yet completely optional) rooms; While the <em>Veni, Vidi, Vici</em> series of rooms is a much-discussed topic on the intertubes, I personally had nearly just as much trouble with the single room &#8220;lovingly&#8221; called <a href="http://www.tigsource.com/pages/edge-games">Edge Games</a>. Whatever is needed to get those trinkets, right?</p>
<div id="attachment_247" class="wp-caption alignleft" style="width: 210px"><a href="http://zachanima.net/wp-content/uploads/edge-games-e1264836453910.png"><img src="http://zachanima.net/wp-content/uploads/edge-games-e1264836521274-200x120.png" alt="Getting through is easy. Getting the trinket is not." title="Getting through is easy. Getting the trinket is not." width="200" height="120" class="size-thumbnail wp-image-247" /></a><p class="wp-caption-text">Edge Games.</p></div>
<p>Luckily, checkpoints are generously spread throughout the game, so there is hardly no delay retrying the same room over and over. This helps make the entire three hour gameplay much more intense &#8211; concise cutscenes, almost no backtracking (unless you want those trinkets that you didn&#8217;t get the first time around), and instant respawn. The difficulty is in the rooms themselves, not in how they are presented. This, in my opinion, is the proper way to challenge players.</p>
<div id="attachment_248" class="wp-caption alignright" style="width: 210px"><a href="http://zachanima.net/wp-content/uploads/all-trinkets-e1264836632438.png"><img src="http://zachanima.net/wp-content/uploads/all-trinkets-e1264836685386-200x120.png" alt="Such a pretty sight." title="Such a pretty sight." width="200" height="120" class="size-thumbnail wp-image-248" /></a><p class="wp-caption-text">This is me showing off.</p></div>
<p>Of course, I can hardly describe VVVVVV without mentioning its well-executed retro look and feel; The characters, rooms, backgrounds, music (oh, the <strong>music</strong>!) and sounds all work together to present a game that would have played exactly the same on a C64 &#8211; In fact, I wish I could play it on mine.</p>
<p>Imagine if VVVVVV had been released in the eighties. <a href="http://distractionware.com/blog/">Terry Cavanagh</a> (the developer) would have been a household name.</p>
<p><em>I love VVVVVV.</em></p>
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		<title>Internetional</title>
		<link>http://zachanima.net/2009/12/20/internetional/</link>
		<comments>http://zachanima.net/2009/12/20/internetional/#comments</comments>
		<pubDate>Sun, 20 Dec 2009 08:23:19 +0000</pubDate>
		<dc:creator>zach</dc:creator>
				<category><![CDATA[Personal]]></category>

		<guid isPermaLink="false">http://zachanima.net/?p=218</guid>
		<description><![CDATA[I haven&#8217;t been around much lately. The image above explains everything. &#8217;nuff said.]]></description>
			<content:encoded><![CDATA[<p><img src="http://zachanima.net/wp-content/uploads/mc-sagase-akihabara-500x375.jpg" alt="mc-sagase-akihabara" title="mc-sagase-akihabara" width="500" height="149" class="alignnone size-medium wp-image-219" /></p>
<p>I haven&#8217;t been around much lately.</p>
<p>The image above explains everything. &#8217;nuff said.</p>
]]></content:encoded>
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		<title>Dwarf Fortress, isometric</title>
		<link>http://zachanima.net/2009/11/15/dwarf-fortress-isometric/</link>
		<comments>http://zachanima.net/2009/11/15/dwarf-fortress-isometric/#comments</comments>
		<pubDate>Sun, 15 Nov 2009 05:46:57 +0000</pubDate>
		<dc:creator>zach</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://zachanima.net/?p=206</guid>
		<description><![CDATA[Hacksim has been silently put on hiatus while Akselii and I gather our senses and finish whatever the both of us are busy with at the moment. For me, that is a second round of addiction to Dwarf Fortress. An early alpha of another visualiser for Dwarf Fortress was released not too long ago. It&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://zachanima.net/wp-content/uploads/dwarffortress.jpg"><img src="http://zachanima.net/wp-content/uploads/dwarffortress-500x334.jpg" alt="2 x Dwarf Fortress" title="The proper way to enjoy Dwarf Fortress" width="500" height="149" class="alignnone size-medium wp-image-209" /></a></p>
<p>Hacksim has been silently put on hiatus while Akselii and I gather our senses and finish whatever the both of us are busy with at the moment. For me, that is a second round of addiction to <a href="http://bay12games.com/dwarves/">Dwarf Fortress</a>.</p>
<p>An early alpha of another visualiser for Dwarf Fortress was released not too long ago. It&#8217;s called <a href="http://www.bay12games.com/forum/index.php?topic=43260.0">Stonesense</a>, and it is isometric (and therefore lush).</p>
<p><span id="more-206"></span></p>
<div id="attachment_210" class="wp-caption alignright" style="width: 210px"><a href="http://zachanima.net/wp-content/uploads/waterfall.png"><img src="http://zachanima.net/wp-content/uploads/waterfall-200x125.png" alt="Such a wonderful waterfall" title="Isometric Waterfall" width="200" height="120" class="size-thumbnail wp-image-210" /></a><p class="wp-caption-text">Such a wonderful waterfall</p></div>
<p>Now, Stonesense doesn&#8217;t make Dwarf Fortress more accessible, just more enjoyable. To quote <em>Nektonico</em> on the TIGSource <a href="http://tigsource.com/articles/2009/11/03/stonesense-dwarf-fortress-visualizer">post</a>;</p>
<blockquote><p>Neo : Is that…</p>
<p>Cypher : Dwarf Fortress? Yeah.</p>
<p>Neo : Do you always look at it encoded?</p>
<p>Cypher : Well, you have to. The image translators work for the construct program. But there’s way too much information to decode Dwarf Fortress. You get used to it… I, I don’t even see the code. All I see is… miner, mason, brewer…</p></blockquote>
<p>I&#8217;ve had multiple 30-hour Dwarf Fortress sessions since I picked it up again, and yet I have nothing to show for it. I have a decent-running fortress, and my dwarves are currently finishing construction on the walls around this, after which a drawbridge will enable access across the now-empty mold.</p>
<p>When the drawbridge is completed, the mold will be filled with magma from a nearby magma pipe. Those pesky goblins have successfully assaulted my fortress for the last time!</p>
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		<title>We have visuals</title>
		<link>http://zachanima.net/2009/11/04/we-have-visuals/</link>
		<comments>http://zachanima.net/2009/11/04/we-have-visuals/#comments</comments>
		<pubDate>Wed, 04 Nov 2009 09:36:47 +0000</pubDate>
		<dc:creator>zach</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://zachanima.net/?p=195</guid>
		<description><![CDATA[This is the first screenshot I have to show of the hacksim game thing; massively work in progress, this shows that while the game is heavily command-line based, there will at the very least be a fancy globe for traceroute etc. Making procedurally generated yet interesting content will be difficult. Adding a number of tailored [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://zachanima.net/wp-content/uploads/proto.png"><img src="http://zachanima.net/wp-content/uploads/proto-500x300.png" alt="Hacksim prototype 1" title="Hacksim prototype 1" width="500" height="149" class="alignnone size-medium wp-image-196" /></a></p>
<p>This is the first screenshot I have to show of the hacksim game thing; massively work in progress, this shows that while the game is heavily command-line based, there <em>will</em> at the very least be a fancy globe for traceroute etc.</p>
<p><span id="more-195"></span></p>
<p>Making procedurally generated yet interesting content will be difficult. Adding a number of tailored storylines, and attaching these to semi-random servers is probably the way to go.</p>
<p>So far, I have been thinking about somehow gathering keywords when a server is requested. This way, google.com would be a search engine, nasa.gov a space agency, cern.ch a scientific research facility and so on. For this to be viable, servers should be put into predefined and -programmed categories.</p>
<div id="attachment_202" class="wp-caption alignleft" style="width: 210px"><a href="http://zachanima.net/wp-content/uploads/rainbowterm.png"><img src="http://zachanima.net/wp-content/uploads/rainbowterm-200x120.png" alt="Colours! (and America)" title="Rainbow Terminal" width="200" height="121" class="size-thumbnail wp-image-202" /></a><p class="wp-caption-text">Colours!</p></div>
<p>In this way, storylines could be specified not per-server (or per-organisation), but rather in a server-agnostic way. Imagine a generated scenario with you working for the KGB to bring down FBI!</p>
<p>Simple single- or few-hacks jobs should be plentiful, and available for or against most servers. And all but a select few servers (used by the game) should be hackable as well.</p>
<p>This will take a while. For now, enjoy the (rather bland) screenshots.</p>
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		<title>Hacking away</title>
		<link>http://zachanima.net/2009/10/28/hacking-away/</link>
		<comments>http://zachanima.net/2009/10/28/hacking-away/#comments</comments>
		<pubDate>Wed, 28 Oct 2009 06:26:25 +0000</pubDate>
		<dc:creator>zach</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://zachanima.net/?p=122</guid>
		<description><![CDATA[Work has commenced (barely) on a new project, a game from scratch by Akselii and I &#8211; temporarily dubbed hacksim. Guess what genre it is. It should become the least unrealistic hacking simulation around, which isn&#8217;t saying much. We were a bit torn on whether to make the game as realistic as possible. In the [...]]]></description>
			<content:encoded><![CDATA[<p>Work has commenced (barely) on a new project, a game from scratch by Akselii and I &#8211; temporarily dubbed hacksim. Guess what genre it is.</p>
<p>It <em>should</em> become the least unrealistic hacking simulation around, which isn&#8217;t saying much. We were a bit torn on whether to make the game as realistic as possible. In the end, we decided to tone down the realism a bit (still way above the other games out there) in favour of accessibility.</p>
<p><span id="more-122"></span></p>
<p>We haven&#8217;t really made that much (anything, really) of the game yet, so most of what I write will be mere ideas, but the game would hopefully have such features as:</p>
<ul>
<li>Decent amount of realistic tools (and realistic usage of these)</li>
<li>Pinging real servers to generate gameplay elements</li>
<li>Hacking all sorts of places, from banks over airports to government facilities, and possibly even other players</li>
<li>Persistent, shared internet</li>
<li>Live maps and views</li>
</ul>
<p>The game will be able to run on the lowest mainstream resolutions, which these days appear to be 7&#8243; netbooks. This means it will look nice at 800&#215;480 and above. I hope to have some work-in-progress images up in the not too distant future.</p>
<p>You can follow the development of hacksim on github <a href="http://github.com/zachanima/hacksim">here</a>.</p>
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		<title>Migrate, merge</title>
		<link>http://zachanima.net/2009/10/28/migrate-merge/</link>
		<comments>http://zachanima.net/2009/10/28/migrate-merge/#comments</comments>
		<pubDate>Wed, 28 Oct 2009 00:42:48 +0000</pubDate>
		<dc:creator>zach</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://zachanima.net/?p=8</guid>
		<description><![CDATA[This is simply the generic new blog woo-post. Hopefully I will be able to have just this one (instead of the inactive three I trick myself into believing I update these days). The next few days should see me moving old posts here.]]></description>
			<content:encoded><![CDATA[<p>This is simply the generic <em>new blog woo</em>-post. Hopefully I will be able to have just this one (instead of the inactive three I trick myself into believing I update these days). The next few days should see me moving old posts here.</p>
]]></content:encoded>
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		<title>Bloodmode</title>
		<link>http://zachanima.net/2008/07/04/bloodmode/</link>
		<comments>http://zachanima.net/2008/07/04/bloodmode/#comments</comments>
		<pubDate>Fri, 04 Jul 2008 10:18:04 +0000</pubDate>
		<dc:creator>zach</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://zachanima.net/?p=14</guid>
		<description><![CDATA[Finally getting somewhere. Damage works, throwing works (but needs to be balanced), walls need a little fiddling with (there&#8217;s still only one wall, for starters). The UI is nothing like I want it to, but that&#8217;ll have to wait. Snowball-collision works very well. Now, whenever a snowball hits either a player or a wall, it&#8217;ll [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://zachanima.net/wp-content/uploads/winter_2-500x375.png" alt="Bloodmode" title="Whoosh!" width="500" height="150" class="alignnone size-medium wp-image-101" /></p>
<p>Finally getting somewhere. Damage works, throwing works (but needs to be balanced), walls need a little fiddling with (there&#8217;s still only one wall, for starters). The UI is nothing like I want it to, but that&#8217;ll have to wait.</p>
<p><span id="more-14"></span></p>
<p>Snowball-collision works very well. Now, whenever a snowball hits either a player or a wall, it&#8217;ll splash into a rain of snow in every (available) direction. I just need to make the background less white, since as it is, it is almost as filled with snow as can be, essentially rendering this effect nearly invisible.</p>
<div id="attachment_101" class="wp-caption alignright" style="width: 210px"><a href="http://zachanima.net/wp-content/uploads/winter_2.png"><img src="http://zachanima.net/wp-content/uploads/winter_2-200x150.png" alt="That&#039;s gotta hurt." width="200" height="112" class="size-thumbnail wp-image-101" /></a><p class="wp-caption-text">That's gotta hurt.</p></div>
<p>Additionally, I&#8217;ve added tiny drops of blood whenever a player is hit by a snowball. Perhaps I should make it so this only happens with large or fast-thrown snowballs. The effect looks nice though, so I&#8217;m keeping it in there for now.</p>
<p>Yet another visual effect (this is the last in this post, I promise), the motion trail of snowballs. This adds to the liveliness of the game, and also makes screenshots more meaningful.</p>
<p>I still have one or two &#8220;special&#8221; features I want to add. And then there&#8217;s the networking, of course.</p>
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