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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>LittleSoldiers HD - Latest Comments</title><link>http://lshd.disqus.com/</link><description>None</description><atom:link href="https://lshd.disqus.com/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Sat, 12 Dec 2009 15:04:10 -0000</lastBuildDate><item><title>Re: Level concepts complete :)</title><link>http://fruht.com/LittleSoldiers/?p=251#comment-25609040</link><description>&lt;p&gt;That sounds like Z alright... Congrats! Progress marches forward! &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Guest</dc:creator><pubDate>Sat, 12 Dec 2009 15:04:10 -0000</pubDate></item><item><title>Re: What is LittleSoldiers HD</title><link>http://fruht.com/LittleSoldiers/?p=243#comment-24953099</link><description>&lt;p&gt;hehe woot!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zoggles</dc:creator><pubDate>Sun, 06 Dec 2009 12:10:50 -0000</pubDate></item><item><title>Re: Problems with level design&amp;#8230;</title><link>http://fruht.com/LittleSoldiers/?p=238#comment-24798470</link><description>&lt;p&gt;Have you added any new actions over the original? Dig, Shoot,...?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zoggles</dc:creator><pubDate>Fri, 04 Dec 2009 11:38:17 -0000</pubDate></item><item><title>Re: What is LittleSoldiers HD</title><link>http://fruht.com/LittleSoldiers/?p=243#comment-24797729</link><description>&lt;p&gt;P.S. (I'll get you a PC build at some point so you can check it out)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Dan MacDonald</dc:creator><pubDate>Fri, 04 Dec 2009 11:34:21 -0000</pubDate></item><item><title>Re: What is LittleSoldiers HD</title><link>http://fruht.com/LittleSoldiers/?p=243#comment-24796997</link><description>&lt;p&gt;I can always count on you for some comments :)  We are wrapping up a cool teaser trailer for the game. I think it will help a lot with building excitement.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Dan MacDonald</dc:creator><pubDate>Fri, 04 Dec 2009 11:28:48 -0000</pubDate></item><item><title>Re: Progress is happening</title><link>http://fruht.com/LittleSoldiers/?p=236#comment-24769896</link><description>&lt;p&gt;Sounds good :) With a full map, everything has a sense of place and progression feels more 'real' than an abstract 'zone-jump' (where you can't see previous levels in clear relation to where you are now)&lt;/p&gt;&lt;p&gt;The smart-cam or camera snapping to the centre of each area sounds cool (presuming I understand that bit correctly)&lt;/p&gt;&lt;p&gt;:)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zoggles</dc:creator><pubDate>Fri, 04 Dec 2009 04:34:17 -0000</pubDate></item><item><title>Re: Progress is happening</title><link>http://fruht.com/LittleSoldiers/?p=236#comment-24729387</link><description>&lt;p&gt;We went back and forth a little about the map scrolling. For now the map is one map that you can scroll around with touches but still with a little bit of a smart cam to aide the user in points of interest. atleast thats the idea atm.&lt;/p&gt;&lt;p&gt;and nice catch with the mispelling =D&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Alex Keefe</dc:creator><pubDate>Thu, 03 Dec 2009 18:07:15 -0000</pubDate></item><item><title>Re: What is LittleSoldiers HD</title><link>http://fruht.com/LittleSoldiers/?p=243#comment-24710419</link><description>&lt;p&gt;Well... I dunno... I suppose if I owned an iPhone there might be a glimmer of temptation. Something to 'check out' well.. I am sort of doing that here, so that's a yes, and wish youtube etc were accessible for when some kind of videos of it are up ;)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zoggles</dc:creator><pubDate>Thu, 03 Dec 2009 14:54:32 -0000</pubDate></item><item><title>Re: Problems with level design&amp;#8230;</title><link>http://fruht.com/LittleSoldiers/?p=238#comment-24704381</link><description>&lt;p&gt;Yes! that attribute of letting the player feel like they've outfoxed the designer a little bit, it's an elusive and intangible quality to try and achieve. When you have it though, you know your dealing with a well designed game.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Dan MacDonald</dc:creator><pubDate>Thu, 03 Dec 2009 13:29:56 -0000</pubDate></item><item><title>Re: Progress is happening</title><link>http://fruht.com/LittleSoldiers/?p=236#comment-24691800</link><description>&lt;p&gt;Hehe I still say that map screen is looking great so far :) I kind of want to see more of that.. does the whole level map scroll around in a connected way? or is each zone its own small map?&lt;/p&gt;&lt;p&gt;Reminds me in some ways of the maps in the Indiana Jones travel scenes.&lt;/p&gt;&lt;p&gt;I would have imagined some kind of motorbike/sidecar as a low travel reward, but whatever.. it's definitely a nice extra touch :)&lt;/p&gt;&lt;p&gt;oh.. and btw it's Kinetic not Kenetic. (I know that's only on your 1337 programmers art screenshot - but just in case that got carried through from there...)&lt;/p&gt;&lt;p&gt;-Z-&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zoggles</dc:creator><pubDate>Thu, 03 Dec 2009 10:31:25 -0000</pubDate></item><item><title>Re: Problems with level design&amp;#8230;</title><link>http://fruht.com/LittleSoldiers/?p=238#comment-24690193</link><description>&lt;p&gt;Couldn't agree more. Levels that are clean and allow you to 'look for the solution' before even trying anything are far more entertaining. Those that you have to randomly try some stuff so that the level is emptier and you have a rough idea of what's going on are less entertaining.&lt;/p&gt;&lt;p&gt;What's really nice is when you can use something in various ways. You have the 'standard' (taught) use, and then perhaps alternative things you can do with it that almost make it feel like you are breaking the game's rules in how you use it. It gives the player a feeling of one-up-manship on the game maker even though it was intended. Of course.. repeated use of this 'trick' destroys its worth, but every so often, it can be thrown back in to make sure they remember it and perhaps combine it with something else.&lt;/p&gt;&lt;p&gt;As for 'teaching' the player how to play.. half the fun is (strangely) through trial and error instead of being taught. However, levels should be designed such that what you want the player to learn is required to complete the level. But telling them directly destroys part of the fun of the 'breaking the puzzle' or 'cracking the code'.&lt;/p&gt;&lt;p&gt;One small game that I fairly recently found lovely in this respect was 'Applicate' from 'On'. (&lt;a href="http://www.eyezmaze.com/eyezblog_en/blog/2008/05/applicate_ver0.html)" rel="nofollow noopener" target="_blank" title="http://www.eyezmaze.com/eyezblog_en/blog/2008/05/applicate_ver0.html)"&gt;http://www.eyezmaze.com/eye...&lt;/a&gt;&lt;/p&gt;&lt;p&gt;This goes to the extreme of not actually telling the player anything... the object, the controls... but it works very well given the games simple rule set.&lt;/p&gt;&lt;p&gt;-Z-&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zoggles</dc:creator><pubDate>Thu, 03 Dec 2009 10:08:17 -0000</pubDate></item><item><title>Re: Textures, Memory, and Footprints.. oh my&amp;#8230;</title><link>http://fruht.com/LittleSoldiers/?p=225#comment-24188807</link><description>&lt;p&gt;Thats them, they just have more polys then an entire level. We've been using pre-rendered soldiers from the get go :)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Dan MacDonald</dc:creator><pubDate>Fri, 27 Nov 2009 12:59:03 -0000</pubDate></item><item><title>Re: Textures, Memory, and Footprints.. oh my&amp;#8230;</title><link>http://fruht.com/LittleSoldiers/?p=225#comment-24181648</link><description>&lt;p&gt;Wait, what happened to the 3d soldiers!?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">iopred</dc:creator><pubDate>Fri, 27 Nov 2009 10:23:54 -0000</pubDate></item><item><title>Re: Rules for Touch Interfaces</title><link>http://fruht.com/LittleSoldiers/?p=205#comment-23960203</link><description>&lt;p&gt;The level map is really starting to look good :) I'll post about it today.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Dan MacDonald</dc:creator><pubDate>Tue, 24 Nov 2009 12:47:27 -0000</pubDate></item><item><title>Re: Rules for Touch Interfaces</title><link>http://fruht.com/LittleSoldiers/?p=205#comment-23810778</link><description>&lt;p&gt;I'm really liking the look of the level map (from what's visible there) though the perspective on the little soldier makes it look a little weird.&lt;/p&gt;&lt;p&gt;As for hold v tap.. think I would have immediately tapped too.&lt;/p&gt;&lt;p&gt;-Z-&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zoggles</dc:creator><pubDate>Sun, 22 Nov 2009 07:10:39 -0000</pubDate></item><item><title>Re: cafe latté?</title><link>http://fruht.com/LittleSoldiers/?p=191#comment-22864783</link><description>&lt;p&gt;I could go with the star trekky answer to this.. "How can I condense the essence of who am I am into a single sentence... I... am... me.." but that would be a bit nerdy, even by my standards =D&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Alex Keefe</dc:creator><pubDate>Thu, 12 Nov 2009 18:31:54 -0000</pubDate></item><item><title>Re: cafe latté?</title><link>http://fruht.com/LittleSoldiers/?p=191#comment-22728048</link><description>&lt;p&gt;My name is Alex Keefe, as well.  I'm a reporter working in Washington, D.C.  Who are you?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Alex Keefe</dc:creator><pubDate>Wed, 11 Nov 2009 10:23:51 -0000</pubDate></item><item><title>Re: http://fruht.com/LittleSoldiers/?p=162</title><link>http://fruht.com/LittleSoldiers/?p=162#comment-22061373</link><description>&lt;p&gt;Clearly, all wrinkled napkins must be scanned and digitaly archived...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Guest</dc:creator><pubDate>Fri, 06 Nov 2009 15:51:35 -0000</pubDate></item><item><title>Re: http://fruht.com/LittleSoldiers/?p=162</title><link>http://fruht.com/LittleSoldiers/?p=162#comment-21962277</link><description>&lt;p&gt;That menu option is supposed to return the player to the start menu for the game. I may change it to something like "Quit to Main", "Exit Game" or maybe  "Save &amp;amp; Quit"&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Dan MacDonald</dc:creator><pubDate>Thu, 05 Nov 2009 13:50:13 -0000</pubDate></item><item><title>Re: http://fruht.com/LittleSoldiers/?p=162</title><link>http://fruht.com/LittleSoldiers/?p=162#comment-21945815</link><description>&lt;p&gt;Hehe good catch and good point. "Quit this level" or "Return to Map" perhaps as off-the-cuff suggestions.&lt;/p&gt;&lt;p&gt;As for wrinkled pieces of paper... Hmm I've lost my fair share of them in the past. And in fact anything of mine that wasn't digitally stored has been lost forever since being out here in. There are good points to digital design docs other than simply pleasing bureaucrats and office pedants or informing a larger team. Still it is nice on a smaller scale project which isn't bogged down with lots of skill trees/items/stats etc to forgo the need for a full-on doc and just jiggy with it.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zoggles</dc:creator><pubDate>Thu, 05 Nov 2009 11:43:09 -0000</pubDate></item><item><title>Re: http://fruht.com/LittleSoldiers/?p=162</title><link>http://fruht.com/LittleSoldiers/?p=162#comment-21940907</link><description>&lt;p&gt;Ha! that's a very solid point. Let it be said that short planning cycles and wrinkled design docs are a nice part of small teams, however usability testing, and QA should be a part of everyones process large or small. ;)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Dan MacDonald</dc:creator><pubDate>Thu, 05 Nov 2009 10:22:15 -0000</pubDate></item><item><title>Re: http://fruht.com/LittleSoldiers/?p=162</title><link>http://fruht.com/LittleSoldiers/?p=162#comment-21923790</link><description>&lt;p&gt;Ah, 3 cheers for small team efficiency and wrinkled design docs.&lt;/p&gt;&lt;p&gt;Art is subject to change, is the wording also up for grabs? The phrase "quit to menu" is slightly confusing when this is the "menu." You just pushed a button titled "menu" after all. &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Guest</dc:creator><pubDate>Thu, 05 Nov 2009 02:34:46 -0000</pubDate></item><item><title>Re: What makes great games:</title><link>http://fruht.com/LittleSoldiers/?p=93#comment-21483292</link><description>&lt;p&gt;I couldn't agree more - as both an artist having worked on other games, and as the lead dev :)&lt;/p&gt;&lt;p&gt;Providing some easy means for an artist or artists to quickly test their art or ideas in the latest working build (or a tool which resembles it) is not only a huge time-saver, but also allows them to easily throw in ideas that can be quickly seen in game - even if only as a rough idea because any current framework doesn't fully support it.&lt;/p&gt;&lt;p&gt;On top of that, it is a huge motivator for the all involved as everyone can immediately see things coming into place instead of being 'put on hold' waiting for the next build with the new art etc added in.&lt;/p&gt;&lt;p&gt;-Z-&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zoggles</dc:creator><pubDate>Sat, 31 Oct 2009 16:26:51 -0000</pubDate></item><item><title>Re: Unlocking the World Map</title><link>http://fruht.com/LittleSoldiers/?p=84#comment-21481414</link><description>&lt;p&gt;Love that, great ideas. I may just lift those directly :)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Dan MacDonald</dc:creator><pubDate>Sat, 31 Oct 2009 16:17:46 -0000</pubDate></item><item><title>Re: Unlocking the World Map</title><link>http://fruht.com/LittleSoldiers/?p=84#comment-21480849</link><description>&lt;p&gt;In a zone with 5 levels for instance, you could award the totem (but only as a silver totem) after completing 4 of them. Enough to unlock the next door, but clicking on the totem still shows the missing unfinished level. Complete all levels in the zone and it turns gold.&lt;/p&gt;&lt;p&gt;You could even take that one stage further, awarding a bronze 'totem' for 80%, silver for 100% completion and a gold completing all levels with a high level of efficiency.&lt;/p&gt;&lt;p&gt;This then adds an extra bit of O.C.D. replayability  for those that crave it, in order to get gold for each zone. Whether that is a good or bad thing is another issue though ;)&lt;/p&gt;&lt;p&gt;-Z-&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zoggles</dc:creator><pubDate>Sat, 31 Oct 2009 16:12:54 -0000</pubDate></item></channel></rss>