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	<title>Comments on: A Question of Scale</title>
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	<link>http://www.jetpackhq.com/blog/2008/06/02/a-question-of-scale/</link>
	<description>A chronicle of the development of a video game</description>
	<pubDate>Fri, 21 Nov 2008 08:49:17 +0000</pubDate>
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		<title>By: Dan</title>
		<link>http://www.jetpackhq.com/blog/2008/06/02/a-question-of-scale/#comment-1373</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Thu, 11 Sep 2008 05:19:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=17#comment-1373</guid>
		<description>I think that character complexity doesn't matter because the best part of J1, at least for me, was that I had the freedom to imagine just how sludgy the sludge was, or what the Jetman's fuschia excercise pants really look like, or just how horizony the horizon behind the door was. That allowed for whatever the player wanted where as, when its spelled out with 5 megapixels then it is what it is. And jetpack 1 was admittedly a kinda boring idea for a game, but the fact that it was mixed with awesome graphics, a level editor and a shady story gave it just the right mix for a perfectly addicting potpourri of "set-in-stone" game elements and imagination..........</description>
		<content:encoded><![CDATA[<p>I think that character complexity doesn&#8217;t matter because the best part of J1, at least for me, was that I had the freedom to imagine just how sludgy the sludge was, or what the Jetman&#8217;s fuschia excercise pants really look like, or just how horizony the horizon behind the door was. That allowed for whatever the player wanted where as, when its spelled out with 5 megapixels then it is what it is. And jetpack 1 was admittedly a kinda boring idea for a game, but the fact that it was mixed with awesome graphics, a level editor and a shady story gave it just the right mix for a perfectly addicting potpourri of &#8220;set-in-stone&#8221; game elements and imagination&#8230;&#8230;&#8230;.</p>
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		<title>By: Dan</title>
		<link>http://www.jetpackhq.com/blog/2008/06/02/a-question-of-scale/#comment-1002</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Thu, 19 Jun 2008 05:51:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=17#comment-1002</guid>
		<description>Has anyone gotten re-addicted to jetpack 1 again since this blog started? I just made a whole freaking level pack and even made demo videos as to how the game is beaten...... I need to get a job or something...</description>
		<content:encoded><![CDATA[<p>Has anyone gotten re-addicted to jetpack 1 again since this blog started? I just made a whole freaking level pack and even made demo videos as to how the game is beaten&#8230;&#8230; I need to get a job or something&#8230;</p>
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		<title>By: Robert</title>
		<link>http://www.jetpackhq.com/blog/2008/06/02/a-question-of-scale/#comment-1000</link>
		<dc:creator>Robert</dc:creator>
		<pubDate>Thu, 19 Jun 2008 04:11:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=17#comment-1000</guid>
		<description>even so, I would play a game with good graphics and gameplay over one with just good gameplay.</description>
		<content:encoded><![CDATA[<p>even so, I would play a game with good graphics and gameplay over one with just good gameplay.</p>
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		<title>By: Tim Kloske</title>
		<link>http://www.jetpackhq.com/blog/2008/06/02/a-question-of-scale/#comment-997</link>
		<dc:creator>Tim Kloske</dc:creator>
		<pubDate>Wed, 18 Jun 2008 16:47:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=17#comment-997</guid>
		<description>As much as I like graphics, I think that gameplay&#62;graphics. Why do you play a game? To have fun. The content of the game is probably more important than the graphical size of the objects. I still have fun playing Atari games like pong. Graphics are a plus and certainly do add to the entertainment value of games, but overall gameplay does seem to outweigh them. I'd say go for the 30x30, and like I showed within the image in my last post perhaps make the top faces a little smaller. This way you will still get more detail into the characters (because they can be taller, and bigger without their heads getting occluded), and still have lots of room on the board for blocks, items, tricks, and traps.</description>
		<content:encoded><![CDATA[<p>As much as I like graphics, I think that gameplay&gt;graphics. Why do you play a game? To have fun. The content of the game is probably more important than the graphical size of the objects. I still have fun playing Atari games like pong. Graphics are a plus and certainly do add to the entertainment value of games, but overall gameplay does seem to outweigh them. I&#8217;d say go for the 30&#215;30, and like I showed within the image in my last post perhaps make the top faces a little smaller. This way you will still get more detail into the characters (because they can be taller, and bigger without their heads getting occluded), and still have lots of room on the board for blocks, items, tricks, and traps.</p>
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		<title>By: Adam</title>
		<link>http://www.jetpackhq.com/blog/2008/06/02/a-question-of-scale/#comment-989</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Mon, 16 Jun 2008 17:57:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=17#comment-989</guid>
		<description>Hey give it time, I have to make a living too... there are other improvements described in other comment sections.  I'm not going to post about them until I've decided on a few though.</description>
		<content:encoded><![CDATA[<p>Hey give it time, I have to make a living too&#8230; there are other improvements described in other comment sections.  I&#8217;m not going to post about them until I&#8217;ve decided on a few though.</p>
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		<title>By: Josh</title>
		<link>http://www.jetpackhq.com/blog/2008/06/02/a-question-of-scale/#comment-988</link>
		<dc:creator>Josh</dc:creator>
		<pubDate>Mon, 16 Jun 2008 17:38:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=17#comment-988</guid>
		<description>I don't know how to say this without seeming like an asshole but so far I'm not seeing anything I like in this new version of Jetpack. From what I've read and the pictures posted, this is going to be nothing but a graphical rehash of the same game. If basically nothing is going to change I don't even see a point in doing it. It's your game and you can make it how you want but if there aren't going to be BIG improvements over the first game I'm just going to stick with the original.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t know how to say this without seeming like an asshole but so far I&#8217;m not seeing anything I like in this new version of Jetpack. From what I&#8217;ve read and the pictures posted, this is going to be nothing but a graphical rehash of the same game. If basically nothing is going to change I don&#8217;t even see a point in doing it. It&#8217;s your game and you can make it how you want but if there aren&#8217;t going to be BIG improvements over the first game I&#8217;m just going to stick with the original.</p>
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		<title>By: Robert</title>
		<link>http://www.jetpackhq.com/blog/2008/06/02/a-question-of-scale/#comment-976</link>
		<dc:creator>Robert</dc:creator>
		<pubDate>Fri, 13 Jun 2008 03:01:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=17#comment-976</guid>
		<description>well I'm stuck between the first and second designs; they both have good points and bad properties. But if I really had to choose, my first thought would be the 2nd one, with more stuff in it.</description>
		<content:encoded><![CDATA[<p>well I&#8217;m stuck between the first and second designs; they both have good points and bad properties. But if I really had to choose, my first thought would be the 2nd one, with more stuff in it.</p>
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		<title>By: Adam</title>
		<link>http://www.jetpackhq.com/blog/2008/06/02/a-question-of-scale/#comment-967</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Tue, 10 Jun 2008 11:47:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=17#comment-967</guid>
		<description>Yeah the wafer issue is a problem, dern it.  I'm trying to figure something out now.

Thanks for the image example, that is helpful.  I'm considering something similar, the problem is the ceiling of one tile has to be the floor of another, so they can't both be within 1 row.  Having it extend from the bottom may be the way to go.</description>
		<content:encoded><![CDATA[<p>Yeah the wafer issue is a problem, dern it.  I&#8217;m trying to figure something out now.</p>
<p>Thanks for the image example, that is helpful.  I&#8217;m considering something similar, the problem is the ceiling of one tile has to be the floor of another, so they can&#8217;t both be within 1 row.  Having it extend from the bottom may be the way to go.</p>
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		<title>By: Tim Kloske</title>
		<link>http://www.jetpackhq.com/blog/2008/06/02/a-question-of-scale/#comment-963</link>
		<dc:creator>Tim Kloske</dc:creator>
		<pubDate>Mon, 09 Jun 2008 23:51:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=17#comment-963</guid>
		<description>Perhaps instead of having completely center-less tiles, it would be good to have thin tiles that are maybe half the height of normal tiles. This way they don't look completely thin sheets of paper. If you're going to show the tiles from a perspective angle, then shouldn't the tiles have length, width, and height? It just seems like a step backwards.

I'd say stick to tunnel objects: a single block with both a ceiling and floor. I've added a link to an image I made that will sort of show off what I mean. Note that I used the redbrick pattern as the center of the tunnel object. This wouldn't be necessary, and could be replaced with a window texture or be left open completely.

http://i206.photobucket.com/albums/bb293/timkloske/tunnel_concept.gif</description>
		<content:encoded><![CDATA[<p>Perhaps instead of having completely center-less tiles, it would be good to have thin tiles that are maybe half the height of normal tiles. This way they don&#8217;t look completely thin sheets of paper. If you&#8217;re going to show the tiles from a perspective angle, then shouldn&#8217;t the tiles have length, width, and height? It just seems like a step backwards.</p>
<p>I&#8217;d say stick to tunnel objects: a single block with both a ceiling and floor. I&#8217;ve added a link to an image I made that will sort of show off what I mean. Note that I used the redbrick pattern as the center of the tunnel object. This wouldn&#8217;t be necessary, and could be replaced with a window texture or be left open completely.</p>
<p><a href="http://i206.photobucket.com/albums/bb293/timkloske/tunnel_concept.gif" rel="nofollow">http://i206.photobucket.com/albums/bb293/timkloske/tunnel_concept.gif</a></p>
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		<title>By: Marcos</title>
		<link>http://www.jetpackhq.com/blog/2008/06/02/a-question-of-scale/#comment-958</link>
		<dc:creator>Marcos</dc:creator>
		<pubDate>Mon, 09 Jun 2008 03:56:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=17#comment-958</guid>
		<description>Its nice to see those wafer thin floors and walls, but it would be nice if such walls and floors, when left on their own, did not appear as brick, since that's impossible, they should appear like a wooden platform for instance.</description>
		<content:encoded><![CDATA[<p>Its nice to see those wafer thin floors and walls, but it would be nice if such walls and floors, when left on their own, did not appear as brick, since that&#8217;s impossible, they should appear like a wooden platform for instance.</p>
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