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	<title>Playwrite, the fine wine of game design</title>
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	<description>Fine wine of game design</description>
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		<title>Dead Island Helper: Automatically improve performance and apply tweaks without having to edit files</title>
		<link>http://www.theplaywrite.com/tools-and-utilities/dead-island-helper-automatically-improve-performance-and-apply-tweaks-without-having-to-edit-files/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=dead-island-helper-automatically-improve-performance-and-apply-tweaks-without-having-to-edit-files</link>
		<comments>http://www.theplaywrite.com/tools-and-utilities/dead-island-helper-automatically-improve-performance-and-apply-tweaks-without-having-to-edit-files/#comments</comments>
		<pubDate>Fri, 09 Sep 2011 20:46:36 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Tools and utilities]]></category>
		<category><![CDATA[bugs]]></category>
		<category><![CDATA[dead island]]></category>
		<category><![CDATA[fix]]></category>
		<category><![CDATA[fps]]></category>
		<category><![CDATA[frame rate]]></category>
		<category><![CDATA[free]]></category>
		<category><![CDATA[motion blur]]></category>
		<category><![CDATA[patch]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[ssao]]></category>
		<category><![CDATA[stuttering]]></category>
		<category><![CDATA[tweaks]]></category>

		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1155</guid>
		<description><![CDATA[Download the Dead Island Helper: http://downloads.zafehouse.com/deadislandhelper/dih_latest.zip. Simply extract it anywhere convenient (it doesn&#8217;t have to be your Dead Island folder), and run the program. UPDATE #15 22/09/2011: v1.94 beta, out now for the brave! I finally managed to track down the crash problem that was causing issues for so many people. This update also fixes [...]
No related posts.]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.theplaywrite.com/wp-content/uploads/2011/09/di_01.jpg" class="centre"><span style="font-size: 12pt"><b>Download the Dead Island Helper:</b></p>
<p><a style="font-size: 12pt" href="http://downloads.zafehouse.com/deadislandhelper/dih_latest.zip" onClick="pageTracker._trackPageview('downloads/deadislandhelper');">http://downloads.zafehouse.com/deadislandhelper/dih_latest.zip</a>.</span></p>
<p>Simply extract it anywhere convenient (it doesn&#8217;t have to be your Dead Island folder), and run the program.</p>
<hr/>
<b>UPDATE #15 22/09/2011:</b> v1.94 beta, out now for the brave! I finally managed to track down the crash problem that was causing issues for so many people. </p>
<p>This update also fixes a crucial bug with the save game backup feature &#8211; it is strongly recommended you update to v1.94 beta if you use this feature and please, DO NOT use any of the save backups you&#8217;ve created with versions of the tool before 1.94 beta because they won&#8217;t work!</p>
<blockquote>
<ul>
<li>Fixed a critical bug with the save game and backup feature. This now also backs up the &#8220;remotecache.vdf&#8221; file, which contains important size and timestamp data.</li>
<li>Fixed a bug that would cause Dead Island Helper to crash on non-Administrator accounts and accounts without application compatibility enabled.</li>
</ul>
</blockquote>
<p><b>UPDATE #14 22/09/2011:</b> v1.93 beta is available for download. Hopefully people will have less (or no) issues with this version. Changelist below:</p>
<blockquote>
<ul>
<li>Added extensive error handling &#8211; hopefully we&#8217;ll get more constructive information when something goes wrong.</li>
<li>Added &#8220;Create diagnostic file&#8221;. This option will produce a simple text file on your desktop that contains some useful debug information. I can use this info to help troubleshoot problems, so please use it when you contact me!</li>
<li>Added &#8220;Launch via Steam&#8221; checkbox, under &#8220;Play Dead Island&#8221;. When this checkbox is set, Dead Island Helper will launch the game using the Stream protocol (steam://) when you click &#8220;Play Dead Island&#8221;. Movies will still be enabled (unless you disable them with &#8220;-nologos&#8221; in the launch properties). Use this option if things don&#8217;t work quite right when running the game directly via &#8220;Play Dead Island&#8221;.</li>
<li>Added &#8220;Clear all settings&#8221; option. This will clear the settings folder, game directory and all non-tweak related settings from Dead Island Helper&#8217;s memory and restart the program. This will give you a clean slate to work from when using new versions.</li>
<li>Dead Island Helper will automatically exit on startup unless it detects the correct settings folder, or you&#8217;re able to manually select the correct settings folder.</li>
<li>Dead Island Helper will no longer demand administrative privileges when it runs. However, you may need to use &#8220;Run as Administrator&#8221; if some features do not work.</li?
</ul>
</blockquote>
<p><b>UPDATE #13 19/09/2011:</b> v1.91 beta has just been uploaded. Here&#8217;s what&#8217;s new:</p>
<blockquote>
<ul>
<li>Added a save game and profile backup and restore. Once activated, you can press F5 in-game to create a backup of your save game and profile (up to a maximum of 10, at which point, the Helper will replace the oldest backup with a new one). <b>Important: This is not a quick-save! It only backs up what the game has saved, in case it becomes corrupted.</b></li>
<li>Added black screen fixes &#8211; one changes the &#8220;Monitor&#8221; value in Video.scr, while the other disables Desktop Composition while Dead Island is running. These aren&#8217;t guaranteed to fix every black screen issue under the sun, but it should help with those caused from having more than one monitor.</li>
<li>Slight bug fix for the vertical synchronization tweak. Shouldn&#8217;t have cased problems for a majority of cases.</li>
</ul>
</blockquote>
<p><b>UPDATE #12 18/09/2011:</b> Released v1.9 as a beta! It contains some experimental features that have been tested as much as possible on a single machine. However, to make sure it&#8217;s as good as possible, I&#8217;ve released it as a beta. Changelist follows:</p>
<blockquote>
<ul>
<li>Removed the process priority enforcement from v1.8.</li>
<li>Reverted to the old keyboard hook-based micro-stutter fix as it is more reliable. The way it works has been tweaked so it should consume less CPU cycles (not that it was ever processor-intensive).</li>
<li>Settings restore points: It is now possible to set restore points for your settings. This feature will take a snapshots of your &#8220;Documents\DeadIsland\out&#8221; folder, compress them as a ZIP file, and store them in &#8220;Documents\DeadIsland\Restore Points&#8221;. Note that snapshots must be taken / restored manually. The snapshot feature at this stage does not save &#8220;Disable event logging&#8221; or &#8220;Enable micro-stutter fix&#8221;</li>
<li>Added &#8220;Fix auto-equip delay&#8221; tweak.</li>
<li>Added &#8220;Rebind hardcoded instances of the Use key&#8221; tweak. If you&#8217;re using &#8220;F&#8221; for something other than &#8220;Use&#8221;, this is the tweak for you. Limited to alphanumeric keys for now.</li>
</ul>
</blockquote>
<p><b>UPDATE #11 17/09/2011:</b> Changes in v1.81:</p>
<blockquote>
<ul>
<li>Replaced the keyboard hook-based micro-stutter fix with a FilterKeys one. Should fix any issues people have been having with weird sound or framerate issues when this tweak is active.</li>
<li>Updated the disable bloom, weapon refraction and dust tweaks to use the files in Data02.pak. This should hopefully fix the issues people have been having where effects seem to disappear while these tweaks are active</li>
<li>The auto-update feature can now be disabled</li>
<li>Laid some groundwork for an in-game save feature. Should be in for v1.9</li>
<li>Added a periodic check for the Dead Island process that will set the process priority to &#8220;Normal&#8221; if it ever drops to &#8220;Below Normal&#8221; or &#8220;Low&#8221;</li>
</ul>
</blockquote>
<p>Because of the updated code for the bloom, weapon refraction and dust tweaks, you will need to reapply them using the tool.</p>
<p><b>UPDATE #10 15/09/2011:</b> Changes in v1.8:</p>
<blockquote>
<ul>
<li>Split up the categories a bit more. FOV and motion blur moved to &#8220;Camera Tweaks&#8221;</li>
<li>&#8220;Disable in-game audio&#8221; removed. I had so many reports of it not working, and I can&#8217;t provide support for it, so it&#8217;s gone</li>
<li>Added an option to force the max refresh rate. Settings for 59Hz, 60Hz, 100Hz and 120Hz are available</li>
<li>Auto checks for updates. The tool now checks to see if a new version is available and, if so, lets you know. That&#8217;s the call it&#8217;s doing to the internet. It does it once on start-up. I&#8217;ll add an option to disable the check in the next version</li>
</ul>
</blockquote>
<p>I added the head bob tweak, but it didn&#8217;t seem to do anything for me, so I&#8217;ve disabled it for now.</p>
<p>I should note I&#8217;m no longer providing support for people who can&#8217;t get the tweaks working because the configuration folder is &#8220;apparently&#8221; wrong. It seems to be an issue only with less-than-wholesome versions of the game, and being a developer myself, I have no interest in supporting that behaviour.</p>
<p><b>UPDATE #9 14/09/2011:</b> Minor bug fix release, v1.7a. It addressed a crash on program start-up. This would happen if the Dead Island registry settings could not be found.</p>
<p><b>UPDATE #8 14/09/2011:</b> New version, we&#8217;re up to v1.7 now. No new tweaks, but some significant structural changes and a few bug fixes.</p>
<blockquote>
<ul>
<li>Smart tweak detection: Dead Island Helper now reads edited files for changes and intelligently sets the enabled / disabled state of each tweak. Now you can see exactly what tweaks you&#8217;ve set &#8211; even ones you didn&#8217;t activate with Dead Island Helper!</li>
<li>Alternate configuration folder option replaced with custom folder selection. Users can now hunt down the exact directory configuration settings are stored. Don&#8217;t worry, it still tries to autodetect them if it can</li>
<li>Autodetection of the game&#8217;s main directory via the registry</li>
<li>Fixed a bug that would require the user to constantly re-enable the micro-stutter tweak in order for it to work</li>
<li>Added a &#8220;Start with Windows&#8221; option</li>
<li>Added a &#8220;Play Dead Island without intro movies&#8221; option. Start the game directly from the Helper! This option will also set Dead Island&#8217;s CPU priority to &#8220;Normal&#8221;</li>
<li>Dead Island Helper now starts on the lowest possible CPU priority setting to minimize any interference with the game while it&#8217;s running</li>
</ul>
</blockquote>
<p><b>UPDATE #7 13/09/2011:</b> Version 1.6 is now available! I&#8217;ve made quite a few changes under the hood to make the program more powerful and user-friendly. Here&#8217;s a changelist for the curious:</p>
<blockquote>
<ul>
<li>Tweaks have been split up and categorised. The result is a cleaner interface and an easier time finding the tweaks you want</li>
<li>Alternate settings folder support. You can now switch between My Documents and your game folder, if you&#8217;re finding that the tweaks aren&#8217;t working</li>
<li>Added the following tweaks: Disable event logging, Disable in-game voice and Enable simple shadows</li>
<li>Small reminder when Video.scr is read-only or writeable and the ability to easily switch between these settings</li>
<li>The program should now prompt the user for administrative privileges</li>
<li>Renamed the keystroke repetition feature to make its usefulness more obvious</li>
<li>Corrected a typo with the field of view settings</li>
<li>Added a Close menu option along with Exit program</li>
<li>Various checks and balances for missing files and directories</li>
<li>Added a passive check for the micro-stutter fix so it only limits keyboard repetition while Dead Island is running.</li>
<li>Fixed a potential memory leak in the file extraction rountine</li>
</ul>
</blockquote>
<p><b>UPDATE #6 12/09/2011:</b>It seems some people are having trouble getting the tweaks to work. I&#8217;ll be investigating the issue the moment I have the opportunity. FYI, I can&#8217;t, and won&#8217;t, be troubleshooting issues with pirated or cracked versions of the game.</p>
<p>If tweaks don&#8217;t seem to be applying, you may need to run the program with administrator privileges. To do this, please see the following guide: <a href="http://www.sevenforums.com/tutorials/11841-run-administrator.html">http://www.sevenforums.com/tutorials/11841-run-administrator.html</a>.</p>
<p><b>UPDATE #5 11/09/2011:</b> Okay, last update for today, I promise. Changelist follows:</p>
<blockquote>
<ul>
<li>The tweaks menu no longer closes automatically when you check/uncheck an option</li>
<li>Shadow maps: You can now set the shadow map resolution to 512, 1024, 2048 or 4096</li>
<li>Field of view: Expanded selection of values ranging from 62.5 (default) to 90 degrees</li>
<li>Added an option to enable overcast weather</li>
<li>Fixed a bug that could cause the program to crash when selecting non-option menu items</li>
</ul>
</blockquote>
<p><b>UPDATE #4 11/09/2011:</b> The fun never stops. Version 1.4 is available now, and allows you to change the weather to overcast. You can now also reselect your Dead Island folder, if you somehow managed to choose the wrong one initially.</p>
<p><b>UPDATE #3 11/09/2011:</b> <a href="http://downloads.zafehouse.com/deadislandhelper/dih_latest.zip" onClick="pageTracker._trackPageview('downloads/deadislandhelper');">Yet another update</a>! We&#8217;re now at version 1.3. Here are the changes:</p>
<blockquote>
<ul>
<li>Added an option to enable vertical syncronization</li>
<li>Added an option to disable dust</li>
<li>Added an option to disable the desaturation effect</li>
<li>Disabling bloom and weapon refraction now affects front30.ppfx and indoor30.ppfx</li>
</ul>
</blockquote>
<p>Thanks to the hard work of the folks over on the <a href="http://forums.steampowered.com/forums/showthread.php?t=2106453">Dead Island Steam forum</a> for isolating the files and locations for these changes.</p>
<p><b>UPDATE #2 11/09/2011:</b> I&#8217;ve uploaded a new version, which removes the routine that detects if Dead Island is running in the foreground. So the program is no different to something like X-Mouse (actually, it&#8217;s even less intrusive than X-Mouse). I&#8217;ve done this to minimise any chance of this resulting in a VAC ban.</p>
<p><b>UPDATE 11/09/2011:</b> People have been asking a few questions about the tool, here&#8217;s what I can say.</p>
<p><i>Will it get you VAC banned?</i> It&#8217;s highly unlikely. The tool doesn&#8217;t modify any of the game files directly, which is what VAC looks for. It simply extracts the required files from the game&#8217;s data packs, puts them in the Dead Island folder in &#8220;My Documents&#8221; and makes the necessary alterations.</p>
<p>Now, the game does install a keyboard hook and does run a routine to detect if Dead Island is running in the foreground. If it does detect DI, it prevents multiple keystrokes from being processed, otherwise, it lets them through. It doesn&#8217;t send keystrokes, inject code or do anything else bot-like, so I&#8217;d be very surprised if it resulted in a VAC ban.</p>
<p><i>Does the helper need to be running while I&#8217;m playing?</i> Only if you use the &#8220;Prevent keystroke repetition&#8221; option, as it installs the keyboard hook. All the other options, like overriding the field of view, disabling motion blur, etc., work without the helper running once they&#8217;ve been set.</p>
<p>Any other questions, don&#8217;t hesitate to ask!</p>
<p><b>UPDATE 10/9/2011:</b> I&#8217;ve <a href="http://downloads.zafehouse.com/deadislandhelper/dih_latest.zip" onClick="pageTracker._trackPageview('downloads/deadislandhelper');">uploaded a new version</a>, 1.1, which allows you to also disable bloom and weapon refraction.</p>
<p>So, Dead Island.</p>
<p>It&#8217;s 6:30AM in the morning here and I have yet to sleep, so I&#8217;m going to make this quick and bed-shaped. Spent the last couple of hours putting together <a href="http://downloads.zafehouse.com/deadislandhelper/dih_latest.zip" onClick="pageTracker._trackPageview('downloads/deadislandhelper');">a little helper app</a> for the game to address some of the problems people have been complaining about. </p>
<p>Here&#8217;s what it can do:</p>
<blockquote>
<ul>
<li>Remove stuttering / jerkiness caused by repeated keystrokes&#8230; without using Filter Keys</li>
<li>Fixes sluggish mouse in menus</li>
<li>Disable / enable SSAO shader for increased performance on some configurations (NVIDIA only)</li>
<li>Disable / enable motion blur, as some people just don&#8217;t like it</li>
<li>NEW in v1.1: Disable / enable bloom and weapon refraction</li>
</ul>
</blockquote>
<p>Depending on how popular this tool proves to be, I might add in more stuff like removing bloom and weapon refraction. For now, it addresses the bigger issues. Well, the ones that bothered me.</p>
<p>Grab it below, and extract it wherever you like. Run it, and then right-click the little green tree that appears in the notification area (near the time and date). To enable the advanced options, the Helper needs access to the data packages to extract and alter the required config files.</p>
<p>Don&#8217;t worry, if you&#8217;ve already extracted some and made your own tweaks, the app is smart enough to just edit those, rather than overwrite them. It can also undo any changes it makes, so you&#8217;ve got nothing to lose, other than your sanity from <i>not</i> trying it.</p>
<p>Requires the <a href="http://www.microsoft.com/download/en/details.aspx?id=19">.NET 2.0 Framework</a>, which anyone running Windows XP SP3 and above should have.</p>
<p><a href="http://downloads.zafehouse.com/deadislandhelper/dih_latest.zip" onClick="pageTracker._trackPageview('downloads/deadislandhelper');">Download Dead Island Helper V1.4</a> [downloads.zafehouse.com]</p>
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		<slash:comments>279</slash:comments>
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		<title>TrackWork initiative tracker updated to v0.53, now supports Pathfinder</title>
		<link>http://www.theplaywrite.com/dungeons-and-dragons/trackwork-initiative-tracker-updated-to-v0-53-now-supports-pathfinder/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=trackwork-initiative-tracker-updated-to-v0-53-now-supports-pathfinder</link>
		<comments>http://www.theplaywrite.com/dungeons-and-dragons/trackwork-initiative-tracker-updated-to-v0-53-now-supports-pathfinder/#comments</comments>
		<pubDate>Thu, 30 Jun 2011 13:24:17 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Advice/Tools]]></category>
		<category><![CDATA[Dungeons and Dragons]]></category>
		<category><![CDATA[3.5e]]></category>
		<category><![CDATA[3rd edition]]></category>
		<category><![CDATA[d&d]]></category>
		<category><![CDATA[pathfinder]]></category>
		<category><![CDATA[roleplaying]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[software]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[trackwork]]></category>
		<category><![CDATA[utilities]]></category>

		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1147</guid>
		<description><![CDATA[I had a few requests to add support for Pathfinder to my lightweight D&#038;D initiative tracker. I also took the opportunity to address a few bugs people had pointed out. Oh, and there&#8217;s a new icon so it matches the rest of my role-playing tools such as CrawlNotes for dungeon mapping and the 4e Power [...]
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			<content:encoded><![CDATA[<p><img src="http://www.theplaywrite.com/wp-content/uploads/2011/06/tw_logo.png" class="right" /><br />
I had a few requests to add support for Pathfinder to my <a href="http://downloads.zafehouse.com/trackwork/tw_latest.zip">lightweight D&#038;D initiative tracker</a>. I also took the opportunity to address a few bugs people had pointed out. Oh, and there&#8217;s a new icon so it matches the rest of my role-playing tools such as <a href="http://www.theplaywrite.com/apps">CrawlNotes</a> for dungeon mapping and the <a href="http://www.theplaywrite.com/apps">4e Power Toolkit</a>.</p>
<p>Here&#8217;s a list of changes:</p>
<blockquote><p>
- Added support for Pathfinder. Touch AC, Flat-Footed AC and CMD can now be entered for combatants.</p>
<p>- Reactivated the heal / wound buttons from v0.4. Back by popular demand!</p>
<p>- Fixed a bug that prevented negative values for most statistics.</p>
<p>- Fixed a bug that would cause the program to crash if negative values were entered for Listen / Spot skills.</p>
<p>- Fixed a bug with the random number generator that would set the maximum value for a random roll to be one less than the actual maximum (so a d20 would be 1-19).</p>
<p>- Made some of the checkbox descriptions clearer.</p>
<p>- Few other miscellaneous tweaks and UI improvements.
</p></blockquote>
<p><a href="http://downloads.zafehouse.com/trackwork/tw_latest.zip">Download TrackWork v0.53</a></p>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Did you die or something?</title>
		<link>http://www.theplaywrite.com/zafehouse-2/did-you-die-or-something/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=did-you-die-or-something</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/did-you-die-or-something/#comments</comments>
		<pubDate>Fri, 24 Jun 2011 01:38:15 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>

		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1143</guid>
		<description><![CDATA[You&#8217;d think so. But no, I&#8217;m definitely still alive. Certain recent events threw a giant spanner in the works for all Zafehouse-related activity. I can&#8217;t 100% say that I&#8217;m in the clear, but at the moment it looks like I&#8217;ll be able to continue working on the game. Sorry for not being able to provide [...]
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			<content:encoded><![CDATA[<p>You&#8217;d think so. But no, I&#8217;m definitely still alive.</p>
<p>Certain recent events threw a <a href="http://online.wsj.com/article/BT-CO-20110503-711580.html">giant spanner in the works</a> for all Zafehouse-related activity. I can&#8217;t 100% say that I&#8217;m in the clear, but at the moment it looks like I&#8217;ll be able to continue working on the game. Sorry for not being able to provide anything more conclusive than that (or sooner than today). :(</p>
<p>I can let you know of a few changes I did make before &#8220;<a href="http://online.wsj.com/article/BT-CO-20110503-711580.html">the news</a>&#8220;:</p>
<ul>
<li>Rewrote the event system. It&#8217;s more flexible now and uses tokens and delegates to deliver more dynamic text. Very modular and much needed given the increasing scope of the game.</li>
<li>Focus is now very much on the survivors. I&#8217;ve always been quite adamant about the state of zombie games these days being about shooting and looting rather than the characters. Zafehouse 2 is very much a story about people, not the undead they slaughter. That, and a particular <a href="http://twotowersgames.com/games/rebuild-zombie">Flash game</a> that reinforced my desire to move away from the &#8220;Civilization: Zombies&#8221; gameplay.</li>
<li>Don&#8217;t worry, you still have to barricade and scavenge for supplies, and the systems behind these are robust. But managing the emotional and physical needs of your survivors will be just as important (if not more so).</li>
<li>Time was too granular. The game now has 6 phases, with shorter, more frequent &#8220;activity blocks&#8221; during the night and longer ones during the day. For example: 6am-12pm, 12pm-6pm, 6pm-9pm, etc. The distribution / length of these phases has yet to be finalised. I wanted to bring back the feeling of dread one gets as day transitions to night. I thought it was a highlight of the first game and Zafehouse 2 wasn&#8217;t really replicating that. It also removes the oddity of &#8220;if I&#8217;d had one minute extra I&#8217;d have finished that barricade&#8221; which was extremely jarring.
<li>I <i>think</i> the Direct3D renderer might have issues on some newer mobile GFX chips, in particular Intel / GeForce configurations using Optimus. But I can&#8217;t confirm it. I guess that&#8217;s what the beta will be for!
</ul>
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		<slash:comments>8</slash:comments>
		</item>
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		<title>Speak Russian? Play Zafehouse!</title>
		<link>http://www.theplaywrite.com/zafehouse/speak-russian-play-zafehouse/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=speak-russian-play-zafehouse</link>
		<comments>http://www.theplaywrite.com/zafehouse/speak-russian-play-zafehouse/#comments</comments>
		<pubDate>Thu, 28 Apr 2011 01:23:27 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse]]></category>
		<category><![CDATA[.net]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[language]]></category>
		<category><![CDATA[multilingual]]></category>
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		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1137</guid>
		<description><![CDATA[Enterprising Zafehouse player Worthis has taken the time to translate the original game into Russian using the freely available source code. Not only that, he&#8217;s made it easy for other players to translate the game into their native tongue. He&#8217;s published his work on the Zafehouse forums so if you feel like playing the game [...]
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			<content:encoded><![CDATA[<p><img src="http://s56.radikal.ru/i151/1104/c7/3e2800c3d5f3.png" class="right" />Enterprising Zafehouse player Worthis has <a href="http://forums.zafehouse.com/index.php/topic,457.0.html">taken the time to translate the original game</a> into Russian using the <a href="http://downloads.zafehouse.com/zafehouse/zh_src_latest.zip">freely available source code</a>. Not only that, he&#8217;s made it easy for other players to translate the game into their native tongue.</p>
<p>He&#8217;s <a href="http://forums.zafehouse.com/index.php/topic,457.0.html">published his work on the Zafehouse forums</a> so if you feel like playing the game in Russian, or translating it into a language more compatible with your brain, please check it out!</p>
<p>Link: <a href="http://forums.zafehouse.com/index.php/topic,457.0.html">Zafehouse (multilingual)</a> [Zafehouse forums]</p>
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		<slash:comments>1</slash:comments>
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		<title>Zafehouse 2 makes the move to Direct3D&#8230; without the 3D bit</title>
		<link>http://www.theplaywrite.com/zafehouse-2/zafehouse-2-makes-the-move-to-direct3d-without-the-3d-bit/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=zafehouse-2-makes-the-move-to-direct3d-without-the-3d-bit</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/zafehouse-2-makes-the-move-to-direct3d-without-the-3d-bit/#comments</comments>
		<pubDate>Wed, 27 Apr 2011 03:27:18 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[.net]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[direct3d]]></category>
		<category><![CDATA[directx]]></category>
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		<category><![CDATA[Gaming]]></category>
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		<category><![CDATA[microsoft]]></category>
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		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1130</guid>
		<description><![CDATA[About three weeks ago, I put the finishing touches on the Direct3D 9 renderer for Zafehouse 2. Previously, the game exclusively used GDI+, the default graphics API for .NET. Now it runs on a bizarre fusion, with Direct3D performing compositing and GDI+ painting the final image onto the screen. Well, except when I use native [...]
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			<content:encoded><![CDATA[<p><img src="http://www.theplaywrite.com/wp-content/uploads/2011/04/directx_logo.jpg" class="right">About three weeks ago, I put the finishing touches on the Direct3D 9 renderer for Zafehouse 2. Previously, the game exclusively used GDI+, the default graphics API for .NET. Now it runs on a bizarre fusion, with Direct3D performing compositing and GDI+ painting the final image onto the screen.</p>
<p>Well, except when I use native GDI calls to paint instead. Actually, now that I think about it, GDI+ doesn&#8217;t do a heck of a lot for Zafehouse 2 anymore.</p>
<p>Now, this change raises a number of questions: Why not use Direct3D for the entire process? Why change APIs in the first place? Isn&#8217;t the Direct2D API in DirectX 10+ basically what you&#8217;re describing?</p>
<p>These are all fair questions, and I&#8217;m going to try to answer them.</p>
<p><span id="more-1130"></span><b>Why not use Direct3D for the whole shebang?</b><br />
Because I&#8217;ve already done a lot of groundwork for image rendering that replacing the engine wholesale would add a lot of time to the development process. Considering the game is already <i>years</i> overdue, I doubt anyone would be excited about the news of me delaying the game just to rewrite a chunk of code that doesn&#8217;t need to be rewritten. It all works fine, I just needed something more powerful than GDI+ to get the heavy lifting done.</p>
<p><b>Why move to Direct3D in the first place?</b><br />
Primarily, it was a question of speed. Secondarily, I wanted to improve my knowledge of the DirectX API, having already <a href="http://www.theplaywrite.com/game-design/zafehouse-2s-audio-engine-adpcm-versus-xwma-or-much-versus-muchness/">implemented my own xWMA audio engine, which relies on the XAudio2 API</a>. So the game already depended on DirectX, through the managed SlimDX wrapper.</p>
<p><b>Isn&#8217;t what you&#8217;ve described basically Direct2D?</b><br />
It kind of is, and I could have just used the Direct2D API to quickly accomplish the GDI/GDI+/Direct3D fusion. Except <a href="http://braid-game.com/news/?p=466">Direct2D is a god-awful API</a>. That, and Direct2D requires a DirectX 10-compliant graphics card to run, as well as Vista or Windows 7. It&#8217;s bad enough Z2 needs a DirectX 9.0c-compliant card now, and I didn&#8217;t want the make the situation worse. By writing my own routines, Z2 remains compatible with Windows XP and graphics cards circa 2005. Which is pretty good, all things considered.</p>
<p><b>How does it work?</b><br />
In technical terms, Zafehouse 2 generates a couple of D3D-compatible textures from PNGs for compositing purposes at startup. This takes a couple of milliseconds. We also create some device independent bitmaps for direct blitting, but we don&#8217;t have to worry about that. </p>
<p>Whenever compositing is required, the game sends the textures to the D3D renderer, paints them to an off-screen surface, downloads the data into system memory, and then blits it directly to the GDI+ graphics object using GDI calls. In the case of Intel chips, we lock the surface and perform the blit directly. In the case of NVIDIA/AMD cards (which use dedicated video RAM), we copy the surface to another surface in system RAM using GetRenderTargetData, and then blit directly from that surface.</p>
<p>The reason for the two different paths is because it&#8217;s faster to copy directly on Intel GPUs as they don&#8217;t have dedicated video RAM so, essentially, locking the rendering surface is like locking another chunk of system RAM and doing a direct copy which, as you can imagine, is faster than copying it to <i>another</i> surface in system RAM and copying from that.</p>
<p>For cards with dedicated RAM, locking the video surface directly is actually <i>slower</i>. GetRenderTargetData is heavily optimised for these chips, so doing a surface to surface copy followed by a blit is actually pretty fast, even on crappy low-end NVIDIA/AMD cards.</p>
<p>The result is a GDI/GDI+ based graphics engine that offloads compositing (so alpha-blending and overlays) to video hardware. This means we can make use of hardware acceleration, as GDI+ is completely software driven. </p>
<p>It&#8217;s true that copying data <i>from</i> video RAM to system RAM is a bit of a performance hog (and I&#8217;m sure there are more than a few coders out there shaking their heads), but in practice it&#8217;s much, much faster than even the most heavily-optimised GDI+ routines.</p>
<p><b>What is GDI+ good for then?</b><br />
Rendering text. My god, it&#8217;s great at that. I actually implemented text rendering via D3D in my renderer, but it looked like garbage. GDI+, on the other hand, looks amazing, as it supports a number of quality features D3D&#8217;s Font class does not (hinting, gamma correction, etc). So, I&#8217;m happy to take a minor performance hit to keep text rendering in software.</p>
<p>GDI+ also makes alpha-blending images easy, but the performance hit is quite nasty, even with double-buffering and razor-accurate dirty rectangles. Credit where credit&#8217;s due &#8211; it&#8217;s simple to use but not at all a great performer.</p>
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		<slash:comments>4</slash:comments>
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		<title>Defending your Zafehouse 2</title>
		<link>http://www.theplaywrite.com/zafehouse-2/defending-your-zafehouse-2/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=defending-your-zafehouse-2</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/defending-your-zafehouse-2/#comments</comments>
		<pubDate>Sun, 10 Apr 2011 16:35:20 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[screenshots]]></category>
		<category><![CDATA[sim]]></category>
		<category><![CDATA[survival horror]]></category>
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		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1125</guid>
		<description><![CDATA[Working hard every single day. Most recent addition &#8211; building defenses! A screenshot can be found above, with a nice big version if you click on it! The &#8220;I&#8221; shaped objects represent doors, while the &#8220;O&#8221;s with the funny curves are windows. A window is currently selected by the player (the red circle) and a [...]
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			<content:encoded><![CDATA[<p><a href="http://www.theplaywrite.com/wp-content/uploads/2011/04/z2_defense.jpg"><img src="http://www.theplaywrite.com/wp-content/uploads/2011/04/z2_defense_small.jpg" class="centre"></a>Working hard every single day. Most recent addition &#8211; building defenses! A screenshot can be found above, with a nice big version if you click on it!</p>
<p>The &#8220;I&#8221; shaped objects represent doors, while the &#8220;O&#8221;s with the funny curves are windows. A window is currently selected by the player (the red circle) and a little image shows you how fortified it is. Red arrows mark entry vectors. Oh, and survivors can&#8217;t walk through barricaded doors or windows&#8230; so keep that in mind!</p>
<p>Still lots to come, so hang tight!</p>
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		<slash:comments>9</slash:comments>
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		<title>Notes</title>
		<link>http://www.theplaywrite.com/zafehouse-2/notes/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=notes</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/notes/#comments</comments>
		<pubDate>Wed, 23 Mar 2011 14:22:37 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1111</guid>
		<description><![CDATA[Will be posting more images soon, but wanted to show off the dynamic note system. This is just one type, the post-it. Others include typewritten pages and, well, make suggestions if you like! Development is ongoing and I&#8217;m getting closer to an alpha release &#8211; much closer than the previous incarnation of Zafehouse 2 ever [...]
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			<content:encoded><![CDATA[<p><a href="http://www.theplaywrite.com/wp-content/uploads/2011/03/zh25_notes.jpg"><img src="http://www.theplaywrite.com/wp-content/uploads/2011/03/zh25_notes_small.jpg" class="centre"/></a>Will be posting more images soon, but wanted to show off the dynamic note system. This is just one type, the post-it. Others include typewritten pages and, well, make suggestions if you like!</p>
<p>Development is ongoing and I&#8217;m getting closer to an alpha release &#8211; much closer than the previous incarnation of Zafehouse 2 ever managed. Trying to hit dates, but it really is unpredictable right now. Just know that I&#8217;m working hard on the game every chance I get. This is about 2-3 hours a day right now.</p>
<p>PS. Ignore the note text&#8230; it&#8217;s purely placeholder. ;)</p>
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		<slash:comments>8</slash:comments>
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		<title>This is what Zafehouse 2.5 looks like</title>
		<link>http://www.theplaywrite.com/zafehouse-2/this-is-what-zafehouse-2-5-looks-like/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=this-is-what-zafehouse-2-5-looks-like</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/this-is-what-zafehouse-2-5-looks-like/#comments</comments>
		<pubDate>Sun, 23 Jan 2011 09:27:34 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[screenshots]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[survival horror]]></category>
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		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1100</guid>
		<description><![CDATA[Pretty different. Very different. Welcome to the new-look Zafehouse 2, or Zafehouse 2.5 to help separate it from previous efforts. The game is based entirely around manipulation of a dynamic journal. Chapters keep locations, events, supplies and survivor information nicely contained. A special context-sensitive entry system allows you to configure events, lock them in, and [...]
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			<content:encoded><![CDATA[<p><a href="http://www.theplaywrite.com/wp-content/uploads/2011/01/zh25_1.jpg"><img src="http://www.theplaywrite.com/wp-content/uploads/2011/01/zh25_1_small.jpg" class="centre"></a>Pretty different. <i>Very different.</i></p>
<p>Welcome to the new-look Zafehouse 2, or Zafehouse 2.5 to help separate it from previous efforts. The game is based entirely around manipulation of a dynamic journal. Chapters keep locations, events, supplies and survivor information nicely contained. A special context-sensitive entry system allows you to configure events, lock them in, and then accelerate time. When something occurs, time will stop, allowing you to react however you see fit.</p>
<p>Survivors will report in as they return from their adventures, meaning you must rely entirely on them for information. Figure out who to trust, and you&#8217;ll do fine. Piss everyone off, and you&#8217;re all doomed.</p>
<p>Expect more shots and info in the coming weeks.</p>
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		<slash:comments>18</slash:comments>
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		<title>Zafehouse 2.5: State of play</title>
		<link>http://www.theplaywrite.com/game-design/zafehouse-2-5-state-of-play/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=zafehouse-2-5-state-of-play</link>
		<comments>http://www.theplaywrite.com/game-design/zafehouse-2-5-state-of-play/#comments</comments>
		<pubDate>Thu, 23 Dec 2010 01:16:29 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[visual basic]]></category>
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		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1093</guid>
		<description><![CDATA[Zafehouse 2 has had a rocky development path. I started on a sequel over two years ago. Called Deadshed, it had a quasi-X-COM feel and like the original game, focused on strategy over tactics. It had a neat event logging system which could be filtered depending on what you clicked, so it was easy to [...]
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			<content:encoded><![CDATA[<p><img src="http://www.theplaywrite.com/wp-content/uploads/2010/12/diary.jpg" class="centre">Zafehouse 2 has had a rocky development path. I started on a sequel <a href="http://forums.zafehouse.com/index.php?topic=3.0">over two years ago</a>. Called Deadshed, it had a quasi-X-COM feel and like the original game, focused on strategy over tactics. It had a neat event logging system which could be filtered depending on what you clicked, so it was easy to see at a glance the entire history of a person or building.</p>
<p>It grew, exponentially, until it wasn&#8217;t what it needed to be &#8211; a successor to Zafehouse. It became its own game, a game I didn&#8217;t want to make.</p>
<p>Consider it the first prototype.</p>
<p><span id="more-1093"></span>A little side project &#8211; a 2D map generator &#8211; I&#8217;d been working on while hacking away at Deadshed suddenly <a href="http://www.theplaywrite.com/zafehouse-2/a-view-of-zafehouse-2/">became the new Zafehouse 2</a>. It was closer to the game&#8217;s original vision, just with <i>more stuff</i>. Lots of neat features were added to this generator, until it started turning into a game.</p>
<p>And then I got suckered into building three combat engines, which culminated in a <a href="http://www.theplaywrite.com/zafehouse-2/its-here-grab-the-zafehouse-2-combat-demo/">solid tactical 2D game</a>. I&#8217;m actually happy with the result, and I have no doubt a fun game of some description could come of this project.</p>
<p>But again, it wouldn&#8217;t be Zafehouse.</p>
<p>After spending weeks contemplating the future of the game, I decided to follow my gut. As painful as it was to do, I shelved the Zafehouse 2 codebase and accepted it as the second prototype.</p>
<p>I then started on Zafehouse 2.5, scavenging a couple of chunks from Zafehouse 2 &#8211; the audio engine, random name generator and a few miscellaneous bits and bobs.</p>
<p>Yes, I&#8217;m essentially starting Zafehouse&#8217;s sequel from scratch, again. But the clarity of thought, purity of design, experience and elegance I&#8217;m bringing from Deadshed and Z2 are worth their weight in blood-stained gold. I&#8217;m finally happy, completely, with the direction the latest incarnation is taking and, for the first time in at least a year, I&#8217;m really enjoying working on the game. The inspiration and passion have returned, and these are by far the most potent qualities a developer can bring to a title.</p>
<p>So there you have it &#8211; an honest assessment and lowdown of the current state of the project. For everyone who&#8217;s stayed with the game, I can&#8217;t begin to thank you for putting up with the sparodic updates and procrastination. This year&#8217;s been hard on the game industry, particularly in Australia, both emotionally and financially. It&#8217;s good to be able to once again take a firm grasp of the fundamentals, the primal drive for <i>doing this thing</i>, and wield like a dwarven berserker would a mangled hatchet in the face of a stalwart, somewhat insane orc army.</p>
<p>As for tangibles, expect screenshots and gameplay details in the New Year. Until then, enjoy the holidays. :)</p>
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		<slash:comments>9</slash:comments>
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		<title>New 4e custom classes: Dark Swordmage, Elementalist, Berserker and Conductor</title>
		<link>http://www.theplaywrite.com/4edd/new-4e-custom-classes-dark-swordmage-elementalist-berserker-and-conductor/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=new-4e-custom-classes-dark-swordmage-elementalist-berserker-and-conductor</link>
		<comments>http://www.theplaywrite.com/4edd/new-4e-custom-classes-dark-swordmage-elementalist-berserker-and-conductor/#comments</comments>
		<pubDate>Thu, 23 Dec 2010 00:56:45 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[4e D&D]]></category>
		<category><![CDATA[Role playing]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[4e class creator]]></category>
		<category><![CDATA[4e power creator]]></category>
		<category><![CDATA[4e power toolkit]]></category>
		<category><![CDATA[c&c]]></category>
		<category><![CDATA[custom classes]]></category>

		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1091</guid>
		<description><![CDATA[Some new custom classes have made their way from the 4e Power Toolkit. Whether you&#8217;re looking for alternatives to the stock classes or inspiration to help you roll your own, be sure to check them out. Beserker Conductor Dark Swordmage Elementalist More custom 4e classes can be found here. No related posts.
No related posts.]]></description>
			<content:encoded><![CDATA[<p>Some new custom classes have made their way from the 4e Power Toolkit. Whether you&#8217;re looking for alternatives to the stock classes or inspiration to help you <a href="http://www.theplaywrite.com/dungeons-and-dragons/introducing-the-4e-power-toolkit-create-your-own-classes-races-powers-and-power-cards/">roll your own</a>, be sure to check them out.</p>
<p><a href="http://dnd.playwrite-blog.net/dnd/classes/00000026.htm">Beserker</a><br />
<a href="http://dnd.playwrite-blog.net/dnd/classes/00000024.htm">Conductor</a><br />
<a href="http://dnd.playwrite-blog.net/dnd/classes/00000027.htm">Dark Swordmage</a><br />
<a href="http://dnd.playwrite-blog.net/dnd/classes/00000035.htm">Elementalist</a></p>
<p>More custom 4e classes can be found <a href="http://www.theplaywrite.com">here</a>.</p>
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		<title>That new 4e Character Builder: Understanding the move to Silverlight</title>
		<link>http://www.theplaywrite.com/4edd/that-new-4e-character-builder-understanding-the-move-to-silverlight/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=that-new-4e-character-builder-understanding-the-move-to-silverlight</link>
		<comments>http://www.theplaywrite.com/4edd/that-new-4e-character-builder-understanding-the-move-to-silverlight/#comments</comments>
		<pubDate>Wed, 08 Dec 2010 04:51:00 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[4e D&D]]></category>
		<category><![CDATA[Role playing]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[character builder]]></category>
		<category><![CDATA[d&d]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[wizards]]></category>
		<category><![CDATA[wizards of the coast]]></category>
		<category><![CDATA[wotc]]></category>

		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1080</guid>
		<description><![CDATA[Recently, Wizards of the Coast announced it would discontinue support for the offline 4e Character Builder to make way for an online version powered by Silverlight, Microsoft&#8217;s competitor to Adobe&#8217;s Flash. A centralised location for the application. A single, online database that can be updated quickly and the changes reflected instantly to all users. A [...]
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			<content:encoded><![CDATA[<p>Recently, Wizards of the Coast announced it would discontinue support for the offline 4e Character Builder to make way for an <a href="http://community.wizards.com/go/thread/view/75882/26182233/November_16th_Release_for_Web-based_Character_Builder">online version</a> powered by <a href="http://www.silverlight.net/">Silverlight</a>, Microsoft&#8217;s competitor to Adobe&#8217;s Flash.</p>
<p>A centralised location for the application. A single, online database that can be updated quickly and the changes reflected instantly to all users. A cloud-based storage system so all your characters are available no matter where you are. Support for multiple platforms. These are the things the new CB promised.</p>
<p>Sadly for Wizards, not only was the reception to this news overwhelmingly negative, the <a href="http://community.wizards.com/go/thread/view/75882/26273861/Compiled_List_of_Errors">launch itself did not go smoothly. <a href="http://community.wizards.com/go/thread/view/75882/26272993/Web_CB_BUG__THREAD">Not at all</a>.</p>
<p>According to feedback from users on Wizards&#8217; forums, the online builder is slow, crashes constantly, delivers character sheets 100s of megabytes in size and has <i>less</i> homebrew support than the old CB. Commentary suggests that users of the new CB don&#8217;t feel like customers, but beta testers.</p>
<p>Perhaps the most controversial change is that you must have an active D&#038;D Insider subscription to use the online CB. So unless you pay every month, you can&#8217;t use the Builder. Essentially, it&#8217;s a big F-U to transient subscribers.</p>
<p>It would be fair to ask then, given the relative maturity of the old Character Builder, why Wizards felt the need to move it all online? Why go through the agony of yet another product launch, complete with teething issues, bugs, missing features and the wrath of customers?</p>
<p><span id="more-1080"></span>To cash up. </p>
<p>Sure, the new approach has benefits for players, but the strongest arguments for the online CB favour the business. No piracy and assured funds via subscriptions.</p>
<p><b>So, what if I like the old Character Builder?</b><br />
You&#8217;re in luck, actually. For the time being, anyway. First, some background.</p>
<p>Silverlight runs on .NET. The Character Builder also uses .NET. In addition, both use Windows Presentation Foundation (or WPF) for their user interfaces. WPF is an alternative and pseudo-replacement for Windows Forms, the default UI library for .NET Windows applications. </p>
<p>What this means is that a majority, if not all, of the backend code &#8211; the stuff that does the heavy lifting and is the most time-consuming to implement &#8211; could be ported to a Silverlight app. Heck, as both platforms can utilise WPF, some of the frontend could be ported too.</p>
<p>Say what you will about Silverlight, .NET and C#, these tools can be used to build responsive apps. Microsoft&#8217;s XNA Framework, which is used for games development on PC and Xbox 360, has C# as its favoured language. A game is probably one of the most demanding applications you can write, requiring constant optimisation and an eye of time-sensitivity. </p>
<p>I&#8217;m not saying .NET is perfect, but it&#8217;s not junk either. As the saying goes: Don&#8217;t blame the tools.</p>
<p>I should also mention Microsoft is not abandoning Silverlight &#8211; it&#8217;s hogwash. (Bad) Journalists love to quote out of context, and that&#8217;s what happened at PDC. Here&#8217;s a <a href="http://team.silverlight.net/announcement/pdc-and-silverlight/">blog post from Microsoft addressing the confusion</a>:</p>
<blockquote><p>The purpose of Silverlight has never been to replace HTML, but rather to do the things that HTML (and other technologies) can’t, and to do so in a way that’s easy for developers to use.  Silverlight enables great client app and media experiences.  It’s now installed on two-thirds of the world’s computers, and more than 600,000 developers currently build software using it.  Make no mistake; we’ll continue to invest in Silverlight and enable developers to build great apps and experiences with it in the future.</p></blockquote>
<p>The post admits the company&#8217;s strategy has &#8220;shifted&#8221;, but all this means is that it&#8217;s recognised that HTML5 is gaining momentum, and a lot of major players are supporting it. Go against this would be silly.</p>
<p><b>So&#8230; why Silverlight</b><br />
Along with being the path of least resistance, going online-only with the CB and using Silverlight as a frontend addressed two significant issues in Wizards&#8217; online and software strategy. The first was the lack of multiplatform support; Silverlight runs just as well on Windows and Mac.</p>
<p>The second, and likely what sealed the deal for Hasbro, Wizards&#8217; parent company, was eliminating piracy. As long as the CB could exist offline and fully-functional, there was little either company could do to prevent users from copying the hell out of it.</p>
<p>And, eventually, adding our own content.</p>
<p><b>Sticking with the offline Character Builder</b><br />
The CB&#8217;s assemblies are obsfucated with a commercial app called {smartassembly}. While this makes it incredibly difficult to discern the inner workings of the application, it didn&#8217;t stop one enthusiastic user from prying apart its innards. The result? <a href="http://www.theplaywrite.com/dungeons-and-dragons/adding-real-custom-content-to-the-4e-character-builder-can-it-be-done/">CBLoader</a>, an application that not only extracts the raw ruleset as XML, but can inject a custom ruleset into the program when it starts.</p>
<p>The silly thing is that CBLoader uses the CB&#8217;s own exposed routines to accomplish this &#8211; specifically those from a satellite library called ApplicationUpdate.Client.dll. Such is the insecurity of .NET. At least offline.</p>
<p>Now that Wizards has stopped updating (and I&#8217;m guessing supporting) the offline CB, CBLoader should work from now until forever. Already people have started putting together unofficial updates. Last time I checked, Dark Sun, Essentials and a couple of the latest Dragon mags are available. How long this community effort continues is dependent on a number of things; the offline CB has extensive modularity in its rules database, but major new features, such as Essentials and Dark Sun themes, will be difficult to replicate faithfully as the executable remains off-limits. Fortunately, a degree of support for these was included in the last official update (October, 2010).</p>
<p>There&#8217;s nothing stopping someone from coding a new offline frontend, however, if this situation eventuates.</p>
<p>Tracking down CBLoader and the unofficial updates is trivial. If you&#8217;ve been disenfranchised by Wizards&#8217; new software strategy, you don&#8217;t have to stop using the offline CB just yet.</p>
<p>No related posts.</p>]]></content:encoded>
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		<title>Updates?</title>
		<link>http://www.theplaywrite.com/general/updates/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=updates</link>
		<comments>http://www.theplaywrite.com/general/updates/#comments</comments>
		<pubDate>Tue, 16 Nov 2010 01:53:13 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[news]]></category>
		<category><![CDATA[update]]></category>
		<category><![CDATA[work]]></category>
		<category><![CDATA[Zafehouse]]></category>

		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1078</guid>
		<description><![CDATA[Very lazy of me, I must admit. One word: Work. Real life has kind of gobbled my time, just as I was making headway on Z2. It could be argued that I should be able to make time for the game, and that&#8217;s true, to a point. But Z2 needs large blocks of time spent [...]
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			<content:encoded><![CDATA[<p>Very lazy of me, I must admit.</p>
<p>One word: Work. Real life has kind of gobbled my time, just as I was making headway on Z2. It could be argued that I should be able to make time for the game, and that&#8217;s true, to a point. But Z2 needs large blocks of time spent on it for system implementation; chipping away at this sort of thing will only result in a &#8220;bitsy&#8221; game. It needs elegance, and that can only come from a holistic approach.</p>
<p>I will say that I&#8217;m seriously considering redoing combat. Again. The current system, while neat, takes away from what Zafehouse is all about. The game right now is about combat, and Zafehouse was never a combat simulator. I won&#8217;t be working on combat though once I get back to Z2. I&#8217;m keen to get the relationship systems up and running, as well as the survivor and safehouse stuff.</p>
<p>Combat will once again take the form of an event log, like the first game, but it will have a little more depth and interaction to it. But I want to stress that strategy and preparation are key in Zafehouse, not tactics. The current combat system does nothing to support this.</p>
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		<title>Adding real custom content to the 4e Character Builder: Can it be done?</title>
		<link>http://www.theplaywrite.com/dungeons-and-dragons/adding-real-custom-content-to-the-4e-character-builder-can-it-be-done/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=adding-real-custom-content-to-the-4e-character-builder-can-it-be-done</link>
		<comments>http://www.theplaywrite.com/dungeons-and-dragons/adding-real-custom-content-to-the-4e-character-builder-can-it-be-done/#comments</comments>
		<pubDate>Tue, 28 Sep 2010 03:24:51 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Advice/Tools]]></category>
		<category><![CDATA[Dungeons and Dragons]]></category>
		<category><![CDATA[Role playing]]></category>
		<category><![CDATA[4e]]></category>
		<category><![CDATA[4th edition]]></category>
		<category><![CDATA[character builder]]></category>
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		<category><![CDATA[homebrew]]></category>
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		<category><![CDATA[wizards of the coast]]></category>
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		<category><![CDATA[xml]]></category>

		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1068</guid>
		<description><![CDATA[Yes, and I&#8217;m going to tell you how. Actually, I&#8217;m just going to point you in the general direction. Disclaimer: I, in no way, condone or support reverse-engineering the Character Builder or its associated libraries. I also cannot condone redistribution of any Wizards-owned IP or content. The greatest failing of the official 4e Character Builder [...]
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			<content:encoded><![CDATA[<p><img src="http://www.theplaywrite.com/wp-content/uploads/2010/09/insight_1.png" class="centre">Yes, and I&#8217;m going to tell you how.</p>
<p>Actually, I&#8217;m just going to point you in the general direction.</p>
<p><b>Disclaimer:</b> I, in no way, condone or support reverse-engineering the Character Builder or its associated libraries. I also cannot condone redistribution of any Wizards-owned IP or content. </p>
<p>The greatest failing of the official 4e Character Builder from Wizards is its weak support for homebrew and custom content. For such a powerful and mature tool, it&#8217;s an incredible shortcoming. In addition, the recent (and second) delay to the September refresh of the CB highlighted the fact that players are at the mercy of Wizards for rules updates. Without WotC&#8217;s regular software support, the CB quickly falls out-of-sync with new books and Dragon/Dungeon magazines. For those on the cutting edge of the game, it&#8217;s fairly crippling.</p>
<p>Recently I came across a <a href="http://code.google.com/p/cbloader/">Google Code project called cbloader</a>. It&#8217;s a fairly simple C# application that decrypts the &#8220;combined.dnd40.encrypted&#8221; file, extracts the rules database from it and writes it out as XML. You can then use the app to instruct the CB to use the XML instead of the encrypted file for its ruleset. This XML is completely editable. At any time you can redirect the CB back to the encrypted file, so you can have a modified database and the original running in parallel.</p>
<p>In essence, it allows you to update the CB yourself, or put in proper custom rules fully supported by the application. With colours and bonuses and all.</p>
<p><span id="more-1068"></span>Obviously, if players could add their own content to the CB (including the official stuff) there would be little reason for them to purchase the monthly updates, except for major rule changes (such as with Essentials and the September CB refresh). That, and saving yourself the hassle of typing in all the new content, which is significant.</p>
<p>I&#8217;d like to clarify that I am not at all associated with cbloader &#8211; it&#8217;s just something I came across. If you&#8217;d like to take a look at it, go right ahead. I can tell you now, out of the box, it won&#8217;t work, and I don&#8217;t feel comfortable explaining how to fix it.</p>
<p>I will say that anyone with reasonable experience with programming, particularly C#, and some familiarity with reading and writing to process memory should be able to get it operational quickly, after which it will do exactly what it says on the tin. As for manipulating the XML itself, well, that&#8217;s another can of worms entirely.</p>
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		<title>It&#8217;s here! Grab the Zafehouse 2 combat demo</title>
		<link>http://www.theplaywrite.com/zafehouse-2/its-here-grab-the-zafehouse-2-combat-demo/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=its-here-grab-the-zafehouse-2-combat-demo</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/its-here-grab-the-zafehouse-2-combat-demo/#comments</comments>
		<pubDate>Sun, 19 Sep 2010 10:20:47 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[horror]]></category>
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		<category><![CDATA[zafehouse 2 combat demo]]></category>
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		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1042</guid>
		<description><![CDATA[Crazy to believe, isn&#8217;t it? For a while there I didn&#8217;t think it would ever happen, but, after a few hectic days of coding I&#8217;ve got it out. A few things, though: 1) It&#8217;s a demo! There&#8217;s probably 10 minutes of gameplay in this thing, tops. It&#8217;s just a taster, a sample. It&#8217;s not meant [...]
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			<content:encoded><![CDATA[<p><img src="http://www.theplaywrite.com/wp-content/uploads/2010/09/zh2demo2.jpg" class="centre">Crazy to believe, isn&#8217;t it? For a while there I didn&#8217;t think it would ever happen, but, after a few hectic days of coding I&#8217;ve got it out.</p>
<p>A few things, though:</p>
<p>1) It&#8217;s a demo! There&#8217;s probably 10 minutes of gameplay in this thing, tops. It&#8217;s just a taster, a sample. It&#8217;s not meant to be a whole game. I desperately wanted to let people know that yes, the game is still in development. The demo is also a platform to deliver feedback on the general feel and direction. Try not to nitpick, but don&#8217;t hesitate to <a href="http://forums.zafehouse.com/index.php/board,22.0.html">offer a comment or two</a>.</p>
<p>2) Read the readme! It contains a list of requirements. Before you start posting that you can&#8217;t get it working, make sure you&#8217;ve installed all the necessary software and are running the correct operating system. It should go without saying I can&#8217;t provide support for anyone running the game under emulation (WINE, VMWare, Mono, etc).</p>
<p>3) Speaking of reading, look at the demo tutorial! If you just jump into the game and are completely lost, be it on your own head. If you read the tutorial and still can&#8217;t make heads or tails of things, go ahead and fire some questions.</p>
<p>4) The download is around 8.5MB&#8230; just in case that&#8217;s going to bust your download limit for the month.</p>
<p>5) Performance. It&#8217;s not as fast as it could be, especially when you have a lot of overlapping awareness arcs. Optimising comes much later when the rest of the game is solid.</p>
<p>All I can think of for now. Will probably update this post as I remember stuff.</p>
<p>Download: <a href="http://downloads.zafehouse.com/zafehouse2/zh2_latest.zip">Zafehouse 2 combat demo</a></p>
<p><b><u>FAQ</u></b></p>
<p><b>When I run Zafehouse 2.exe I get an error about reading game values</b><br />
Download this replacement executable: <a href="http://downloads.zafehouse.com/zafehouse2/z2fix.zip">http://downloads.zafehouse.com/zafehouse2/z2fix.zip</a>. It should fix the problem.</p>
<p><b>When I run the game, I get an error about the audio subsystem</b><br />
To fix this, you&#8217;ll need to install the following files:</p>
<p><a href="http://slimdx.googlecode.com/files/SlimDX%20Runtime%20Net20%20%28June%202010%29.msi">SlimDX runtime</a><br />
<a href="http://www.microsoft.com/downloads/en/details.aspx?FamilyID=2da43d38-db71-4c1b-bc6a-9b6652cd92a3&#038;displaylang=en">The latest DirectX 9.0c runtime</a> (note that Windows Vista and Windows 7 do not come with DX9 by default, and having DX10 is not enough!). You can also try the <a href="http://www.microsoft.com/downloads/en/details.aspx?displaylang=en&#038;FamilyID=3b170b25-abab-4bc3-ae91-50ceb6d8fa8d">end-user runtime</a><br />
<a href="http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF">Microsoft Visual C++ 2008 runtime</a><br />
<a href="http://www.microsoft.com/downloads/en/details.aspx?FamilyID=32BC1BEE-A3F9-4C13-9C99-220B62A191EE">Microsoft Visual C++ 2005 runtime</a></p>
<p><b>I&#8217;m still getting errors!</b><br />
We can track down the exact problem using <a href="http://www.dependencywalker.com/depends22_x86.zip">Dependency Walker</a>. If you&#8217;re not afraid of a little techiness, download DW, run it and then drag the SlimDX.dll in the Zafehouse 2 directory into the program&#8217;s open window. It&#8217;ll tell you straight away what&#8217;s missing!</p>
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		<title>Staying up-to-date on Zafehouse 2</title>
		<link>http://www.theplaywrite.com/zafehouse-2/staying-up-to-date-on-zafehouse-2/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=staying-up-to-date-on-zafehouse-2</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/staying-up-to-date-on-zafehouse-2/#comments</comments>
		<pubDate>Fri, 17 Sep 2010 01:13:46 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
		<category><![CDATA[blog]]></category>
		<category><![CDATA[coding]]></category>
		<category><![CDATA[development]]></category>
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		<category><![CDATA[twitter]]></category>
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		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1036</guid>
		<description><![CDATA[I closing in on the tail end of the combat demo and there are no major features going in for the moment. As such, it feels odd doing posts on the blog when Twitter would serve as a much better medium for quick, small updates. So, if you&#8217;d like to keep abreast of developments, sign [...]
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			<content:encoded><![CDATA[<p><img src="http://www.theplaywrite.com/wp-content/uploads/2010/09/twitter.jpg" class="right">I closing in on the tail end of the combat demo and there are no major features going in for the moment. As such, it feels odd doing posts on the blog when Twitter would serve as a much better medium for quick, small updates.</p>
<p>So, if you&#8217;d like to keep abreast of developments, sign up to the Zafehouse Twitter feed: <a href="http://twitter.com/Zafehouse">http://twitter.com/Zafehouse</a>. For major features or changes, however, I&#8217;ll be writing them up here on the blog where there&#8217;s more than 140 characters to play with.</p>
<p>For those who haven&#8217;t been following Twitter, I&#8217;ve finished implementing the new, saner firing code and am charging ahead with the tutorials and general polish. </p>
<p>Not long now&#8230;</p>
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		<title>Zombie fading is&#8230; in!</title>
		<link>http://www.theplaywrite.com/zafehouse-2/zombie-fading-is-in/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=zombie-fading-is-in</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/zombie-fading-is-in/#comments</comments>
		<pubDate>Tue, 31 Aug 2010 00:05:16 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zafehouse 2]]></category>
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		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1028</guid>
		<description><![CDATA[Wasn&#8217;t happy with the way zombies would pop into view as you swept the room with your awareness arc. Thanks to some coding hoodoo, they now fade in quickly and fade out slowly. It&#8217;s a really nice effect I&#8217;m hoping to show off soon. The code also did something unexpected but extremely neat &#8211; zombies [...]
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			<content:encoded><![CDATA[<p>Wasn&#8217;t happy with the way zombies would pop into view as you swept the room with your awareness arc. Thanks to some coding hoodoo, they now fade in quickly and fade out slowly. It&#8217;s a really nice effect I&#8217;m hoping to show off soon.</p>
<p>The code also did something unexpected but extremely neat &#8211; zombies fade into view as they move adjacent to a survivor, so it looks like they&#8217;re coming out of a fog to attack you. It&#8217;s quite terrifying.</p>
<p>I know a lot of this sounds like gobbledygook as combat has changed so much since the initial video, but I wanted to let everyone know ZH2 is definitely alive. Well, as alive as a zombie game can be. Once you play the combat demo, it&#8217;ll all make sense. Trust me!</p>
<p>I&#8217;m moving onto the firing code tonight, because it&#8217;s been bugging me for a while now. I&#8217;m trying to figure out an <a href="http://www.theplaywrite.com/zafehouse-2/zafehouse-2-zombies-glow-red-now/">elegant solution to adding bursts into the existing system</a>, but I&#8217;m concerned I&#8217;ll need to rewrite it. Which would suck, as I&#8217;ve already rewritten it once.</p>
<p>Ah, to refactor or not refactor&#8230; that is the question!</p>
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		<title>Zafehouse 2: Zombies glow red now</title>
		<link>http://www.theplaywrite.com/zafehouse-2/zafehouse-2-zombies-glow-red-now/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=zafehouse-2-zombies-glow-red-now</link>
		<comments>http://www.theplaywrite.com/zafehouse-2/zafehouse-2-zombies-glow-red-now/#comments</comments>
		<pubDate>Thu, 26 Aug 2010 07:19:48 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
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		<category><![CDATA[Zombies]]></category>

		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1025</guid>
		<description><![CDATA[When you&#8217;re standing next to them. Just so you know which ones are going to bite you if you don&#8217;t move somewhere safer. I&#8217;m also adding a fade effect when you do room sweeps so zombies don&#8217;t &#8220;pop&#8221; when they appear and disappear. It just looks better. Fiddling around with the firing logic too. At [...]
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			<content:encoded><![CDATA[<p><img src="http://www.theplaywrite.com/wp-content/uploads/2010/08/redzombies.jpg" class="right">When you&#8217;re standing next to them. Just so you know which ones are going to bite you if you don&#8217;t move somewhere safer. I&#8217;m also adding a fade effect when you do room sweeps so zombies don&#8217;t &#8220;pop&#8221; when they appear and disappear. It just looks better.</p>
<p>Fiddling around with the firing logic too. At the moment, survivors try to guess how many shots it&#8217;ll take to kill each zombie in their line of sight, starting with the weakest. I thought it was cool until someone pointed out that it&#8217;s not realistic. At all. It&#8217;s also annoying when a survivor guesses a zombie should take two shots to kill, they fire those two shots and&#8230; one of them misses. Cue unexpected flesh-munching.</p>
<p>What (trained) people usually do when they fire a gun is use bursts. The new firing logic will go &#8220;Okay, I&#8217;m going to fire <i>x</i> rounds at the closest, weakest zombie I can see. If it dies, move onto something else. Otherwise, fire another burst&#8221;. The <i>x</i> is determined by the weapon and experience level of the survivor.</p>
<p>Once the combat demo is out, I&#8217;ll be curious to hear how people find the auto target selection/shooting done by survivors. I wanted to add more control, without entirely sacrificing the feel of the first game.</p>
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		<title>My old job is back on the market</title>
		<link>http://www.theplaywrite.com/industry-news/my-old-job-is-back-on-the-market/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=my-old-job-is-back-on-the-market</link>
		<comments>http://www.theplaywrite.com/industry-news/my-old-job-is-back-on-the-market/#comments</comments>
		<pubDate>Mon, 23 Aug 2010 07:52:51 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Industry news]]></category>
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		<category><![CDATA[david]]></category>
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		<guid isPermaLink="false">http://www.theplaywrite.com/?p=1021</guid>
		<description><![CDATA[David Wildgoose has decided to leave Kotaku AU after almost two years at the helm. Which means Allure&#8217;s on the hunt for a new editor. Hey, that&#8217;s totally something I could do! ;) Seriously though, the idea of going back to journalism is appealing. But, I know I&#8217;ve found my home in the games industry. [...]
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			<content:encoded><![CDATA[<p><img src="http://www.theplaywrite.com/wp-content/uploads/2010/08/kotaku_big.jpg" class="right">David Wildgoose has <a href="http://www.kotaku.com.au/2010/08/au-diary-searching-for-new-host/">decided to leave Kotaku AU</a> after almost two years at the helm. Which means Allure&#8217;s on the hunt for a new editor. Hey, that&#8217;s totally something I could do! ;)</p>
<p>Seriously though, the idea of going back to journalism is appealing. But, I know I&#8217;ve found my home in the games industry. It&#8217;s more fun to make &#8216;em than write about &#8216;em. At least for me &#8211; I think a few people get hooked on the freebies and junkets and lose sight of what being a journo (let alone a games journo) is all about.</p>
<p>It&#8217;s great when you accept that you want to move on; it&#8217;s even better when you actually do. That&#8217;s the hard part.</p>
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		<title>Best Dominion random card picker? Let&#8217;s find out</title>
		<link>http://www.theplaywrite.com/tools-and-utilities/best-dominion-random-card-picker-lets-find-out/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=best-dominion-random-card-picker-lets-find-out</link>
		<comments>http://www.theplaywrite.com/tools-and-utilities/best-dominion-random-card-picker-lets-find-out/#comments</comments>
		<pubDate>Sat, 21 Aug 2010 17:51:23 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Tools and utilities]]></category>
		<category><![CDATA[board games]]></category>
		<category><![CDATA[cards]]></category>
		<category><![CDATA[chooser]]></category>
		<category><![CDATA[dominion]]></category>
		<category><![CDATA[picker]]></category>
		<category><![CDATA[randomizer]]></category>
		<category><![CDATA[rio grande games]]></category>

		<guid isPermaLink="false">http://www.theplaywrite.com/?p=992</guid>
		<description><![CDATA[I&#8217;ve been playing Rio Grande&#8217;s Dominion for a few weeks now and it&#8217;s rather awesome. Donald X. Vaccarino&#8217;s deck-building card game features one of the most elegant mechanics I&#8217;ve ever seen &#8211; unlike Magic: The Gathering or Legend of the Five Rings, players construct their decks during the game and the base set (and expansions) [...]
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			<content:encoded><![CDATA[<p><img src="http://www.theplaywrite.com/wp-content/uploads/2010/08/dom_intro.jpg" class="centre">I&#8217;ve been playing Rio Grande&#8217;s <a href="http://www.riograndegames.com/games.html?id=278">Dominion</a> for a few weeks now and it&#8217;s rather awesome. Donald X. Vaccarino&#8217;s deck-building card game features one of the most elegant mechanics I&#8217;ve ever seen &#8211; unlike Magic: The Gathering or Legend of the Five Rings, players construct their decks <i>during the game</i> and the base set (and expansions) come with all the cards you need so you&#8217;re not shelling out megabucks every six months for boosters.</p>
<p>Once you&#8217;ve gone through the recommended setups, you&#8217;ll hunger for a random draw of kingdom cards. Now, you can shuffle and use the included template cards to come up with a fresh combination&#8230; or you can jump online and have a website do it for you in seconds.</p>
<p>Sure enough, more than a few people have constructed online Dominion card randomisers and, inevitably, not all turned out equal. I&#8217;ve written a couple of short reviews of the ones I&#8217;ve found, and ranked them from worst to best.</p>
<p>So, if you&#8217;re curious as to which randomiser you should be using, hit the jump!</p>
<p><span id="more-992"></span><b>#5: Card Picker &#8211; Dominion</b><br />
Website: <a href="http://www.irkeninvader.com/cardpicker/dominion">www.irkeninvader.com/cardpicker/dominion</a></p>
<p><img src="http://www.theplaywrite.com/wp-content/uploads/2010/08/dom_site4.jpg" class="centre">Going to have to mark this one down immediately for only providing the base set, Intrigue and a few of the promo cards and options. Without Seaside, it&#8217;s a little useless for those with all of the currently released sets.</p>
<p>It&#8217;s definitely phone-friendly, in terms of bandwidth and presentation, but on a proper PC it&#8217;s spartan. The text-only presentation is alright, but the images on other sites makes recognition that much quicker. I do appreciate the small icons to the left of the cards that identify attack, victory and normal kingdom cards; at a glance you can see what the general mix is and reshuffle if necessary.</p>
<p>If you scroll down, you can select the type of randomisation and whether reaction cards should be picked if an attack card is chosen. There&#8217;s also an option not found on other sites &#8211; making sure cards with costs of 2, 3, 4 and 5 are available for a good distribution of prices.</p>
<p>Sadly, that&#8217;s about all it has going for it and, as I said, the lack of a Seaside checkbox hampers it severely.</p>
<p><b>#4: Dominion: Random Card Selector</b><br />
Website: <a href="http://www.craftycoder.com/randomDominion.htm">www.craftycoder.com/randomDominion.htm</a></p>
<p><img src="http://www.theplaywrite.com/wp-content/uploads/2010/08/dom_site5.jpg" class="centre"></p>
<p>Well, it should look great on a phone but, otherwise, this one ain&#8217;t so hot. While all the current expansions are included, you can&#8217;t combine more than two. This means it&#8217;s either the base set plus Intrigue or Seaside, or Intrigue plus Seaside. Yes, those are &#8220;ors&#8221;; the randomiser won&#8217;t let you combine the base set, Seaside and Intrigue together.</p>
<p>It&#8217;s fast to generate cards, and there&#8217;s a text summary followed by the card images. But the lack of configuration options kills it as a realistic choice.</p>
<p><b>#3 Dominion Deck Builder</b><br />
Website: <a href="http://www.dominiondeck.com/">www.dominiondeck.com</a></p>
<p><img src="http://www.theplaywrite.com/wp-content/uploads/2010/08/dom_site3.jpg" class="centre">Here&#8217;s a site dedicated to Dominion decks. Sweet, I say, but how&#8217;s your random generator?</p>
<p>Presentation is good, as good as other sites which provide image results. All the sets are available for inclusion, as are card types. It&#8217;s confusing at first glance &#8211; am I selecting card types to include or exclude? Playing around with these checkboxes determined it&#8217;s the former, so only selecting say, reaction cards, results in an unplayable set of two cards. Not the best default behaviour.</p>
<p>There&#8217;s a save button if you&#8217;re willing to register, and hitting back on your browser gives you the previous set, but the actual card generation feels sluggish. It&#8217;s not painful really, but compared to the other sites, it&#8217;s slow. There&#8217;s also no way to apply rules to set generation, so you can&#8217;t depend on reaction cards being available for attacks or trash cards for disposing of curses.</p>
<p>A nifty, but not amazing feature found here is the ability to hover over cards and get a clear text description of the card in question.</p>
<p>Conclusion? Competent, but not snappy enough if you want to charge through random sets. The lack of filtering options and the silly combos you can produce on initial usage put it behind Zack&#8217;s generator and the Dominion Card Picker.</p>
<p><b>#2: Dominion Card Picker</b><br />
Website: <a href="http://www.chrisdouglas.ca/games/dominion/">www.chrisdouglas.ca/games/dominion</a></p>
<p><img src="http://www.theplaywrite.com/wp-content/uploads/2010/08/dom_site2.jpg" class="centre">This randomiser is of similar appearance to Zack&#8217;s; in fact, the page says Hiwiller&#8217;s effort was an inspiration. Functionally though it&#8217;s a bit different, but not wildly so.</p>
<p>The most notable addition is the pre-generated set dropdown, which throws up a selection of cards that should play well together. It even includes the recommended sets from the manuals. I&#8217;m not sure where the rest are sourced from (some are from <a href="http://www.boardgamegeek.com">BoardGameGeek</a>), but there&#8217;s an extensive range of excellent choices.</p>
<p>While it allows you to select which sets to include in the random generation, the only specific condition you can set is whether reaction cards should be included if at least one attack card is chosen. It&#8217;s better than Zack&#8217;s generator, in that it allows for reactions other than Moat, but Moat is probably the strongest reaction in that it prevents the effects of an attack completely. So it&#8217;s more of a side-grade in terms of features.</p>
<p>The outputted card images are a little on the small side, but it&#8217;s not like you&#8217;re playing with them. The resolution is more than good enough to see what cards have been selected, so it&#8217;s a minor complaint, if one at all. What I love is that it&#8217;s by far the snappiest generator &#8211; once all the images have been cached results appear straight away when you request a reshuffle.</p>
<p>Overall, it&#8217;s nice, slick and quick. I&#8217;d like more options to filter the cards, but I&#8217;m sure there are players that will appreciate the simplicity.</p>
<p><b>#1: Dominion Card Randomizer</b><br />
Website: <a href="http://www.hiwiller.com/dominion/">www.hiwiller.com/dominion</a></p>
<p><img src="http://www.theplaywrite.com/wp-content/uploads/2010/08/dom_site1.jpg" class="centre">Zack Hiwiller (or more accurately, his blog) introduced me to Dominion, and for that I am massively thankful. It should come as no surprise then, that his Dominion Card Randomizer was the first kingdom card selector I came across and used.</p>
<p>It&#8217;s served our group well and for a while, we thought it was the only selector that existed. It was only disappointment with a few of its capabilities that made us search for a better one.</p>
<p>But, I&#8217;m getting ahead of myself. Zack&#8217;s randomiser has a lot going for it. You can select any combination of sets, including the unreleased Prosperity expansion and the promo cards. Cards can be ordered by cost or alphabetically, with the former handy for quickly placing cards on the table sensibly. Low-bandwidth or image-averse users can choose to display titles only in the final result, and if you&#8217;re after a playable set, you can make sure cards with extra buys, actions and attacks are available. There&#8217;s also a checkbox to make sure Moat is included if one or more attack cards are.</p>
<p>The output produced is to the point, with images displayed for all the cards. A nice touch is coloured borders so you can easily see which sets the cards are from. Buttons allow you to deal another ten cards, or start over with new options.</p>
<p>The randomiser is also phone-friendly, but I&#8217;ve only read this anecdotally.</p>
<p>What lets the randomiser down is the inability to use the back button to review a previous selection, a side-effect of using code to update the page without refreshing. The &#8220;provide a trash card&#8221; option also doesn&#8217;t guarantee a card that trashes other cards, just one that has trashing as part of its functionality (like Feast or Mining Village).</p>
<p>Besides these niggles, it&#8217;s great. Implementing a &#8220;save set&#8221; option, or at least the ability to hit the back button to see the previous set of generated cards, and an option to have a trash card that can get rid of unwanted cards would make it perfect. As it stands, it&#8217;s still the best of the lot.</p>
<p><b>Conclusion:</b> I&#8217;m going to go with Zack&#8217;s generator (#1) for creating random sets. However, if you&#8217;re after a compiled list of custom-made sets that play well, check out the Dominion Card Picker (#2).</p>
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		<title>Pizza, zombies and&#8230; kiwis?</title>
		<link>http://www.theplaywrite.com/zombies/pizza-zombies-and-kiwis/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=pizza-zombies-and-kiwis</link>
		<comments>http://www.theplaywrite.com/zombies/pizza-zombies-and-kiwis/#comments</comments>
		<pubDate>Fri, 13 Aug 2010 06:14:02 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Zombies]]></category>
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		<description><![CDATA[This series of interactive YouTube videos straight from New Zealand puts you in the shoes of a pizza delivery dude stuck in a zombie-infested city. I&#8217;ve seen it described as &#8220;Zombieland meets Beached As&#8221; and, having watched a few clips, it&#8217;s a darn accurate assessment. Could my homeland be any more awesome? Probably, but not [...]
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<p>This series of interactive YouTube videos straight from New Zealand puts you in the shoes of a pizza delivery dude stuck in a zombie-infested city. I&#8217;ve seen it described as &#8220;Zombieland meets Beached As&#8221; and, having watched a few clips, it&#8217;s a darn accurate assessment.</p>
<p>Could my homeland be any more awesome? Probably, but not by much.</p>
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