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	<title>Comments on: IsoTower Progress</title>
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	<link>http://www.barchok.com/2010/02/08/isotower-progress/</link>
	<description>Web and Game Development</description>
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		<title>By: Michael Borrego</title>
		<link>http://www.barchok.com/2010/02/08/isotower-progress/comment-page-1/#comment-792</link>
		<dc:creator>Michael Borrego</dc:creator>
		<pubDate>Sat, 23 Apr 2011 09:38:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.barchok.com/?p=12#comment-792</guid>
		<description>I think that all building games should have what I&#039;d call &quot;The Ultimatum Object&quot; which is extremely expensive but extremely effective. On here, it could be a teleport which of course is very good because it is fast and should be able to teleport say 20 people at a time. Games like Now Boarding could have an ultimate plane, with great speed and capacity which costs over $100,000 (very expensive for that game) and maybe in Simcity the ultimate traffic simulator that shrinks Sims and sends them through telephone lines. The point is that usually when you are at the rich point in a game, you end up repeatedly building the same cheap items.</description>
		<content:encoded><![CDATA[<p>I think that all building games should have what I&#8217;d call &#8220;The Ultimatum Object&#8221; which is extremely expensive but extremely effective. On here, it could be a teleport which of course is very good because it is fast and should be able to teleport say 20 people at a time. Games like Now Boarding could have an ultimate plane, with great speed and capacity which costs over $100,000 (very expensive for that game) and maybe in Simcity the ultimate traffic simulator that shrinks Sims and sends them through telephone lines. The point is that usually when you are at the rich point in a game, you end up repeatedly building the same cheap items.</p>
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		<title>By: Todd</title>
		<link>http://www.barchok.com/2010/02/08/isotower-progress/comment-page-1/#comment-121</link>
		<dc:creator>Todd</dc:creator>
		<pubDate>Wed, 10 Feb 2010 15:05:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.barchok.com/?p=12#comment-121</guid>
		<description>That&#039;s an interesting idea, something I haven&#039;t thought of.  I&#039;ll keep it in mind for later.  Another person has suggested having a 2d view of the elevators popup when you click on them, ala Sim Tower itself.  I&#039;ll probably experiment with a few ideas and see which one works best.  It&#039;s likely for later in development, though.</description>
		<content:encoded><![CDATA[<p>That&#8217;s an interesting idea, something I haven&#8217;t thought of.  I&#8217;ll keep it in mind for later.  Another person has suggested having a 2d view of the elevators popup when you click on them, ala Sim Tower itself.  I&#8217;ll probably experiment with a few ideas and see which one works best.  It&#8217;s likely for later in development, though.</p>
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		<title>By: Andreas Limber</title>
		<link>http://www.barchok.com/2010/02/08/isotower-progress/comment-page-1/#comment-120</link>
		<dc:creator>Andreas Limber</dc:creator>
		<pubDate>Wed, 10 Feb 2010 11:44:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.barchok.com/?p=12#comment-120</guid>
		<description>Maybe &quot;slicing&quot; off the building to allow for a cutout view of elevators? Moving the &quot;slice&quot; back and forth in one axis (selectable?) would allow you to look at different elevators and the floors they intersect.

Keep up the good work!!</description>
		<content:encoded><![CDATA[<p>Maybe &#8220;slicing&#8221; off the building to allow for a cutout view of elevators? Moving the &#8220;slice&#8221; back and forth in one axis (selectable?) would allow you to look at different elevators and the floors they intersect.</p>
<p>Keep up the good work!!</p>
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