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	<title>Comments on: Pre-production: Trial and Error</title>
	<atom:link href="http://cootieshot.wordpress.com/2008/10/19/pre-production-trial-and-error/feed/" rel="self" type="application/rss+xml" />
	<link>http://cootieshot.wordpress.com/2008/10/19/pre-production-trial-and-error/</link>
	<description>Hot off the Non-Existent Presses!</description>
	<lastBuildDate>Thu, 18 Dec 2008 03:41:33 +0000</lastBuildDate>
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		<item>
		<title>By: cootieshot</title>
		<link>http://cootieshot.wordpress.com/2008/10/19/pre-production-trial-and-error/#comment-16</link>
		<dc:creator>cootieshot</dc:creator>
		<pubDate>Mon, 20 Oct 2008 22:35:15 +0000</pubDate>
		<guid isPermaLink="false">http://cootieshot.wordpress.com/?p=118#comment-16</guid>
		<description>Thanks so much for the help!</description>
		<content:encoded><![CDATA[<p>Thanks so much for the help!</p>
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		<title>By: Tunxis New Media &#187; Riding A Sea Horse</title>
		<link>http://cootieshot.wordpress.com/2008/10/19/pre-production-trial-and-error/#comment-15</link>
		<dc:creator>Tunxis New Media &#187; Riding A Sea Horse</dc:creator>
		<pubDate>Mon, 20 Oct 2008 13:37:06 +0000</pubDate>
		<guid isPermaLink="false">http://cootieshot.wordpress.com/?p=118#comment-15</guid>
		<description>[...] Jessica has asked an interesting question so here is a way to create some form of vehicle that the player can ride: like a horse, a tractor, or evening a broom: Include Rideable Vehicles by Graham Nelson. [...]</description>
		<content:encoded><![CDATA[<p>[...] Jessica has asked an interesting question so here is a way to create some form of vehicle that the player can ride: like a horse, a tractor, or evening a broom: Include Rideable Vehicles by Graham Nelson. [...]</p>
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	<item>
		<title>By: Timmons</title>
		<link>http://cootieshot.wordpress.com/2008/10/19/pre-production-trial-and-error/#comment-14</link>
		<dc:creator>Timmons</dc:creator>
		<pubDate>Mon, 20 Oct 2008 12:52:20 +0000</pubDate>
		<guid isPermaLink="false">http://cootieshot.wordpress.com/?p=118#comment-14</guid>
		<description>Try this for your sea horse:

Include Rideable Vehicles by Graham Nelson.

The Ocean Edge is a room. &quot;The ocean goes further on to the north.&quot;

The sea horse is a rideable animal in the Ocean Edge. The description is &quot;The little sea horse appears to be rideable.&quot;

The Deep Ocean is north of the Ocean Edge. &quot;To the south is the Ocean Edge.&quot;

After mounting the sea horse:
say &quot;There is not too much room to sit on this little sea horse but you manage a way. Which direction now?&quot;

After dismounting:
say &quot;You hop off of the little sea horse and, when you do, it swims quickly away and is gone.&quot;;
remove the sea horse from play.

[To get on the sea horse, the player types &#039;ride sea horse&quot; or &quot;get on sea horse&quot; or &#039;mount sea horse&#039;. To get off of the sea horse, type &#039;get off&#039; or &#039;dismount&#039;.

I have also included the actions to use an after, before, carry out, or instead rule.]</description>
		<content:encoded><![CDATA[<p>Try this for your sea horse:</p>
<p>Include Rideable Vehicles by Graham Nelson.</p>
<p>The Ocean Edge is a room. &#8220;The ocean goes further on to the north.&#8221;</p>
<p>The sea horse is a rideable animal in the Ocean Edge. The description is &#8220;The little sea horse appears to be rideable.&#8221;</p>
<p>The Deep Ocean is north of the Ocean Edge. &#8220;To the south is the Ocean Edge.&#8221;</p>
<p>After mounting the sea horse:<br />
say &#8220;There is not too much room to sit on this little sea horse but you manage a way. Which direction now?&#8221;</p>
<p>After dismounting:<br />
say &#8220;You hop off of the little sea horse and, when you do, it swims quickly away and is gone.&#8221;;<br />
remove the sea horse from play.</p>
<p>[To get on the sea horse, the player types 'ride sea horse" or "get on sea horse" or 'mount sea horse'. To get off of the sea horse, type 'get off' or 'dismount'.</p>
<p>I have also included the actions to use an after, before, carry out, or instead rule.]</p>
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	<item>
		<title>By: Random for Now &#187; You Know You&#8217;re a Blogger When&#8230;</title>
		<link>http://cootieshot.wordpress.com/2008/10/19/pre-production-trial-and-error/#comment-13</link>
		<dc:creator>Random for Now &#187; You Know You&#8217;re a Blogger When&#8230;</dc:creator>
		<pubDate>Mon, 20 Oct 2008 06:54:23 +0000</pubDate>
		<guid isPermaLink="false">http://cootieshot.wordpress.com/?p=118#comment-13</guid>
		<description>[...] so, through the Ersinghaus blog, I find Tunxis New Media, which leads me to Jessica Sanners who also speaks New Media. Better yet, Jessica speaks Interactive Fiction (IF), which is great [...]</description>
		<content:encoded><![CDATA[<p>[...] so, through the Ersinghaus blog, I find Tunxis New Media, which leads me to Jessica Sanners who also speaks New Media. Better yet, Jessica speaks Interactive Fiction (IF), which is great [...]</p>
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	<item>
		<title>By: Tunxis New Media &#187; Modularity and Scale</title>
		<link>http://cootieshot.wordpress.com/2008/10/19/pre-production-trial-and-error/#comment-12</link>
		<dc:creator>Tunxis New Media &#187; Modularity and Scale</dc:creator>
		<pubDate>Mon, 20 Oct 2008 02:56:44 +0000</pubDate>
		<guid isPermaLink="false">http://cootieshot.wordpress.com/?p=118#comment-12</guid>
		<description>[...] Jessica Sanner is learning the value of building complexity via small bits that add up to a larger whole, a valuable lesson even for advanced coders. Build components, test, evaluate, iterate. I am also finding that it is much less overwhelming to build the game one section or concept at a time. I am First adding rooms and their descriptions, then adding objects and their descriptions and finally making those objects move and behave as a final step. This allows for a clear picture for anticipating which actions the player may want to take within your game and also just simply keeps your thought process more organized. [...]</description>
		<content:encoded><![CDATA[<p>[...] Jessica Sanner is learning the value of building complexity via small bits that add up to a larger whole, a valuable lesson even for advanced coders. Build components, test, evaluate, iterate. I am also finding that it is much less overwhelming to build the game one section or concept at a time. I am First adding rooms and their descriptions, then adding objects and their descriptions and finally making those objects move and behave as a final step. This allows for a clear picture for anticipating which actions the player may want to take within your game and also just simply keeps your thought process more organized. [...]</p>
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	</item>
	<item>
		<title>By: Tunxis New Media &#187; Modularity and Scale</title>
		<link>http://cootieshot.wordpress.com/2008/10/19/pre-production-trial-and-error/#comment-11</link>
		<dc:creator>Tunxis New Media &#187; Modularity and Scale</dc:creator>
		<pubDate>Mon, 20 Oct 2008 02:53:32 +0000</pubDate>
		<guid isPermaLink="false">http://cootieshot.wordpress.com/?p=118#comment-11</guid>
		<description>[...] Jessica Sanner is learning the value of building complexity via small bits that add up to a larger whole, a valuable lesson even for advanced coders. Build components, test, evaluate, iterate. I am also finding that it is much less overwhelming to build the game one section or concept at a time. I am First adding rooms and their descriptions, then adding objects and their descriptions and finally making those objects move and behave as a final step. This allows for a clear picture for anticipating which actions the player may want to take within your game and also just simply keeps your thought process more organized.  Sphere: Related Content   This entry was written by Ersinghaus, posted on October 19, 2008 at 10:53 pm, filed under Systems. Bookmark the permalink. Follow any comments here with the RSS feed for this post. Post a comment or leave a trackback: Trackback URL.    &#171; Little Big Planet Delay [...]</description>
		<content:encoded><![CDATA[<p>[...] Jessica Sanner is learning the value of building complexity via small bits that add up to a larger whole, a valuable lesson even for advanced coders. Build components, test, evaluate, iterate. I am also finding that it is much less overwhelming to build the game one section or concept at a time. I am First adding rooms and their descriptions, then adding objects and their descriptions and finally making those objects move and behave as a final step. This allows for a clear picture for anticipating which actions the player may want to take within your game and also just simply keeps your thought process more organized.  Sphere: Related Content   This entry was written by Ersinghaus, posted on October 19, 2008 at 10:53 pm, filed under Systems. Bookmark the permalink. Follow any comments here with the RSS feed for this post. Post a comment or leave a trackback: Trackback URL.    &laquo; Little Big Planet Delay [...]</p>
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