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	<title>theWulfen 2 - Blog</title>
	<link>http://blog.thewulfen.co.uk</link>
	<description>theWulfen 2 - Design and Development of an Online Game</description>
	<lastBuildDate>Thu, 24 Dec 2009 12:45:11 +0000</lastBuildDate>
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	<item>
		<title>Development</title>
		<description>Quite good progress has been made on the core engine of Redux.  The combat mechanism works in a very rough and ready sense and utilises the D100.00 roll system that I have mentioned in previous posts.

I'm currently working on a concept where there are different 'classes' - namely a rogue ...</description>
		<link>http://blog.thewulfen.co.uk/2009/12/24/development/</link>
			</item>
	<item>
		<title>Redux</title>
		<description>I've had a bit of a change of heart of late after spending some time developing w2.  I'm keen to get something up and running, but the sheer scale of w2 keeps growing and I'm not prepared to change things that could potentially deliver a below par game.

So I've decided ...</description>
		<link>http://blog.thewulfen.co.uk/2009/12/14/redux/</link>
			</item>
	<item>
		<title>Slight rethink</title>
		<description>So much for me thinking that things were going to get quieter :s

I've had a rethink about the overall platform with which to use as the backing to W2 and am currently considering using Facebook as the back-end for the 'user'.  There are a number of reasons for this.

	Firstly people ...</description>
		<link>http://blog.thewulfen.co.uk/2009/09/23/slight-rething/</link>
			</item>
	<item>
		<title>Update June 09</title>
		<description>Well the last month was particularly crap, a number of things have kept me away from W2 which hopefully after a funeral this afternoon should ease up. I have however begun to rewrite the back end of the framework that I have created, so this is now becoming more efficient.

More ...</description>
		<link>http://blog.thewulfen.co.uk/2009/06/22/update-june-09/</link>
			</item>
	<item>
		<title>Never gets any easier</title>
		<description>Blimey, life doesn't get any easier does it!  I've had loads of high pressure jobs on at work, a few private sites that seem to be taking an age and loads of people breaking computers.  Chuck in internet explorer 8 and a number of common libraries that I use breaking ...</description>
		<link>http://blog.thewulfen.co.uk/2009/05/05/never-gets-any-easier/</link>
			</item>
	<item>
		<title>A possible solution</title>
		<description>Having thought about the problem I outlined in the post just now and having spoken to a mate, I think that I'm doing what many sole developers do and that is overcomplicating the problem.  Although the background of the game is that the game world is equivalent to the real ...</description>
		<link>http://blog.thewulfen.co.uk/2009/03/04/a-possible-solution/</link>
			</item>
	<item>
		<title>A Problem&#8230;</title>
		<description>Ok, problem is perhaps too strong a word, but more of a challenge relating to the whole travel map part of w2.  I've done a few calculations so that I know potentially what scope of graphics I need an artist to produce.  If I aim for a tile (64 pixels) ...</description>
		<link>http://blog.thewulfen.co.uk/2009/03/04/a-problem/</link>
			</item>
	<item>
		<title>Tile Types</title>
		<description>This post is going to be pretty much my musings on what data is needed for the travel map and as such I hope that at the end of it I'll work out the best way of coding the 'database'.

Each tile needs to be related to a target graphic.  Target ...</description>
		<link>http://blog.thewulfen.co.uk/2009/03/01/tile-types/</link>
			</item>
	<item>
		<title></title>
		<description>Having thought about it overnight I think that a Zelda-esq map system is going to be the best direction to take.  Programatically its far more logical as it can use a regular co-ordinate system rather than an 'offset' system.  Even though I have coded isometric configurations before but it seems ...</description>
		<link>http://blog.thewulfen.co.uk/2009/03/01/36/</link>
			</item>
	<item>
		<title>Map Driv&#8217;lings</title>
		<description>Ok, a few thoughts about the map/navigation system.

2 possible methods of data storage, both with advantages and disadvantages.  The physical creation of this is a different obstacle.

	Database storage
Positives:

	Efficient method of searching
	Fields can be indexed - improving searching again
	Pre-defined methods of access

Negatives:

	Searches take time to run, especially on large amounts of ...</description>
		<link>http://blog.thewulfen.co.uk/2009/02/28/map-drivlings/</link>
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