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	<title>atma:blog</title>
	
	<link>http://www.atma-online.com/blog</link>
	<description>tales of a game's design and development</description>
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		<title>Places to go</title>
		<link>http://www.atma-online.com/blog/2009/12/06/places-to-go/</link>
		<comments>http://www.atma-online.com/blog/2009/12/06/places-to-go/</comments>
		<pubDate>Sun, 06 Dec 2009 10:13:56 +0000</pubDate>
		<dc:creator>ahorner</dc:creator>
				<category><![CDATA[Concept]]></category>
		<category><![CDATA[atmosphere]]></category>
		<category><![CDATA[background story]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[elements]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[immersion]]></category>
		<category><![CDATA[man versus nature]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[mmorpg]]></category>
		<category><![CDATA[personalities]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.atma-online.com/blog/?p=585</guid>
		<description>It occurs to me that before I can talk meaningfully about any of the initial quest lines in Atma, I should give a bit of background involving the layout of the game&amp;#8217;s world. There are seven capitals scattered around the map in which most of Atma&amp;#8217;s character interactions take place. Due to the flow of [...]&lt;img src="http://feeds.feedburner.com/~r/AtmaBlog/~4/fAEbH9xUpqI" height="1" width="1"/&gt;</description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Revised Office Hours, Volume II</title>
		<link>http://www.atma-online.com/blog/2009/11/28/revised-office-hours-volume-ii/</link>
		<comments>http://www.atma-online.com/blog/2009/11/28/revised-office-hours-volume-ii/</comments>
		<pubDate>Sat, 28 Nov 2009 09:36:29 +0000</pubDate>
		<dc:creator>ahorner</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[mmorpg]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.atma-online.com/blog/?p=582</guid>
		<description>It should be immediately and painfully obvious to anybody checking up on this blog that I have not adhered to my aforementioned weekend posting schedule, this being the case for a bit over a month now. I don&amp;#8217;t really have any excuses, aside from those I&amp;#8217;ve already summarized in Volume I of this &amp;#8220;series&amp;#8221;: it&amp;#8217;s [...]&lt;img src="http://feeds.feedburner.com/~r/AtmaBlog/~4/NcgwX3iWrVY" height="1" width="1"/&gt;</description>
		<wfw:commentRss>http://www.atma-online.com/blog/2009/11/28/revised-office-hours-volume-ii/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Basic Instinct</title>
		<link>http://www.atma-online.com/blog/2009/10/18/basic-instinct/</link>
		<comments>http://www.atma-online.com/blog/2009/10/18/basic-instinct/</comments>
		<pubDate>Sun, 18 Oct 2009 17:00:59 +0000</pubDate>
		<dc:creator>ahorner</dc:creator>
				<category><![CDATA[Concept]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[common design problems]]></category>
		<category><![CDATA[equipment]]></category>
		<category><![CDATA[game balance]]></category>
		<category><![CDATA[game design]]></category>
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		<guid isPermaLink="false">http://www.atma-online.com/blog/?p=578</guid>
		<description>As promised, I&amp;#8217;m here today to talk about the Instinct system that I glossed over at the end of yesterday&amp;#8217;s post. Before I get into the nitty-gritty of exactly what the system does, I feel it&amp;#8217;s beneficial to give a bit of background for comparison, as the final system (at least as far as I&amp;#8217;ve [...]&lt;img src="http://feeds.feedburner.com/~r/AtmaBlog/~4/FWqBzF1HGy4" height="1" width="1"/&gt;</description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Dancing with the details</title>
		<link>http://www.atma-online.com/blog/2009/10/17/dancing-with-the-details/</link>
		<comments>http://www.atma-online.com/blog/2009/10/17/dancing-with-the-details/</comments>
		<pubDate>Sat, 17 Oct 2009 17:00:09 +0000</pubDate>
		<dc:creator>ahorner</dc:creator>
				<category><![CDATA[Concept]]></category>
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		<category><![CDATA[atmosphere]]></category>
		<category><![CDATA[common design problems]]></category>
		<category><![CDATA[game balance]]></category>
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		<category><![CDATA[organic game design]]></category>
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		<category><![CDATA[stat system]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.atma-online.com/blog/?p=573</guid>
		<description>Emergence, the concept of several small systems interacting to form a complex system that is &amp;#8220;larger than the sum of its parts&amp;#8221; is something we&amp;#8217;ve discussed briefly before, but which I&amp;#8217;d like to bring up for discussion once again, today. I find emergence to be one of the most fundamental elements of game design theory; [...]&lt;img src="http://feeds.feedburner.com/~r/AtmaBlog/~4/wJGxm63biFw" height="1" width="1"/&gt;</description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The many faces of battle</title>
		<link>http://www.atma-online.com/blog/2009/10/11/the-many-faces-of-battle/</link>
		<comments>http://www.atma-online.com/blog/2009/10/11/the-many-faces-of-battle/</comments>
		<pubDate>Mon, 12 Oct 2009 02:05:38 +0000</pubDate>
		<dc:creator>ahorner</dc:creator>
				<category><![CDATA[Concept]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[2d games]]></category>
		<category><![CDATA[common design problems]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
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		<category><![CDATA[organic game design]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[stat system]]></category>
		<category><![CDATA[tile-based games]]></category>
		<category><![CDATA[touch screen]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.atma-online.com/blog/?p=568</guid>
		<description>There&amp;#8217;s one thing (well, there are several, but one which I&amp;#8217;ll talk about right now) that&amp;#8217;s always bothered me a good deal about most MMO combat systems, which is that character position and movement are only very rarely an influential factor. There are a few games that do some interesting things: Aion takes into account [...]&lt;img src="http://feeds.feedburner.com/~r/AtmaBlog/~4/SWyKW1EQEGg" height="1" width="1"/&gt;</description>
		<wfw:commentRss>http://www.atma-online.com/blog/2009/10/11/the-many-faces-of-battle/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Judge a book</title>
		<link>http://www.atma-online.com/blog/2009/10/10/judge-a-book/</link>
		<comments>http://www.atma-online.com/blog/2009/10/10/judge-a-book/</comments>
		<pubDate>Sun, 11 Oct 2009 01:41:44 +0000</pubDate>
		<dc:creator>ahorner</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Theory]]></category>
		<category><![CDATA[common design problems]]></category>
		<category><![CDATA[game balance]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[ideal mmo]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[mmorpg]]></category>
		<category><![CDATA[organic game design]]></category>
		<category><![CDATA[procedural storytelling]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.atma-online.com/blog/?p=565</guid>
		<description>What strange alternate dimension have I wound up in, in which it is apparently unacceptable for a game reviewer to review an MMO based on their experience for the first 10 levels of play? There&amp;#8217;s a problem that exists somewhere in the gulf between the game design philosophy for your standard MMO and the expectations [...]&lt;img src="http://feeds.feedburner.com/~r/AtmaBlog/~4/_EcdMmZ3Hd8" height="1" width="1"/&gt;</description>
		<wfw:commentRss>http://www.atma-online.com/blog/2009/10/10/judge-a-book/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Revised Office Hours</title>
		<link>http://www.atma-online.com/blog/2009/10/09/revised-office-hours/</link>
		<comments>http://www.atma-online.com/blog/2009/10/09/revised-office-hours/</comments>
		<pubDate>Sat, 10 Oct 2009 03:52:14 +0000</pubDate>
		<dc:creator>ahorner</dc:creator>
				<category><![CDATA[Theory]]></category>
		<category><![CDATA[atmosphere]]></category>
		<category><![CDATA[game balance]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[games]]></category>
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		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.atma-online.com/blog/?p=561</guid>
		<description>It should be quite apparent by now that I&amp;#8217;m no longer making daily posts. The reason? I&amp;#8217;m actually working on the game. It might seem a bit ridiculous that I write less about the game development process when I&amp;#8217;m doing more along the lines of actual, bona fide development, but there you have it. I&amp;#8217;ve [...]&lt;img src="http://feeds.feedburner.com/~r/AtmaBlog/~4/UnIzQuWunPE" height="1" width="1"/&gt;</description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Order of the Draw</title>
		<link>http://www.atma-online.com/blog/2009/10/03/order-of-the-draw/</link>
		<comments>http://www.atma-online.com/blog/2009/10/03/order-of-the-draw/</comments>
		<pubDate>Sat, 03 Oct 2009 17:58:49 +0000</pubDate>
		<dc:creator>ahorner</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[2d games]]></category>
		<category><![CDATA[equipment]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[game programming]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[sprites]]></category>
		<category><![CDATA[spriting]]></category>
		<category><![CDATA[tile-based games]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.atma-online.com/blog/?p=555</guid>
		<description>I&amp;#8217;ve decided to follow up yesterday&amp;#8217;s rather unorganized post with one that has a bit more planning put into its presentation. Today, we&amp;#8217;ll be taking a look at a very specific part of a spriting engine: draw orders. The draw order of your sprites is a crucial element in any spriting system, and optimizing draw [...]&lt;img src="http://feeds.feedburner.com/~r/AtmaBlog/~4/6TOHtj-hDxo" height="1" width="1"/&gt;</description>
		<wfw:commentRss>http://www.atma-online.com/blog/2009/10/03/order-of-the-draw/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Sprightly Sprites: Bringing game worlds to life</title>
		<link>http://www.atma-online.com/blog/2009/10/02/sprightly-sprites-bringing-game-worlds-to-life/</link>
		<comments>http://www.atma-online.com/blog/2009/10/02/sprightly-sprites-bringing-game-worlds-to-life/</comments>
		<pubDate>Fri, 02 Oct 2009 19:40:56 +0000</pubDate>
		<dc:creator>ahorner</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[2d games]]></category>
		<category><![CDATA[apple]]></category>
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		<category><![CDATA[common design problems]]></category>
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		<category><![CDATA[games]]></category>
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		<category><![CDATA[graphics]]></category>
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		<category><![CDATA[iphone]]></category>
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		<category><![CDATA[mmorpg]]></category>
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		<category><![CDATA[tile-based games]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.atma-online.com/blog/?p=546</guid>
		<description>Today we&amp;#8217;ll be shifting gears a bit, and exploring some of the more technical aspects of creating and animating a two-dimensional world. At the heart of two-dimensional animation is the concept of a sprite, a graphic image which can move and change within a larger image. Assuming that your &amp;#8220;larger image&amp;#8221; might be something along [...]&lt;img src="http://feeds.feedburner.com/~r/AtmaBlog/~4/gd-krsDluFo" height="1" width="1"/&gt;</description>
		<wfw:commentRss>http://www.atma-online.com/blog/2009/10/02/sprightly-sprites-bringing-game-worlds-to-life/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Take your hands off the keyboard and step away from the computer</title>
		<link>http://www.atma-online.com/blog/2009/10/01/take-your-hands-off-the-keyboard-and-step-away-from-the-computer/</link>
		<comments>http://www.atma-online.com/blog/2009/10/01/take-your-hands-off-the-keyboard-and-step-away-from-the-computer/</comments>
		<pubDate>Fri, 02 Oct 2009 02:25:23 +0000</pubDate>
		<dc:creator>ahorner</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Theory]]></category>
		<category><![CDATA[business model]]></category>
		<category><![CDATA[common design problems]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[iterative development]]></category>
		<category><![CDATA[planning]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[software architecture]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.atma-online.com/blog/?p=542</guid>
		<description>No, this is not me continuing to wax philosophical on the merits of spending time out in the real world with real people doing real things. That was yesterday&amp;#8217;s post, and I feel I&amp;#8217;ve more than exhausted the topic for the time being. Rather, today&amp;#8217;s discussion is a delightful inversion of my typical advocacy for [...]&lt;img src="http://feeds.feedburner.com/~r/AtmaBlog/~4/_yiIVoP7Em4" height="1" width="1"/&gt;</description>
		<wfw:commentRss>http://www.atma-online.com/blog/2009/10/01/take-your-hands-off-the-keyboard-and-step-away-from-the-computer/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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