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	<title>Comments for Gemini</title>
	<link>http://geminirealm.com</link>
	<description>Strategic Web MMO</description>
	<pubDate>Tue,  6 Jan 2009 04:42:17 +0000</pubDate>
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		<title>Comment on Project Delinquent by Jeremy Squier</title>
		<link>http://geminirealm.com/archives/64#comment-2048</link>
		<pubDate>Thu, 16 Aug 2007 05:30:48 +0000</pubDate>
		<guid>http://geminirealm.com/archives/64#comment-2048</guid>
					<description>Fighting could be done very easy and you could  split the different clubs into factions where you can have reputations for each faction. In fact each group could be their own factions. This doesn't have to be as cut and dry as authority vs. "hoodlums" it would be much more interesting if you had to choose which faction you wanted to be on. While simultaneously trying to fit into other groups. Fighting, brown nosing, bribery, social interaction all can be done through a faction system which I think this environment would show very well.</description>
		<content:encoded><![CDATA[<p>Fighting could be done very easy and you could  split the different clubs into factions where you can have reputations for each faction. In fact each group could be their own factions. This doesn&#8217;t have to be as cut and dry as authority vs. &#8220;hoodlums&#8221; it would be much more interesting if you had to choose which faction you wanted to be on. While simultaneously trying to fit into other groups. Fighting, brown nosing, bribery, social interaction all can be done through a faction system which I think this environment would show very well.
</p>
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		<title>Comment on Color Transforms Test by sockmonke</title>
		<link>http://geminirealm.com/archives/49#comment-83</link>
		<pubDate>Mon, 12 Mar 2007 06:00:50 +0000</pubDate>
		<guid>http://geminirealm.com/archives/49#comment-83</guid>
					<description>[BUG: GUI CLASS: C]
If you click and hold one of the the slider tabs, move the cursor away from from the slider bar area, and let go of the mouse button, the slider bar will still follow the movement of the user's mouse.

Expected result: Letting go of the mouse button should stop the slider tab.</description>
		<content:encoded><![CDATA[<p>[BUG: GUI CLASS: C]<br />
If you click and hold one of the the slider tabs, move the cursor away from from the slider bar area, and let go of the mouse button, the slider bar will still follow the movement of the user&#8217;s mouse.</p>
<p>Expected result: Letting go of the mouse button should stop the slider tab.
</p>
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		<title>Comment on Quick Game - Skirmish by Jeremy Squier</title>
		<link>http://geminirealm.com/archives/57#comment-73</link>
		<pubDate>Thu, 15 Feb 2007 06:53:18 +0000</pubDate>
		<guid>http://geminirealm.com/archives/57#comment-73</guid>
					<description>I would like to see the numbers behind the stats. As for the further ideas. For this simple game they can be cut out. If you want to test something out they can be added later. I am sure we can come up with better ideas for continuations. Plus this maybe fine with just initial units. I think with this we should go for more of a chess like game, but more as an RTS as you suggested. If we want to add i suggest adding in a few more units. I consider this a primitive test of our current code and some game balancing techniques as well. xp and combo specials are just off topic.</description>
		<content:encoded><![CDATA[<p>I would like to see the numbers behind the stats. As for the further ideas. For this simple game they can be cut out. If you want to test something out they can be added later. I am sure we can come up with better ideas for continuations. Plus this maybe fine with just initial units. I think with this we should go for more of a chess like game, but more as an RTS as you suggested. If we want to add i suggest adding in a few more units. I consider this a primitive test of our current code and some game balancing techniques as well. xp and combo specials are just off topic.
</p>
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		<title>Comment on Titles by Anonymous</title>
		<link>http://geminirealm.com/archives/22#comment-68</link>
		<pubDate>Sat, 10 Feb 2007 17:38:39 +0000</pubDate>
		<guid>http://geminirealm.com/archives/22#comment-68</guid>
					<description>&lt;strong&gt;Google...&lt;/strong&gt;

Google is the best search engine...


[This comment was saved for hilarity]</description>
		<content:encoded><![CDATA[<p><strong>Google&#8230;</strong></p>
<p>Google is the best search engine&#8230;</p>
<p>[This comment was saved for hilarity]
</p>
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		<title>Comment on General Updates by Jeremy Squier</title>
		<link>http://geminirealm.com/archives/42#comment-31</link>
		<pubDate>Thu, 26 Oct 2006 19:15:10 +0000</pubDate>
		<guid>http://geminirealm.com/archives/42#comment-31</guid>
					<description>Would like to see the sketches is Alex going to be posting them to this blog?</description>
		<content:encoded><![CDATA[<p>Would like to see the sketches is Alex going to be posting them to this blog?
</p>
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		<title>Comment on The Apprentice by Aaron Matthew</title>
		<link>http://geminirealm.com/archives/16#comment-29</link>
		<pubDate>Sat, 23 Sep 2006 04:09:26 +0000</pubDate>
		<guid>http://geminirealm.com/archives/16#comment-29</guid>
					<description>Many more slots is certainly one of the easy ways of doing this.  

Most of the crafting skills require basic sub-item slots:  Sword needs a Blade and a Handle at the very least.  There is a skill to forge the blade.  A skill to craft the handle, and a skill to put the two together.  Other skills add on later to the 'put together' skill to allow more slots (put a gem in the handle, add a tassle, burn caligraphy into the blade).  Many of these abilities require some other skill trees up to a certain level to acquire (basic gem crafting, basic cloth, caligraphy).  A Masterpiece might require that you have all of the sword slots openable in the sword crafting ability, and that you build all of the items that go in that sword yourself (though maybe it doesn't check whether the items under those items are yours).  

On top of that, a skill 'masterpiece sword' might be required which has some modifier like increases to the weapon abilities (or your crafting ability) but at an increased difficulty or length to make the item.

Also you can require quest-items to build the masterpiece, perhaps requiring a journey.  

Just some ideas.  Feel free to come up with more or help decide.</description>
		<content:encoded><![CDATA[<p>Many more slots is certainly one of the easy ways of doing this.  </p>
<p>Most of the crafting skills require basic sub-item slots:  Sword needs a Blade and a Handle at the very least.  There is a skill to forge the blade.  A skill to craft the handle, and a skill to put the two together.  Other skills add on later to the &#8216;put together&#8217; skill to allow more slots (put a gem in the handle, add a tassle, burn caligraphy into the blade).  Many of these abilities require some other skill trees up to a certain level to acquire (basic gem crafting, basic cloth, caligraphy).  A Masterpiece might require that you have all of the sword slots openable in the sword crafting ability, and that you build all of the items that go in that sword yourself (though maybe it doesn&#8217;t check whether the items under those items are yours).  </p>
<p>On top of that, a skill &#8216;masterpiece sword&#8217; might be required which has some modifier like increases to the weapon abilities (or your crafting ability) but at an increased difficulty or length to make the item.</p>
<p>Also you can require quest-items to build the masterpiece, perhaps requiring a journey.  </p>
<p>Just some ideas.  Feel free to come up with more or help decide.
</p>
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	<item>
		<title>Comment on The Apprentice by Rabbit</title>
		<link>http://geminirealm.com/archives/16#comment-28</link>
		<pubDate>Wed, 20 Sep 2006 20:54:24 +0000</pubDate>
		<guid>http://geminirealm.com/archives/16#comment-28</guid>
					<description>But how will a masterpiece be defined? Will they be predefined or will there be a "Masterpiece" Template which has many many more slots than a regular crafted item?</description>
		<content:encoded><![CDATA[<p>But how will a masterpiece be defined? Will they be predefined or will there be a &#8220;Masterpiece&#8221; Template which has many many more slots than a regular crafted item?
</p>
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		<title>Comment on Titles by Aaron Matthew</title>
		<link>http://geminirealm.com/archives/22#comment-27</link>
		<pubDate>Tue, 19 Sep 2006 23:23:47 +0000</pubDate>
		<guid>http://geminirealm.com/archives/22#comment-27</guid>
					<description>Stephanie casts "It's a piece of cake"
(FOR THE GOOD OF THE WORLD!)

It is super effective.

I swear that 'Delicious Cake' will be an item in my game for reals.</description>
		<content:encoded><![CDATA[<p>Stephanie casts &#8220;It&#8217;s a piece of cake&#8221;<br />
(FOR THE GOOD OF THE WORLD!)</p>
<p>It is super effective.</p>
<p>I swear that &#8216;Delicious Cake&#8217; will be an item in my game for reals.
</p>
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	<item>
		<title>Comment on Titles by evilzug</title>
		<link>http://geminirealm.com/archives/22#comment-26</link>
		<pubDate>Tue, 19 Sep 2006 21:22:49 +0000</pubDate>
		<guid>http://geminirealm.com/archives/22#comment-26</guid>
					<description>I suggest 'Stephanie' for Baker, as per your criteria.</description>
		<content:encoded><![CDATA[<p>I suggest &#8216;Stephanie&#8217; for Baker, as per your criteria.
</p>
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	<item>
		<title>Comment on The Apprentice by Aaron Matthew</title>
		<link>http://geminirealm.com/archives/16#comment-25</link>
		<pubDate>Tue, 19 Sep 2006 19:59:25 +0000</pubDate>
		<guid>http://geminirealm.com/archives/16#comment-25</guid>
					<description>I think simplicity might be best here.  In keeping with thematics, mentoring is the way you learn a craft, not via lecture hall (back in those days, and unless you're kidding yourself, still today).  Making and balancing the mentoring mechanic is going to be hard enough as it is.  If we want to throw books into the mix, it will be even more complicated, but I think 'full' at that point.

If we allow mentoring to scale (via skills that take on more members), and players want to set up their own 'schools', I'd rather leave that up to them</description>
		<content:encoded><![CDATA[<p>I think simplicity might be best here.  In keeping with thematics, mentoring is the way you learn a craft, not via lecture hall (back in those days, and unless you&#8217;re kidding yourself, still today).  Making and balancing the mentoring mechanic is going to be hard enough as it is.  If we want to throw books into the mix, it will be even more complicated, but I think &#8216;full&#8217; at that point.</p>
<p>If we allow mentoring to scale (via skills that take on more members), and players want to set up their own &#8217;schools&#8217;, I&#8217;d rather leave that up to them
</p>
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