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	<title>A Hardy Developer&#039;s Journal - as written by indie adventure game developers &#187; game development</title>
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	<description>indie adventure games design, development &#38; appreciation</description>
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		<title>Making History, Volume IV: Use your time machine!</title>
		<link>http://www.hardydev.com/2010/10/01/making-history-volume-iv-use-your-time-machine/</link>
		<comments>http://www.hardydev.com/2010/10/01/making-history-volume-iv-use-your-time-machine/#comments</comments>
		<pubDate>Fri, 01 Oct 2010 14:15:04 +0000</pubDate>
		<dc:creator>Jan Jacob Mekes</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[backstory]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[hermeneutics]]></category>
		<category><![CDATA[historical sources]]></category>
		<category><![CDATA[history]]></category>
		<category><![CDATA[Making History]]></category>
		<category><![CDATA[monkeys used as spanners]]></category>
		<category><![CDATA[mythology]]></category>
		<category><![CDATA[postmodernism]]></category>
		<category><![CDATA[REvolution]]></category>
		<category><![CDATA[superstition]]></category>
		<category><![CDATA[time machine]]></category>

		<guid isPermaLink="false">http://hardydev.com/?p=6023</guid>
		<description><![CDATA[One of my lecturers once said: &#8216;People in the past were all dumb, crazy, and weird&#8216;. This is actually a blunt way of saying that the past is a foreign country. In other words, the past is fundamentally different from the present, and this is an important thing to keep in mind when studying it. [...]]]></description>
		<wfw:commentRss>http://www.hardydev.com/2010/10/01/making-history-volume-iv-use-your-time-machine/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Making History, Volume III: Constructing an artificial history</title>
		<link>http://www.hardydev.com/2010/04/06/making-history-volume-iii-constructing-an-artificial-history/</link>
		<comments>http://www.hardydev.com/2010/04/06/making-history-volume-iii-constructing-an-artificial-history/#comments</comments>
		<pubDate>Tue, 06 Apr 2010 20:08:21 +0000</pubDate>
		<dc:creator>Jan Jacob Mekes</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Games & Game Design]]></category>
		<category><![CDATA[backstory]]></category>
		<category><![CDATA[Elder Scrolls]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[great men]]></category>
		<category><![CDATA[Hegel]]></category>
		<category><![CDATA[history]]></category>
		<category><![CDATA[Making History]]></category>
		<category><![CDATA[mythology]]></category>
		<category><![CDATA[philosophy]]></category>
		<category><![CDATA[religion]]></category>
		<category><![CDATA[Settlers]]></category>
		<category><![CDATA[superstition]]></category>
		<category><![CDATA[The Barbery Coast]]></category>
		<category><![CDATA[the Whig interpretation of history]]></category>

		<guid isPermaLink="false">http://hardydev.com/?p=4934</guid>
		<description><![CDATA[&#8230;continued from Volume II History. It’s that thing with the old books and films that are kept in stuffy old archives. Pretty straightforward really, and at least you don’t have all the different perspectives and theories like in real sciences such as biology and physics. Or do you? Unfortunately, yes. History is not as straightforward [...]]]></description>
		<wfw:commentRss>http://www.hardydev.com/2010/04/06/making-history-volume-iii-constructing-an-artificial-history/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Making History, Volume II: Carrying out historical research</title>
		<link>http://www.hardydev.com/2010/03/02/making-history-volume-ii-carrying-out-historical-research/</link>
		<comments>http://www.hardydev.com/2010/03/02/making-history-volume-ii-carrying-out-historical-research/#comments</comments>
		<pubDate>Tue, 02 Mar 2010 00:00:27 +0000</pubDate>
		<dc:creator>Jan Jacob Mekes</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Games & Game Design]]></category>
		<category><![CDATA[backstory]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[chronologue]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[grue]]></category>
		<category><![CDATA[history]]></category>
		<category><![CDATA[Iwo Jima]]></category>
		<category><![CDATA[library]]></category>
		<category><![CDATA[Making History]]></category>
		<category><![CDATA[quest]]></category>
		<category><![CDATA[Renaissance]]></category>
		<category><![CDATA[timeline]]></category>
		<category><![CDATA[Victorian insanity]]></category>

		<guid isPermaLink="false">http://hardydev.com/?p=4630</guid>
		<description><![CDATA[Go into a library and head to the history section. Rows and rows of books, on all sorts of subjects, and every day books are added to the already immense pile. Finding your way through that can be pretty intimidating, and that’s not even counting all the historical sources that are kept in archives or [...]]]></description>
		<wfw:commentRss>http://www.hardydev.com/2010/03/02/making-history-volume-ii-carrying-out-historical-research/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Adventures in Interfacing Part II: Interfacing the Adventure</title>
		<link>http://www.hardydev.com/2010/02/13/adventures-in-interfacing-part-ii-interfacing-the-adventure/</link>
		<comments>http://www.hardydev.com/2010/02/13/adventures-in-interfacing-part-ii-interfacing-the-adventure/#comments</comments>
		<pubDate>Sat, 13 Feb 2010 15:15:41 +0000</pubDate>
		<dc:creator>Vince Twelve</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Games & Game Design]]></category>
		<category><![CDATA[Adventure Game Studio]]></category>
		<category><![CDATA[AGS]]></category>
		<category><![CDATA[Anna]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[interface]]></category>
		<category><![CDATA[long time memory]]></category>
		<category><![CDATA[Resonance]]></category>
		<category><![CDATA[short time memory]]></category>
		<category><![CDATA[Vince Twelve]]></category>
		<category><![CDATA[What Linus Bruckman Sees When His Eyes Are Closed]]></category>
		<category><![CDATA[xiigames]]></category>

		<guid isPermaLink="false">http://hardydev.com/?p=4299</guid>
		<description><![CDATA[Welcome back! Last time I bitched about old-school adventure game interfaces and tried to convince people to throw them out the window. Today I&#8217;m going to give an example of how I futzed around with the interface of my game, Resonance, adding a layer of potential complexity to the puzzles while keeping the interface simple, [...]]]></description>
		<wfw:commentRss>http://www.hardydev.com/2010/02/13/adventures-in-interfacing-part-ii-interfacing-the-adventure/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Making History, Volume I: What History Can Do For a Game</title>
		<link>http://www.hardydev.com/2010/02/08/making-history-volume-i-what-history-can-do-for-a-game/</link>
		<comments>http://www.hardydev.com/2010/02/08/making-history-volume-i-what-history-can-do-for-a-game/#comments</comments>
		<pubDate>Mon, 08 Feb 2010 00:06:54 +0000</pubDate>
		<dc:creator>Jan Jacob Mekes</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Games & Game Design]]></category>
		<category><![CDATA[backstory]]></category>
		<category><![CDATA[chronologue]]></category>
		<category><![CDATA[Civilization]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[history]]></category>
		<category><![CDATA[Legend of Zelda]]></category>
		<category><![CDATA[Making History]]></category>
		<category><![CDATA[Monkey Island]]></category>
		<category><![CDATA[Oblivion]]></category>
		<category><![CDATA[quest]]></category>
		<category><![CDATA[Robert Capa]]></category>
		<category><![CDATA[Star Wars]]></category>
		<category><![CDATA[The Elder Scrolls]]></category>
		<category><![CDATA[The Falling Soldier]]></category>
		<category><![CDATA[The Lord of the Rings]]></category>
		<category><![CDATA[timeline]]></category>
		<category><![CDATA[Tolkien]]></category>

		<guid isPermaLink="false">http://hardydev.com/?p=4296</guid>
		<description><![CDATA[Past, present, future. Of these three, the past is the one we have most affinity with. The present is just too volatile, it changes all the time. The future is endlessly interesting, a great source of speculation, but that speculation is inherently based on our current experiences. Experiences that come from – you’ve guessed it [...]]]></description>
		<wfw:commentRss>http://www.hardydev.com/2010/02/08/making-history-volume-i-what-history-can-do-for-a-game/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Adventures in Interfacing Part I: Should the Interface be the Adventure?</title>
		<link>http://www.hardydev.com/2010/01/26/adventures-in-interfacing-part-i-should-the-interface-be-the-adventure/</link>
		<comments>http://www.hardydev.com/2010/01/26/adventures-in-interfacing-part-i-should-the-interface-be-the-adventure/#comments</comments>
		<pubDate>Tue, 26 Jan 2010 19:11:12 +0000</pubDate>
		<dc:creator>Vince Twelve</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Games & Game Design]]></category>
		<category><![CDATA[Adventure Game Studio]]></category>
		<category><![CDATA[AGS]]></category>
		<category><![CDATA[Anna]]></category>
		<category><![CDATA[Erin Robinson]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[interface]]></category>
		<category><![CDATA[Resonance]]></category>
		<category><![CDATA[Spooks]]></category>
		<category><![CDATA[Vince Twelve]]></category>
		<category><![CDATA[What Linus Bruckman Sees When His Eyes Are Closed]]></category>
		<category><![CDATA[xiigames]]></category>

		<guid isPermaLink="false">http://hardydev.com/?p=4116</guid>
		<description><![CDATA[Interfaces are important.  I love interfaces.  Forming an intuitive and fluid language that is used by the player to communicate with the game, and a way for the game to communicate back is fun.  But adventure games, even the commercial titles, rarely get much interface love.  Games in the genre tend to stick to one [...]]]></description>
		<wfw:commentRss>http://www.hardydev.com/2010/01/26/adventures-in-interfacing-part-i-should-the-interface-be-the-adventure/feed/</wfw:commentRss>
		<slash:comments>19</slash:comments>
		</item>
		<item>
		<title>The Idealist&#8217;s Way: Developing Your Dream Game</title>
		<link>http://www.hardydev.com/2010/01/16/idealists-way-develop-your-dream-game/</link>
		<comments>http://www.hardydev.com/2010/01/16/idealists-way-develop-your-dream-game/#comments</comments>
		<pubDate>Sat, 16 Jan 2010 00:25:30 +0000</pubDate>
		<dc:creator>Mark Richards</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Games & Game Design]]></category>
		<category><![CDATA[Adventure Game Studio]]></category>
		<category><![CDATA[AGS]]></category>
		<category><![CDATA[Ben Chandler]]></category>
		<category><![CDATA[Dan Marshall]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[The Longevity Gene]]></category>
		<category><![CDATA[Zombie Cow Studios]]></category>

		<guid isPermaLink="false">http://hardydev.com/?p=3978</guid>
		<description><![CDATA[Whilst Ben Chandler and the like are consistently getting game development just right, there is the rest of us, me included, getting it just about completely wrong – or are we? And are we that different from Mr Chandler? This article, in short, will try to explain why trying to make your first project huge [...]]]></description>
		<wfw:commentRss>http://www.hardydev.com/2010/01/16/idealists-way-develop-your-dream-game/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>Design Taught in Pitfalls #4: When do I Stop?</title>
		<link>http://www.hardydev.com/2010/01/12/design-taught-in-pitfalls-4-when-do-i-stop/</link>
		<comments>http://www.hardydev.com/2010/01/12/design-taught-in-pitfalls-4-when-do-i-stop/#comments</comments>
		<pubDate>Tue, 12 Jan 2010 00:02:25 +0000</pubDate>
		<dc:creator>Ben Chandler</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Games & Game Design]]></category>
		<category><![CDATA[Adventure Game Studio]]></category>
		<category><![CDATA[AGS]]></category>
		<category><![CDATA[Annie Android: Automated Affection]]></category>
		<category><![CDATA[Awakener]]></category>
		<category><![CDATA[Ben Chandler]]></category>
		<category><![CDATA[Ben304]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[Heed]]></category>
		<category><![CDATA[I wonder what happens in Tales of Monkey Island]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[IWWHIIWWHITOMIROTPG]]></category>
		<category><![CDATA[Man Boy vs Doctor Sock]]></category>
		<category><![CDATA[ProgZmax]]></category>
		<category><![CDATA[Shifter's Box]]></category>
		<category><![CDATA[Shoot I Got Abducted!]]></category>
		<category><![CDATA[Trance-Pacific]]></category>

		<guid isPermaLink="false">http://hardydev.com/?p=3834</guid>
		<description><![CDATA[So, you&#8217;ve got a whole lot done on your game, graphics are looking how you want and you&#8217;ve got some puzzles you really like. But hang on a minute, how do you know when your game is done? There&#8217;s always going to be moments when you go &#8220;I could just add a bit more on [...]]]></description>
		<wfw:commentRss>http://www.hardydev.com/2010/01/12/design-taught-in-pitfalls-4-when-do-i-stop/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Design Taught in Pitfalls #3: The Long Haul</title>
		<link>http://www.hardydev.com/2009/12/12/design-taught-in-pitfalls-3-the-long-haul/</link>
		<comments>http://www.hardydev.com/2009/12/12/design-taught-in-pitfalls-3-the-long-haul/#comments</comments>
		<pubDate>Sat, 12 Dec 2009 13:54:33 +0000</pubDate>
		<dc:creator>Ben Chandler</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Games & Game Design]]></category>
		<category><![CDATA[Adventure Game Studio]]></category>
		<category><![CDATA[AGS]]></category>
		<category><![CDATA[Annie Android: Automated Affection]]></category>
		<category><![CDATA[Awakener]]></category>
		<category><![CDATA[Ben Chandler]]></category>
		<category><![CDATA[Ben304]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[Heed]]></category>
		<category><![CDATA[I wonder what happens in Tales of Monkey Island]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[IWWHIIWWHITOMIROTPG]]></category>
		<category><![CDATA[Man Boy vs Doctor Sock]]></category>
		<category><![CDATA[ProgZmax]]></category>
		<category><![CDATA[Shifter's Box]]></category>
		<category><![CDATA[Shoot I Got Abducted!]]></category>
		<category><![CDATA[Trance-Pacific]]></category>

		<guid isPermaLink="false">http://hardydev.com/?p=3698</guid>
		<description><![CDATA[Oh yeah, here&#8217;s the hard part. Ask anyone who has ever built a game and I am sure they&#8217;ll agree that this is where it stops being exciting and starts requiring some real determination. The honeymoon is over, the initial glory of your incredible idea has worn off and you&#8217;re left looking at your &#8216;to [...]]]></description>
		<wfw:commentRss>http://www.hardydev.com/2009/12/12/design-taught-in-pitfalls-3-the-long-haul/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Design Taught in Pitfalls #2: Taking The Plunge</title>
		<link>http://www.hardydev.com/2009/11/25/design-taught-in-pitfalls-2-taking-the-plunge/</link>
		<comments>http://www.hardydev.com/2009/11/25/design-taught-in-pitfalls-2-taking-the-plunge/#comments</comments>
		<pubDate>Wed, 25 Nov 2009 15:21:30 +0000</pubDate>
		<dc:creator>Ben Chandler</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Games & Game Design]]></category>
		<category><![CDATA[Adventure Game Studio]]></category>
		<category><![CDATA[AGS]]></category>
		<category><![CDATA[Annie Android: Automated Affection]]></category>
		<category><![CDATA[Awakener]]></category>
		<category><![CDATA[Ben Chandler]]></category>
		<category><![CDATA[Ben304]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[Heed]]></category>
		<category><![CDATA[I wonder what happens in Tales of Monkey Island]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[IWWHIIWWHITOMIROTPG]]></category>
		<category><![CDATA[Man Boy vs Doctor Sock]]></category>
		<category><![CDATA[Shifter's Box]]></category>
		<category><![CDATA[Shoot I Got Abducted!]]></category>
		<category><![CDATA[Tales of Monkey Island]]></category>
		<category><![CDATA[Trance-Pacific]]></category>

		<guid isPermaLink="false">http://hardydev.com/?p=3635</guid>
		<description><![CDATA[Starting a game is easy. It&#8217;s really easy &#8211; so easy that we often jump in before we&#8217;ve thought about it. But we&#8217;ve already covered thinking about it beforehand, so assuming you paid some attention back there, we&#8217;re ready to look at the next step. There are probably a million things running through my head [...]]]></description>
		<wfw:commentRss>http://www.hardydev.com/2009/11/25/design-taught-in-pitfalls-2-taking-the-plunge/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
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