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	<title>Comments for devmag.org.za</title>
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	<link>http://devmag.org.za</link>
	<description>A game development magazine</description>
	<lastBuildDate>Sat, 19 May 2012 10:34:43 +0000</lastBuildDate>
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		<title>Comment on Implementing and Debugging the Perlin Noise Algorithm by How to Use Perlin Noise in Your Games » devmag.org.za</title>
		<link>http://devmag.org.za/2011/06/25/implementing-and-debugging-the-perlin-noise-algorithm/#comment-26364</link>
		<dc:creator>How to Use Perlin Noise in Your Games » devmag.org.za</dc:creator>
		<pubDate>Sat, 19 May 2012 10:34:43 +0000</pubDate>
		<guid isPermaLink="false">http://devmag.org.za/?p=4239#comment-26364</guid>
		<description>[...] For more implementation tips, see Implementing and Debugging the Perlin Noise Algorithm. [...]</description>
		<content:encoded><![CDATA[<p>[...] For more implementation tips, see Implementing and Debugging the Perlin Noise Algorithm. [...]</p>
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		<title>Comment on What I Learned from Dungeon Crawl by Desktop Dungeons: Design Analysis (Part 2) » devmag.org.za</title>
		<link>http://devmag.org.za/2010/02/10/what-i-learned-from-dungeon-crawl/#comment-26044</link>
		<dc:creator>Desktop Dungeons: Design Analysis (Part 2) » devmag.org.za</dc:creator>
		<pubDate>Wed, 16 May 2012 08:59:43 +0000</pubDate>
		<guid isPermaLink="false">http://devmag.org.za/blog/?p=244#comment-26044</guid>
		<description>[...] http://devmag.org.za/2010/02/10/what-i-learned-from-dungeon-crawl/ [...]</description>
		<content:encoded><![CDATA[<p>[...] <a href="http://devmag.org.za/2010/02/10/what-i-learned-from-dungeon-crawl/" rel="nofollow">http://devmag.org.za/2010/02/10/what-i-learned-from-dungeon-crawl/</a> [...]</p>
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		<title>Comment on What I Learned from Dungeon Crawl by Desktop Dungeons: Design Analysis (Part 1) » devmag.org.za</title>
		<link>http://devmag.org.za/2010/02/10/what-i-learned-from-dungeon-crawl/#comment-26043</link>
		<dc:creator>Desktop Dungeons: Design Analysis (Part 1) » devmag.org.za</dc:creator>
		<pubDate>Wed, 16 May 2012 08:59:00 +0000</pubDate>
		<guid isPermaLink="false">http://devmag.org.za/blog/?p=244#comment-26043</guid>
		<description>[...] as a main influence in creating Desktop Dungeons. As we will see, the principles he discusses in What I Learned from Dungeon Crawl has been applied to Desktop [...]</description>
		<content:encoded><![CDATA[<p>[...] as a main influence in creating Desktop Dungeons. As we will see, the principles he discusses in What I Learned from Dungeon Crawl has been applied to Desktop [...]</p>
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		<title>Comment on How to Use Perlin Noise in Your Games by Implementing and Debugging the Perlin Noise Algorithm » devmag.org.za</title>
		<link>http://devmag.org.za/2009/04/25/perlin-noise/#comment-25897</link>
		<dc:creator>Implementing and Debugging the Perlin Noise Algorithm » devmag.org.za</dc:creator>
		<pubDate>Mon, 14 May 2012 22:28:46 +0000</pubDate>
		<guid isPermaLink="false">http://devmag.org.za/blog/?p=393#comment-25897</guid>
		<description>[...] of the most visited articles on our site – How to Use Perlin Noise in Your Games – also caused the most problems. The pseudo-code contained an alarming number of bugs (one of the [...]</description>
		<content:encoded><![CDATA[<p>[...] of the most visited articles on our site – How to Use Perlin Noise in Your Games – also caused the most problems. The pseudo-code contained an alarming number of bugs (one of the [...]</p>
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		<title>Comment on Loopholes in Game Design by Julian Pritchard</title>
		<link>http://devmag.org.za/2012/05/07/loopholes-in-game-design/#comment-25658</link>
		<dc:creator>Julian Pritchard</dc:creator>
		<pubDate>Fri, 11 May 2012 19:11:25 +0000</pubDate>
		<guid isPermaLink="false">http://devmag.org.za/?p=4531#comment-25658</guid>
		<description>I find that the essence of great indie games comes from knowing their core rules. If all gameplay adheres to the core rules, then emergent gameplay shouldn&#039;t really matter. For instance, I found a loophole in Super Meat Boy that was &lt;em&gt;harder&lt;/em&gt; than playing the level normally.

One of the key things that I&#039;ve learnt is that by &lt;i&gt;trying&lt;/i&gt; to prevent emergence,developers can often cause &lt;em&gt;worse&lt;/em&gt; emergence without knowing the magnitude of the original loophole. Looking at Skyrim, we see that people often take a great deal of joy in the exploits they find.</description>
		<content:encoded><![CDATA[<p>I find that the essence of great indie games comes from knowing their core rules. If all gameplay adheres to the core rules, then emergent gameplay shouldn&#8217;t really matter. For instance, I found a loophole in Super Meat Boy that was <em>harder</em> than playing the level normally.</p>
<p>One of the key things that I&#8217;ve learnt is that by <i>trying</i> to prevent emergence,developers can often cause <em>worse</em> emergence without knowing the magnitude of the original loophole. Looking at Skyrim, we see that people often take a great deal of joy in the exploits they find.</p>
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		<title>Comment on Loopholes in Game Design by Amir Barak</title>
		<link>http://devmag.org.za/2012/05/07/loopholes-in-game-design/#comment-25640</link>
		<dc:creator>Amir Barak</dc:creator>
		<pubDate>Fri, 11 May 2012 15:17:34 +0000</pubDate>
		<guid isPermaLink="false">http://devmag.org.za/?p=4531#comment-25640</guid>
		<description>Insanely detailed, well written and an interesting read :D
Being in the process of developing a game that has a web of interconnected rules and exceptions I&#039;d like to also emphasize how important it is to determine a core rule-set at first, simple and concise rules and only then slowly build up. Otherwise it&#039;s far too easy to lose control of emergence and create situations where you need added rules in order to counter other rules that had to be in place because another rule was broken :P</description>
		<content:encoded><![CDATA[<p>Insanely detailed, well written and an interesting read <img src='http://devmag.org.za/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /><br />
Being in the process of developing a game that has a web of interconnected rules and exceptions I&#8217;d like to also emphasize how important it is to determine a core rule-set at first, simple and concise rules and only then slowly build up. Otherwise it&#8217;s far too easy to lose control of emergence and create situations where you need added rules in order to counter other rules that had to be in place because another rule was broken <img src='http://devmag.org.za/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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		<title>Comment on Loopholes in Game Design by Jarrod Swartz</title>
		<link>http://devmag.org.za/2012/05/07/loopholes-in-game-design/#comment-25333</link>
		<dc:creator>Jarrod Swartz</dc:creator>
		<pubDate>Tue, 08 May 2012 07:51:18 +0000</pubDate>
		<guid isPermaLink="false">http://devmag.org.za/?p=4531#comment-25333</guid>
		<description>Great article! Very informative.</description>
		<content:encoded><![CDATA[<p>Great article! Very informative.</p>
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		<title>Comment on Flash for Free by Aditya</title>
		<link>http://devmag.org.za/2009/04/02/flash-for-free/#comment-24423</link>
		<dc:creator>Aditya</dc:creator>
		<pubDate>Thu, 26 Apr 2012 19:44:57 +0000</pubDate>
		<guid isPermaLink="false">http://devmag.org.za/blog/?p=398#comment-24423</guid>
		<description>Nothing to beat a simple tutorial with Actual Screen shots.</description>
		<content:encoded><![CDATA[<p>Nothing to beat a simple tutorial with Actual Screen shots.</p>
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		<title>Comment on 11 Tips for making a fun platformer by Diorgo Jonkers</title>
		<link>http://devmag.org.za/2011/01/18/11-tips-for-making-a-fun-platformer/#comment-24105</link>
		<dc:creator>Diorgo Jonkers</dc:creator>
		<pubDate>Mon, 23 Apr 2012 18:56:28 +0000</pubDate>
		<guid isPermaLink="false">http://devmag.org.za/?p=3323#comment-24105</guid>
		<description>Thanks for the feedback Ben, max and cool math :)
Glad you found it useful.</description>
		<content:encoded><![CDATA[<p>Thanks for the feedback Ben, max and cool math <img src='http://devmag.org.za/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
Glad you found it useful.</p>
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		<title>Comment on 11 Tips for making a fun platformer by cool math</title>
		<link>http://devmag.org.za/2011/01/18/11-tips-for-making-a-fun-platformer/#comment-23889</link>
		<dc:creator>cool math</dc:creator>
		<pubDate>Sat, 21 Apr 2012 15:18:00 +0000</pubDate>
		<guid isPermaLink="false">http://devmag.org.za/?p=3323#comment-23889</guid>
		<description>Great article!!, now i have a better understanding of the game development process, thanks!</description>
		<content:encoded><![CDATA[<p>Great article!!, now i have a better understanding of the game development process, thanks!</p>
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