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	<title>Comments for Casually Hardcore devlog</title>
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	<link>http://casuallyhardcore.com/blog</link>
	<description>Chronicling the fantastic life of an indie.</description>
	<pubDate>Thu, 20 Nov 2008 00:16:53 +0000</pubDate>
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		<title>Comment on The Supers - project announcement! by Casually Hardcore devlog &#187; Lost in Translation</title>
		<link>http://casuallyhardcore.com/blog/2008/05/07/the-supers-project-announcement/#comment-1272</link>
		<dc:creator>Casually Hardcore devlog &#187; Lost in Translation</dc:creator>
		<pubDate>Thu, 02 Oct 2008 09:43:04 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/2008/05/07/the-supers-project-announcement/#comment-1272</guid>
		<description>[...] The Supers, I performed a test - I gave 5 modelers - from junior to senior - the same building design and told [...]</description>
		<content:encoded><![CDATA[<p>[...] The Supers, I performed a test - I gave 5 modelers - from junior to senior - the same building design and told [...]</p>
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		<title>Comment on Lack of workflow management systems for games. by Aaron Proctor</title>
		<link>http://casuallyhardcore.com/blog/2008/06/08/lack-of-workflow-management-systems-for-games/#comment-1271</link>
		<dc:creator>Aaron Proctor</dc:creator>
		<pubDate>Tue, 16 Sep 2008 02:15:13 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/?p=214#comment-1271</guid>
		<description>Two things come to mind: GridIron's Flow and 37signals' Basecamp. Flow isn't available yet, but in researching the desktop app for a brief &lt;a href="http://fwdlabs.com/blog/2008/09/13/mark-coleran_gridiron-flow/" title="Mark Coleran's Flow of Visual Design for Film" rel="nofollow"&gt;post&lt;/a&gt;, it fits your need. Basecamp is all of what you wanted, too: web-based, version-controlled, workflow-oriented, email-killer, etc. I also wrote a brief &lt;a href="http://fwdlabs.com/blog/2008/03/09/filmmakers-and-basecamp/" title="How Filmmakers Use Basecamp" rel="nofollow"&gt;post&lt;/a&gt; on how Basecamp can be used in other ways than organizational project management.</description>
		<content:encoded><![CDATA[<p>Two things come to mind: GridIron&#8217;s Flow and 37signals&#8217; Basecamp. Flow isn&#8217;t available yet, but in researching the desktop app for a brief <a href="http://fwdlabs.com/blog/2008/09/13/mark-coleran_gridiron-flow/" title="Mark Coleran's Flow of Visual Design for Film" rel="nofollow">post</a>, it fits your need. Basecamp is all of what you wanted, too: web-based, version-controlled, workflow-oriented, email-killer, etc. I also wrote a brief <a href="http://fwdlabs.com/blog/2008/03/09/filmmakers-and-basecamp/" title="How Filmmakers Use Basecamp" rel="nofollow">post</a> on how Basecamp can be used in other ways than organizational project management.</p>
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		<title>Comment on The Supers - project announcement! by corinnekrych</title>
		<link>http://casuallyhardcore.com/blog/2008/05/07/the-supers-project-announcement/#comment-1270</link>
		<dc:creator>corinnekrych</dc:creator>
		<pubDate>Thu, 04 Sep 2008 21:22:36 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/2008/05/07/the-supers-project-announcement/#comment-1270</guid>
		<description>I like the idea of robots. Will be on fashion this year, coz of Wall-E movie.</description>
		<content:encoded><![CDATA[<p>I like the idea of robots. Will be on fashion this year, coz of Wall-E movie.</p>
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		<title>Comment on A neat way to find about industry salaries in the US by realtimecollisiondetection.net - the blog &#187; Salary of a game programmer (artist, designer, or producer)</title>
		<link>http://casuallyhardcore.com/blog/2008/02/27/a-neat-way-to-find-about-industry-salaries-in-the-us/#comment-1268</link>
		<dc:creator>realtimecollisiondetection.net - the blog &#187; Salary of a game programmer (artist, designer, or producer)</dc:creator>
		<pubDate>Thu, 17 Jul 2008 06:02:36 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/?p=167#comment-1268</guid>
		<description>[...] goes to the blogger at the Casually Hardcore devlog for alerting us to the existence of the H-1B [...]</description>
		<content:encoded><![CDATA[<p>[...] goes to the blogger at the Casually Hardcore devlog for alerting us to the existence of the H-1B [...]</p>
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		<title>Comment on Lack of workflow management systems for games. by raychua</title>
		<link>http://casuallyhardcore.com/blog/2008/06/08/lack-of-workflow-management-systems-for-games/#comment-1267</link>
		<dc:creator>raychua</dc:creator>
		<pubDate>Sat, 05 Jul 2008 05:10:24 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/?p=214#comment-1267</guid>
		<description>I checked out Tactic. It reminds me of Alienbrain and another one called Project Overlord. Gridflow is another different approach, but I question about its viability to larger animation or VFX projects. It seems better suitable to publishing.

A workflow manager for game assets? I remember checking out Mogware. I'd love to hear other people's take on this one. They have a trial version that allows 4 users to work without any time limit.</description>
		<content:encoded><![CDATA[<p>I checked out Tactic. It reminds me of Alienbrain and another one called Project Overlord. Gridflow is another different approach, but I question about its viability to larger animation or VFX projects. It seems better suitable to publishing.</p>
<p>A workflow manager for game assets? I remember checking out Mogware. I&#8217;d love to hear other people&#8217;s take on this one. They have a trial version that allows 4 users to work without any time limit.</p>
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		<title>Comment on &#8220;Revolutions&#8221; in texture mapping by Casually Hardcore devlog &#187; We&#8217;ll be stuck with UVs for another 10 years&#8230;</title>
		<link>http://casuallyhardcore.com/blog/2008/04/27/revolutions-in-texture-mapping/#comment-1262</link>
		<dc:creator>Casually Hardcore devlog &#187; We&#8217;ll be stuck with UVs for another 10 years&#8230;</dc:creator>
		<pubDate>Sat, 17 May 2008 14:33:06 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/2008/04/27/revolutions-in-texture-mapping/#comment-1262</guid>
		<description>[...] some back and forth with my modelers about PolyCube maps and how that influences their workflow, I&#8217;ve resigned myself to that fact that modelers will [...]</description>
		<content:encoded><![CDATA[<p>[...] some back and forth with my modelers about PolyCube maps and how that influences their workflow, I&#8217;ve resigned myself to that fact that modelers will [...]</p>
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		<title>Comment on TOJam #3 Post-mortem by Barry</title>
		<link>http://casuallyhardcore.com/blog/2008/05/13/tojam-3-post-mortem/#comment-1261</link>
		<dc:creator>Barry</dc:creator>
		<pubDate>Thu, 15 May 2008 01:48:16 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/?p=199#comment-1261</guid>
		<description>What went wrong #6 - Not enough cowbell.

You can never have enough cowbell.

-Barry</description>
		<content:encoded><![CDATA[<p>What went wrong #6 - Not enough cowbell.</p>
<p>You can never have enough cowbell.</p>
<p>-Barry</p>
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		<title>Comment on Guitar Hero is a hardcore MIDI visualizer by Tech Talk</title>
		<link>http://casuallyhardcore.com/blog/2007/06/01/guitar-hero-is-a-hardcore-midi-visualizer/#comment-1234</link>
		<dc:creator>Tech Talk</dc:creator>
		<pubDate>Mon, 10 Mar 2008 01:05:56 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/?p=13#comment-1234</guid>
		<description>&lt;strong&gt;How to Map Guitar Hero Controllers to MIDI...&lt;/strong&gt;

A Band called The Guitar Zeros are using Guitar Hero controllers connected wirelessly to a laptop with special software to control software sounds. The end effect is the bands ability to play the Guitar and Bass with a great new...</description>
		<content:encoded><![CDATA[<p><strong>How to Map Guitar Hero Controllers to MIDI&#8230;</strong></p>
<p>A Band called The Guitar Zeros are using Guitar Hero controllers connected wirelessly to a laptop with special software to control software sounds. The end effect is the bands ability to play the Guitar and Bass with a great new&#8230;</p>
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		<title>Comment on Playbalancing - any game can be made &#8220;fun&#8221; by Petri Purho</title>
		<link>http://casuallyhardcore.com/blog/2007/09/23/playbalancing-any-game-can-be-made-fun/#comment-1198</link>
		<dc:creator>Petri Purho</dc:creator>
		<pubDate>Fri, 28 Sep 2007 19:34:44 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/?p=95#comment-1198</guid>
		<description>Oh and I forgot. Thanks for the link love.</description>
		<content:encoded><![CDATA[<p>Oh and I forgot. Thanks for the link love.</p>
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		<title>Comment on Playbalancing - any game can be made &#8220;fun&#8221; by Petri Purho</title>
		<link>http://casuallyhardcore.com/blog/2007/09/23/playbalancing-any-game-can-be-made-fun/#comment-1197</link>
		<dc:creator>Petri Purho</dc:creator>
		<pubDate>Fri, 28 Sep 2007 19:34:14 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/?p=95#comment-1197</guid>
		<description>There's also &lt;a href="http://www.highpiled.com/" rel="nofollow"&gt;Highpiled&lt;/a&gt; which is a box stacking game in 3D.

And then there's also &lt;a href="http://www.experimentalgameplay.com/game.php?g=1" rel="nofollow"&gt;Tower of Goo&lt;/a&gt;- While it isn't really a box stacking game the mechanism is basically the same: You try to build something higher and higher while trying to keep it from tumbling down to ground. 

So yes box stacking mechanic can be fun.</description>
		<content:encoded><![CDATA[<p>There&#8217;s also <a href="http://www.highpiled.com/" rel="nofollow">Highpiled</a> which is a box stacking game in 3D.</p>
<p>And then there&#8217;s also <a href="http://www.experimentalgameplay.com/game.php?g=1" rel="nofollow">Tower of Goo</a>- While it isn&#8217;t really a box stacking game the mechanism is basically the same: You try to build something higher and higher while trying to keep it from tumbling down to ground. </p>
<p>So yes box stacking mechanic can be fun.</p>
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