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<channel>
	<title>Adventure Materials</title>
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	<link>http://adventurematerials.wordpress.com</link>
	<description>On Gaming and Wild Adventure</description>
	<lastBuildDate>Mon, 12 Sep 2011 14:24:40 +0000</lastBuildDate>
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		<title>Adventure Materials</title>
		<link>http://adventurematerials.wordpress.com</link>
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		<item>
		<title>Mini Map</title>
		<link>http://adventurematerials.wordpress.com/2011/09/12/mini-map/</link>
		<comments>http://adventurematerials.wordpress.com/2011/09/12/mini-map/#comments</comments>
		<pubDate>Mon, 12 Sep 2011 14:09:04 +0000</pubDate>
		<dc:creator>Webmaster</dc:creator>
				<category><![CDATA[adventure materials]]></category>
		<category><![CDATA[Maps]]></category>
		<category><![CDATA[dragon age]]></category>
		<category><![CDATA[map]]></category>

		<guid isPermaLink="false">http://adventurematerials.wordpress.com/?p=415</guid>
		<description><![CDATA[Hey, all! I know it&#8217;s been a long time in coming, but attached to this post is a map for a one-shot dungeon crawl entitled The Eagle&#8217;s Landing. The &#8216;official&#8217; story is that this underground complex was once the temple of a forgotten goddess of night, but has since fallen to a group of bandits [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=adventurematerials.wordpress.com&amp;blog=11919453&amp;post=415&amp;subd=adventurematerials&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Hey, all! I know it&#8217;s been a long time in coming, but attached to this post is a map for a one-shot dungeon crawl entitled The Eagle&#8217;s Landing. The &#8216;official&#8217; story is that this underground complex was once the temple of a forgotten goddess of night, but has since fallen to a group of bandits known as the Ragged Eagles. I&#8217;ve been designing it to try out the Dragon Age RPG from Green Ronin, but, of course, feel free to use it however you&#8217;d like in your home game (no commercial or public use, of course).</p>
<div id="attachment_431" class="wp-caption aligncenter" style="width: 430px"><a href="http://adventurematerials.files.wordpress.com/2011/07/the-eagles-landing.png"><img class="size-full wp-image-431" title="The Eagle's Landing" src="http://adventurematerials.files.wordpress.com/2011/07/the-eagles-landing.png?w=600" alt="eagle's landing, dragon age rpg, map"   /></a><p class="wp-caption-text">The Eagle&#039;s Landing, a one-shot dungeon for the Dragon Age RPG (or whatever system you&#039;re using)</p></div>
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		<slash:comments>0</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/05175598cc7faffb07788ca746ce3daa?s=96&#38;d=monsterid&#38;r=R" medium="image">
			<media:title type="html">Brenton Haerr</media:title>
		</media:content>

		<media:content url="http://adventurematerials.files.wordpress.com/2011/07/the-eagles-landing.png" medium="image">
			<media:title type="html">The Eagle&#039;s Landing</media:title>
		</media:content>
	</item>
		<item>
		<title>The Heroes of Greentangle</title>
		<link>http://adventurematerials.wordpress.com/2011/07/20/the-heroes-of-greentangle/</link>
		<comments>http://adventurematerials.wordpress.com/2011/07/20/the-heroes-of-greentangle/#comments</comments>
		<pubDate>Wed, 20 Jul 2011 17:46:56 +0000</pubDate>
		<dc:creator>Webmaster</dc:creator>
				<category><![CDATA[adventure materials]]></category>
		<category><![CDATA[Heroes of Greentangle]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[heroes of greentangle]]></category>
		<category><![CDATA[tower defense]]></category>

		<guid isPermaLink="false">http://adventurematerials.wordpress.com/?p=412</guid>
		<description><![CDATA[The Heroes of Greentangle is the current result of all my messing around with C#. The game is a tower-defense role-playing game for the Xbox Live Indie Community, and although it is not yet totally finished the framework is nearly done. Here is a picture of the first tutorial screen (using substituted art elements). The [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=adventurematerials.wordpress.com&amp;blog=11919453&amp;post=412&amp;subd=adventurematerials&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The Heroes of Greentangle is the current result of all my messing around with C#. The game is a tower-defense role-playing game for the Xbox Live Indie Community, and although it is not yet totally finished the framework is nearly done. Here is a picture of the first tutorial screen (using substituted art elements). The game will have a fantasy-sketch style that should make it look like a story-book.</p>
<p>&#8220;What,&#8221; you may ask, &#8220;makes this an RPG tower defense game?&#8221; It&#8217;s true that there are a lot of fantasy-themed defense games that say &#8216;rpg&#8217; styled on them, but Heroes of Greentangle will feature multiple dungeons on an overmap that you can navigate, persistent &#8216;heroes&#8217; that serve as your towers and can level up, and gold/experience that can make both you and your men-at-arms more powerful.</p>
<p>Stay tuned!</p>
<div id="attachment_413" class="wp-caption aligncenter" style="width: 610px"><a href="http://adventurematerials.files.wordpress.com/2011/07/heroesofgreentangle.jpg"><img class="size-full wp-image-413" title="Heroes of Greentangle Tower Defense" src="http://adventurematerials.files.wordpress.com/2011/07/heroesofgreentangle.jpg?w=600&#038;h=800" alt="role playing game tower defense" width="600" height="800" /></a><p class="wp-caption-text">The tutorial map screen for The Heroes of Greentangle. You are the wizard in the bottom right.</p></div>
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		<slash:comments>0</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/05175598cc7faffb07788ca746ce3daa?s=96&#38;d=monsterid&#38;r=R" medium="image">
			<media:title type="html">Brenton Haerr</media:title>
		</media:content>

		<media:content url="http://adventurematerials.files.wordpress.com/2011/07/heroesofgreentangle.jpg" medium="image">
			<media:title type="html">Heroes of Greentangle Tower Defense</media:title>
		</media:content>
	</item>
		<item>
		<title>Reboot</title>
		<link>http://adventurematerials.wordpress.com/2011/07/05/reboot/</link>
		<comments>http://adventurematerials.wordpress.com/2011/07/05/reboot/#comments</comments>
		<pubDate>Tue, 05 Jul 2011 14:20:12 +0000</pubDate>
		<dc:creator>Webmaster</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://adventurematerials.wordpress.com/?p=408</guid>
		<description><![CDATA[It&#8217;s been a long time in coming, but I&#8217;m finally rebooting this blog. I&#8217;ve begun work in C# again, and although I have scrapped Space Mercs I have been using the engine to create a simpler-style pick-up-and-play roguelike that should play as an homage to that classic CRPG dungeon crawl, The Sword of Fargoal. Stay [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=adventurematerials.wordpress.com&amp;blog=11919453&amp;post=408&amp;subd=adventurematerials&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s been a long time in coming, but I&#8217;m finally rebooting this blog. I&#8217;ve begun work in C# again, and although I have scrapped Space Mercs I have been using the engine to create a simpler-style pick-up-and-play roguelike that should play as an homage to that classic CRPG dungeon crawl, <i>The Sword of Fargoal</i>.</p>
<p>Stay tuned! I believe the game will be alpha-level playable by next week.</p>
<div id="attachment_409" class="wp-caption aligncenter" style="width: 475px"><a href="http://adventurematerials.files.wordpress.com/2011/02/dcrawl-screenshot-prealpha.jpg"><img src="http://adventurematerials.files.wordpress.com/2011/02/dcrawl-screenshot-prealpha.jpg?w=600" alt="Dungeon Crawl Game" title="DCrawl Screenshot--Prealpha"   class="size-full wp-image-409" /></a><p class="wp-caption-text">An image of the game without multiple character sprites (only hero and 1 enemy) or the &#039;fog of war&#039;.</p></div>
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		<slash:comments>0</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/05175598cc7faffb07788ca746ce3daa?s=96&#38;d=monsterid&#38;r=R" medium="image">
			<media:title type="html">Brenton Haerr</media:title>
		</media:content>

		<media:content url="http://adventurematerials.files.wordpress.com/2011/02/dcrawl-screenshot-prealpha.jpg" medium="image">
			<media:title type="html">DCrawl Screenshot--Prealpha</media:title>
		</media:content>
	</item>
		<item>
		<title>Quick Update</title>
		<link>http://adventurematerials.wordpress.com/2011/02/15/quick-update/</link>
		<comments>http://adventurematerials.wordpress.com/2011/02/15/quick-update/#comments</comments>
		<pubDate>Tue, 15 Feb 2011 14:39:04 +0000</pubDate>
		<dc:creator>Webmaster</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[roguelike]]></category>
		<category><![CDATA[space mercs]]></category>

		<guid isPermaLink="false">http://adventurematerials.wordpress.com/?p=395</guid>
		<description><![CDATA[Just a quick update: the tile engine for Space Mercs is coming along, but it not completely working yet. I have kind of an ambitious number of terrain pieces and possible layouts, so the amount of coding that it requires is significant. I understand that I could simply go and change my map tiles to [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=adventurematerials.wordpress.com&amp;blog=11919453&amp;post=395&amp;subd=adventurematerials&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Just a quick update: the tile engine for <i>Space Mercs</i> is coming along, but it not completely working yet. I have kind of an ambitious number of terrain pieces and possible layouts, so the amount of coding that it requires is significant.</p>
<p>I understand that I could simply go and change my map tiles to contain image information, but that wouldn&#8217;t account for new doors or corridors that it generates, etc. Plus, I think it would be a lot more trouble in the long run than teaching the program to determine sprite image for itself.</p>
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		<slash:comments>1</slash:comments>
	
		<media:content url="http://0.gravatar.com/avatar/05175598cc7faffb07788ca746ce3daa?s=96&#38;d=monsterid&#38;r=R" medium="image">
			<media:title type="html">Brenton Haerr</media:title>
		</media:content>
	</item>
		<item>
		<title>Potential sprites?</title>
		<link>http://adventurematerials.wordpress.com/2011/02/11/potential-sprites/</link>
		<comments>http://adventurematerials.wordpress.com/2011/02/11/potential-sprites/#comments</comments>
		<pubDate>Sat, 12 Feb 2011 01:08:21 +0000</pubDate>
		<dc:creator>Webmaster</dc:creator>
				<category><![CDATA[adventure materials]]></category>
		<category><![CDATA[All]]></category>
		<category><![CDATA[roguelike]]></category>
		<category><![CDATA[Space Mercs]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[space mercs]]></category>

		<guid isPermaLink="false">http://adventurematerials.wordpress.com/?p=403</guid>
		<description><![CDATA[I am as partial to graphics in my video games as the next guy, although the ability to draw escapes me. I have mentioned before that I was considering (still am) commissioning some good, high-quality art for the UI, menus, etc. for Space Mercs. Earlier, I was planning on using ASCII art (as seen in [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=adventurematerials.wordpress.com&amp;blog=11919453&amp;post=403&amp;subd=adventurematerials&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I am as partial to graphics in my video games as the next guy, although the ability to draw escapes me. I have mentioned before that I was considering (still am) commissioning some good, high-quality art for the UI, menus, etc. for <em>Space Mercs</em>. Earlier, I was planning on using ASCII art (as seen in previous screens) as the main means of displaying the game, however.</p>
<p>After spending today goofing around in GIMP, I have started serious thinking about drawing some very retro art, instead. I don&#8217;t have the skills to produce really high-quality stuff, but what do you think about this? It might be a little bit more fun, right?</p>
<div id="attachment_404" class="wp-caption aligncenter" style="width: 372px"><a href="http://adventurematerials.files.wordpress.com/2011/02/sample-1bit-graphics.png"><img class="size-full wp-image-404" title="Sample 1Bit Graphics" src="http://adventurematerials.files.wordpress.com/2011/02/sample-1bit-graphics.png?w=600" alt="sample graphics space mercs roguelike"   /></a><p class="wp-caption-text">Note: All graphics are drawn and owned by me. Also, this is just a mock up, made by combining elements of my sprite sheet in GIMP. The game&#039;s tile engine is not actually implemented yet.</p></div>
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			<media:title type="html">Brenton Haerr</media:title>
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			<media:title type="html">Sample 1Bit Graphics</media:title>
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		<title>More Complex Melee Implemented</title>
		<link>http://adventurematerials.wordpress.com/2011/02/10/more-complex-melee-implemented/</link>
		<comments>http://adventurematerials.wordpress.com/2011/02/10/more-complex-melee-implemented/#comments</comments>
		<pubDate>Thu, 10 Feb 2011 15:57:30 +0000</pubDate>
		<dc:creator>Webmaster</dc:creator>
				<category><![CDATA[adventure materials]]></category>
		<category><![CDATA[All]]></category>
		<category><![CDATA[roguelike]]></category>
		<category><![CDATA[Space Mercs]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[coding]]></category>
		<category><![CDATA[space mercs]]></category>

		<guid isPermaLink="false">http://adventurematerials.wordpress.com/?p=399</guid>
		<description><![CDATA[Space Mercs now has more complex, DnD-like melee combat. The prototype game has been featuring a simple, no-hit roll melee system that simply did damage between 1 and whatever your character&#8217;s strength happened to be. Now, characters make a d20 roll whenever a character attempts to melee attack. The d20 roll is modified by your [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=adventurematerials.wordpress.com&amp;blog=11919453&amp;post=399&amp;subd=adventurematerials&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><em>Space Mercs</em> now has more complex, <em>DnD</em>-like melee combat. The prototype game has been featuring a simple, no-hit roll melee system that simply did damage between 1 and whatever your character&#8217;s strength happened to be. Now, characters make a d20 roll whenever a character attempts to melee attack. The d20 roll is modified by your character&#8217;s BattleLevel, which is a facet of the game&#8217;s unique character-level system.</p>
<p>Here is the code for melee:</p>
<div id="attachment_400" class="wp-caption aligncenter" style="width: 564px"><a href="http://adventurematerials.files.wordpress.com/2011/02/meleecode.png"><img class="size-full wp-image-400" title="MeleeCode" src="http://adventurematerials.files.wordpress.com/2011/02/meleecode.png?w=600" alt="space mercs roguelike melee code"   /></a><p class="wp-caption-text">Here is the code for melee combat in Space Mercs</p></div>
<p>An entity calls this method whenever it tries to move into a square occupied by an entity of another team (the teams are currently only Players and Mobs). Initially I was going to have multiple enemy factions that would battle with each other, but I found that monsters would end up killing each other if the PCs waited long enough. Believable, but not fun. Unless I can figure out a way around that, it&#8217;s out for now.</p>
<div id="attachment_401" class="wp-caption aligncenter" style="width: 367px"><a href="http://adventurematerials.files.wordpress.com/2011/02/meleeexample.png"><img class="size-full wp-image-401" title="MeleeExample" src="http://adventurematerials.files.wordpress.com/2011/02/meleeexample.png?w=600" alt="space mercs melee"   /></a><p class="wp-caption-text">Melee combat. Notice misses and damage at the bottom.</p></div>
<p>Because of the real-time nature of combat in <em>Space Mercs</em>, I had to make sure that missing in melee is implemented in the game, although I was originally planning on having no-miss combat. Without it, the game runs simply too dangerously.</p>
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			<media:title type="html">Brenton Haerr</media:title>
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		<media:content url="http://adventurematerials.files.wordpress.com/2011/02/meleecode.png" medium="image">
			<media:title type="html">MeleeCode</media:title>
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		<media:content url="http://adventurematerials.files.wordpress.com/2011/02/meleeexample.png" medium="image">
			<media:title type="html">MeleeExample</media:title>
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		<title>The Map Maker</title>
		<link>http://adventurematerials.wordpress.com/2011/02/08/the-map-maker/</link>
		<comments>http://adventurematerials.wordpress.com/2011/02/08/the-map-maker/#comments</comments>
		<pubDate>Wed, 09 Feb 2011 01:01:00 +0000</pubDate>
		<dc:creator>Webmaster</dc:creator>
				<category><![CDATA[adventure materials]]></category>
		<category><![CDATA[Maps]]></category>
		<category><![CDATA[roguelike]]></category>
		<category><![CDATA[Space Mercs]]></category>
		<category><![CDATA[mapping]]></category>
		<category><![CDATA[space mercs]]></category>

		<guid isPermaLink="false">http://adventurematerials.wordpress.com/?p=396</guid>
		<description><![CDATA[The thing that I am most proud of when it comes to the map maker that I have developed for Space Mercs is the way that the computer is able to create and adapt the tiles that are made in a way that makes them connect in new and exciting ways each time. Unlike in [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=adventurematerials.wordpress.com&amp;blog=11919453&amp;post=396&amp;subd=adventurematerials&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The thing that I am most proud of when it comes to the map maker that I have developed for <em>Space Mercs</em> is the way that the computer is able to create and adapt the tiles that are made in a way that makes them connect in new and exciting ways each time. Unlike in a game like <em>Carcassonne</em>, the &#8220;tiles&#8221; that the computer uses are flexible. What is an out-of-the-way cupboard in one map might be the crossroads that connects a series of dungeon branches in another.</p>
<div id="attachment_397" class="wp-caption aligncenter" style="width: 175px"><a href="http://adventurematerials.files.wordpress.com/2011/02/new-15x15-room.png"><img class="size-full wp-image-397" title="New 15x15 Room" src="http://adventurematerials.files.wordpress.com/2011/02/new-15x15-room.png?w=600" alt="space mercs roguelike map tile"   /></a><p class="wp-caption-text">A new 15x15 map tile with some holes punched in it.</p></div>
<p>Here is an example of what I mean. This map tile is really just a few rooms and a connecting (albeit not perfectly straight) corridor that lies between them. When taken into consideration with the rest of the map, however, we can see how the room in the lower left, which might otherwise be taken as an out-of-the-way corner of the map, becomes a dangerous thoroughfare with a doorless hole in its south side, allowing enemies passing by to see into your hiding place. The north-western room, however, was generated with a door in its west wall, providing blocking cover and making the room much safer.</p>
<p>By combining even a relatively small tile set, the way my generator creates connections means that no two maps will ever be the same. Even the strategic and tactical significance of a particular tile can change depending on how and where it is connected to the rest of the map!</p>
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			<media:title type="html">Brenton Haerr</media:title>
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		<media:content url="http://adventurematerials.files.wordpress.com/2011/02/new-15x15-room.png" medium="image">
			<media:title type="html">New 15x15 Room</media:title>
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		<title>Inspirational Games: The Dark Spire</title>
		<link>http://adventurematerials.wordpress.com/2011/02/07/inspirational-games-the-dark-spire/</link>
		<comments>http://adventurematerials.wordpress.com/2011/02/07/inspirational-games-the-dark-spire/#comments</comments>
		<pubDate>Mon, 07 Feb 2011 22:47:04 +0000</pubDate>
		<dc:creator>Webmaster</dc:creator>
				<category><![CDATA[All]]></category>
		<category><![CDATA[Gaming Report]]></category>
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		<category><![CDATA[dark spire]]></category>

		<guid isPermaLink="false">http://adventurematerials.wordpress.com/?p=391</guid>
		<description><![CDATA[I&#8217;ve only recently discovered Atlus&#8217;s outstanding NDS dungeon crawl, The Dark Spire, which surprises me since I&#8217;m such a huge fan of their Etrian Odyssey series, which I hope to cover in a later post. Both games are classic dungeon crawls in the vein of Wizardry, Bard&#8217;s Tale, and the early Ultima games. Both games [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=adventurematerials.wordpress.com&amp;blog=11919453&amp;post=391&amp;subd=adventurematerials&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve only recently discovered Atlus&#8217;s outstanding NDS dungeon crawl, <a href="http://www.atlus.com/darkspire/" target="_blank"><em>The Dark Spire</em></a>, which surprises me since I&#8217;m such a huge fan of their <a href="http://www.atlus.com/etrian/" target="_blank"><em>Etrian Odyssey</em></a> series, which I hope to cover in a later post. Both games are classic dungeon crawls in the vein of <em>Wizardry, Bard&#8217;s Tale</em>, and the early <em>Ultima</em> games. Both games are also exceedingly difficult, although the difficulty of <em>Spire</em> stems from a different place than the <em>Odyssey</em> games.</p>
<div id="attachment_392" class="wp-caption aligncenter" style="width: 310px"><a href="http://adventurematerials.files.wordpress.com/2011/02/dark-spire-1.jpg"><img class="size-medium wp-image-392" title="Dark Spire 1" src="http://adventurematerials.files.wordpress.com/2011/02/dark-spire-1.jpg?w=300&#038;h=220" alt="the dark spire dungeon crawl nintendo ds" width="300" height="220" /></a><p class="wp-caption-text">On the left, you can see the walking-around-screen. On the right is the screen when you enter battle.</p></div>
<p>There has been some talk lately about the difference between strategic and tactical gameplay, and how the newer DnD games have been shifting toward a focus on tactics (round-to-round decision makings) rather than strategy (choosing when and where to fight, rather than how). <em>The Dark Spire</em> is a game that perfectly recreates the strategic nature of classic DnD and other crawls due to the purely deadly nature of combat in the game.</p>
<p>Newly created characters have between 1 and 8 hit points, depending on class. Each time you level up, all hit dice are rerolled. This means that a sixth level warrior will usually have somewhere between 28 and 38 hit points, with outliers on both sides. Enemies deal from 1-6 points of damage on a strike, meaning that your first level characters will die from a single unlucky hit. Your warriors are stronger, but not by much. Choosing the balance between fighting for experience and gold and avoiding combat is the challenge that anchors the game.</p>
<p>The game features an automap, but unlike the map in the <em>Odyssey</em> series, your own position does not appear on the map. This isn&#8217;t an issue while you are exploring new territory, since you can measure your progress by the map as it is revealed, but it does mean that the narrow corridors can become a maze if you are retracing your steps. Fortunately, the mage class has an ability to find your own position, but are you willing to expend a spell-slot to find your way?</p>
<p>My one gripe with the game is that its difficulty comes from the obscure nature of the game. Weapons do not indicate their damage potential. Skills are not always explicit about their own use. Although the level up system is understandable to a veteran of DnD, a player who has not played 0e and 1e DnD would be entirely in the dark about the way the game works under the hood at all (it even uses <em>descending</em> AC!). At the same time, its combat is nearly as punishing as <em>Etrian Odyssey</em>&#8216;s, but it permits you to save any time, rather than just in town, as <em>Etrian Odyssey</em> does. I think that the nod here goes to <em>Odyssey</em>, but <em>The Dark Spire</em> has enough charm to win over fans nonetheless.</p>
<p>Plus, it includes a &#8220;retro&#8221; mode that almost perfectly recreates the look of games like <em>Wizardry</em>!</p>
<div id="attachment_393" class="wp-caption aligncenter" style="width: 310px"><a href="http://adventurematerials.files.wordpress.com/2011/02/dark-spire-retro.jpg"><img class="size-medium wp-image-393" title="Dark Spire Retro" src="http://adventurematerials.files.wordpress.com/2011/02/dark-spire-retro.jpg?w=300&#038;h=219" alt="retro crpg dark spire" width="300" height="219" /></a><p class="wp-caption-text">On the right is Dark Spire in &quot;retro&quot; mode! Yes, this is a modern DS game!</p></div>
<p><em>Space Mercs</em> is currently working up to toe the line between tactics and strategy, with items that can contribute to both aspects of proper gameplay. Thumper beacons, for example, will allow you to choose the location of a battle so that it occurs in a long, narrow corridor that will allow your guns to go to work against fast, melee-range xenos.</p>
<p>My next project, which I am plotting but not yet working on, will much more closely hew to the strategic nature of old-school role playing. I am not ready to announce any more information about it yet, but I am very excited by the possibilities it will present to me both as a game maker and a player.</p>
<p>Stay tuned for information on <em>Etrian Odyssey</em>, hopefully coming sometime this week!</p>
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			<media:title type="html">Brenton Haerr</media:title>
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			<media:title type="html">Dark Spire 1</media:title>
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			<media:title type="html">Dark Spire Retro</media:title>
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		<title>Thumper Beacons are Up!</title>
		<link>http://adventurematerials.wordpress.com/2011/02/02/thumper-beacons-are-up/</link>
		<comments>http://adventurematerials.wordpress.com/2011/02/02/thumper-beacons-are-up/#comments</comments>
		<pubDate>Wed, 02 Feb 2011 15:24:29 +0000</pubDate>
		<dc:creator>Webmaster</dc:creator>
				<category><![CDATA[adventure materials]]></category>
		<category><![CDATA[roguelike]]></category>
		<category><![CDATA[Space Mercs]]></category>
		<category><![CDATA[ai]]></category>
		<category><![CDATA[space mercs]]></category>

		<guid isPermaLink="false">http://adventurematerials.wordpress.com/?p=387</guid>
		<description><![CDATA[(Note: the beacon is the silver-grey &#8216;:&#8217; two squares north of the player&#8217;s &#8216;@&#8217;.) The thumper beacon is now working in Space Mercs. Success at Mercs is heavily dependent upon tactical, cautious play, and players will find that use of strategic tools such as the beacon will be essential to success. In the picture above, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=adventurematerials.wordpress.com&amp;blog=11919453&amp;post=387&amp;subd=adventurematerials&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div id="attachment_388" class="wp-caption aligncenter" style="width: 310px"><a href="http://adventurematerials.files.wordpress.com/2011/02/workingthumperbeacon.png"><img class="size-medium wp-image-388" title="workingthumperbeacon" src="http://adventurematerials.files.wordpress.com/2011/02/workingthumperbeacon.png?w=300&#038;h=234" alt="space mercs roguelike thumper beacon" width="300" height="234" /></a><p class="wp-caption-text">The thumper beacon, a primary tactical tool in Space Mercs, has been (roughly) implemented</p></div>
<p>(Note: the beacon is the silver-grey &#8216;:&#8217; two squares north of the player&#8217;s &#8216;@&#8217;.)</p>
<p>The thumper beacon is now working in <em>Space Mercs</em>. Success at <em>Mercs</em> is heavily dependent upon tactical, cautious play, and players will find that use of strategic tools such as the beacon will be essential to success. In the picture above, you can see how the thumper draws wandering monsters toward its location, allowing you to plan ambushes or buy time for a strategic &#8220;advance to the rear&#8221; (retreat).</p>
<p>What was difficult was finding the balance of how strongly beacons like the thumper and several others would influence unit AI. I think that the effect is currently well-balanced, but it will take a bit more work before I can say that conclusively.</p>
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			<media:title type="html">Brenton Haerr</media:title>
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		<title>What We Learn From Wasteland</title>
		<link>http://adventurematerials.wordpress.com/2011/01/31/what-we-learn-from-wasteland/</link>
		<comments>http://adventurematerials.wordpress.com/2011/01/31/what-we-learn-from-wasteland/#comments</comments>
		<pubDate>Tue, 01 Feb 2011 04:47:41 +0000</pubDate>
		<dc:creator>Webmaster</dc:creator>
				<category><![CDATA[adventure materials]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[classic games]]></category>
		<category><![CDATA[Wasteland]]></category>

		<guid isPermaLink="false">http://adventurematerials.wordpress.com/?p=379</guid>
		<description><![CDATA[Interplay&#8216;s Wasteland has been mentioned on this blog before as a reference that I use when considering which game concepts will be brought forward into the large RPG project I am planning to tackle after the Space Mercs roguelike has been completed. This post will be a brief overview of the things that I like [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=adventurematerials.wordpress.com&amp;blog=11919453&amp;post=379&amp;subd=adventurematerials&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div id="attachment_380" class="wp-caption aligncenter" style="width: 310px"><a href="http://adventurematerials.files.wordpress.com/2011/01/wasteland1.png"><img class="size-medium wp-image-380" title="Wasteland1" src="http://adventurematerials.files.wordpress.com/2011/01/wasteland1.png?w=300&#038;h=197" alt="wasteland title screen" width="300" height="197" /></a><p class="wp-caption-text">The splash intro screen to Wasteland</p></div>
<p><em>Interplay</em>&#8216;s <em>Wasteland</em> has been mentioned on this blog before as a reference that I use when considering which game concepts will be brought forward into the large RPG project I am planning to tackle after the <em>Space Mercs</em> roguelike has been completed. This post will be a brief overview of the things that I like about the game and want to bring forward.</p>
<div id="attachment_381" class="wp-caption aligncenter" style="width: 310px"><a href="http://adventurematerials.files.wordpress.com/2011/01/wasteland2.png"><img class="size-medium wp-image-381" title="Wasteland2" src="http://adventurematerials.files.wordpress.com/2011/01/wasteland2.png?w=300&#038;h=197" alt="wasteland rpg world map" width="300" height="197" /></a><p class="wp-caption-text">The overland map for Wasteland</p></div>
<p>The idea of an overland, go-anywhere map seems to have really hit its stride with <em>Wasteland</em>. Like in its spiritual successor, <em>Fallout</em>, the player is not artificially limited to a small section of the country at the beginning of the game. The only thing stopping you from testing the very boundaries of the irradiated, post-WWIII southwest is an infinite army of grump, leather-clad muties.</p>
<p>This sensation of freedom was also present in the <em>Elder Scrolls</em> games, at least until <em>Oblivion</em> was released. With the fourth addition to the series, the developers went a little insane and decided to level the opponents to your character, essentially committing the gravest crime of good, fair game design&#8211;you would never meet a challenge too tough, and would never outgrow a challenge, either. A wolf at level one is challenging, but not deadly. That same wolf is just as challenging when you are level 5. It is the most grievous example of DM-ly handholding visible in most modern RPGs, and it will <em>not</em> be repeated in my RPG.</p>
<div id="attachment_382" class="wp-caption aligncenter" style="width: 310px"><a href="http://adventurematerials.files.wordpress.com/2011/01/wasteland3.png"><img class="size-medium wp-image-382" title="Wasteland3" src="http://adventurematerials.files.wordpress.com/2011/01/wasteland3.png?w=300&#038;h=196" alt="wasteland store" width="300" height="196" /></a><p class="wp-caption-text">The shop</p></div>
<p>Shopping and NPC interaction in <em>Wasteland</em> is simple and fairly dense. It is difficult to figure out how to speak with an NPC, how to trade items between your party members, and how to manipulate your own equipment. The game features an admirable level of depth and sophistication, but it is hidden behind an overly complicated control scheme and a lack of clearly laid out buttons.</p>
<p>Simplicity of input aids depth of interaction, which is a concept that I am already exploring in the inventory and tactical combative aspects of <em>Space Mercs</em>.</p>
<div id="attachment_383" class="wp-caption aligncenter" style="width: 310px"><a href="http://adventurematerials.files.wordpress.com/2011/01/wasteland4.png"><img class="size-medium wp-image-383" title="Wasteland4" src="http://adventurematerials.files.wordpress.com/2011/01/wasteland4.png?w=300&#038;h=197" alt="wasteland combat" width="300" height="197" /></a><p class="wp-caption-text">Fighting in Wasteland</p></div>
<p>Finally, combat. <em>Wasteland</em> featured a text- and menu-driven combat scheme that evokes other games from the developer, such as <em>Bard&#8217;s Tale</em>. When looking at it from a game designer&#8217;s perspective, it is excellent&#8211;it features distance, multiple enemies, and dangerous combat that makes a player <em>really</em> consider his next move, lest he die. I want to bring all of these things into both <em>Space Mercs</em> and my RPG project. I will, however, be doing so in a manner more fitting with modern, spatial conceptions of gaming.</p>
<p>I would love to make a really classic-style RPG one day, but I think that my time right now is better spent learning from the ideas of games like <em>Wasteland</em> and then figuring out what made those games great, so I can bring them into the modern era.</p>
<p>Games like these were made by teams of 2 or 3 men (sometimes more, but nothing like the scores-strong development teams of today). That they could do so with nothing more than the primitive programming languages of the past and veritable oodles of chutzpah gives me hope that my own projects will stand a chance, if I am willing to put in the blood, sweat, and tears that a project like one of these would require.</p>
<p>Keep checking back!</p>
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			<media:title type="html">Brenton Haerr</media:title>
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