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	<title>Comments on: </title>
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	<link>https://mm.soldat.pl/uncategorized/607</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: niko šveikovsky</title>
		<link>https://mm.soldat.pl/uncategorized/607/comment-page-1#comment-113812</link>
		<dc:creator><![CDATA[niko šveikovsky]]></dc:creator>
		<pubDate>Sat, 24 Oct 2009 05:13:18 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=607#comment-113812</guid>
		<description><![CDATA[I always thought that Soldat&#039;s realistic mode would be improved if the out-of-sight areas were shaded slightly. Perhaps only the out-of-sight yet open areas in LD could be slightly coloured? By that, I mean have a visual difference between out-of-sight positive space (walls) and negative space (fighting area). Sorry for the lack of clarity.]]></description>
		<content:encoded><![CDATA[<p>I always thought that Soldat&#8217;s realistic mode would be improved if the out-of-sight areas were shaded slightly. Perhaps only the out-of-sight yet open areas in LD could be slightly coloured? By that, I mean have a visual difference between out-of-sight positive space (walls) and negative space (fighting area). Sorry for the lack of clarity.</p>
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		<title>By: MM</title>
		<link>https://mm.soldat.pl/uncategorized/607/comment-page-1#comment-113761</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Fri, 23 Oct 2009 20:28:42 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=607#comment-113761</guid>
		<description><![CDATA[Profesh: Of course.
NooMoahk: this is just a draft. I have ideas of making it much better.]]></description>
		<content:encoded><![CDATA[<p>Profesh: Of course.<br />
NooMoahk: this is just a draft. I have ideas of making it much better.</p>
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		<title>By: NooMoahk</title>
		<link>https://mm.soldat.pl/uncategorized/607/comment-page-1#comment-113615</link>
		<dc:creator><![CDATA[NooMoahk]]></dc:creator>
		<pubDate>Fri, 23 Oct 2009 04:07:21 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=607#comment-113615</guid>
		<description><![CDATA[I love the idea because of it&#039;s realism but it distracts me too much. Perhaps you could soften the edges around the effect and make staircase entry and such more gradual? I really want this to work but seeing as it will be rather omnipresent, I want it to look and feel good while still achieving the same effect. I guess you&#039;ll just have to optimize before I can tell for sure.

Great concept anyway, looks potentially fun.]]></description>
		<content:encoded><![CDATA[<p>I love the idea because of it&#8217;s realism but it distracts me too much. Perhaps you could soften the edges around the effect and make staircase entry and such more gradual? I really want this to work but seeing as it will be rather omnipresent, I want it to look and feel good while still achieving the same effect. I guess you&#8217;ll just have to optimize before I can tell for sure.</p>
<p>Great concept anyway, looks potentially fun.</p>
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		<title>By: Profesh</title>
		<link>https://mm.soldat.pl/uncategorized/607/comment-page-1#comment-113523</link>
		<dc:creator><![CDATA[Profesh]]></dc:creator>
		<pubDate>Thu, 22 Oct 2009 19:08:35 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=607#comment-113523</guid>
		<description><![CDATA[The animation is a little stiffer and more exaggerated than it ought to be, but not bad. However, this effect *is* quite pronounced when ascending steep inclines - staircases, for instance - where the player appears to be running &#039;into&#039; rather than &#039;up&#039;; I trust you&#039;ll develop a separate walk/run animation to address this?]]></description>
		<content:encoded><![CDATA[<p>The animation is a little stiffer and more exaggerated than it ought to be, but not bad. However, this effect *is* quite pronounced when ascending steep inclines &#8211; staircases, for instance &#8211; where the player appears to be running &#8216;into&#8217; rather than &#8216;up'; I trust you&#8217;ll develop a separate walk/run animation to address this?</p>
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		<title>By: Kosa</title>
		<link>https://mm.soldat.pl/uncategorized/607/comment-page-1#comment-113521</link>
		<dc:creator><![CDATA[Kosa]]></dc:creator>
		<pubDate>Thu, 22 Oct 2009 19:03:13 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=607#comment-113521</guid>
		<description><![CDATA[It would be cool if a player could somehow hang under the ceeling in those dark corners and just fall on his prey quickli beheading it whith his knife or whatever.]]></description>
		<content:encoded><![CDATA[<p>It would be cool if a player could somehow hang under the ceeling in those dark corners and just fall on his prey quickli beheading it whith his knife or whatever.</p>
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		<title>By: Snow</title>
		<link>https://mm.soldat.pl/uncategorized/607/comment-page-1#comment-113520</link>
		<dc:creator><![CDATA[Snow]]></dc:creator>
		<pubDate>Thu, 22 Oct 2009 18:27:22 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=607#comment-113520</guid>
		<description><![CDATA[Weez, that&#039;s a fucking awesome idea. That would be so much more real and hella fun when you can sneak up on someone and knife them. (Or even funnier yet, attach a satchel charge to their back and sneak away. XD) The only thing is, is that the player would have to be able to turn around to look behind them without making noise, or they&#039;re just dead giveaways. I always hate that in realistic games when turning around makes noise.

Michal: Pretty impressive work there. I love how you can see in windows really quick as you fall to your death... always nice to have the ability to take out some douchebags before you die.

This also makes me think of something else that would look cool in L-D. This isn&#039;t something that is necessary or would need to be implemented now - but if it is possible through modding later on - X-Ray ability. It could be a temporary ability that you pick up and can use for a couple of seconds. Or the player could set up an emitter that lasts for so long and as long as the player is in the area - can switch to x-ray vision to see what is moving between the emitter and the player. I work with X-ray machines and radioactive isotopes at work, so I know how radiation works. It&#039;s just like light, except invisible to the naked eye and much more penetrating than regular light (therefore also very harmful in high exposure).

Nice thing about in-game use is that you&#039;re killing your enemy anyway... and you can&#039;t get cancer.]]></description>
		<content:encoded><![CDATA[<p>Weez, that&#8217;s a fucking awesome idea. That would be so much more real and hella fun when you can sneak up on someone and knife them. (Or even funnier yet, attach a satchel charge to their back and sneak away. XD) The only thing is, is that the player would have to be able to turn around to look behind them without making noise, or they&#8217;re just dead giveaways. I always hate that in realistic games when turning around makes noise.</p>
<p>Michal: Pretty impressive work there. I love how you can see in windows really quick as you fall to your death&#8230; always nice to have the ability to take out some douchebags before you die.</p>
<p>This also makes me think of something else that would look cool in L-D. This isn&#8217;t something that is necessary or would need to be implemented now &#8211; but if it is possible through modding later on &#8211; X-Ray ability. It could be a temporary ability that you pick up and can use for a couple of seconds. Or the player could set up an emitter that lasts for so long and as long as the player is in the area &#8211; can switch to x-ray vision to see what is moving between the emitter and the player. I work with X-ray machines and radioactive isotopes at work, so I know how radiation works. It&#8217;s just like light, except invisible to the naked eye and much more penetrating than regular light (therefore also very harmful in high exposure).</p>
<p>Nice thing about in-game use is that you&#8217;re killing your enemy anyway&#8230; and you can&#8217;t get cancer.</p>
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		<title>By: ZeroG001</title>
		<link>https://mm.soldat.pl/uncategorized/607/comment-page-1#comment-113505</link>
		<dc:creator><![CDATA[ZeroG001]]></dc:creator>
		<pubDate>Thu, 22 Oct 2009 16:27:28 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=607#comment-113505</guid>
		<description><![CDATA[Look cool. The legs seem a little bit (only a little bit) out or proportion to me. Im not talking about the animation, just leg length. The animation is GREAT!]]></description>
		<content:encoded><![CDATA[<p>Look cool. The legs seem a little bit (only a little bit) out or proportion to me. Im not talking about the animation, just leg length. The animation is GREAT!</p>
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	<item>
		<title>By: wesz</title>
		<link>https://mm.soldat.pl/uncategorized/607/comment-page-1#comment-113502</link>
		<dc:creator><![CDATA[wesz]]></dc:creator>
		<pubDate>Thu, 22 Oct 2009 15:07:12 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=607#comment-113502</guid>
		<description><![CDATA[MM: I was thinking about something else when i wrote about similarity to the 3d games. 

Anyway, i think you should also test hiding everything behind player backs;p]]></description>
		<content:encoded><![CDATA[<p>MM: I was thinking about something else when i wrote about similarity to the 3d games. </p>
<p>Anyway, i think you should also test hiding everything behind player backs;p</p>
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		<title>By: namuol</title>
		<link>https://mm.soldat.pl/uncategorized/607/comment-page-1#comment-113495</link>
		<dc:creator><![CDATA[namuol]]></dc:creator>
		<pubDate>Thu, 22 Oct 2009 14:15:01 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=607#comment-113495</guid>
		<description><![CDATA[Real-time raycasting is also useful for collision detection with fast-moving projectiles and (evidently enough) shadows, among other things. Whether or not there will be 2D line-of-sight occlusion in the game, it&#039;s an important technology to have in a game like LD.]]></description>
		<content:encoded><![CDATA[<p>Real-time raycasting is also useful for collision detection with fast-moving projectiles and (evidently enough) shadows, among other things. Whether or not there will be 2D line-of-sight occlusion in the game, it&#8217;s an important technology to have in a game like LD.</p>
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		<title>By: curious</title>
		<link>https://mm.soldat.pl/uncategorized/607/comment-page-1#comment-113494</link>
		<dc:creator><![CDATA[curious]]></dc:creator>
		<pubDate>Thu, 22 Oct 2009 14:04:08 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=607#comment-113494</guid>
		<description><![CDATA[I&#039;ll second what Tenshi said otherwise it looks good.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;ll second what Tenshi said otherwise it looks good.</p>
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