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	<title>Comments on: </title>
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	<link>https://mm.soldat.pl/development-log/1023</link>
	<description>Michał Marcinkowski&#039;s: Gamedev Log &#38; Articles</description>
	<lastBuildDate>Tue, 24 Mar 2026 04:51:11 +0000</lastBuildDate>
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		<title>By: PHeMoX</title>
		<link>https://mm.soldat.pl/development-log/1023/comment-page-1#comment-146638</link>
		<dc:creator><![CDATA[PHeMoX]]></dc:creator>
		<pubDate>Tue, 23 Mar 2010 13:53:56 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1023#comment-146638</guid>
		<description><![CDATA[( Oh, and as for the medkits, whatever you do, don&#039;t get tempted by the latest hype of restoring health automatically when not in sight or under fire.. that is lame! We need strategically placed medkits! )]]></description>
		<content:encoded><![CDATA[<p>( Oh, and as for the medkits, whatever you do, don&#8217;t get tempted by the latest hype of restoring health automatically when not in sight or under fire.. that is lame! We need strategically placed medkits! )</p>
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		<title>By: PHeMoX</title>
		<link>https://mm.soldat.pl/development-log/1023/comment-page-1#comment-146636</link>
		<dc:creator><![CDATA[PHeMoX]]></dc:creator>
		<pubDate>Tue, 23 Mar 2010 13:51:42 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1023#comment-146636</guid>
		<description><![CDATA[Very awesome indeed! I&#039;ve lost all doubt, this game will become incredible!]]></description>
		<content:encoded><![CDATA[<p>Very awesome indeed! I&#8217;ve lost all doubt, this game will become incredible!</p>
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		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/1023/comment-page-1#comment-146492</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Mon, 22 Mar 2010 09:48:55 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1023#comment-146492</guid>
		<description><![CDATA[&lt;i&gt;what about making ´traps´ in the map.. like, a wall that falls apart when somebody is below it&lt;/i&gt;

That&#039;s a pretty neat idea. It&#039;s the main element in that SNES game Outpixies. I&#039;ll think about it certainly.

Poersch:&lt;i&gt;Perhaps random movement behavior, like slowly stepping forward/backward&lt;/i&gt;

Could you elaborate?

&lt;i&gt;How moddable are the AI settings?&lt;/i&gt;

An AI that is larger and is something different than the soldier will require different paths. The same with a soldier with different settings. If the soldier is smaller or larger, or jumps farther or has the ability to climb walls he&#039;ll need a different set of paths. And it is very easy to do currently. I think it&#039;s the beauty of procedurally generated map waypoints because you can change them in a matter of minutes. The only problem now is that these paths require a lot of memory but we&#039;ll see how it goes.]]></description>
		<content:encoded><![CDATA[<p><i>what about making ´traps´ in the map.. like, a wall that falls apart when somebody is below it</i></p>
<p>That&#8217;s a pretty neat idea. It&#8217;s the main element in that SNES game Outpixies. I&#8217;ll think about it certainly.</p>
<p>Poersch:<i>Perhaps random movement behavior, like slowly stepping forward/backward</i></p>
<p>Could you elaborate?</p>
<p><i>How moddable are the AI settings?</i></p>
<p>An AI that is larger and is something different than the soldier will require different paths. The same with a soldier with different settings. If the soldier is smaller or larger, or jumps farther or has the ability to climb walls he&#8217;ll need a different set of paths. And it is very easy to do currently. I think it&#8217;s the beauty of procedurally generated map waypoints because you can change them in a matter of minutes. The only problem now is that these paths require a lot of memory but we&#8217;ll see how it goes.</p>
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	<item>
		<title>By: Marc McMillon</title>
		<link>https://mm.soldat.pl/development-log/1023/comment-page-1#comment-146468</link>
		<dc:creator><![CDATA[Marc McMillon]]></dc:creator>
		<pubDate>Sun, 21 Mar 2010 23:28:11 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1023#comment-146468</guid>
		<description><![CDATA[Looks like it coming along pretty good.]]></description>
		<content:encoded><![CDATA[<p>Looks like it coming along pretty good.</p>
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		<title>By: Snow</title>
		<link>https://mm.soldat.pl/development-log/1023/comment-page-1#comment-146373</link>
		<dc:creator><![CDATA[Snow]]></dc:creator>
		<pubDate>Sun, 21 Mar 2010 03:51:03 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1023#comment-146373</guid>
		<description><![CDATA[I have a question. How moddable are the AI settings? I&#039;m sure I&#039;ve asked that before, but forgotten. :( For instance, if you had the player (human) pitted against say a much larger, stronger mechanized AI - I dunno, say some 4-legged thing with a big cannon on it. 

For something like that, you&#039;d want it to know it was larger and faster, however would have to navigate differently, couldn&#039;t jump gaps that smaller, lighter AI might and also react appropriately to what a human might do. A large machine would be easier to ambush, so perhaps it prefers to stay in buildings with low ceilings, forcing the player to have to put themselves in danger to get close to it to kill it.]]></description>
		<content:encoded><![CDATA[<p>I have a question. How moddable are the AI settings? I&#8217;m sure I&#8217;ve asked that before, but forgotten. <img src="https://mm.soldat.pl/wp-includes/images/smilies/frownie.png" alt=":(" class="wp-smiley" style="height: 1em; max-height: 1em;" /> For instance, if you had the player (human) pitted against say a much larger, stronger mechanized AI &#8211; I dunno, say some 4-legged thing with a big cannon on it. </p>
<p>For something like that, you&#8217;d want it to know it was larger and faster, however would have to navigate differently, couldn&#8217;t jump gaps that smaller, lighter AI might and also react appropriately to what a human might do. A large machine would be easier to ambush, so perhaps it prefers to stay in buildings with low ceilings, forcing the player to have to put themselves in danger to get close to it to kill it.</p>
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	<item>
		<title>By: Underline</title>
		<link>https://mm.soldat.pl/development-log/1023/comment-page-1#comment-146344</link>
		<dc:creator><![CDATA[Underline]]></dc:creator>
		<pubDate>Sat, 20 Mar 2010 23:23:13 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1023#comment-146344</guid>
		<description><![CDATA[Hey MM, what about making ´traps´ in the map.. like, a wall that falls apart when somebody is below it, some pipes that explode when you fire at it. Or some advanced stuff like you can shoot at a ceiling and it falls apart..
is that possible with the current engine?]]></description>
		<content:encoded><![CDATA[<p>Hey MM, what about making ´traps´ in the map.. like, a wall that falls apart when somebody is below it, some pipes that explode when you fire at it. Or some advanced stuff like you can shoot at a ceiling and it falls apart..<br />
is that possible with the current engine?</p>
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	<item>
		<title>By: Clawbug</title>
		<link>https://mm.soldat.pl/development-log/1023/comment-page-1#comment-146329</link>
		<dc:creator><![CDATA[Clawbug]]></dc:creator>
		<pubDate>Sat, 20 Mar 2010 20:50:53 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1023#comment-146329</guid>
		<description><![CDATA[@Profesh: Maybe because there are more important things to deal with first?

All I want MM to say is &quot;War. War never changes.&quot;. ;)]]></description>
		<content:encoded><![CDATA[<p>@Profesh: Maybe because there are more important things to deal with first?</p>
<p>All I want MM to say is &#8220;War. War never changes.&#8221;. 😉</p>
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	<item>
		<title>By: Profesh</title>
		<link>https://mm.soldat.pl/development-log/1023/comment-page-1#comment-146303</link>
		<dc:creator><![CDATA[Profesh]]></dc:creator>
		<pubDate>Sat, 20 Mar 2010 17:54:00 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1023#comment-146303</guid>
		<description><![CDATA[It looks good, but why do the characters still aim with their wrists?]]></description>
		<content:encoded><![CDATA[<p>It looks good, but why do the characters still aim with their wrists?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Gnoblar</title>
		<link>https://mm.soldat.pl/development-log/1023/comment-page-1#comment-146238</link>
		<dc:creator><![CDATA[Gnoblar]]></dc:creator>
		<pubDate>Sat, 20 Mar 2010 05:29:54 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1023#comment-146238</guid>
		<description><![CDATA[Everyone needs to keep in mind that there&#039;s a lot of placeholder stuff in there eg the sounds.

I really like what I&#039;m seeing but you still haven&#039;t made the bots able to handle more than one opponent.

Please make the next video have at least three bots and then you.]]></description>
		<content:encoded><![CDATA[<p>Everyone needs to keep in mind that there&#8217;s a lot of placeholder stuff in there eg the sounds.</p>
<p>I really like what I&#8217;m seeing but you still haven&#8217;t made the bots able to handle more than one opponent.</p>
<p>Please make the next video have at least three bots and then you.</p>
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	<item>
		<title>By: Poersch</title>
		<link>https://mm.soldat.pl/development-log/1023/comment-page-1#comment-146233</link>
		<dc:creator><![CDATA[Poersch]]></dc:creator>
		<pubDate>Sat, 20 Mar 2010 04:43:52 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1023#comment-146233</guid>
		<description><![CDATA[Destructible terrain would be pretty cool, I missed that in Soldat.

Perhaps random movement behavior, like slowly stepping forward/backward, would create a more human like feeling.]]></description>
		<content:encoded><![CDATA[<p>Destructible terrain would be pretty cool, I missed that in Soldat.</p>
<p>Perhaps random movement behavior, like slowly stepping forward/backward, would create a more human like feeling.</p>
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