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		<title>Blog for Anthony Fullmer at GarageGames.com</title>
		<description>Blog feeds for Gamers and Developers in the GarageGames community.</description>
		<link>http://www.garagegames.com/</link>
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		<dc:date>2008-09-07T02:11:22+00:00</dc:date>
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		<dc:date>2006-05-04T21:37:55+00:00</dc:date>
		<dc:creator>Anthony Fullmer</dc:creator>
		<title>Torque Doc Feedback</title>
		<link>http://www.garagegames.com/blogs/55855/10405</link>
		<description>Last week, I ported over a good portion of the &lt;a href='http://www.garagegames.com/products/87'&gt;Game Programmer's Guide to Torque&lt;/a&gt; - (the new AWESOME book by Ed Maurina)  Appendices to TDN as a reference for the community to use. Since ideally these docs should have high usability for members, I wanted to have as many in the community as were willing to skim over them and provide good feedback that would help me make them better for everyone.  &lt;br&gt;&lt;br&gt;So, for all willing participants, here are the links:&lt;br&gt;&lt;br&gt;&lt;a href='http://tdn.garagegames.com/wiki/Torque_Console_Objects' target=_blank&gt; Torque Console Objects Reference&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;a href='http://tdn.garagegames.com/wiki/TorqueScript_Quick_Reference' target=_blank&gt; TorqueScript Quick Reference&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;a href='http://tdn.garagegames.com/wiki/TorqueScript_Console_Functions' target=_blank&gt; TorqueScript Console Functions&lt;/a&gt;&lt;br&gt;&lt;br&gt;*Note: You need TDN access to view these&lt;br&gt;&lt;br&gt;Also, for now I just have them physically linked to the TGB section of the TDN, something that is only temporary until I get them polished for completion - so do not fret about that should you see it. &lt;br&gt;&lt;br&gt;Thanks in advance for everyone who helps out!</description>
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		<dc:date>2005-08-20T22:01:12+00:00</dc:date>
		<dc:creator>Anthony Fullmer</dc:creator>
		<title>Saturday Aug 20 22:01</title>
		<link>http://www.garagegames.com/blogs/55855/8521</link>
		<description>This is a VERY rough outline of a level that I am doing for Torque 101, the class headed by Matt Langley. Please feel free to give me critiques on it, I would appreciate any feedback.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Stronghold Summary&lt;/b&gt;&lt;br&gt;&lt;br&gt;The Stronghold is an outdoor game level where the player attempts to breach a city's outer stronghold in order to gain access to the center of the city. The game style is Conquest; the player will need to conquer all of the Stronghold's defensive positions in order to complete the level. &lt;br&gt;&lt;br&gt;Camera&lt;br&gt;&lt;br&gt;The camera can be changed at the player's discretion, though it will default as 3rd person. &lt;br&gt;&lt;br&gt;&lt;img src='http://www.razedskyz.com/images/Stronghold.jpg'  alt=&quot;&quot;&gt; &lt;br&gt;Rough Level Layout (no defensive positions laid out) &lt;br&gt;&lt;br&gt;&lt;b&gt;Gameplay&lt;/b&gt;&lt;br&gt;&lt;br&gt;Weapons&lt;br&gt;&lt;br&gt;More environmentally conscious warmongers have developed a weapon that runs entirely on solar power. Therefore, the player does not have any ammunition for their weapon. Unfortunately, in order to keep a steady supply of ammo, they must be in the sun to recharge their firearm. The player will start with a single gun, a standard rifle. This weapon fires bursts of contained electricity. These bursts not only momentarily incapacitate those they hit, but have oftentimes burned holes completely through them. The player's rifle is fully automatic, firing at a rate of 500 rounds per minute.   While in direct sunlight, the player's weapon recharges at a rate of 3 shots per second, with a maximum battery life of 250 shots for the rifle. Also, the player's weapon does not recharge while it is being fired. &lt;br&gt;&lt;br&gt;&lt;br&gt;Defensive Positions&lt;br&gt;&lt;br&gt;The level design and enemy dispersal will force the player to use tactics to progress, eliminating as much of the Rambo, suicide shooter as possible. Throughout the level, the player will come upon fortified enemy position that they will have to overcome to continue their progress in the level. These positions will be identified by small beacons glowing nearby. The player can identify who owns a defensive position by the color of the beacon: red for the enemy, blue for the player. When taking a defensive position, the player must re-align the beacon by walking up to it and holding the 'E' key for five seconds. When the player does this, the beacon will change to the player's color, halting all enemy spawning at that point. If the player is killed during the course of gameplay, they will spawn again at the last defensive position they took. &lt;br&gt;&lt;br&gt;Win Conditions&lt;br&gt;&lt;br&gt;The player wins the level after they have taken all defensive positions and gained entrance to the main city. &lt;br&gt;&lt;br&gt;&lt;b&gt;Additional (strictly maybe) Features&lt;/b&gt;&lt;br&gt;&lt;br&gt;Object Overcharge &lt;br&gt;&lt;br&gt;Tag certain objects in the game with a bool canOvercharge tag. When this tag is set to true, the engine will count all of the ammunition collisions within a 3 second window. If those collisions are greater than 9, the object will discharge an electrical explosion, damaging all within (an undetermined) radius of the explosion, a makeshift electrical grenade. &lt;br&gt;&lt;br&gt;Intelligent Terrain Design&lt;br&gt;&lt;br&gt;Certain structures in-game being tactically destructible. Example: A group of enemies firing at you from underneath an overhang. Shoot the overhang, cause a rockslide killing the enemies, move on.</description>
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