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	<title>Gemini</title>
	<link>http://geminirealm.com</link>
	<description>Strategic Web MMO</description>
	<lastBuildDate>Tue, 21 Aug 2007 03:59:50 +0000</lastBuildDate>
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	<item>
		<title>Darkfall</title>
		<description>This game looks amazing and is rumored to be in beta.

Video </description>
		<link>http://geminirealm.com/archives/70</link>
			</item>
	<item>
		<title>Skirmish</title>
		<description>Some thoughts on what abilities the classes could have to mix things up. Then there is some terrain and positions to help introduce tactics into the game.

Character Abilities
Knight

	Cleave - hits units in a 180 degree arc with 6 damage.
	Interception - Allies soak 30% of all damage (post defense) for 5 ...</description>
		<link>http://geminirealm.com/archives/69</link>
			</item>
	<item>
		<title>Xenon Character #1</title>
		<description> </description>
		<link>http://geminirealm.com/archives/67</link>
			</item>
	<item>
		<title>Very Awesome</title>
		<description>http://www.gamebrew.com/tactics100 </description>
		<link>http://geminirealm.com/archives/66</link>
			</item>
	<item>
		<title>IK for Flex</title>
		<description>I wrote a simple Inverse Kinematics object in Flex that I wanted to prototype before making a robotic arm project I'm going to work on.  It has some instability issues (still needs an integrator), but it's nifty.  Click and drag on the examples to move the control point. ...</description>
		<link>http://geminirealm.com/archives/65</link>
			</item>
	<item>
		<title>Project Delinquent</title>
		<description>I've been kicking around this idea a little bit in my head for quite a while now, and I figured that it would be better if I sat down and wrote about it as opposed to trying to keep it all locked up--Where I'm usually apt to forget about it. ...</description>
		<link>http://geminirealm.com/archives/64</link>
			</item>
	<item>
		<title>Skirmish Expanded mechanic</title>
		<description>Yesterday we talked about expanding skirmish's mechanics with possibly:

- Melee AND Range seperate attack types
- Two special abilities per class
- Blocking, terrain and victory conditions
- Points to create teams
- More costly other classes
- Points to increase class "level"

Probably one of the easiest to implement that gives the most variance is ...</description>
		<link>http://geminirealm.com/archives/63</link>
			</item>
	<item>
		<title>Finding my Wumpus</title>
		<description>Been a bit swamped with a combination of work, personal stuff, Supreme Commander, Pirates the CSG, and other things recently.  Haven't had a chance to get as much done on the game as I'd like.  I did however recently purchase BESM, 3rd Edition and took the time to ...</description>
		<link>http://geminirealm.com/archives/62</link>
			</item>
	<item>
		<title>Library games-darkstar</title>
		<description>While Java isn't my cup of tea (pun intended), this seems to be an interesting toolset.  MMO-based toolsets have been up until recently few and far between, but that has been changing rapidly recently.  The most interesting element of Darkstar is the portability of it.  Good timing ...</description>
		<link>http://geminirealm.com/archives/61</link>
			</item>
	<item>
		<title>Indieproto at GDC</title>
		<description>TRUE. TRUE.

Good points being made on prototyping for indies.  Heard round the world, my brozah

Link via Gama </description>
		<link>http://geminirealm.com/archives/60</link>
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