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	<title>Classic Games Remade</title>
	
	<link>http://www.classicgamesremade.com</link>
	<description>Brewing Some Old-School Magic!</description>
	<lastBuildDate>Sun, 08 Apr 2012 07:30:57 +0000</lastBuildDate>
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		<title>Wasteland 2 concept art</title>
		<link>http://feedproxy.google.com/~r/ClassicGamesRemade/~3/7s5Vi7XHimM/wasteland-2-concept-art.html</link>
		<comments>http://www.classicgamesremade.com/wasteland-2-concept-art.html#comments</comments>
		<pubDate>Sun, 08 Apr 2012 07:30:57 +0000</pubDate>
		<dc:creator>Charles</dc:creator>
				<category><![CDATA[Esteemed Competitors]]></category>
		<category><![CDATA[kickstarter]]></category>
		<category><![CDATA[Wasteland]]></category>

		<guid isPermaLink="false">http://www.classicgamesremade.com/?p=448</guid>
		<description><![CDATA[Inxile released a first piece of concept art. &#160; &#160; It seems the lengthy debate on color style in the forums has been decided if this is any indication in that matter (concept art usually is). Very brownish and nextgen. While it isn&#8217;t really what I was hoping for, graphics don&#8217;t make a game and ]]></description>
			<content:encoded><![CDATA[<p>Inxile released a first piece of concept art.</p>
<p>&nbsp;</p>
<p style="text-align: center;"><a href="http://www.classicgamesremade.com/images/desert_ranger1.jpg"><img class="aligncenter" title="Desert Rangers" src="http://www.classicgamesremade.com/images/desert_ranger1.jpg" alt="" width="448" height="282" /></a></p>
<p>&nbsp;</p>
<p>It seems the lengthy debate on color style in the forums has been decided if this is any indication in that matter (concept art usually is). Very brownish and nextgen. While it isn&#8217;t really what I was hoping for, graphics don&#8217;t make a game and I&#8217;m not dellusional enough to think all my personal choices will be theirs, or the community of fans.</p>
<p>&nbsp;</p>
<p>The <a title="W2 Kickstarter" href="http://www.kickstarter.com/projects/inxile/wasteland-2?ref=live" target="_blank">Wasteland 2 kickstarter</a> is still up for 9 days. They have a neat little <a title="W2 countdown" href="http://wasteland.inxile-entertainment.com/press" target="_blank">countdown </a>image but it doesn&#8217;t seem to agree with WordPress so it is unlikely you&#8217;ll see it here.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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		<title>Lame excuses sweetened by nostalgia candy</title>
		<link>http://feedproxy.google.com/~r/ClassicGamesRemade/~3/JQMoQljVohA/lame-excuses-sweetened-by-nostalgia-candy.html</link>
		<comments>http://www.classicgamesremade.com/lame-excuses-sweetened-by-nostalgia-candy.html#comments</comments>
		<pubDate>Thu, 15 Mar 2012 22:58:58 +0000</pubDate>
		<dc:creator>Charles</dc:creator>
				<category><![CDATA[Esteemed Competitors]]></category>
		<category><![CDATA[Nostalgia]]></category>

		<guid isPermaLink="false">http://www.classicgamesremade.com/?p=438</guid>
		<description><![CDATA[With all the kickstarting excitement I found myself trolling forums by and large and spending money in sizeable amounts. Oh and now that they&#8217;re sold out (edit: more slots added just now) I thought you might like to know what IT looks like: &#160; &#160; If you don&#8217;t know what this is, you need to read this. And if ]]></description>
			<content:encoded><![CDATA[<p>With all the kickstarting excitement I found myself trolling forums by and large and spending money in sizeable amounts. Oh and now that they&#8217;re sold out (edit: more slots added just now) I thought you might like to know what <em>IT</em> looks like:</p>
<p>&nbsp;</p>
<div class="wp-caption aligncenter" style="width: 557px"><a href="http://www.classicgamesremade.com/images/Wasteland2_kickstarter.jpg"><img class=" " title="Kickstarter pledge" src="http://www.classicgamesremade.com/images/Wasteland2_kickstarter.jpg" alt="" width="547" height="212" /></a><p class="wp-caption-text">Bring on more TB tactical RPG goodness.</p></div>
<p>&nbsp;</p>
<p>If you don&#8217;t know what this is, <a href="http://www.kickstarter.com/projects/inxile/wasteland-2" target="_blank">you need to read this.</a> And if either Wasteland or RPGs from the 80s ever meant anything, pledging a little something for the cause is encouraged. Mine went a bit overboard and it is money I will have to repay in time (no need for boring details) but by no means does it put me in danger of walking the streets in search for a snake squeezin&#8217; fix. Not on the short term anyway.</p>
<p>&nbsp;</p>
<p>Now that you&#8217;re duly reassured and have been fed a lame excuse, the bad news. Things have slowed down a bit so the update I was planning for this week isn&#8217;t ready yet. I still have a list of hefty tasks remaining to be done, centered on releasing a demo, premarketing Underworld Gold ethically and to the best of my ability but without much of a budget, and then finishing and releasing at last.</p>
<p>&nbsp;</p>
<p>But for now, a morcel of nostalgia candy.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<blockquote class="twitter-tweet tw-align-center"><p>*sigh* <a title="http://twitter.com/ClassicsRemade/status/180223947764269056/photo/1" href="http://t.co/OQhoiYQm">twitter.com/ClassicsRemade…</a></p>
<p>— Classics Remade (@ClassicsRemade) <a href="https://twitter.com/ClassicsRemade/status/180223947764269056" data-datetime="2012-03-15T09:28:33+00:00">March 15, 2012</a></p></blockquote>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>If you&#8217;re on Twitter, following helps me look like I have a bigger&#8230; bigger arms. <img src='http://www.classicgamesremade.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>&nbsp;</p>
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		<title>Combat – new tactical options.</title>
		<link>http://feedproxy.google.com/~r/ClassicGamesRemade/~3/4si9Xd_EMLI/combat-new-tactical-options.html</link>
		<comments>http://www.classicgamesremade.com/combat-new-tactical-options.html#comments</comments>
		<pubDate>Tue, 31 Jan 2012 17:17:55 +0000</pubDate>
		<dc:creator>Charles</dc:creator>
				<category><![CDATA[Swords and Sorcery]]></category>
		<category><![CDATA[Underworld]]></category>
		<category><![CDATA[tactics]]></category>

		<guid isPermaLink="false">http://www.classicgamesremade.com/?p=421</guid>
		<description><![CDATA[The knight leads the party, alone but closely followed by the paladin, ready to reinforce the front line. The two are ready to take the bulk of the wrath of incoming oponents ahead. But sometimes they can be overrrun. Sometimes, a third party member needs to step up to divert some of the enemy&#8217;s blows ]]></description>
			<content:encoded><![CDATA[<p>The knight leads the party, alone but closely followed by the paladin, ready to reinforce the front line. The two are ready to take the bulk of the wrath of incoming oponents ahead. But sometimes they can be overrrun. Sometimes, a third party member needs to step up to divert some of the enemy&#8217;s blows and give the priest time to intervene. Other times, things get so bad that they will need to step away from melee altogether.</p>
<p>&nbsp;</p>
<p>The rogue is patient, but his time has come. Lost to the enemy&#8217;s eye, in the shadows, he steps in, bluesteel dagger drawn for a lethal assassination. It is so much more effective than his blowpipe that it is worth the risk of exposure. That blow to the vigilante&#8217;s jugular will turn the tide of battle. Then he can choose to fall out of sight again, then strike once more with vicious effectiveness. If the battle has truly turned to his party&#8217;s advantage, he may also choose to remain in sight and fight&#8230; fair.</p>
<p>&nbsp;</p>
<p>Hordes of enemies are massed behind the melee, dealing damage with crudely fabricated but nonetheless efficient arrows. The party leader orders his companions to press forward, overtaking a few of the shooters, forcing them to drop their bows. Now the rogue is within distance and eagerly takes part in the hacking&#8230;</p>
<p>&nbsp;</p>
<div class="wp-caption aligncenter" style="width: 425px"><a href="http://www.classicgamesremade.com/images/sns107/tactical.jpg" target="_blank"><img class="    " title="Swords and Sorcery - Underworld tactical options" src="http://www.classicgamesremade.com/images/sns107/tactical.jpg" alt="Swords and Sorcery - Underworld tactical options" width="415" height="233" /></a><p class="wp-caption-text">Swords and Sorcery - Underworld tactical options</p></div>
<p>&nbsp;</p>
<p>Underworld Gold has new combat rules that involve distance management, adding both realism and tactical depth. In previous versions only monsters were marked in or out of melee (a + indicated that they were in). Now the same goes for characters. This opened the door to a few extra tactical options.</p>
<p>- Any character can rush to the front.</p>
<p>- Characters in melee can choose to step back.</p>
<p>- Those behind the lines can choose to step in.</p>
<p>- Characters in melee can attempt to shove enemies out of melee.</p>
<p>- Party leader can order the party to press forward. This only uses up the leader&#8217;s turn and causes both monsters and characters to enter melee.</p>
<p>- Party leader can order the party to fall back. This only uses up the leader&#8217;s turn and causes both monsters and characters to leave melee.</p>
<p>&nbsp;</p>
<p>They each have their advantages and drawbacks. A character that leaves melee avoids exposure from blades, but increases it for those left in. He can no longer use his melee weapon but can now use his ranged weapon (only available out of melee, except for archers). That can be a downside however because bows, crossbows and slings are typically less effective than swords and hammers. Previously, all characters were considered in melee, exposed to the monsters that were as well. Also, these actions use up a battle round for the character.</p>
<p>&nbsp;</p>
<p>The first three can affect the order. If there are four characters in melee and the second leaves the pack, he finds himself leaving that second slot and taking the fourth. The third and fourth move up a notch and there are only three left in melee. If a character rushes to the front, all the others fall back a notch, but none leave the melee even if that character comes from behind the lines.</p>
<p>&nbsp;</p>
<p>Enemies also have the option to join (this isn&#8217;t new) or leave (but this is) melee. Shooters and casters using the leave melee option, as well as melee fighters being able to join the meatgrinder,Â will make some battles more difficult and engaging. This affects their order as well. One consequence is that they are almost never left with no other choice but to wait. Previously monsters could only enter melee if the monster just ahead of them was already in. Now any of them can, anytime.</p>
<p>&nbsp;</p>
<h2>Diagrams</h2>
<p>&nbsp;</p>
<p>Note: These aren&#8217;t in the game, just here for illustrative purposes.</p>
<p>&nbsp;</p>
<div class="wp-caption aligncenter" style="width: 230px"><img title="Basic tactical diagram" src="http://www.classicgamesremade.com/images/sns107/tactical_layout.jpg" alt="Basic tactical diagram" width="220" height="312" /><p class="wp-caption-text">Basic tactical diagram</p></div>
<p>&nbsp;</p>
<p>The above illustrates a combat situation similar to the one in the screenshot, only with a few more bandits.</p>
<p>The Knight, Paladin, Archer and Rogue are in melee . If the party formation was a little less neat one could imagine the rogue being just out of the melee but in this situation all four are marked with a +. The Grounded buccaneer and the first bandit are also in melee. The following four are not.</p>
<p>Now let&#8217;s see the options again in this context:</p>
<p>&nbsp;</p>
<p><em>- Any character can rush to the front. </em>Anyone but the knight will have this option. If the Rogue chose to do this the diagram would become something like:</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<div class="wp-caption aligncenter" style="width: 230px"><img title="New layout after Rogue moves to the front." src="http://www.classicgamesremade.com/images/sns107/tactical_layout_movefront.jpg" alt="New layout after Rogue moves to the front." width="220" height="312" /><p class="wp-caption-text">New layout after Rogue moves to the front.</p></div>
<p>&nbsp;</p>
<p>Some shuffling occurs for the sake of keeping the three rows but it isn&#8217;t entirely necessary. I could also have kept the paladin close to the bandit and messed up the three rows but those are convenient for picturing and it doesn&#8217;t hurt.</p>
<p><em>- Characters in melee can choose to step back. </em>If the knight steps out of melee at this stage there are only three left:</p>
<div class="wp-caption aligncenter" style="width: 230px"><img title="Knight then leaves melee" src="http://www.classicgamesremade.com/images/sns107/tactical_layout_3.jpg" alt="Knight then leaves melee" width="220" height="312" /><p class="wp-caption-text">Knight then leaves melee</p></div>
<p>&nbsp;</p>
<p><em>- Those behind the lines can choose to step in</em>. Three may not be enough so the Sorcerer decides to step in front of the Knight (bad idea in most cases, unless looking for the Paladin&#8217;s (P)rotection perhaps):</p>
<div class="wp-caption aligncenter" style="width: 230px"><img title="Sorcerer jumps into melee." src="http://www.classicgamesremade.com/images/sns107/tactical_layout_4.jpg" alt="Sorcerer jumps into melee." width="220" height="312" /><p class="wp-caption-text">Sorcerer jumps into melee.</p></div>
<p>- Characters in melee can attempt to shove enemies out of melee. Â A good way to isolate someone, or take some pressure off the front line. There are still 4 characters in melee (and 1 mob)..</p>
<div class="wp-caption aligncenter" style="width: 230px"><img title="Bandit gets shoved out of melee." src="http://www.classicgamesremade.com/images/sns107/tactical_layout_5.jpg" alt="Bandit gets shoved out of melee." width="220" height="312" /><p class="wp-caption-text">Bandit gets shoved out of melee.</p></div>
<p><em>- Party leader can order the party to press forward. This only uses up the leader&#8217;s turn and causes both monsters and characters to enter melee.</em></p>
<div class="wp-caption aligncenter" style="width: 230px"><img class=" " title="Now there are 6 characters and 3 mobs in melee (some random applied in this case)" src="http://www.classicgamesremade.com/images/sns107/tactical_layout_6.jpg" alt="Now there are 6 characters and 3 mobs in melee (some random applied in this case)" width="220" height="312" /><p class="wp-caption-text">Now there are 6 characters and 3 mobs in melee (some random applied in this case)</p></div>
<p><em>- Party leader can order the party to fall back. This only uses up the leader&#8217;s turn and causes both monsters and characters to leave melee.</em></p>
<div class="wp-caption aligncenter" style="width: 230px"><img title="Right back to previous step :)" src="http://www.classicgamesremade.com/images/sns107/tactical_layout_5.jpg" alt="Right back to previous step :)" width="220" height="312" /><p class="wp-caption-text">Right back to previous step <img src='http://www.classicgamesremade.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p></div>
<p>&nbsp;</p>
<p>This makes combat a little less orderly. Monsters and characters alike can get all mixed up. It also opens the door to new spells and special attacks&#8230; <img src='http://www.classicgamesremade.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  Â Ultimately it makes combat more difficult, as monsters will have more opportunities to inflict damage.Â But the increased difficulty is compensated by new skills for the knight, rogue and archer, as well as a more favorable loot system. I may actually need to increase difficulty a bit more. More on those on the next post!</p>
<p>&nbsp;</p>
<p>Also a lot of testing is in order to make sure the monster AI uses the new options coherently, and that I haven&#8217;t broken anything.</p>
<p>&nbsp;</p>
<p>Any thoughts on this? Is the tradeoff between simplicity and tactical depth good or bad in your opinion? Discuss!</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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		<title>Early 2012 Progress report</title>
		<link>http://feedproxy.google.com/~r/ClassicGamesRemade/~3/8bPsIu0wuao/early-2012-progress-report.html</link>
		<comments>http://www.classicgamesremade.com/early-2012-progress-report.html#comments</comments>
		<pubDate>Wed, 04 Jan 2012 15:43:37 +0000</pubDate>
		<dc:creator>Charles</dc:creator>
				<category><![CDATA[Swords and Sorcery]]></category>
		<category><![CDATA[Underworld]]></category>
		<category><![CDATA[Contingencies]]></category>
		<category><![CDATA[graphics]]></category>

		<guid isPermaLink="false">http://www.classicgamesremade.com/?p=417</guid>
		<description><![CDATA[First things first: A great and happy new year to everyone! Ignore the harbingers of doom and believe in 2012 being the best year ever, premisce to many more great years to come! &#160; It&#8217;s been nearly 2 months since my video update, so this post is quite overdue. &#160; Sadly there aren&#8217;t any great ]]></description>
			<content:encoded><![CDATA[<p>First things first: A great and happy new year to everyone! Ignore the harbingers of doom and believe in 2012 being the best year ever, premisce to many more great years to come!</p>
<p>&nbsp;</p>
<p>It&#8217;s been nearly 2 months since my video update, so this post is quite overdue.</p>
<p>&nbsp;</p>
<p>Sadly there aren&#8217;t any great breakthroughs to announce. Image assets are being completed slowly due to events in the Philippines (location of the art studio I&#8217;m working with on this project). Washi, a ruptured dam in the Manila area and the end-of-year festivities have slowed them down. On my end the family situation I mentionned about a year ago came to a tragic end in November. I moved back home and am slowly settling in again, and will be working pretty much full time on Underworld and the sequel over the next few months. Â Then, decisions will have to be made.</p>
<p>&nbsp;</p>
<p>Nevertherless, the prolonged development time has given me the opportunity to nicely enhance Underworld. Three new maps, 10 new monsters, many moar lewts, a double special attack for some mobs (greatly adding to the technical challenge of many encounters), new special attacks for others, much better end of game balance, new features enhancing gameplay (like setting game speed, (P)rotect replaces (B)lock&#8230;).</p>
<p>&nbsp;</p>
<p>The images that have been done look pretty sweet! Phantoms, wraiths (both new mobs) and a few others have transparency effects that I personally can&#8217;t stop gawking over and some of the still cutscenes are absolutely awesome <img src='http://www.classicgamesremade.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<div class="wp-caption aligncenter" style="width: 378px"><a href="http://www.classicgamesremade.com/images/sns107/85_Mummy.jpg"><img class="  " title="Rising from grave" src="http://www.classicgamesremade.com/images/sns107/85_Mummy.jpg" alt="Rising from grave" width="368" height="277" /></a><p class="wp-caption-text">Rising from grave</p></div>
<p>.</p>
<div class="wp-caption aligncenter" style="width: 425px"><a href="http://www.classicgamesremade.com/images/sns107/apparition.jpg"><img class="   " title="Apparition Encounter" src="http://www.classicgamesremade.com/images/sns107/apparition.jpg" alt="Apparition Encounter" width="415" height="233" /></a><p class="wp-caption-text">Apparition Encounter</p></div>
<p>.</p>
<div class="wp-caption aligncenter" style="width: 425px"><a href="http://www.classicgamesremade.com/images/sns107/militiaman.jpg"><img class="   " title="Militiaman Encounter" src="http://www.classicgamesremade.com/images/sns107/militiaman.jpg" alt="Militiaman Encounter" width="415" height="233" /></a><p class="wp-caption-text">Militiaman Encounter</p></div>
<p>.</p>
<p>Also you might have noticed that the first monster in line is illustrated as before, but in a reproduction of the encounter&#8217;s environment.</p>
<p>.</p>
<p>To summarize I must confess that my early 2012 release goal will not be met. I&#8217;d rather not set a date that may not be met either at this point, but it shouldn&#8217;t be long. The bright side of things is that Underworld Gold will be all the better for it.</p>
<p>&nbsp;</p>
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		<title>Underworld Gold WIP HD</title>
		<link>http://feedproxy.google.com/~r/ClassicGamesRemade/~3/dLR99CZKR1g/underworld-gold-wip-hd.html</link>
		<comments>http://www.classicgamesremade.com/underworld-gold-wip-hd.html#comments</comments>
		<pubDate>Wed, 09 Nov 2011 23:09:39 +0000</pubDate>
		<dc:creator>Charles</dc:creator>
				<category><![CDATA[Swords and Sorcery]]></category>
		<category><![CDATA[Underworld]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.classicgamesremade.com/?p=410</guid>
		<description><![CDATA[Underworld Gold is still work in progress, but the last remaining images, mostly the full screen storyline illustrations, are coming in at a good pace. The following video shows a couple, and hints at a few more changes. There are still a few glitches that need fixing, but nothing of much consequence. &#160; &#160; I&#8217;m ]]></description>
			<content:encoded><![CDATA[<p>Underworld Gold is still work in progress, but the last remaining images, mostly the full screen storyline illustrations, are coming in at a good pace. The following video shows a couple, and hints at a few more changes. There are still a few glitches that need fixing, but nothing of much consequence.</p>
<p>&nbsp;</p>
<p><iframe src="http://www.youtube.com/embed/XOuMb9OWQYQ" frameborder="0" width="420" height="315"></iframe></p>
<p>&nbsp;</p>
<p>I&#8217;m looking at an early 2012 release at the moment, which should allow for some more polish, new levels and &#8220;puzzles&#8221; (a term I use loosely to define any kind of obstacle that requires some thought to get accross).</p>
<p>&nbsp;</p>
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