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	<title>Comments for WWWest-Online Development Blog</title>
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	<link>http://devblog.wwwest-online.com</link>
	<description>News, thoughts, updates and discussions regarding the development of yet another web based game</description>
	<lastBuildDate>Thu, 10 May 2012 07:09:06 +0000</lastBuildDate>
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		<title>Comment on The California Gold Rush by dyson</title>
		<link>http://devblog.wwwest-online.com/2009/09/the-california-gold-rush/comment-page-1/#comment-29</link>
		<dc:creator>dyson</dc:creator>
		<pubDate>Thu, 10 May 2012 07:09:06 +0000</pubDate>
		<guid isPermaLink="false">http://devblog.wwwest-online.com/?p=248#comment-29</guid>
		<description>&lt;strong&gt;dyson...&lt;/strong&gt;

[...]The California Gold Rush &#124; WWWest-Online Development Blog[...]...</description>
		<content:encoded><![CDATA[<p><strong>dyson&#8230;</strong></p>
<p>[...]The California Gold Rush | WWWest-Online Development Blog[...]&#8230;</p>
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		<title>Comment on The California Gold Rush by The Development Of Major Settlements And Cities During The Gold Rush &#124; 14k GOLD BLOG</title>
		<link>http://devblog.wwwest-online.com/2009/09/the-california-gold-rush/comment-page-1/#comment-14</link>
		<dc:creator>The Development Of Major Settlements And Cities During The Gold Rush &#124; 14k GOLD BLOG</dc:creator>
		<pubDate>Thu, 15 Oct 2009 05:45:12 +0000</pubDate>
		<guid isPermaLink="false">http://devblog.wwwest-online.com/?p=248#comment-14</guid>
		<description>[...] The California Gold Rush &#124; WWWest-Online Development Blog [...]</description>
		<content:encoded><![CDATA[<p>[...] The California Gold Rush | WWWest-Online Development Blog [...]</p>
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		<title>Comment on From Another Point of View by &#187; From Another Point of View</title>
		<link>http://devblog.wwwest-online.com/2008/10/181/comment-page-1/#comment-13</link>
		<dc:creator>&#187; From Another Point of View</dc:creator>
		<pubDate>Tue, 28 Oct 2008 23:28:52 +0000</pubDate>
		<guid isPermaLink="false">http://devblog.wwwest-online.com/?p=181#comment-13</guid>
		<description>[...] Back in the day, when a company (or an individual) wanted to make a game, they’d usually choose a platform and make it. When a game console company (Nintendo, Sega, etc.) made a game (or payed for one to be made), it was for their ..From Another Point of View [...]</description>
		<content:encoded><![CDATA[<p>[...] Back in the day, when a company (or an individual) wanted to make a game, they’d usually choose a platform and make it. When a game console company (Nintendo, Sega, etc.) made a game (or payed for one to be made), it was for their ..From Another Point of View [...]</p>
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		<title>Comment on Time Goes By by krazny</title>
		<link>http://devblog.wwwest-online.com/2008/03/time-goes-by/comment-page-1/#comment-10</link>
		<dc:creator>krazny</dc:creator>
		<pubDate>Mon, 31 Mar 2008 11:59:06 +0000</pubDate>
		<guid isPermaLink="false">http://devblog.wwwest-online.com/2008/03/06/time-goes-by/#comment-10</guid>
		<description>As you say, all systems have their pros and cons. Personally, for the RPG part of the game (which will be the main theme of it) I&#039;m actually leaning away from time-based play, mostly because, well, time-based play doesn&#039;t seem to be the right thing for it. For the strategy based games it makes a sort of sense - troops should take some time to move from point A to point B, etc., but for an RPG, it doesn&#039;t sit well, in my opinion. You want instant gratification there. When you go out adventuring, you don&#039;t want to wait X minutes before you can start, well, adventuring. 
In this sense, computerized RPG&#039;s are similar to pen-and-paper RPG&#039;s. In the old days of D&amp;D (yes, I know it&#039;s still around, but I haven&#039;t played it since the old days...), when you went on an adventure in a nearby land, you didn&#039;t go home and reconvene in a week, to signify the travel time. No, you just had the DM describe the way a little, have a random/scripted encounter or two, and then you got to the dungeon.
But we know that many people like the time-based games, too, so as I mentioned in the post &lt;a href=&quot;http://devblog.wwwest-online.com/2008/03/23/so-whats-there-to-do-in-these-here-parts/&quot; rel=&quot;nofollow&quot;&gt;So what&#039;s there to do in these here parts?&lt;/a&gt;, we&#039;re looking to include a strategy element, for all your clock-tickin&#039; needs :) .</description>
		<content:encoded><![CDATA[<p>As you say, all systems have their pros and cons. Personally, for the RPG part of the game (which will be the main theme of it) I&#8217;m actually leaning away from time-based play, mostly because, well, time-based play doesn&#8217;t seem to be the right thing for it. For the strategy based games it makes a sort of sense &#8211; troops should take some time to move from point A to point B, etc., but for an RPG, it doesn&#8217;t sit well, in my opinion. You want instant gratification there. When you go out adventuring, you don&#8217;t want to wait X minutes before you can start, well, adventuring.<br />
In this sense, computerized RPG&#8217;s are similar to pen-and-paper RPG&#8217;s. In the old days of D&#038;D (yes, I know it&#8217;s still around, but I haven&#8217;t played it since the old days&#8230;), when you went on an adventure in a nearby land, you didn&#8217;t go home and reconvene in a week, to signify the travel time. No, you just had the DM describe the way a little, have a random/scripted encounter or two, and then you got to the dungeon.<br />
But we know that many people like the time-based games, too, so as I mentioned in the post <a href="http://devblog.wwwest-online.com/2008/03/23/so-whats-there-to-do-in-these-here-parts/" rel="nofollow">So what&#8217;s there to do in these here parts?</a>, we&#8217;re looking to include a strategy element, for all your clock-tickin&#8217; needs <img src='http://devblog.wwwest-online.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  .</p>
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		<title>Comment on Time Goes By by David Fuzzmonkey</title>
		<link>http://devblog.wwwest-online.com/2008/03/time-goes-by/comment-page-1/#comment-9</link>
		<dc:creator>David Fuzzmonkey</dc:creator>
		<pubDate>Fri, 28 Mar 2008 01:29:44 +0000</pubDate>
		<guid isPermaLink="false">http://devblog.wwwest-online.com/2008/03/06/time-goes-by/#comment-9</guid>
		<description>Hey, my favourite type of game is Time based, like Travian. I like the idea of recourses being built up in real time and i enjoy the strategy element of calculating when things need to happen and such.

i dont think i have tried a Tick based game before, but from your description of it, its not my thing..

i occasionally play Turn based games, like Attack (facebooks Risk like game) and i often enjoy playing these, but sometimes, my patience doesnt co operate with me :D but then again, patience is a major factor of all 3 types..

all 3 have advantages and disadvantages, but in my opinion, real time games, are by far the best.</description>
		<content:encoded><![CDATA[<p>Hey, my favourite type of game is Time based, like Travian. I like the idea of recourses being built up in real time and i enjoy the strategy element of calculating when things need to happen and such.</p>
<p>i dont think i have tried a Tick based game before, but from your description of it, its not my thing..</p>
<p>i occasionally play Turn based games, like Attack (facebooks Risk like game) and i often enjoy playing these, but sometimes, my patience doesnt co operate with me <img src='http://devblog.wwwest-online.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  but then again, patience is a major factor of all 3 types..</p>
<p>all 3 have advantages and disadvantages, but in my opinion, real time games, are by far the best.</p>
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		<title>Comment on Exploring the Ascension by krazny</title>
		<link>http://devblog.wwwest-online.com/2008/02/exploring-the-ascension/comment-page-1/#comment-7</link>
		<dc:creator>krazny</dc:creator>
		<pubDate>Sun, 24 Feb 2008 14:12:00 +0000</pubDate>
		<guid isPermaLink="false">http://devblog.wwwest-online.com/2008/02/14/exploring-the-ascension/#comment-7</guid>
		<description>Sorry for the delayed answer - real life got in the way yet again.
So let&#039;s tackle your points one at a time:
1. Technological progress: We&#039;re thinking non-existant. At least not noticeably so. That is, we might announce a technological advance every now and then, but it won&#039;t be an integral part of gameplay.
2. Generations: None. Offspring will be more like reincarnations of the parents - once the offspring is born, the parent who ascends ceases to exist to all intents and purpose.
3. Incest: Looking at it as actual mating and birthing does indeed bring up this hackling &quot;little&quot; issue. Not entirely sure how we&#039;ll deal with it though. Even if we prohibit it between player characters, there will only be so many NPC&#039;s available for this purpose, so it might be a problem still.
4. Kiddie count: See 2.
5. Either we decide flat out that mating results in ascended offspring for both the parents (assuming they&#039;re both player characters), or we give the players the choice to decide who stays and who ascends.
6. Couples fun: Point taken.
7. Caps: Yes, the starting stats will be capped (through the maximum mating age). I lost you on that second bit - offspring cannot mate? Back to tricky #3 again?</description>
		<content:encoded><![CDATA[<p>Sorry for the delayed answer &#8211; real life got in the way yet again.<br />
So let&#8217;s tackle your points one at a time:<br />
1. Technological progress: We&#8217;re thinking non-existant. At least not noticeably so. That is, we might announce a technological advance every now and then, but it won&#8217;t be an integral part of gameplay.<br />
2. Generations: None. Offspring will be more like reincarnations of the parents &#8211; once the offspring is born, the parent who ascends ceases to exist to all intents and purpose.<br />
3. Incest: Looking at it as actual mating and birthing does indeed bring up this hackling &#8220;little&#8221; issue. Not entirely sure how we&#8217;ll deal with it though. Even if we prohibit it between player characters, there will only be so many NPC&#8217;s available for this purpose, so it might be a problem still.<br />
4. Kiddie count: See 2.<br />
5. Either we decide flat out that mating results in ascended offspring for both the parents (assuming they&#8217;re both player characters), or we give the players the choice to decide who stays and who ascends.<br />
6. Couples fun: Point taken.<br />
7. Caps: Yes, the starting stats will be capped (through the maximum mating age). I lost you on that second bit &#8211; offspring cannot mate? Back to tricky #3 again?</p>
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		<title>Comment on Exploring the Ascension by Ashahell</title>
		<link>http://devblog.wwwest-online.com/2008/02/exploring-the-ascension/comment-page-1/#comment-6</link>
		<dc:creator>Ashahell</dc:creator>
		<pubDate>Sun, 17 Feb 2008 13:42:33 +0000</pubDate>
		<guid isPermaLink="false">http://devblog.wwwest-online.com/2008/02/14/exploring-the-ascension/#comment-6</guid>
		<description>A few more things to consider, I guess:
. Offspring is nice and all, but in te real world technology progresses with new generations. This lead to the consideration of what to do with technological progress. Will it be slowed down, non-existant or like real-life?
. Offspring suggests generations. How long should parents be allowed to live after they have offspring? Or will characters live indefinately?
. Not happy to bring this up, but whatever you do: prohibit incest
. Not sure how it was in the real Wild West, but I&#039;d limit the amount of kids a couple can have
. Interesting issue: a couple decides to have offspring. Nice and dandy, but who gets to play that char? The father? The mother? Or will offspring allways come in the form of identical twins so there can be no disputes?
. With regards to content specifically aimed at couples: I&#039;d sugggest to implement progeny first and then see what your player base wants
. A cap on the mating age makes sense IMO. There should be a cap on the starting stats of the offspring as well, or you implement a rule that offspring cannot mate</description>
		<content:encoded><![CDATA[<p>A few more things to consider, I guess:<br />
. Offspring is nice and all, but in te real world technology progresses with new generations. This lead to the consideration of what to do with technological progress. Will it be slowed down, non-existant or like real-life?<br />
. Offspring suggests generations. How long should parents be allowed to live after they have offspring? Or will characters live indefinately?<br />
. Not happy to bring this up, but whatever you do: prohibit incest<br />
. Not sure how it was in the real Wild West, but I&#8217;d limit the amount of kids a couple can have<br />
. Interesting issue: a couple decides to have offspring. Nice and dandy, but who gets to play that char? The father? The mother? Or will offspring allways come in the form of identical twins so there can be no disputes?<br />
. With regards to content specifically aimed at couples: I&#8217;d sugggest to implement progeny first and then see what your player base wants<br />
. A cap on the mating age makes sense IMO. There should be a cap on the starting stats of the offspring as well, or you implement a rule that offspring cannot mate</p>
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		<title>Comment on Rise Above It by scopti</title>
		<link>http://devblog.wwwest-online.com/2008/02/rise-above-it/comment-page-1/#comment-5</link>
		<dc:creator>scopti</dc:creator>
		<pubDate>Wed, 13 Feb 2008 19:39:22 +0000</pubDate>
		<guid isPermaLink="false">http://devblog.wwwest-online.com/2008/02/08/rise-above-it/#comment-5</guid>
		<description>Well, it&#039;s decided... We like the &quot;offspring&quot; concept.  We haven&#039;t seen it in any web-based game yet and it will be a very interesting concept to work on, plus... it fits quite well with the skill-sets advanecment system we&#039;re planning :D</description>
		<content:encoded><![CDATA[<p>Well, it&#8217;s decided&#8230; We like the &#8220;offspring&#8221; concept.  We haven&#8217;t seen it in any web-based game yet and it will be a very interesting concept to work on, plus&#8230; it fits quite well with the skill-sets advanecment system we&#8217;re planning <img src='http://devblog.wwwest-online.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>Comment on Rise Above It by Ashahell</title>
		<link>http://devblog.wwwest-online.com/2008/02/rise-above-it/comment-page-1/#comment-4</link>
		<dc:creator>Ashahell</dc:creator>
		<pubDate>Tue, 12 Feb 2008 14:02:18 +0000</pubDate>
		<guid isPermaLink="false">http://devblog.wwwest-online.com/2008/02/08/rise-above-it/#comment-4</guid>
		<description>A way to &#039;rise above it&#039; might be the implementation of hermafrodite cowboys ;-). The guys in Arizona might object tho.

&#039;Offspring&#039; in a game isn&#039;t a new concept indeed. The only game that I can think of right now that has it is The Sims.</description>
		<content:encoded><![CDATA[<p>A way to &#8216;rise above it&#8217; might be the implementation of hermafrodite cowboys <img src='http://devblog.wwwest-online.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> . The guys in Arizona might object tho.</p>
<p>&#8216;Offspring&#8217; in a game isn&#8217;t a new concept indeed. The only game that I can think of right now that has it is The Sims.</p>
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		<title>Comment on Rise Above It by scopti</title>
		<link>http://devblog.wwwest-online.com/2008/02/rise-above-it/comment-page-1/#comment-3</link>
		<dc:creator>scopti</dc:creator>
		<pubDate>Tue, 12 Feb 2008 13:41:30 +0000</pubDate>
		<guid isPermaLink="false">http://devblog.wwwest-online.com/2008/02/08/rise-above-it/#comment-3</guid>
		<description>Sounds like a great idea, brings up lots of new issues to consider (like does it really have to be the opposite gender or can we &quot;rise above it&quot; :P). By the way, if memory serves.... I remember seeing a game that has a similar system in it - Do you happen to know (and remember) its name?</description>
		<content:encoded><![CDATA[<p>Sounds like a great idea, brings up lots of new issues to consider (like does it really have to be the opposite gender or can we &#8220;rise above it&#8221; <img src='http://devblog.wwwest-online.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> ). By the way, if memory serves&#8230;. I remember seeing a game that has a similar system in it &#8211; Do you happen to know (and remember) its name?</p>
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