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	<title>Comments on: </title>
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	<link>https://mm.soldat.pl/development-log/943</link>
	<description>Michał Marcinkowski&#039;s: Gamedev Log &#38; Articles</description>
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		<title>By: Makron666</title>
		<link>https://mm.soldat.pl/development-log/943/comment-page-1#comment-128464</link>
		<dc:creator><![CDATA[Makron666]]></dc:creator>
		<pubDate>Sun, 17 Jan 2010 03:36:30 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/943#comment-128464</guid>
		<description><![CDATA[Yea, a flame thrower that spews fire across a room and through holes would be sick, you could really go crazy.
@Gnoblar.. Those writing skill sure are awesome, keep up the good work.]]></description>
		<content:encoded><![CDATA[<p>Yea, a flame thrower that spews fire across a room and through holes would be sick, you could really go crazy.<br />
@Gnoblar.. Those writing skill sure are awesome, keep up the good work.</p>
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		<title>By: Tenshi</title>
		<link>https://mm.soldat.pl/development-log/943/comment-page-1#comment-128451</link>
		<dc:creator><![CDATA[Tenshi]]></dc:creator>
		<pubDate>Sun, 17 Jan 2010 00:41:38 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/943#comment-128451</guid>
		<description><![CDATA[An animation would be cool for when he falls off the map, like desperately moving his arms.]]></description>
		<content:encoded><![CDATA[<p>An animation would be cool for when he falls off the map, like desperately moving his arms.</p>
]]></content:encoded>
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		<title>By: ZeroGravity</title>
		<link>https://mm.soldat.pl/development-log/943/comment-page-1#comment-128418</link>
		<dc:creator><![CDATA[ZeroGravity]]></dc:creator>
		<pubDate>Sat, 16 Jan 2010 19:40:32 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/943#comment-128418</guid>
		<description><![CDATA[I&#039;m not trying to speak for MM or anything but I think regardless of your suggestions on what he should add into the game, i&#039;m sure MM is going to follow his own vision or plan...........add a flamethrower!!!!!]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m not trying to speak for MM or anything but I think regardless of your suggestions on what he should add into the game, i&#8217;m sure MM is going to follow his own vision or plan&#8230;&#8230;&#8230;..add a flamethrower!!!!!</p>
]]></content:encoded>
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		<title>By: Profesh</title>
		<link>https://mm.soldat.pl/development-log/943/comment-page-1#comment-128409</link>
		<dc:creator><![CDATA[Profesh]]></dc:creator>
		<pubDate>Sat, 16 Jan 2010 18:11:54 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/943#comment-128409</guid>
		<description><![CDATA[Incidentally, I appreciate that the featured gun-sound is likely to be a placeholder, but I&#039;ve an extensive library if you require something more authentic.]]></description>
		<content:encoded><![CDATA[<p>Incidentally, I appreciate that the featured gun-sound is likely to be a placeholder, but I&#8217;ve an extensive library if you require something more authentic.</p>
]]></content:encoded>
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	<item>
		<title>By: Profesh</title>
		<link>https://mm.soldat.pl/development-log/943/comment-page-1#comment-128394</link>
		<dc:creator><![CDATA[Profesh]]></dc:creator>
		<pubDate>Sat, 16 Jan 2010 16:46:37 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/943#comment-128394</guid>
		<description><![CDATA[The animation has come along in leaps and bounds since your last demonstration (if you&#039;ll forgive my pun). Just a few pointers:

- Currently, traversing narrow tracts of extremely uneven terrain (e.g. 1:29; 1:36) doesn&#039;t suggest a commensurate degree of physical effort, or serve to impede your avatar&#039;s forward motion as one would reasonably expect.
- The transition from running to walking (and vice-versa) ought to be more gradual; characters attempting rapid deceleration should experience momentum proportionately (thus the trade-off between raw speed and finesse, which could yield some interesting gameplay possibilities). Further to this, the character&#039;s torso should tilt appropriately.
- The gun-stance is much more convincing, but he still aims with his wrists rather than with his arms.

Otherwise, excellent; I look forward to your next offering.]]></description>
		<content:encoded><![CDATA[<p>The animation has come along in leaps and bounds since your last demonstration (if you&#8217;ll forgive my pun). Just a few pointers:</p>
<p>&#8211; Currently, traversing narrow tracts of extremely uneven terrain (e.g. 1:29; 1:36) doesn&#8217;t suggest a commensurate degree of physical effort, or serve to impede your avatar&#8217;s forward motion as one would reasonably expect.<br />
&#8211; The transition from running to walking (and vice-versa) ought to be more gradual; characters attempting rapid deceleration should experience momentum proportionately (thus the trade-off between raw speed and finesse, which could yield some interesting gameplay possibilities). Further to this, the character&#8217;s torso should tilt appropriately.<br />
&#8211; The gun-stance is much more convincing, but he still aims with his wrists rather than with his arms.</p>
<p>Otherwise, excellent; I look forward to your next offering.</p>
]]></content:encoded>
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		<title>By: Gnoblar</title>
		<link>https://mm.soldat.pl/development-log/943/comment-page-1#comment-128385</link>
		<dc:creator><![CDATA[Gnoblar]]></dc:creator>
		<pubDate>Sat, 16 Jan 2010 15:48:36 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/943#comment-128385</guid>
		<description><![CDATA[Well MM you&#039;ve been listening to your fans and made it so when you run  you don&#039;t look like a goose, you hold your gun in a running pose, and when you slow   down you aim it, I like that. I like that a lot. 

MM; A few things:

1) I think a little more of a fluid &quot;swing&quot; when you jump onto a ledge would be better. 

2) I like the fact that there are no miniguns or handheld weapons of destruction, I like that, it leaves me with a question; Will we see some dreadnoughts/warjacks/juggernauts/mechs? I mean, clearly there is going to
be some awesome firefights in the buildings, but the entire reason I am pumped for this game is the street combat. Will we see combat on the streets? Like dashing from a bombed out shell of a building that is only walls and no roof across a street with sniper fire whistleing past and auto guns raking the ground with their auto targeting. Underground in the sewers and cave complexes robots and humans alike try and flank or attack the enemy from the rear. 

On these war torn streets will there be hulking metal battle dreadnoughts, like the ones we see in Warhammer or better yet, Warmachine. Small, humanoid battlemechs that roam the streets, player controlled with rocket pods and heavy concrete busting .50 cal machine guns ripping asphalt to threads. It&#039;d be frickin awesome. Smoke spewing war machines wreaking havoc on wartorn streets. You like bullet slugging and the like MM so I think you&#039;d like this kinda thing. 

I hope it&#039;s not all internal close combat. I want street fighting! Building to building combat.

3) What game modes will there be? I think a king of the hill type game mode would be sweet with a church or citadel being the hill and teams in either side vying for control, there should be a large bulidung either side for use as an OP and sniper spot. Then assault troopers move in for the kill. 

Just for an idea.

4) I could write down a nice narrative for link-reads story if you give me the just of it. I&#039;m talking about a two to three page story. It&#039;d be cool and action filled. 

If you want a preview of my writing skills, just email
me.

5) How many players will this game involve and also how many AI will there be per team? 

I&#039;d prefer it if you had a small team of four to command and there are platoons if AI running around ON THEIR OWN ACCORD fighting around the city whilst you have to complete you&#039;re objectives such as destroy the radio tower, and you have to push through the warring AI and get to the tower whilst your opponents fight through their frontline to prevent you. 

I dunno. Just a concept. I want all out war in a ruined city. 

But this is your game.

Well I await your reply.]]></description>
		<content:encoded><![CDATA[<p>Well MM you&#8217;ve been listening to your fans and made it so when you run  you don&#8217;t look like a goose, you hold your gun in a running pose, and when you slow   down you aim it, I like that. I like that a lot. </p>
<p>MM; A few things:</p>
<p>1) I think a little more of a fluid &#8220;swing&#8221; when you jump onto a ledge would be better. </p>
<p>2) I like the fact that there are no miniguns or handheld weapons of destruction, I like that, it leaves me with a question; Will we see some dreadnoughts/warjacks/juggernauts/mechs? I mean, clearly there is going to<br />
be some awesome firefights in the buildings, but the entire reason I am pumped for this game is the street combat. Will we see combat on the streets? Like dashing from a bombed out shell of a building that is only walls and no roof across a street with sniper fire whistleing past and auto guns raking the ground with their auto targeting. Underground in the sewers and cave complexes robots and humans alike try and flank or attack the enemy from the rear. </p>
<p>On these war torn streets will there be hulking metal battle dreadnoughts, like the ones we see in Warhammer or better yet, Warmachine. Small, humanoid battlemechs that roam the streets, player controlled with rocket pods and heavy concrete busting .50 cal machine guns ripping asphalt to threads. It&#8217;d be frickin awesome. Smoke spewing war machines wreaking havoc on wartorn streets. You like bullet slugging and the like MM so I think you&#8217;d like this kinda thing. </p>
<p>I hope it&#8217;s not all internal close combat. I want street fighting! Building to building combat.</p>
<p>3) What game modes will there be? I think a king of the hill type game mode would be sweet with a church or citadel being the hill and teams in either side vying for control, there should be a large bulidung either side for use as an OP and sniper spot. Then assault troopers move in for the kill. </p>
<p>Just for an idea.</p>
<p>4) I could write down a nice narrative for link-reads story if you give me the just of it. I&#8217;m talking about a two to three page story. It&#8217;d be cool and action filled. </p>
<p>If you want a preview of my writing skills, just email<br />
me.</p>
<p>5) How many players will this game involve and also how many AI will there be per team? </p>
<p>I&#8217;d prefer it if you had a small team of four to command and there are platoons if AI running around ON THEIR OWN ACCORD fighting around the city whilst you have to complete you&#8217;re objectives such as destroy the radio tower, and you have to push through the warring AI and get to the tower whilst your opponents fight through their frontline to prevent you. </p>
<p>I dunno. Just a concept. I want all out war in a ruined city. </p>
<p>But this is your game.</p>
<p>Well I await your reply.</p>
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	<item>
		<title>By: Tenshi</title>
		<link>https://mm.soldat.pl/development-log/943/comment-page-1#comment-128313</link>
		<dc:creator><![CDATA[Tenshi]]></dc:creator>
		<pubDate>Sat, 16 Jan 2010 08:07:14 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/943#comment-128313</guid>
		<description><![CDATA[Oh yeah, a clear/clean(so without background etc) mini-map would be a great addition.]]></description>
		<content:encoded><![CDATA[<p>Oh yeah, a clear/clean(so without background etc) mini-map would be a great addition.</p>
]]></content:encoded>
	</item>
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		<title>By: Makron666</title>
		<link>https://mm.soldat.pl/development-log/943/comment-page-1#comment-128243</link>
		<dc:creator><![CDATA[Makron666]]></dc:creator>
		<pubDate>Sat, 16 Jan 2010 00:20:55 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/943#comment-128243</guid>
		<description><![CDATA[@Tenshi.. If you were playing a 1 life game, what are the chances you would screw around? Personally i would just kill them, not shoot there leg. Although LD might turn out different, then shooting legs and hiding up a wall would require the victim to scream for a medic which you could also kill.. That leads me to an idea: Chat Commands eg. &quot;Come here, im wounded /LOCATE&quot; would display said message, aswell as a little beacon on the mini-map or side of screen, to show the senders location.]]></description>
		<content:encoded><![CDATA[<p>@Tenshi.. If you were playing a 1 life game, what are the chances you would screw around? Personally i would just kill them, not shoot there leg. Although LD might turn out different, then shooting legs and hiding up a wall would require the victim to scream for a medic which you could also kill.. That leads me to an idea: Chat Commands eg. &#8220;Come here, im wounded /LOCATE&#8221; would display said message, aswell as a little beacon on the mini-map or side of screen, to show the senders location.</p>
]]></content:encoded>
	</item>
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		<title>By: TLD</title>
		<link>https://mm.soldat.pl/development-log/943/comment-page-1#comment-128216</link>
		<dc:creator><![CDATA[TLD]]></dc:creator>
		<pubDate>Fri, 15 Jan 2010 21:01:37 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/943#comment-128216</guid>
		<description><![CDATA[MOAR GAMEPLAY PLEASE,

seriously, make some classes and get the RTS part working....]]></description>
		<content:encoded><![CDATA[<p>MOAR GAMEPLAY PLEASE,</p>
<p>seriously, make some classes and get the RTS part working&#8230;.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Loafer</title>
		<link>https://mm.soldat.pl/development-log/943/comment-page-1#comment-128215</link>
		<dc:creator><![CDATA[Loafer]]></dc:creator>
		<pubDate>Fri, 15 Jan 2010 20:59:36 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/943#comment-128215</guid>
		<description><![CDATA[What about falling when you&#039;re climbing and get shot in the hand? I doubt you&#039;d be able to hold on after that.]]></description>
		<content:encoded><![CDATA[<p>What about falling when you&#8217;re climbing and get shot in the hand? I doubt you&#8217;d be able to hold on after that.</p>
]]></content:encoded>
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