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	<title>Woods of Torbin Development blog</title>
	<link>http://wot.blogsome.com</link>
	<description>To log the development of WoT (a roguelike game).</description>
	<lastBuildDate>Sun, 15 Jan 2006 22:34:21 +0000</lastBuildDate>
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	<item>
		<title>Web site blues</title>
		<description>	Geocties now has an hourly limit of 4.2MB.  Say if a release is 700KB that a maximum of 6 per hour, excluding browsing.  Which is generally not bad overall.  But what when a release comes up there is usualy a much higher numbe of people visiting than ...</description>
		<link>http://wot.blogsome.com/2006/01/16/web-site-blues/</link>
	</item>
	<item>
		<title>Change of Name</title>
		<description>	I propose we change the name.  Several reasons.
	
	The &#8220;woods&#8221; theme hasn&#8217;t been used very much, and I don&#8217;t think it will be anytime soon, if ever.
	&#8220;Woods of Torbin&#8221; is a bit too long of a name for people to type into an address bar.   Having http://www.geocities.com/woodsoftorbin/ is ...</description>
		<link>http://wot.blogsome.com/2006/01/16/change-of-name/</link>
	</item>
	<item>
		<title>A* Memory footprint optimization and Sound subsystem</title>
		<description>	I have started working on Sound, as Kostatus has gracefully taken over the work of melee code. In the process of doing so, I simplified the Node class originally used by A* and derived an AStarNode subclass from it. This makes the Node class useful as a base for building ...</description>
		<link>http://wot.blogsome.com/2005/11/28/a-memory-footprint-optimization-and-sound-subsystem/</link>
	</item>
	<item>
		<title>Funny link</title>
		<description>	A roguelike trailer: http://fin.broodwar.com/dbd-alpha.avi  
	By Kostatus

 </description>
		<link>http://wot.blogsome.com/2005/11/26/funny-link/</link>
	</item>
	<item>
		<title>Next release, draft goals</title>
		<description>	Some draft goals that we need to complete before the next release:
	
	Melee and Ranged fighting fully implemented.
	Save games and persistent levels.
	Fully implemented inventory handling system.
	A town map, and maybe even a world map.
	Support for &#8220;simple graphics&#8221; which includes the ASCII tiles.
	Food and hunger (at least for the PC)
	Character selection (&#8221;birth&#8221;)
	Some ...</description>
		<link>http://wot.blogsome.com/2005/11/24/next-release-draft-goals/</link>
	</item>
	<item>
		<title>Basic Creature AI Movement Completed</title>
		<description>	I wasn&#8217;t so happy with the original AI movement that the nomial creature does; it was implemented quickly to check for the correctness of our A* implementation. So, I started adding in features that make the AI movement more &#8220;realistic&#8221;. Having implemented all that, I wasn&#8217;t too happy with the ...</description>
		<link>http://wot.blogsome.com/2005/11/23/creature-ai-movement-completed/</link>
	</item>
	<item>
		<title>Docs</title>
		<description>	Latest Java docs are now available for browsing at http://wot.00pro.com/docs/.
	By Kostatus

 </description>
		<link>http://wot.blogsome.com/2005/11/20/docs/</link>
	</item>
	<item>
		<title>WoT odd debugging poetry</title>
		<description>	Before I post anything further, I fixed the bug mentioned in the last post. I for some reason started writing some pretty crazy debugging messages. Here is one:
	DEBUG: Summer rain. Summer pain. Summer rains when Summer faints.
When Summer ends and life gets tough, drink some vodka, take some puff.
	This was ...</description>
		<link>http://wot.blogsome.com/2005/11/19/wot-odd-debugging-poetry/</link>
	</item>
	<item>
		<title>A* Implementation Completed!</title>
		<description>	The A* as it stands is rather bug-free and is working pretty well on all the tests I have done on it. I ended up using a TreeMap, and 2 HashMap for A* for the fastest operation. The testing revealed some pitfalls in the creature generation code, so it was ...</description>
		<link>http://wot.blogsome.com/2005/11/19/a-implementation-completed/</link>
	</item>
	<item>
		<title>Wish list for next release</title>
		<description>	
	All the features of the (unreleased) 0.0.3
	Random World Map
	Random town maps
	Basic conversations with NPCs
	Sound-driven AI for some creatures
	Highscores
	
	By Kostatus

 </description>
		<link>http://wot.blogsome.com/2005/11/17/wish-list-for-next-release/</link>
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