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	<title>
	Comments on: Floating Point Development Breakdown	</title>
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	<link>https://www.pentadact.com/2014-06-10-floating-point-development-breakdown/</link>
	<description>We&#039;re back on a default theme because comments broke on my custom one and I don&#039;t have the energy to figure out why</description>
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		<title>
		By: Heat Signature, One Year Later - a post on the Heat Signature site		</title>
		<link>https://www.pentadact.com/2014-06-10-floating-point-development-breakdown/#comment-575850</link>

		<dc:creator><![CDATA[Heat Signature, One Year Later - a post on the Heat Signature site]]></dc:creator>
		<pubDate>Mon, 01 Dec 2014 20:16:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7140#comment-575850</guid>

					<description><![CDATA[[&#8230;] the grappling hook tech from the heist game and spent five weeks to make Floating Point, a peaceful game about swinging around elegantly, released on Steam for [&#8230;]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] the grappling hook tech from the heist game and spent five weeks to make Floating Point, a peaceful game about swinging around elegantly, released on Steam for [&#8230;]</p>
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		<title>
		By: funnygameboy		</title>
		<link>https://www.pentadact.com/2014-06-10-floating-point-development-breakdown/#comment-558505</link>

		<dc:creator><![CDATA[funnygameboy]]></dc:creator>
		<pubDate>Fri, 12 Sep 2014 10:37:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7140#comment-558505</guid>

					<description><![CDATA[could you make this game multiplayer? :D
or just a local competitave game like giving it split screen.
i just feel that it would be awsome if we could test our skills against each other and the game would be much more interesting trying to snag the points from the other player :D

but this is just my humble suggestion :D

Thanks for listening :D
 
and i think your game is awsome just the way it is im like addicted to it :D]]></description>
			<content:encoded><![CDATA[<p>could you make this game multiplayer? :D<br />
or just a local competitave game like giving it split screen.<br />
i just feel that it would be awsome if we could test our skills against each other and the game would be much more interesting trying to snag the points from the other player :D</p>
<p>but this is just my humble suggestion :D</p>
<p>Thanks for listening :D</p>
<p>and i think your game is awsome just the way it is im like addicted to it :D</p>
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		<title>
		By: What I&#8217;m Working On And What I&#8217;ve Done - a post on Tom Francis' blog		</title>
		<link>https://www.pentadact.com/2014-06-10-floating-point-development-breakdown/#comment-553679</link>

		<dc:creator><![CDATA[What I&#8217;m Working On And What I&#8217;ve Done - a post on Tom Francis' blog]]></dc:creator>
		<pubDate>Wed, 20 Aug 2014 09:12:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7140#comment-553679</guid>

					<description><![CDATA[[&#8230;] designer Made in: Unity Out on: Windows, Mac and Linux (2014) More info: trailer, dev log videos, development breakdown Get it: free on [&#8230;]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] designer Made in: Unity Out on: Windows, Mac and Linux (2014) More info: trailer, dev log videos, development breakdown Get it: free on [&#8230;]</p>
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		<item>
		<title>
		By: Riley		</title>
		<link>https://www.pentadact.com/2014-06-10-floating-point-development-breakdown/#comment-531292</link>

		<dc:creator><![CDATA[Riley]]></dc:creator>
		<pubDate>Thu, 12 Jun 2014 00:11:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7140#comment-531292</guid>

					<description><![CDATA[Have you considered patching or updating the game at all since release?

I&#039;m the creator of Steamworks.NET which is a Steamworks wrapper for Unity. I love the game and I love the general initiative that you&#039;ve taken with it being free. I do a fair amount of freelance work implementing Steamworks in Unity games. Let me know if you would like the MonoBehaviors that I use for Achievements &#038; Leaderboards for free. 

Send me an email if you&#039;re interested in anything (It&#039;s on my github.)]]></description>
			<content:encoded><![CDATA[<p>Have you considered patching or updating the game at all since release?</p>
<p>I&#8217;m the creator of Steamworks.NET which is a Steamworks wrapper for Unity. I love the game and I love the general initiative that you&#8217;ve taken with it being free. I do a fair amount of freelance work implementing Steamworks in Unity games. Let me know if you would like the MonoBehaviors that I use for Achievements &amp; Leaderboards for free. </p>
<p>Send me an email if you&#8217;re interested in anything (It&#8217;s on my github.)</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2014-06-10-floating-point-development-breakdown/#comment-531047</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Wed, 11 Jun 2014 07:43:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7140#comment-531047</guid>

					<description><![CDATA[Back then I thought of &#039;density&#039; as the same thing as &#039;difficulty&#039; - it is harder to move freely on dense levels. 

The problem with that system was that past a certain point, denser levels just make the game less and less fun. I thought people would go denser and denser until they found their challenge level, then go back and forth in that comfort zone. But people saw it more as a series of levels they had to get through, so kept going denser until the game was just bad.

I tried renaming it to &#039;denser&#039; instead of &#039;harder&#039;, but people didn&#039;t know what to do with that. With the Tweaks menu in, we already had a way for people to tune density to their preference, if they have one, so it was confusing and redundant to be asking them to change it at the end of every level.

So I just picked a density I thought the game was best at, and let the levels randomise it a little from there. So now you &#039;progress&#039; to the next level, but the game doesn&#039;t get harder. Getting higher scores is the difficulty component, really, density should just be set to whatever the game feels good at.]]></description>
			<content:encoded><![CDATA[<p>Back then I thought of &#8216;density&#8217; as the same thing as &#8216;difficulty&#8217; &#8211; it is harder to move freely on dense levels. </p>
<p>The problem with that system was that past a certain point, denser levels just make the game less and less fun. I thought people would go denser and denser until they found their challenge level, then go back and forth in that comfort zone. But people saw it more as a series of levels they had to get through, so kept going denser until the game was just bad.</p>
<p>I tried renaming it to &#8216;denser&#8217; instead of &#8216;harder&#8217;, but people didn&#8217;t know what to do with that. With the Tweaks menu in, we already had a way for people to tune density to their preference, if they have one, so it was confusing and redundant to be asking them to change it at the end of every level.</p>
<p>So I just picked a density I thought the game was best at, and let the levels randomise it a little from there. So now you &#8216;progress&#8217; to the next level, but the game doesn&#8217;t get harder. Getting higher scores is the difficulty component, really, density should just be set to whatever the game feels good at.</p>
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		<title>
		By: Urthman		</title>
		<link>https://www.pentadact.com/2014-06-10-floating-point-development-breakdown/#comment-530866</link>

		<dc:creator><![CDATA[Urthman]]></dc:creator>
		<pubDate>Tue, 10 Jun 2014 19:07:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7140#comment-530866</guid>

					<description><![CDATA[In your video diaries you talk about giving the player the option to either move on to a harder level or back to an easier one, but it look like you took that out on Day 15?  Why?  Is it possible to go back to the easier levels without messing with the parameters?]]></description>
			<content:encoded><![CDATA[<p>In your video diaries you talk about giving the player the option to either move on to a harder level or back to an easier one, but it look like you took that out on Day 15?  Why?  Is it possible to go back to the easier levels without messing with the parameters?</p>
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		<title>
		By: VoidedWarranty		</title>
		<link>https://www.pentadact.com/2014-06-10-floating-point-development-breakdown/#comment-530761</link>

		<dc:creator><![CDATA[VoidedWarranty]]></dc:creator>
		<pubDate>Tue, 10 Jun 2014 11:48:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=7140#comment-530761</guid>

					<description><![CDATA[Just an opinion, but I feel when grappling is implemented in the as-yet-unnamed grappling game I feel that your grappling hook should be allowed to miss, to add a skill requirement. I quite like it&#039;s current state in FP, but I feel that a less zen game might benefit from having to be able to keep your head in a fall to maintain momentum.]]></description>
			<content:encoded><![CDATA[<p>Just an opinion, but I feel when grappling is implemented in the as-yet-unnamed grappling game I feel that your grappling hook should be allowed to miss, to add a skill requirement. I quite like it&#8217;s current state in FP, but I feel that a less zen game might benefit from having to be able to keep your head in a fall to maintain momentum.</p>
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