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	<title>Comments on: Inaria iPhone Update 4: Musings on Inarian Architecture</title>
	<atom:link href="http://www.viridiangames.com/blog/inaria-iphone-update-4-musings-on-inarian-architecture/feed" rel="self" type="application/rss+xml" />
	<link>http://www.viridiangames.com/blog/inaria-iphone-update-4-musings-on-inarian-architecture</link>
	<description>The professional blog of Anthony Salter, game programmer.</description>
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		<title>By: aaronw</title>
		<link>http://www.viridiangames.com/blog/inaria-iphone-update-4-musings-on-inarian-architecture/comment-page-1#comment-2168</link>
		<dc:creator>aaronw</dc:creator>
		<pubDate>Wed, 08 Jul 2009 04:37:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.viridiangames.com/blog/?p=1004#comment-2168</guid>
		<description>i do see some upsides to the smaller towns.  in the original you might click five plus times in a row and see the nearly the same board.  i&#039;m impatient and i&#039;m wondering if i&#039;m heading out of town accidently, to the merchant, the blacksmith, or what?  after multiple clicks why doesn&#039;t my screen have any &quot;new&quot; information for me.  on a smaller board a lot more information can be presented in a single screen.  &quot;i&#039;m at the blacksmith, and oh i can see there is merchant in the other room, and ohhh what is that room partially off screen at the top?&quot;

i think this only works for towns.  for dungeons and such you don&#039;t want to compact the board as much.

i just wanted to play devil&#039;s advocate.  either way looks great!</description>
		<content:encoded><![CDATA[<p>i do see some upsides to the smaller towns.  in the original you might click five plus times in a row and see the nearly the same board.  i&#8217;m impatient and i&#8217;m wondering if i&#8217;m heading out of town accidently, to the merchant, the blacksmith, or what?  after multiple clicks why doesn&#8217;t my screen have any &#8220;new&#8221; information for me.  on a smaller board a lot more information can be presented in a single screen.  &#8220;i&#8217;m at the blacksmith, and oh i can see there is merchant in the other room, and ohhh what is that room partially off screen at the top?&#8221;</p>
<p>i think this only works for towns.  for dungeons and such you don&#8217;t want to compact the board as much.</p>
<p>i just wanted to play devil&#8217;s advocate.  either way looks great!</p>
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		<title>By: Viridian</title>
		<link>http://www.viridiangames.com/blog/inaria-iphone-update-4-musings-on-inarian-architecture/comment-page-1#comment-2163</link>
		<dc:creator>Viridian</dc:creator>
		<pubDate>Sat, 27 Jun 2009 01:57:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.viridiangames.com/blog/?p=1004#comment-2163</guid>
		<description>At this point, adding new terrain tiles may be more trouble than they are worth (the format is fixed both in the editor and the game).  But using a square or two of lava to represent the blacksmith&#039;s forge is actually a reference to Ultima IV...so it&#039;s staying :)</description>
		<content:encoded><![CDATA[<p>At this point, adding new terrain tiles may be more trouble than they are worth (the format is fixed both in the editor and the game).  But using a square or two of lava to represent the blacksmith&#8217;s forge is actually a reference to Ultima IV&#8230;so it&#8217;s staying <img src='http://www.viridiangames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Dan Cardin</title>
		<link>http://www.viridiangames.com/blog/inaria-iphone-update-4-musings-on-inarian-architecture/comment-page-1#comment-2161</link>
		<dc:creator>Dan Cardin</dc:creator>
		<pubDate>Sat, 27 Jun 2009 00:03:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.viridiangames.com/blog/?p=1004#comment-2161</guid>
		<description>I do have to agree on some points. Mainly the smallness. The jaggyness though seems inevitable since its a tile based game. Otherwise, very nice job. I like the new tiles quite a bit but i think giving certain things their own tiles for specialized things (ie, if that building was indeed an outhouse, you might want couple of outhouse specific tiles instead of stealing them from something else (main culprit i noticed was the blacksmith&#039;s lava).</description>
		<content:encoded><![CDATA[<p>I do have to agree on some points. Mainly the smallness. The jaggyness though seems inevitable since its a tile based game. Otherwise, very nice job. I like the new tiles quite a bit but i think giving certain things their own tiles for specialized things (ie, if that building was indeed an outhouse, you might want couple of outhouse specific tiles instead of stealing them from something else (main culprit i noticed was the blacksmith&#8217;s lava).</p>
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