Wundermint.com
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This week's post briefly explains a few systems and the recent improvements to them. Defense Previously, items that gave protection from damage had...
This week was spent making background changes to some item subsystems and implementing a new type of item. Throwing Weapons While it has been possible...
A while back, I started working on a simple game with some RPG elements. It was dubbed Roguelite (working title) and I whipped up a quick prototype: ...
Ben McGraw recently posted about reviving an old blog Pact. I have elected, against my better judgment, to participate in said Pact. Posting will commence...
I spent about 3 hours on this: I would've spent even more had it not be for Overkill. He helped me figure out what needed fixing (the lighting) and how...
Very light update this week. The biggest change to mechanics is the addition of an incremental difficulty level. Prior to this, it was possible (and easy...
Grue has very politely pointed out that I haven't been updating as much as I should. In light of this, I have been coerced encouraged to add a new post...
Chrome users will appreciate that the awards section no longer spills out of its container. This was an unfortunate casualty of getting everything up...
So, this week I wanted to wrap up the Gruedorf improvements by getting it to pass W3C Validation. This was a simple task, but it did take a little time...
Something was amiss with the Gruedorf Scoreboard after my tinkering last week (thanks for the heads up Kildorf), so I set out to fix it. It turns out...
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[...] to stat calculation that I've been wanting to use. So, the throwing stats were set up using the new system. It worked exactly as intended (yay!) and I went ahead and added it for equippable items as [...]
[...] been in place since the very first prototype!), I don't think it actually suited the game. The new system is much simpler and leads to quicker, smarter decisions. This is good. Traits These allow the [...]
[...] times were updated in real time?" Yes. Yes it would. And now they do. It seemed a simple task. And it was. Yet it caused me immense grief over a period of several hours. But here we [...]
[...] I wanted to wrap up the Gruedorf improvements by getting it to pass W3C Validation. This was a simple task, but it did take a little time and I'm glad to have done it. Check it out for yourself: valid [...]
[...] ;). As an item took damage, both its defense and damage reduction would lower in proportion to each other. After sustaining sufficient damage, it would [...]
[...] some common bits and pieces between them. What started as Prismatic Arrows 2 has evolved into Juice Game. It's catchy, I know. But clever names come after clever games. So, without further ado, I [...]
[...] . This is good. Traits These allow the player to tailor the game to their taste. Some are simply stat boosts, but others offer new mechanics or adjusted rules. At the outset, the player selects a few [...]
[...] Something was amiss with the Gruedorf Scoreboard after my tinkering last week (thanks for the heads up Kildorf), so I set out to fix it. It [...]
Something was amiss with the Gruedorf Scoreboard after my tinkering last week (thanks for the heads up Kildorf), so I set out to fix it. It turns out [...]
[...] sustaining sufficient damage, it would provide no protection at all. Enter the "Boolean Defense" system. Now, an item retains its full damage reduction until its defense is [...]
[...] . You collect items. The difficulty increases over the course of the game. The quality of items increases to compensate for the increasing difficulty. Important Details: You have limited recovery [...]
[...] So, this week I wanted to wrap up the Gruedorf improvements by getting it to pass W3C Validation. This was a simple task, but it did take a little time and I'm glad to have done it. Check it [...]
[...] to stat calculation that I've been wanting to use. So, the throwing stats were set up using the new system. It worked exactly as intended (yay!) and I went ahead and added it for equippable items as [...]
[...] been in place since the very first prototype!), I don't think it actually suited the game. The new system is much simpler and leads to quicker, smarter decisions. This is good. Traits These allow the [...]
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