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	<title>Comments for Stegersaurus.com</title>
	<atom:link href="http://www.stegersaurus.com/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>http://www.stegersaurus.com</link>
	<description>Daniel Steger's blog of art and game design</description>
	<lastBuildDate>Sat, 04 Sep 2010 08:37:50 +0000</lastBuildDate>
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		<title>Comment on IGDA, why do you continue to dissapoint me? by functional Led Home Lighting</title>
		<link>http://www.stegersaurus.com/?p=85&#038;cpage=1#comment-2478</link>
		<dc:creator>functional Led Home Lighting</dc:creator>
		<pubDate>Sat, 04 Sep 2010 08:37:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.stegersaurus.com/?p=85#comment-2478</guid>
		<description>Thanks for this great page. It helps to get some helpful data from a knowledgeable person.The seasons are changing and it&#039;s time to do some internal cleaning up</description>
		<content:encoded><![CDATA[<p>Thanks for this great page. It helps to get some helpful data from a knowledgeable person.The seasons are changing and it&#8217;s time to do some internal cleaning up</p>
]]></content:encoded>
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		<title>Comment on Game Dev Diaries: Day 6 by Chad Standerwick</title>
		<link>http://www.stegersaurus.com/?p=158&#038;cpage=1#comment-2398</link>
		<dc:creator>Chad Standerwick</dc:creator>
		<pubDate>Mon, 30 Aug 2010 20:47:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.stegersaurus.com/?p=158#comment-2398</guid>
		<description>Fed up with obtaining low amounts of useless visitors to your site? Well i want to share with you a new underground tactic that produces me personally $900  on a daily basis on 100% AUTOPILOT. I possibly could be here all day and going into detail but why dont you merely check their website out? There is a great video that explains everything. So if your seriously interested in producing hassle-free money this is the website for you. &lt;a href=&quot;http://tiny.cc/p7mq4&quot; rel=&quot;nofollow&quot;&gt;Auto Traffic Avalanche&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>Fed up with obtaining low amounts of useless visitors to your site? Well i want to share with you a new underground tactic that produces me personally $900  on a daily basis on 100% AUTOPILOT. I possibly could be here all day and going into detail but why dont you merely check their website out? There is a great video that explains everything. So if your seriously interested in producing hassle-free money this is the website for you. <a href="http://tiny.cc/p7mq4" rel="nofollow">Auto Traffic Avalanche</a></p>
]]></content:encoded>
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		<title>Comment on Mega Monster Mania is out! by Ccrmmrtl</title>
		<link>http://www.stegersaurus.com/?p=257&#038;cpage=1#comment-1307</link>
		<dc:creator>Ccrmmrtl</dc:creator>
		<pubDate>Sat, 10 Apr 2010 02:23:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.stegersaurus.com/?p=257#comment-1307</guid>
		<description>Dude, this game is really awesome. I&#039;ve been looking for an epic game like this for a loooong time. This is a really great dungeon crawler/roguelike. Keep up the good work, dude!</description>
		<content:encoded><![CDATA[<p>Dude, this game is really awesome. I&#8217;ve been looking for an epic game like this for a loooong time. This is a really great dungeon crawler/roguelike. Keep up the good work, dude!</p>
]]></content:encoded>
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		<title>Comment on Game Dev Diary: Day 40 by Balls Chomsky</title>
		<link>http://www.stegersaurus.com/?p=255&#038;cpage=1#comment-984</link>
		<dc:creator>Balls Chomsky</dc:creator>
		<pubDate>Sun, 14 Feb 2010 18:42:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.stegersaurus.com/?p=255#comment-984</guid>
		<description>Cool stuff...!</description>
		<content:encoded><![CDATA[<p>Cool stuff&#8230;!</p>
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		<title>Comment on Game Dev Diaries: Day 6 by Mark C</title>
		<link>http://www.stegersaurus.com/?p=158&#038;cpage=1#comment-739</link>
		<dc:creator>Mark C</dc:creator>
		<pubDate>Wed, 16 Dec 2009 17:33:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.stegersaurus.com/?p=158#comment-739</guid>
		<description>Hey Dan, 

I was going to mention a couple of days ago that what this game really needs is procedurally generated levels, but I was worried that you wouldn&#039;t want to deal with the additional complexity of generating your own levels. But since you&#039;ve already started doing it, I figure I&#039;ll send you a couple of resources that I came across while reading about procedural level generation a while back.  I don&#039;t know if you&#039;ve been to this site before, but it has a couple of interesting level generation techniques (one of which is more or less what you&#039;ve already done) but if you have several level themes, it might be  interesting to have them have different layouts.  

Here&#039;s the site I mentioned: http://members.gamedev.net/vertexnormal/articles.html
The code samples are all for the &quot;accidental engine&quot; which is a 2d engine these guys made to test out random level generation techniques, but they can be applied to pretty much anything, with a little bit more code.  The ideas on the page might give you some inspiration for stuff to try.

For example, the type of level generation you have right now is great for a human made structure, like a huge building / dungeon complex, but won&#039;t work as well for more organic areas.  For example, if you wanted a cave theme, you may want to take something similar to what you have right now and apply noise to it to give the walls a more jagged look, or generate the level using fractals instead of fixed shapes.  If you have an outdoor area, you can generate a grayscale height-map using perlin noise or a similar fractal technique and then have a cutoff value where you place the edges of a landmass, and another cutoff where you place cliffs.  This is shown here: http://members.gamedev.net/vertexnormal/squint_fractaltips.html
You have to be careful with that one so that when you generate the noise you have one big landmass instead of several small ones or else you&#039;ll have to determine where they are, and connect them with bridges or something and that can get quite a bit more complex.

I don&#039;t know if you want to go through the effort of making several different level types, but if you do, there are some pretty interesting techniques you can look into.  You may be surprised at how big an impact the tileset has on how a random level feels.  If you were to put an outdoor tileset on this level generation technique it would probably look really strange, so you have to be careful, and it may be worth it to have slightly different generation techniques for different tilesets. It&#039;ll also make the tilesets functionally different instead of visually different, which will add a lot of gameplay value.

Also, the arrow shooting enemies are awesome, they really force you to think about how you move your character instead of just following a set technique based on the old follow mechanic, so it makes the fights a lot more dynamic. Good stuff :)

Anyways, I just thought I&#039;d share those thoughts on the level generation stuff, I get really excited by procedural level generation for some reason, so this is really interesting for me.

Hope this helps,

- Mark</description>
		<content:encoded><![CDATA[<p>Hey Dan, </p>
<p>I was going to mention a couple of days ago that what this game really needs is procedurally generated levels, but I was worried that you wouldn&#8217;t want to deal with the additional complexity of generating your own levels. But since you&#8217;ve already started doing it, I figure I&#8217;ll send you a couple of resources that I came across while reading about procedural level generation a while back.  I don&#8217;t know if you&#8217;ve been to this site before, but it has a couple of interesting level generation techniques (one of which is more or less what you&#8217;ve already done) but if you have several level themes, it might be  interesting to have them have different layouts.  </p>
<p>Here&#8217;s the site I mentioned: <a href="http://members.gamedev.net/vertexnormal/articles.html" rel="nofollow">http://members.gamedev.net/vertexnormal/articles.html</a><br />
The code samples are all for the &#8220;accidental engine&#8221; which is a 2d engine these guys made to test out random level generation techniques, but they can be applied to pretty much anything, with a little bit more code.  The ideas on the page might give you some inspiration for stuff to try.</p>
<p>For example, the type of level generation you have right now is great for a human made structure, like a huge building / dungeon complex, but won&#8217;t work as well for more organic areas.  For example, if you wanted a cave theme, you may want to take something similar to what you have right now and apply noise to it to give the walls a more jagged look, or generate the level using fractals instead of fixed shapes.  If you have an outdoor area, you can generate a grayscale height-map using perlin noise or a similar fractal technique and then have a cutoff value where you place the edges of a landmass, and another cutoff where you place cliffs.  This is shown here: <a href="http://members.gamedev.net/vertexnormal/squint_fractaltips.html" rel="nofollow">http://members.gamedev.net/vertexnormal/squint_fractaltips.html</a><br />
You have to be careful with that one so that when you generate the noise you have one big landmass instead of several small ones or else you&#8217;ll have to determine where they are, and connect them with bridges or something and that can get quite a bit more complex.</p>
<p>I don&#8217;t know if you want to go through the effort of making several different level types, but if you do, there are some pretty interesting techniques you can look into.  You may be surprised at how big an impact the tileset has on how a random level feels.  If you were to put an outdoor tileset on this level generation technique it would probably look really strange, so you have to be careful, and it may be worth it to have slightly different generation techniques for different tilesets. It&#8217;ll also make the tilesets functionally different instead of visually different, which will add a lot of gameplay value.</p>
<p>Also, the arrow shooting enemies are awesome, they really force you to think about how you move your character instead of just following a set technique based on the old follow mechanic, so it makes the fights a lot more dynamic. Good stuff <img src='http://www.stegersaurus.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Anyways, I just thought I&#8217;d share those thoughts on the level generation stuff, I get really excited by procedural level generation for some reason, so this is really interesting for me.</p>
<p>Hope this helps,</p>
<p>- Mark</p>
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		<title>Comment on Game Dev Diaries: Day 2 by Daniel Steger</title>
		<link>http://www.stegersaurus.com/?p=146&#038;cpage=1#comment-725</link>
		<dc:creator>Daniel Steger</dc:creator>
		<pubDate>Thu, 10 Dec 2009 20:02:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.stegersaurus.com/?p=146#comment-725</guid>
		<description>I like the coin explode idea. I&#039;ve played with the look a bit for exploding a random number of coins, but haven&#039;t tried pushing it more so that the coins are pulled into the player after (right now I just have them fade-out as particle effects). That could give a good sense of the ownership of the loot.

I think it might be interesting for a trap weapon if it&#039;s not necessarily something that freezes enemies (though I could make traps that do any type of damage, like an ice or poison bomb) but also have items that slow down enemies in more unconventional ways, like creating a wall of physics objects they&#039;d have to push through. Glad to hear any ideas, as possible improvements that I couldn&#039;t think of was one of my motivations for this cast :)</description>
		<content:encoded><![CDATA[<p>I like the coin explode idea. I&#8217;ve played with the look a bit for exploding a random number of coins, but haven&#8217;t tried pushing it more so that the coins are pulled into the player after (right now I just have them fade-out as particle effects). That could give a good sense of the ownership of the loot.</p>
<p>I think it might be interesting for a trap weapon if it&#8217;s not necessarily something that freezes enemies (though I could make traps that do any type of damage, like an ice or poison bomb) but also have items that slow down enemies in more unconventional ways, like creating a wall of physics objects they&#8217;d have to push through. Glad to hear any ideas, as possible improvements that I couldn&#8217;t think of was one of my motivations for this cast <img src='http://www.stegersaurus.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Game Dev Diaries: Day 2 by Mark C</title>
		<link>http://www.stegersaurus.com/?p=146&#038;cpage=1#comment-724</link>
		<dc:creator>Mark C</dc:creator>
		<pubDate>Thu, 10 Dec 2009 17:43:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.stegersaurus.com/?p=146#comment-724</guid>
		<description>Hey Dan,

I just wanted to say, this is a fantastic idea to have these video diaries, they&#039;re definitely fun to watch, and I&#039;m enjoying seeing the development process, even though it&#039;s just beginning.  I have a couple of ideas, one to make the coins look a little bit better, and one for a weapon. 

For the coins,  I was thinking two things, one that you don&#039;t necessarily have to display every coin that the player gets.. if you have a counter on screen for how many coins each player has, you can just increase the counter, and only animate one coin on screen per 5 or 10 coins that the player gets.  That way you can have a shorter stream of coins and can move them slower without lengthening the time the entire animation takes.

In terms of how to animate the coins to be more appealing, you may want to have the coins &quot;explode&quot; out of the enemies, into roughly a circle around them (you can just fire them out with random velocities and directions, with some set amount of drag, so they look natural). Once all of the coins have settled then they can all get pulled into the character at once, that way the animation is more dynamic, and it&#039;s length isn&#039;t dependent on the number of coins/items the enemy dropped.  

If you let the coins sit for a tiny bit of time before getting pulled into the player, then they get a chance to see their loot, and if you kill a bunch of enemies at once, then for a brief moment you see tons of loot on screen, which can be pretty exciting.  If you pair all that with a nice coin drop sound, I think it&#039;ll have a really good feel.
  
A fun weapon, although you&#039;ll have to tweak it so it isn&#039;t overpowered in this style of game would be some sort of trap.  If you could lay traps down on the ground to lure enemies over them, it could add another interesting dynamic.  Maybe the traps should just freeze the enemies or slow them down temporarily and not hurt them so you still have to kill them with another weapon. If you have a limited quantity of traps (maybe they&#039;re picked up randomly as loot) they can potentially be used when you&#039;re overwhelmed by a huge group of enemies to freeze some of them and buy yourself a little bit of time, but b/c of the limited quantity, they can only be used in desperate situations.  

Anyways, if these suggestions were helpful, I can try to give you more in the future as I think of them.

I&#039;m excited to try this game, b/c I&#039;m a fan of games of this style.  

- Mark</description>
		<content:encoded><![CDATA[<p>Hey Dan,</p>
<p>I just wanted to say, this is a fantastic idea to have these video diaries, they&#8217;re definitely fun to watch, and I&#8217;m enjoying seeing the development process, even though it&#8217;s just beginning.  I have a couple of ideas, one to make the coins look a little bit better, and one for a weapon. </p>
<p>For the coins,  I was thinking two things, one that you don&#8217;t necessarily have to display every coin that the player gets.. if you have a counter on screen for how many coins each player has, you can just increase the counter, and only animate one coin on screen per 5 or 10 coins that the player gets.  That way you can have a shorter stream of coins and can move them slower without lengthening the time the entire animation takes.</p>
<p>In terms of how to animate the coins to be more appealing, you may want to have the coins &#8220;explode&#8221; out of the enemies, into roughly a circle around them (you can just fire them out with random velocities and directions, with some set amount of drag, so they look natural). Once all of the coins have settled then they can all get pulled into the character at once, that way the animation is more dynamic, and it&#8217;s length isn&#8217;t dependent on the number of coins/items the enemy dropped.  </p>
<p>If you let the coins sit for a tiny bit of time before getting pulled into the player, then they get a chance to see their loot, and if you kill a bunch of enemies at once, then for a brief moment you see tons of loot on screen, which can be pretty exciting.  If you pair all that with a nice coin drop sound, I think it&#8217;ll have a really good feel.</p>
<p>A fun weapon, although you&#8217;ll have to tweak it so it isn&#8217;t overpowered in this style of game would be some sort of trap.  If you could lay traps down on the ground to lure enemies over them, it could add another interesting dynamic.  Maybe the traps should just freeze the enemies or slow them down temporarily and not hurt them so you still have to kill them with another weapon. If you have a limited quantity of traps (maybe they&#8217;re picked up randomly as loot) they can potentially be used when you&#8217;re overwhelmed by a huge group of enemies to freeze some of them and buy yourself a little bit of time, but b/c of the limited quantity, they can only be used in desperate situations.  </p>
<p>Anyways, if these suggestions were helpful, I can try to give you more in the future as I think of them.</p>
<p>I&#8217;m excited to try this game, b/c I&#8217;m a fan of games of this style.  </p>
<p>- Mark</p>
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		<title>Comment on Pumpkin Carver released! by Jim McGinley</title>
		<link>http://www.stegersaurus.com/?p=134&#038;cpage=1#comment-497</link>
		<dc:creator>Jim McGinley</dc:creator>
		<pubDate>Wed, 21 Oct 2009 02:30:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.stegersaurus.com/?p=134#comment-497</guid>
		<description>I don&#039;t own an XBOX360 but if I did you KNOW I would TOTALLY buy this.
You are a genius, sir. Keep up the inspired work.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t own an XBOX360 but if I did you KNOW I would TOTALLY buy this.<br />
You are a genius, sir. Keep up the inspired work.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Pumpkin Carver released! by Stegersaurus</title>
		<link>http://www.stegersaurus.com/?p=134&#038;cpage=1#comment-496</link>
		<dc:creator>Stegersaurus</dc:creator>
		<pubDate>Tue, 20 Oct 2009 15:36:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.stegersaurus.com/?p=134#comment-496</guid>
		<description>Thanks Justin! Glad to hear you enjoyed Pumpkin Carver. It would have been interesting to get a variety of pumpkin shapes/colors drawn up, but I put myself on a fairly short time limit on this project so I didn&#039;t have time to get all the face pieces fitting on new pumpkins.</description>
		<content:encoded><![CDATA[<p>Thanks Justin! Glad to hear you enjoyed Pumpkin Carver. It would have been interesting to get a variety of pumpkin shapes/colors drawn up, but I put myself on a fairly short time limit on this project so I didn&#8217;t have time to get all the face pieces fitting on new pumpkins.</p>
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		<title>Comment on Pumpkin Carver released! by Justin Wright</title>
		<link>http://www.stegersaurus.com/?p=134&#038;cpage=1#comment-493</link>
		<dc:creator>Justin Wright</dc:creator>
		<pubDate>Mon, 19 Oct 2009 19:32:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.stegersaurus.com/?p=134#comment-493</guid>
		<description>You know what i really liked... That the prices was clearly marked on the front of the box and I love the art of pumpkin carving. For a dollar, i did not expect much but i sat there for an hour just trying the different combinations and giggling to myself.  Indeed, this is great for a party or for halloween get together. I enjoyed the different music tracks and effects.  I do however wish maybe there were a variety of pumpkins to choose from (from bright and big and orange to little and brownish orange.. maybe even some other squash.) Again for a dollar, not too many complaints. :) Thanks for marking the price on the cover art!</description>
		<content:encoded><![CDATA[<p>You know what i really liked&#8230; That the prices was clearly marked on the front of the box and I love the art of pumpkin carving. For a dollar, i did not expect much but i sat there for an hour just trying the different combinations and giggling to myself.  Indeed, this is great for a party or for halloween get together. I enjoyed the different music tracks and effects.  I do however wish maybe there were a variety of pumpkins to choose from (from bright and big and orange to little and brownish orange.. maybe even some other squash.) Again for a dollar, not too many complaints. <img src='http://www.stegersaurus.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Thanks for marking the price on the cover art!</p>
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