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      <title>Hanse&apos;s Death Duel</title>
      <link>http://deathduel.com/</link>
      <description>Welcome to Hanse&apos;s video game design blog!</description>
      <language>en</language>
      <copyright>Copyright 2009</copyright>
      <lastBuildDate>Fri, 10 Jul 2009 12:19:54 -0600</lastBuildDate>
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         <title>Latest Designer Dev Diary</title>
         <description><![CDATA[<p>A new dev diary has been posted on Massively from yours truly.</p><p>For some reason, my blog editor won't let me insert the link (icon is greyed out - bastards!) <br /></p><p>Here's the document location on massively: http://www.massively.com/2009/07/09/star-wars-galaxies-dev-diary-let-the-pvp-battles-begin/</p><p>I'll put it up in my archive section later on. :) <br /></p>]]></description>
         <link>http://deathduel.com/blog/2009/07/latest_designer_dev_diary_1.html</link>
         <guid>http://deathduel.com/blog/2009/07/latest_designer_dev_diary_1.html</guid>
         <category></category>
         <pubDate>Fri, 10 Jul 2009 12:19:54 -0600</pubDate>
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         <title>Battlefields Completed</title>
         <description><![CDATA[<p>The battlefields have been complete for about a month, now.&nbsp; I'm finishing up work on new droids for SWG.</p><p>Other than that, I had a little anonymous debate with someone about MMO's part in the future of gaming.&nbsp; It was a fun debate and I'll look at collecting all of the thread and posting it here.<br /></p>]]></description>
         <link>http://deathduel.com/blog/2009/07/battlefields_completed.html</link>
         <guid>http://deathduel.com/blog/2009/07/battlefields_completed.html</guid>
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         <pubDate>Fri, 10 Jul 2009 09:39:33 -0600</pubDate>
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         <title>Busy busy!</title>
         <description><![CDATA[<p>I've been busy working on a new system for SWG that I've neglected my blog altogether.&nbsp; I know only a few people read this blog, as I haven't posted it out publicly.</p><p>&nbsp;</p><p>The new system I'm working on has been published by SOE as a PvP battlefield system.&nbsp; I've done many PvP updates in the past, but this is an entirely new system.&nbsp; A battlefield requires many moving parts.&nbsp; The main parts of the system missing are (per battlefield object):</p><p>1) Tracking who wants to play</p><p>2) Tracking who is joining</p><p>3) Tracking who is playing</p><p>4) Battlefield statistics <br /></p><p>&nbsp;</p><p>The above list seems simple.&nbsp; The devil is in the details.&nbsp; I'm over 4000 lines of code, not including datatables tracking objects, game rules, and map modifications.&nbsp; I expect I'll spend four more weeks finishing up and fixing bugs.&nbsp; After that, I will spend some more time blogging and doing pet projects on the side (XNA 3.0 is really fun to play with).</p>]]></description>
         <link>http://deathduel.com/blog/2009/04/busy_busy.html</link>
         <guid>http://deathduel.com/blog/2009/04/busy_busy.html</guid>
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         <pubDate>Tue, 21 Apr 2009 00:29:30 -0600</pubDate>
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         <title>WoW, Finally!</title>
         <description><![CDATA[<p>Some years ago...2003 or so...&nbsp; The lead designer on Ultima Online at the time (Tom Chilton) left to go to work at Blizzard.&nbsp; Meanwhile, I was working on getting an unannounced project prototyped at EA.&nbsp; Once he left, I took over the design documentation for the project and did design, server programming, and art for the project.&nbsp; It was crazy to have so much responsibility and exhilarating at the same time.</p><p>I knew friends and family beta opened up for WoW that next summer, but I refused to ask Tom for entrance into it.&nbsp; I wanted to be pleasantly surprised by the game, as Blizzard had never let me down (and still hasn't) with a game.&nbsp; I finally caved in and joined beta later on towards the end of the summer.</p><p>I've played in a couple guilds, did 40 man raiding, and so forth.&nbsp; I've been playing and making MMO's for so long, but WoW really has a good bit of what I like in a game.&nbsp; My last geared character was some years ago, though.&nbsp; I didn't bother with heroics in Burning Crusade due to my newborn son, at the time.</p><p>Now that I have some time, I've been raiding three times a week with my guild.&nbsp; I know my character is not where I want it and that my build is not the top DPS for PvE, but I like the build I have.&nbsp; I finally got a lil sword that I've been drooling over for my character's appearance (not to mention its stats).&nbsp; Just have to say &quot;thanks&quot; to Scalebane for putting up with my shit for so long.&nbsp; I'll have more shit to sling in the future.</p><p><img height="585" border="0" width="540" title="Ruy" alt="Ruy" src="http://deathduel.com/images/blog/ruy_226sword.jpg" />&nbsp;</p>]]></description>
         <link>http://deathduel.com/blog/2009/02/wow_finally.html</link>
         <guid>http://deathduel.com/blog/2009/02/wow_finally.html</guid>
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         <pubDate>Fri, 27 Feb 2009 00:05:51 -0600</pubDate>
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         <title>Current Games I&apos;m Playing</title>
         <description><![CDATA[<p><table cellspacing="0" cellpadding="0" width="506" border="0"><tbody><tr style="height: 29px"><td style="width: 114px; height: 29px">The duel list:&nbsp;</td><td style="width: 72px">Character:&nbsp;</td><td style="width: 320px">Notes:&nbsp;</td></tr><tr style="height: 89px"><td style="width: 114px; height: 89px">Street Fighter 4</td><td style="width: 72px">Blanka</td><td style="width: 320px">SF4 got a 95 metacritic for the PS3 version!<span>&nbsp; </span>It can't be wrong, can it?<span>&nbsp; </span>I've been playing to see if I can get back in my Blanka groove.<span>&nbsp; </span>Strangely enough, I can now throw fireballs and dragon punches on this version.<span>&nbsp; </span>Maybe the controls were harder on previous versions....</td></tr><tr style="height: 85px"><td style="width: 114px; height: 85px">Everquest 2</td><td style="width: 72px">Driss</td><td style="width: 320px">I switched to a server with a lot of SOE friends.&nbsp; I had to tweak the game to get antialiasing functional, since it doesn't have video options for it.&nbsp; Once I got AA working, it's looking a lot better.&nbsp; Although, I'm so used to stylized textures that the game's art direction annoys me.</td></tr><tr style="height: 85px"><td style="width: 114px; height: 85px">Left4Dead&nbsp;</td><td style="width: 72px">Francis&nbsp;</td><td style="width: 320px">Francis hates everything. Especially zombies. I giggle a lot when I hear the erie music harbinging a zombie rush. My favorite moment was watching Brunhylda's body fly by (Scalebane guildie from WoW) after getting punched by a tank off the roof of the hospital.&nbsp;</td></tr><tr style="height: 71px"><td style="width: 114px; height: 71px">Fallout 3&nbsp;</td><td style="width: 72px">Vault Dweller&nbsp;</td><td style="width: 320px">Excellent graphics. Excellent world. Interesting targeting system. A nice duality of good and evil paths you can take. I might try to finish the storyline someday after I finish the oodles of hours finding stuff in the world.&nbsp;</td></tr><tr style="height: 99px"><td style="width: 114px; height: 99px">Dwarf Fortress&nbsp;</td><td style="width: 72px">Dwarves&nbsp;</td><td style="width: 320px">Dwarf Fortress is an ASCII based game that is constantly being developed by one programmer. It has a large fanbase and can be modded to have graphics. I play this game to try out different RTS strategies that no other game can provide. If you can stand the horrible interface, you'll realise that this game is a gem.&nbsp;</td></tr><tr style="height: 57px"><td style="width: 114px; height: 57px">Stronghold Crusader: Extreme&nbsp;</td><td style="width: 72px">A crusader&nbsp;</td><td style="width: 320px">This game really is extreme and niche. It's only for the hardcore RTS player. Its graphics are dated, but if you think you're hardcore - think again after trying the first map.&nbsp;</td></tr><tr style="height: 17px"><td style="width: 114px; height: 17px">World of Warcraft&nbsp;</td><td style="width: 72px">Ruy&nbsp;</td><td style="width: 320px">PvP'ing it up...&nbsp;</td></tr><tr style="height: 43px"><td style="width: 114px; height: 43px">Civilization 4: Beyond the Sword&nbsp;</td><td style="width: 72px">Julius Ceasar&nbsp;</td><td style="width: 320px">I've been playing Civilization for as long as long as the series has been out. There's no need to put it on the dead list, because I never get tired of it.&nbsp;</td></tr><tr style="height: 85px"><td style="width: 114px; height: 85px">Supreme Commander and Supreme Commander: Fragile Alliance&nbsp;</td><td style="width: 72px">Any side&nbsp;</td><td style="width: 320px">While Company of Heroes is micromanaged and small, Supreme Commander is massive. It is definitely an evolution of real time strategy, with its many interface improvements. It ranks as one of my favorite games of 2007, so far. The expansion is riddled with bugs, though.&nbsp;</td></tr><tr style="height: 57px"><td style="width: 114px; height: 57px">Half-Life Counterstrike: Source Engine &amp; Team Fortress 2&nbsp;</td><td style="width: 72px">Hanse&nbsp;</td><td style="width: 320px">I play on random servers. Mostly, tfc_2fort for TF2 and dust maps for CS.&nbsp;</td></tr></tbody></table></p>]]></description>
         <link>http://deathduel.com/blog/2009/02/current_games_im_playing.html</link>
         <guid>http://deathduel.com/blog/2009/02/current_games_im_playing.html</guid>
         <category></category>
         <pubDate>Tue, 24 Feb 2009 10:47:00 -0600</pubDate>
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         <title>All those old designer blogs...</title>
         <description><![CDATA[<p>I am not sure where a lot of them have gone.&nbsp; I'm slowly gathering together and posting them in my old designer posts section.&nbsp; I've noticed that many of the SWG and UO blogs that were posted for players to read are gone (deleted, archived and not posted, etc).&nbsp; I'll do my best to track them down and put them on my blog.&nbsp; Posting them here is mainly for nostalgic reasons, of course.&nbsp; Some of it is interesting reading and some of it is simple communication to players.</p><p>I'll post some serious MMO topics for system designers on this blog.&nbsp; I have been mulling my first topic for some time.&nbsp; I just want to get the outline and rough draft down.</p><p>I've sketched out a graph for it, but for some reason the newest version of Excel doesn't have the graphing feature to modify axis labels (probably does, but it's hidden or something).</p><p>&nbsp;</p><p>Other than that, I finished up my system designs this past week for SWG and I'll be starting up brainstorming on the next set of sprints (guess everyone is being trendy using the scrum system for game development these days) this week.</p><p>&nbsp;</p><p>And now... a childhood pondering of what happens below Qbert...</p><p><img height="496" border="0" width="567" src="http://deathduel.com/images/blog/qbertpile.jpg" />&nbsp;</p>]]></description>
         <link>http://deathduel.com/blog/2009/02/all_those_old_designer_blogs_1.html</link>
         <guid>http://deathduel.com/blog/2009/02/all_those_old_designer_blogs_1.html</guid>
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         <pubDate>Sat, 21 Feb 2009 13:32:47 -0600</pubDate>
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         <title>Ewok Festival of Love</title>
         <description><![CDATA[<p>The Ewok Festival of Love was yesterday at work.&nbsp; We had to make cards, so I whipped up one ten minutes before the contest started.&nbsp; Most of the women at work hated it and most of the guys chuckled at it.&nbsp; I wonder why...<br /></p><p>&nbsp;</p><p><img height="340" border="0" width="604" src="http://photos-b.ak.fbcdn.net/photos-ak-snc1/v2215/20/36/578797219/n578797219_1327009_2078.jpg" /></p><p>&nbsp;</p><p><img border="0" src="file:///C:/DOCUME%7E1/Hanse/LOCALS%7E1/Temp/moz-screenshot-6.jpg" /><img border="0" src="file:///C:/DOCUME%7E1/Hanse/LOCALS%7E1/Temp/moz-screenshot-7.jpg" /> </p>]]></description>
         <link>http://deathduel.com/blog/2009/02/ewok_festival_of_love.html</link>
         <guid>http://deathduel.com/blog/2009/02/ewok_festival_of_love.html</guid>
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         <pubDate>Sat, 14 Feb 2009 19:38:13 -0600</pubDate>
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         <title>Dungeon Master is My Childhood Favorite</title>
         <description><![CDATA[<p>Of course, the winner of the top ten PC games of my childhood is Dungeon Master.</p><p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a title="Dungeon Master Box Art.jpg" href="http://deathduel.com/wiki/File:Dungeon_Master_Box_Art.jpg"><img height="358" src="http://upload.wikimedia.org/wikipedia/en/thumb/c/c7/Dungeon_Master_Box_Art.jpg/250px-Dungeon_Master_Box_Art.jpg" width="250" border="0" /></a></p><p>Dungeon Master had a ton of firsts.&nbsp; 3D realtime combat, 3D realtime movement, 3D audio, falling damage, dynamic spell system, and on and on...&nbsp; I could gush about this game for hours.</p><p>When I think of spell systems that are fun, I think of Dungeon Master.&nbsp; Its spell system allowed you to combine symbols to make spells.&nbsp; Symbols represented different things such as amount of power, elemental, types, etc.&nbsp; You could spend hours trying to find spells in their system.&nbsp; You could find scrolls that had complete spells in the dungeon, as well.&nbsp; Skills trained up through usage, so if you discovered a fireball spell early on (before you found the scroll) and used it over and over down a hallway, you would train up the relevant skill (and be able to cast better fireballs).</p><p>Items falling onto the ground had been done before.&nbsp; I don't remember a game that would let you throw items down a hallway and have them hit a target (psuedo-3D), then fall to the ground for you to collect.&nbsp; Throwing stones down a hallway for them to land on a pressure plate to&nbsp;cause something to happen (doors open/close, pits open/close)&nbsp;was a mechanic they used in their puzzles.</p><p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <img src="http://rds.yahoo.com/_ylt=A0S02072c5RJPokA98ejzbkF/SIG=122f3l3b6/EXP=1234552182/**http%3A//www.findmeagame.com/images/9/638959.jpg" border="0" /></p><p>Death in the game made you haul your friend's bones to a resurrection altar.&nbsp; The sight of seeing a party member die and all their stuff fall to the ground with their bones on top of it I don't remember seeing before, either.&nbsp; Those bones were heavy to carry and you had to dump all sorts of stuff to haul some dead schlub back to the altar (if there was an altar nearby).</p><p>Combat had cooldowns on actions.&nbsp;&nbsp;I'm not sure which RPG had combat&nbsp;actions with cooldowns first&nbsp;(Final Fantasy and Dungeon Master shipped in the same year - 1987).</p><p>I played this game with many friends looking over my shoulder.&nbsp; We coined the phrase &quot;left is best&quot; for navigating mazes.&nbsp; We'd chant our maze phrase whenever we came to a branch in a hallway (I found that I did that in Fallout 3 last month, so it's stuck with me).</p><p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <img src="http://rds.yahoo.com/_ylt=A0S02024epRJJa4Al7ejzbkF/SIG=12196mjbt/EXP=1234553912/**http%3A//ragingmole.com/RTC/images/mainview.gif" border="0" /></p><p>A free java version of the game is available at:</p><p><a href="http://homepage.mac.com/aberfield/dmj/">http://homepage.mac.com/aberfield/dmj/</a></p>]]></description>
         <link>http://deathduel.com/blog/2009/02/dungeon_master_is_my_childhood_1.html</link>
         <guid>http://deathduel.com/blog/2009/02/dungeon_master_is_my_childhood_1.html</guid>
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         <pubDate>Thu, 12 Feb 2009 13:09:17 -0600</pubDate>
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         <title>Top 10 PC Games from my Childhood</title>
         <description><![CDATA[  <table cellspacing="0" cellpadding="0" border="0" width="563" style="border-collapse: collapse">    <tbody><tr style="height: 43px">   <td class="xl63" style="height: 43px; width: 207px"><strong>Top 10   Games From My Childhood</strong></td>   <td class="xl63" style="border-left: medium none; width: 544px"><strong>Notes:<span>&nbsp;</span></strong></td>  </tr>  <tr style="height: 125px">   <td class="xl64" style="border-top: medium none; height: 125px; width: 207px">Zork</td>   <td class="xl64" style="border-top: medium none; border-left: medium none; width: 544px">I   played my first computer game on a TRS-80.<span>&nbsp;   </span>I might have played Adventure before this one, but Zork stood out   above Adventure.<span>&nbsp; </span>The movement controls   captivated me and were the central part of games I programmed in the 80's (n   e s w).<span>&nbsp; </span>I was nine years old, when I   played this game at a friend's house.<span>&nbsp;   </span>I had my first computer course for my merit badge soon afterwards from a computer science teacher, who happened to be his mother.</td>  </tr>  <tr style="height: 125px">   <td class="xl64" style="border-top: medium none; height: 125px; width: 207px">Wizlair //e</td>   <td class="xl64" style="border-top: medium none; border-left: medium none; width: 544px">This   game was coded by an electronic engineering and computer science double-major   at Rice University and evolved over a couple years from 1986 to 1987.<span>&nbsp; </span>His alias was Wizard //e and his BBS was   coded on an Apple //e in Houston, Tx.<span>&nbsp;   </span>The game was roughly ten megabytes (huge, at the time).<span>&nbsp; </span>It was the first RPG PvP I participated   in.<span>&nbsp; </span>Of course, my assassin character   was the #1 character against over 100 participants in 1987.<span>&nbsp; </span>Hayes Smartmodems ruled back then, btw.</td>  </tr>  <tr style="height: 163px">   <td class="xl64" style="border-top: medium none; height: 163px; width: 207px">Kyrandia Multiplayer</td>   <td class="xl64" style="border-top: medium none; border-left: medium none; width: 544px">In   1988, a friend of mine ran a Galacticomm Major BBS system.<span>&nbsp; </span>The system was 32 lines and by this time I   had two 2400bps modems to connect to it.<span>&nbsp;   </span>Kyrandia was the first real-time multiplayer RPG I played.<span>&nbsp; </span>Its system consisted of simple levelling   through quests.<span>&nbsp; </span>It had permadeath and   the rock/paper/scissors spell system meant that there was no random ranges of   damage for spells.<span>&nbsp; </span>Exhausting your   mana at maximum level did maximum damage always.<span>&nbsp; </span>We found many loopholes in this game that   many people would now call exploits.<span>&nbsp; </span>I   wrote many muds afterwards in the 90's because this game realized my dream of   multiplayer RPG's.</td>  </tr>  <tr style="height: 64px">   <td class="xl64" style="border-top: medium none; height: 64px; width: 207px">Ultima 3</td>   <td class="xl64" style="border-top: medium none; border-left: medium none; width: 544px">My   favorite RPG for all the old tile-based systems.<span>&nbsp; </span>I played this game for days and days.<span>&nbsp; </span>I was 12 years old and played   it on my Apple //e.<span>&nbsp; </span>I hated whirlpools   eating my ships with a passion.<span>&nbsp; </span>So, I   had a parkinglot of ships hidden behind the silver serpent.</td>  </tr>  <tr style="height: 60px">   <td class="xl64" style="border-top: medium none; height: 60px; width: 207px">Wizardry 1</td>   <td class="xl64" style="border-top: medium none; border-left: medium none; width: 544px">This   is the first game ever bought for me on my Apple //e.<span>&nbsp; </span>It's also the first game I ever played that   had graphics on a PC.<span>&nbsp; </span>It's the first   game I ever farmed mobs for loot in and used directional arrows to navigate   the dungeon.</td>  </tr>  <tr style="height: 63px">   <td class="xl64" style="border-top: medium none; height: 63px; width: 207px">Bard's Tale</td>   <td class="xl64" style="border-top: medium none; border-left: medium none; width: 544px">The   first RPG 3D (psuedo) that did not use lines for walls I ever played.<span>&nbsp; </span>I played this game so much!<span>&nbsp; </span>I think the summoners and their summoned   creatures were farmed by my hands thousands and thousands of times.</td>  </tr>  <tr style="height: 125px">   <td class="xl64" style="border-top: medium none; height: 125px; width: 207px">Dungeon Master</td>   <td class="xl64" style="border-top: medium none; border-left: medium none; width: 544px">This   game was the first real-time graphical 3D simulated video game I ever   played.<span>&nbsp; </span>It also was the first game   that I experienced 3D simulated sound (I can hear those skeletal knights   getting closer!).<span>&nbsp; </span>Aside from those   firsts, it was extremely fun.<span>&nbsp; </span>Very few   RPG's use such a huge quantity of puzzles, tricks, traps, and mazes packed   together as this game did.<span>&nbsp; </span>I would not   be surprised if many people consider this the best RPG made in the 1980's for   personal computers.</td>  </tr>  <tr style="height: 141px">   <td class="xl64" style="border-top: medium none; height: 141px; width: 207px">Trade Wars</td>   <td class="xl64" style="border-top: medium none; border-left: medium none; width: 544px">This   BBS game was not the first futuristic game I played, but it was the most   popular and it was very addictive.<span>&nbsp; </span>I   manually drew maps for the random generator until I gave up.<span>&nbsp; </span>I think I played on over five different   BBS's, at one time, due to the login time limitations.<span>&nbsp; </span>I later played Yankee Trader and then the   multiplayer chat system version.<span>&nbsp; </span>This   game taught me about randomly generated star maps and warp lanes.<span>&nbsp; </span>I like random maps, but hate warp lanes in   space games due to this game (gank at the exit point anyone?).</td>  </tr>  <tr style="height: 83px">   <td class="xl64" style="border-top: medium none; height: 83px; width: 207px">Pinball Construction Set</td>   <td class="xl64" style="border-top: medium none; border-left: medium none; width: 544px">This   game was so customizable.<span>&nbsp; </span>You could   even draw your own picture that represented your pinball's backboard.<span>&nbsp; </span>I played this game endlessly as a junior   high student.<span>&nbsp; </span>It wasn't until Archon   came along to knock it out of my hands.<span>&nbsp;   </span>1983 was the first time I played a game that allowed user generated   content.</td>  </tr> </tbody></table>]]></description>
         <link>http://deathduel.com/blog/2009/02/top_10_games_from_my_childhood.html</link>
         <guid>http://deathduel.com/blog/2009/02/top_10_games_from_my_childhood.html</guid>
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         <pubDate>Mon, 09 Feb 2009 21:18:13 -0600</pubDate>
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         <title>Deathduel is converting...</title>
         <description><![CDATA[<p>I'm currently in the process of converting over to a blog system.&nbsp; I'll try to get my layout, plugins, etc all sorted out this weekend.</p><p>Until then, you can find me doing my usual thing through mail, AIM, guild chat lines, etc...</p>]]></description>
         <link>http://deathduel.com/blog/2009/02/deathduel_is_converting.html</link>
         <guid>http://deathduel.com/blog/2009/02/deathduel_is_converting.html</guid>
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         <pubDate>Fri, 06 Feb 2009 13:37:00 -0600</pubDate>
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         <title>SWG Dev Diary – Beast Masters in Game Update 5</title>
         <description><![CDATA[<br /> <br /> 24/06/08<br /> Hello again! I'm Thomas &quot;Hanse&quot; Eidson and I've been working hard on Beast Master adjustments and a couple new pieces of content for them. I'll go through what all I've done the past few weeks, so you can get a good gist of what to expect with Update 5 for beasts. <br /> <br /> In 2007, we finished our first incarnations of the profession expertise systems. The recent updates that we've performed were to improve those expertise systems. Luckily, the last expertise system added to the game was for Beast Masters, so it is very up-to-date. We felt that the expertise system for beasts is balanced and does not need tweaks in Update 5. This allowed us to focus on other areas of the beast master system for improvement. <br /> <br /> I was chosen to work on the Beast Masters, due to my knowledge of their systems. I wrote the original framework that beasts use in the game. Many large additions for beasts were added (data storage, retrieval, initialization, combat movement, etc) instead of using the older pet system. To make systems such as those, you must have information on everything that the system must do. This gives me a unique insight into fixing issues with beasts. <br /> <br /> The areas of the beast master system worked on were taken directly from player feedback. A few of those are: <br /> <br /> Loyalty gain to become a best friend with a master is too slow. <br /> Eggs and enzymes are not labeled adequately for finding them on the bazaar. <br /> Beast reviving becomes interrupted by involuntary movement. <br /> Beasts cannot be stuffed. <br /> Beasts cannot be colorized. <br /> Beast Empathy, an expertise that increases beast happiness, is not working. <br /> Beast food must be used through the radial menu instead of simply double-clicking on it. <br /> Beasts move slower while walking up slopes and run slower than they should. <br /> Beast abilities are not evenly distributed across all beasts. <br /> There are various other tweaks to the beast master system, but those are the primary issues we addressed in this update. <br /> <br /> Loyalty Gain <br /> <br /> When looking at loyalty gain, I felt that lowering the cap would effectively steal the sense of accomplishment of getting your beast to be your best friend. So, I approached the issue through the gain itself. On live, it is currently affected by a 25% bonus through happiness, if your beast's happiness is maximized. This is actually rounded down to 20%, since the gain is small. I doubled the gain to a 50% bonus in Update 5, although we raised the cap on happiness from 25% to 50%. <br /> <br /> So, at maximum happiness, you can double your loyalty gain in Update 5 (200% instead of 20% - you gain twice as fast at maximum). <br /> <br /> Eggs and Enzymes <br /> <br /> With eggs and enzymes, I followed the player advice on the forums and renamed them to display specific information in their title (a couple examples: &quot;bageraset egg&quot; and &quot;red isomerase enzyme&quot;). This information is updated on eggs and enzymes, if they are not in the bazaar when the update goes live. So, you may need to pull your current sales and resell your eggs and enzymes, but finding these objects on the bazaar will be much easier now.<br /> <br /> Reviving a Beast <br /> <br /> Supposedly, coughing and other emotes can stop the countdown timer for reviving a beast. My solution was to simply remove the restriction on no movement during the revival process of a beast. It will still check distance from the beast corpse and damage will interrupt it, of course. <br /> <br /> Stuffing Beasts <br /> <br /> With the addition of the beast master system, we allowed folks to convert their old pets to the new system as well as stuff them. The current beast master system does not have the ability to stuff beasts. So, I added a new option on the beast control device to stuff your beast.<br /> <br /> It is a one-way transaction, so it will ask you to confirm the stuffing. Your beast's control device will be deleted and a platform will be placed in your inventory. <br /> <br /> Once the platform is placed, the beast will appear with its correct size based on its level and coloring. You can rotate the platform and move it around and the beast will move with it. Although, you cannot raise and lower the platform and expect your beast to float off the floor. <br /> <br /> Colorizing a Beast <br /> <br /> Colorization of beasts is a request we've seen often. An armor colorization interface was made some time back that I wanted to use for a beast dye item. I spoke with Jaskell, as he'd used it before, and he filled me in on the details of how it works. The task turned out to be a large one, as I had to make it compatible with the incubator colorization and have both versions (incubator and beast dye) stored and retrievable from the beast control device. <br /> <br /> The naming conventions for the palettes on all creatures vary, so I could not predict what those names were for accessing creature colors. In the end, the task took me twice as long as I expected it would. However, the end result looks very good&hellip; <br /> <br /> Once I had a working beast dye item, I went ahead and put a new collection in the game. The design goal was to make the collection easy and repeatable, and the reward tradable. <br /> <br /> Beast Happiness <br /> <br /> After the colorization tool, beast happiness expertise needed to be looked at. To fix the problem, I found I would have to modify over 53 areas of the code that governs beasts. If ever a problem occurred with that system, the next person would have to modify 53 different places in code. Most of our skill bonus modifiers are added into code in one or two places. So, what should have been a five minute change and a few minutes of testing turned out to be three days worth of work. I had to consolidate all the happiness code and make sure the modifiers are centralized. The process for reworking code to make it simpler, efficient, and functional is called &quot;refactoring&quot;. After refactoring happiness, the skill bonus modifier was added to one place in the code. <br /> <br /> I never expected I would ever state the phrase &quot;refactoring happiness&quot;. <img border="0" class="inlineimg" title="Smile" src="http://64.20.36.214/lucasforums.com/images/smilies/smilie.gif" /> <br /> <br /> Let's go ahead and look at how happiness works now. Here's a chart for the addition and subtraction of likes and dislikes along with all the other modifiers that affect it. The chart represents the new happiness system that is in Update 5. Five bonuses go towards the highest happiness value of 50. Without one of those bonuses, you cannot achieve the highest happiness. Only three dislikes are available, so the lowest happiness value is -25. Because the maximum happiness is 50, instead of 25, your beast will gain loyalty faster, gain experience faster, and do more damage in combat! <br /> <br /> Beast Food <br /> <br /> After beast happiness, I changed the beast food over to a different object type, which would allow it to be double-clicked for beast feeding. Before this change, feeding a beast required using a radial menu. With this change, food can be placed on your quick bar for efficient beast feeding. <br /> <br /> Beast Movement <br /> <br /> I scripted follow, stay, and attack movement for the beast master system. I spent a great deal of time testing and tweaking how beasts move. When I wrote the flow of how beasts move, I attempted to make them run when far away from their master and walk when the master only shuffled a couple steps away from them. Combat movement needs to know its target, follow that target at a run, and know to run to a new target if it is in multi-combat. Passive beasts need to follow their masters, instead of running off into combat. There were a lot of pieces that I needed to make sure were working. With all of this, I overlooked slope movement. <br /> <br /> Slope movement was originally in the game to slow movement of anyone walking up a slope and allow faster movement down slopes. A skill bonus to move up slopes reduced this negative effect. At some point, slope movement was deemed to be something that isn't very fun, so now everyone has the skill bonus, except beasts. With Update 5, beasts gain slope movement and are able to run up and down hills at an improved pace. <br /> <br /> Beast Abilities <br /> <br /> Finally, I worked on special actions for beasts. I found that frogs, camels, and horses were all low on special actions. This would make some of the beasts in the game sub-par in combat. <br /> <br /> Frogs were roughly ten attacks below the average amount of attacks that can be learned by other beasts. Non-beast frogs have a bite attack, so I added the bite line of attacks to frogs. Next, I added a new line of attacks called &quot;Spit&quot;. A spit attack does damage and temporarily increases action costs for the target affected by its debuff. The debuff time does not increase with each spit level learned, but its damage does. This brought frogs in line with other beasts in the game. Also, chubas look like frogs, but for some reason were mis-categorized as wolves. I fixed chubas to use the frog category. <br /> <br /> Next, I added the new spit line of attacks to camels. This brought camels up, but they were still missing five attacks. Horses were also missing five attacks, as well. So, I introduced a new line of attacks called &quot;Kick&quot;. A kick attack does damage and stuns a target for one second. After adding in the kick line of attacks, camels and horses are brought up to the average 20 or so abilities. <br /> <br /> So, there you have it! There are a few other details I left out, such as being able to call your beast while in combat, eggs on the Test Center frog for testing, and removal of the delay for storing a beast after combat. This dev diary contains a lot of information to digest. I hope you enjoyed reading about the beast update and I look forward to your comments! <br /> <br /> Thomas &quot;Hanse&quot; Eidson <br /> Star Wars Galaxies System Designer]]></description>
         <link>http://deathduel.com/blog/2008/06/swg_dev_diary_beast_masters_in.html</link>
         <guid>http://deathduel.com/blog/2008/06/swg_dev_diary_beast_masters_in.html</guid>
         <category>Old Designer Posts</category>
         <pubDate>Tue, 24 Jun 2008 22:07:27 -0600</pubDate>
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         <title>SWG Gunships</title>
         <description><![CDATA[<div class="headlines">2/16/2009: I wrote much of the original text for this article and it was later edited by our community folks.&nbsp; The art team had these blueprints of the space ships, so I used them in the article to spice it up.&nbsp; These three gunships were one of the more difficult publishes I did, due to no-one on the team having experience adding spaceships to the game.<br /></div><div class="headlines">&nbsp;</div><div class="headlines">&nbsp;</div><div class="headlines">A video of the Rebel gunship (my favorite) was put on youtube by Baconhead Ilthorian.</div><div class="headlines">&nbsp;<a href="http://www.youtube.com/watch?v=4Q_PaeIwxfE">Rebel Gunship in action</a>  </div><div class="headlines">&nbsp;</div><div class="headlines">&nbsp;</div><div class="headlines">&nbsp;</div><div class="headlines">11/09/2007: <br /></div><div class="headlines">Friday Feature &ndash; Witness the Firepower - <br /></div>                                    <div class="article"> <div align="center"><img border="0" src="http://starwarsgalaxies.station.sony.com/images/features/friday/11_09_07/ch8ships-hdr.jpg" /> </div> <p align="left">Space-faring adventurers will have new ships at their disposal in Chapter 8! These gunships, loaded with firepower for supporting the Empire, the Rebel Alliance, or those wishing to remain out of the sight of both, are sure to appeal to all pilots. </p> <p align="left"><strong>Blacksun AEG-77 Vigo </strong></p> <p align="left">The Black Sun's transports became a common sight in both the underworld and legitimate shipping with the advent of Xizor Transport Systems. This particular transport class became well known as lightly defended. Pirates from a variety of bands began picking off the freighters, particularly those smuggling illegal cargo for Black Sun. </p> <p align="center"><img border="0" src="http://starwarsgalaxies.station.sony.com/images/features/friday/11_09_07/ch8ships-1.jpg" /> </p> <p align="left">Instead of dedicating fighters to escort transports carrying valuable cargo, Black Sun began modifying some of their transports to carry heavy firepower and act as escorts for the rest of the convoys. Named after Black Sun's lieutenants, the Vigo, this once-merchant class vessel has been elevated to the status of &quot;gunship.&quot; </p> <p align="left">This gunship comes equipped with two forward mounted guns, four top mounted turrets, and two bottom mounted turrets. The gunship, originally a transport ship, is still large enough to hold a number of items and passengers inside. </p> <p align="left"><strong>Imperial Assault Gunship </strong></p> <p align="left">Although this ship might look similar the Lambda-class shuttle at first glance, don't let appearances deceive you. The Galactic Empire uses the Imperial gunship in situations that call for aggressive firepower. </p> <p align="center"><img border="0" src="http://starwarsgalaxies.station.sony.com/images/features/friday/11_09_07/ch8ships-2.jpg" /> </p> <p align="left">Two forward mounted guns, three forward mounted turrets, in addition to the two turrets on the top and one at the rear of the gunship, pack quite the punch. This combat-ready vessel can seek out and destroy any unsuspecting Rebels in its path. </p> <p align="left"><strong>Rebel Assault Gunship </strong></p> <p align="left">The gunships employed by the Rebellion are armed to the teeth for occasions when Imperial entanglements cannot be avoided. </p> <p align="center"><img border="0" src="http://starwarsgalaxies.station.sony.com/images/features/friday/11_09_07/ch8ships-3.jpg" /> </p> <p align="left">The Incom X4 gunship boasts two forward mounted guns, three mounted turrets on the top, and three mounted turrets on the bottom. </p> <p align="left">Like the gunships employed by neutral factions and Imperials, the Rebel gunship has a spacious interior with more than enough room to stretch your legs. Each gunship consists of multiple levels that can hold a number of items and cargo. Capable of lightspeed, storage, and combat, these gunships can fulfill a variety of needs for pilots and passengers venturing into space. </p> <p align="left">If you're new to space or a grizzled veteran pilot, these ships have something for everyone. If it's the pure firepower of a gunship you're looking for, or a fully stocked transport taking a journey across the stars, take a spin in the new ships in Chapter 8. </p> </div>]]></description>
         <link>http://deathduel.com/blog/2007/11/swg_gunships_1.html</link>
         <guid>http://deathduel.com/blog/2007/11/swg_gunships_1.html</guid>
         <category>Old Designer Posts</category>
         <pubDate>Fri, 09 Nov 2007 18:03:29 -0600</pubDate>
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         <title>SWG Dev Diary: Thomas &quot;Hanse&quot; Eidson #3</title>
         <description><![CDATA[ <p>Howdy! I'm Thomas &quot;Hanse&quot; Eidson with another designer diary for y'all to peruse. The first diary I wrote explained a little about what a system designer does. My second diary had a high level explanation of how I approached a balance issue with Player versus Environment (PvE). In this diary, I will explain how I approached the Jedi expertise in Chapter 2. </p> <p>At the time of the first expertise chapter, Jedi had already been revised and given many special actions. Their special actions were way more powerful than any other class and they had a larger variety of them. The expertise's intent was to allow for players to customize their character in a way they wanted to play as well as make them slightly diverse. This also went in hand with something to look forward to spending points on as you advanced with the profession. </p> <p>The brainstorming began for the expertise. One of the other designers had been assigned the expertise and already had a basic flow chart designed for them. I had been assigned the Jedi by Helios and took over. Since I had a limit on introducing new abilities, I roped a few into the expertise. Too many new abilities would have caused major problems for designing the other profession expertise, as we might not have had time to complete the entire profession changes needed. The theme for the two expertise pages were general and the other light and dark abilities. </p> <p>I used Microsoft Visio to edit the flow graph of the pages for all the expertises. Every expertise page was first drawn out in Visio. We did a little grease board design and discussion to hash out ideas, along with our brainstorming, of course. Once the Visio page was completed, I worked through the expertise bonus names, descriptions, points to spend, and preliminary bonuses. The bonuses went through many iterations as we implemented and tested them. Many bonuses changed through player feedback on the boards, as well. After the final layout was completed, we submitted art requests with our documentation. Once our documentation was approved by our peers (design team), our leads (Helios and producers), and LucasArts, we began the implementation phase. </p> <p>Here are the final draft Visio pages. The icons were added as our art department sent them over. We would approve or ask for revisions of the icons during implementation. You will also notice that Force Run is not on this image, due to player feedback. </p> <p align="center"><img border="0" src="http://starwarsgalaxies.station.sony.com/images/features/dev_diary/jediexp-1.jpg" /></p> <p>Here is the second page: </p> <p align="center"><img border="0" src="http://starwarsgalaxies.station.sony.com/images/features/dev_diary/jediexp-2.jpg" /></p> <p>From the previous diary, you will recall an average damage per second chart. That chart is actually without weapon damage and used special actions as a base for its damage graph. I used that graph to base the damage for all future expertise I would make, including the Jedi expertise. With a good base to compare my special action damage values, I could spread the total amongst the special actions. </p> <p>I was able to plot out a new graph using the Dark Jedi path, purchasing through the expertise all the damage special abilities &ndash; and no healing abilities. </p> <p align="center"><img border="0" src="http://starwarsgalaxies.station.sony.com/images/features/dev_diary/jediexp-3.jpg" /></p> <p>An example of this is if at levels 20 to 30, you were granted four actions and those were the top four on all your cooldown groups. If the average damage for that range of levels was 1000, I would spread that damage between the four actions. This is a simplistic explanation, as I had to take into consideration casting time, cooldown time, and damage over time. If all of those were the same, the damage was split an even 25% across the four abilities. This kept the damage values very close to the graph and allowed me to balance future expertise abilities to it. </p> <p>The graph that I made is dynamic. A data point on the graph would change its position as I worked on balancing ability data. My Excel spreadsheet has linked cells to the values and would modify the values of abilities if I &quot;spent&quot; points in expertise. This simulated the expertise system on paper for me to be able to quickly find data issues. A huge spike in the graph instantly clued me in on a data problem. </p> <p>Once paper design is completed, the implementation begins. The most time consuming part of implementation is data entry. Each ability has multiple files that must be modified. These files range from where the ability is on the tree, what it looks like, its name and description, data on how it relates to other abilities on the tree, its command data, its appearance, timing, damage, cooldown, and many other bits of data. A single new command for the game can affect around 20 files, if it is complex (such as Forsake Fear). A single typo can doom you to reviewing all that data repeatedly to figure out why it isn't working when you attempt to test it on your server. </p> <p>Some of the framework for the expertise system was coded the previous chapter. Although, I did have to extend the code quite a bit to get the Jedi abilities to all function. Forsake Fear required a larger amount of code due to its countdown bar. The combat system needed a few new expertise modifiers added to its combat loop. A special case change was made for Saber Block. </p> <p>Each code change required testing. I like to beat up on Jabba Assassins when I test damage abilities. I think a few thousand Jabba Assassins were brutishly slain on my server during the chapter's development phase. I make sure to kill a few of them every chapter. Here is a picture of a Force Shockwave test with a debug window below it from today (as I write this document). The designers on <em>Star Wars </em> Galaxies use many tools to debug our changes, but the debug window in the image below is invaluable for run-time testing. </p> <p align="center"><img border="0" src="http://starwarsgalaxies.station.sony.com/images/features/dev_diary/jediexp-4.jpg" /></p> <p>The entire process for designing the tree, calculating the special ability values (damage, duration, cooldown, etc), requesting art, and writing the documentation took roughly a week and a half. Implementation took roughly three weeks after that. I would test each change on my local server before submitting it. Testing internally and externally took a few weeks, as well. I did one expertise per publish up until I was asked to do the four trade professions. Each expertise was challenging and I enjoyed doing them. </p> <p>In the next designer diary, I will explain the Beast Mastery system and the tasks I performed to complete the system. </p>]]></description>
         <link>http://deathduel.com/blog/2007/07/swg_dev_diary_thomas_hanse_eid.html</link>
         <guid>http://deathduel.com/blog/2007/07/swg_dev_diary_thomas_hanse_eid.html</guid>
         <category>Old Designer Posts</category>
         <pubDate>Mon, 02 Jul 2007 17:57:39 -0600</pubDate>
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         <title>Star Wars Galaxies Developer Diary On &quot;Creature Balance&quot;</title>
         <description><![CDATA[  <!-- end <%headline%> -->                                                                      <p><!-- start <%pubdate%> --> <span class="bmw_pubdate">Published Jun 19, 2007</span> <!-- end <%pubdate%> --> </p>                                  <!-- start <%content%> -->    <div class="bmw_pageContent"> <div class="bmc_rightContentImage bmc_image" style="width: 200px">         <div class="bmc_caption">     &nbsp;     </div> </div> <p><strong>Dev Diary: Thomas &quot;Hanse&quot; Eidson #2</strong></p> <p>Howdy, folks! I&rsquo;m Thomas &ldquo;Hanse&rdquo; Eidson, a game designer on the <em>Star Wars</em> Galaxies team. In this second designer diary, I will outline the process behind creature balance, the first design feature I worked on as a system designer.</p> <p>When I was first brought onto the team a little over a year ago, I was tasked with looking over Non-Player Character (NPC) balance. Normal creatures were too easy to fight at some levels and too hard at others.</p> <p>At the time, Helios explained that very few stats were used in combat for NPC&rsquo;s. The feature had to be published soon and I was to review and revise them quickly. I chose a simple stat to modify - their hit points (HP).</p> <p>When approaching a systemic issue such as creature balance, you would not normally modify only one statistic. Modifying one statistic for creature balance makes your creatures bland and boring during combat. Our current game does not rely on a single statistic for combat. We use a master data table that is level based, which means the statistics rise as the level increases.</p> <p>The table at the time that I worked on the balance looked almost exactly like this, in logarithmic scale:</p> <div align="center"><img height="324" border="0" align="middle" width="500" src="http://deathduel.com/images/blog/balance-1.jpg" /><br /> </div> <p>You will notice that the values have some fluctuation, but for the most part are smooth. The armor line trend is totally flat, because normal creatures had zero armor. This is very close to a typical NPC/creature difficulty curve. Special NPC&rsquo;s and creatures are modified by scripts or noted as a higher difficulty (Elite and Boss creatures are not on this chart).</p> <p>At the time I was charged with making a balance change with NPC&rsquo;s and creatures, we wanted a target range of ten seconds per creature for each fight. We had a target range of three creatures to take about 30 seconds or so. Our final target range was five creatures being almost too hard to handle. The only caveat was to make sure that low level opponents were easy to dispatch (lower than level 10).</p> <p>With such a simple graph and no other balance concerns (no special abilities, no dodge values, weapons did not affect damage per second, etc), the balance task became simply a matter of raising the bars on the graph, right? Wrong. The graph approach may be simple, but you must also take into consideration the power graph a player has. I proceeded to graph each class to see what their effective damage over time was.</p> <p>This chart shows my research for average damage per second multiplied by ten. It excludes burst damage a class may have and averages all the damage abilities. This is dated back to March 2006.</p> <div align="center"><img height="290" border="0" align="middle" width="500" src="http://deathduel.com/images/blog/balance-2.jpg" /><br /> </div> <p>The graph fluctuates and the top-end is actually lower than the previous graph&rsquo;s maximum HP value. In testing, we found that the low-end creatures took longer to kill. We found that at certain spots in a player&rsquo;s progression, creatures were just too tough for stretches of levels and simply too easy at others. Quality Assurance tested the new HP values and found some levels were taking too long to defeat and others too short. We adjusted our charts and came up with the following, which was live on the service until Chapter 6.</p> <div align="center"><img height="334" border="0" align="middle" width="500" src="http://deathduel.com/images/blog/balance-3.jpg" /><br /> </div> <p>The HP graph follows the damage over time curve above. The action, minimum damage, maximum damage, and armor values are unchanged. I later reused the average damage over time player graph as a guideline for the expertise damage over time values.</p> <p>Obviously, with all the changes we made for Chapter 6, we have very different values for creature balance. Here&rsquo;s the spoiler chart for folks that wish to get a peek at it. The HP values have not changed, but the rest of the data has been modified for combat balance, taking into consideration expertise abilities and the new special abilities of NPCs and creatures.</p> <div align="center"><img border="0" src="http://starwarsgalaxies.station.sony.com/images/features/dev_diary/balance-4.jpg" /> </div> <p>To get an idea of the timeline it took to make this feature change, I spent roughly two weeks to complete it, with testing. I had to do research to support my data changes, which resulted in the average damage over time chart. The DPS chart took roughly a week of data mining special abilities of all classes and averaging them out. The data changes took only a couple hours. The testing and tweaking of the feature took roughly four days.</p> <p>So there you have it! There is a bit of math involved in many of the system changes we make. A balance system change needs careful consideration and testing. You have to be careful how you approach your data research and make sure not to overcompensate with your tweaks. Quality Assurance was a huge help in testing the feature change.</p> <p>In the next diary, I will discuss the approach to the Jedi expertise system in Chapter 2. Thank you for reading!</p> </div>]]></description>
         <link>http://deathduel.com/blog/2007/06/star_wars_galaxies_developer_d.html</link>
         <guid>http://deathduel.com/blog/2007/06/star_wars_galaxies_developer_d.html</guid>
         <category>Old Designer Posts</category>
         <pubDate>Tue, 19 Jun 2007 17:09:03 -0600</pubDate>
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         <title>Dev Diary: Thomas &quot;Hanse&quot; Eidson</title>
         <description><![CDATA[ <p>Howdy, folks! I'm Thomas &quot;Hanse&quot; Eidson, a designer on the <em>Star Wars</em> Galaxies team. </p> <p>It's been slightly over a year since I started working on <em>Star Wars</em> Galaxies. I've been keeping an eye on the message board and posting in threads on systems that I was working on at the time. So, if you kept an eye on developer posts, you've probably seen one or two of mine. If you haven't, then this diary and future ones should bring you up to speed on what I've been working on over the past year. I'll also include some insight into the publish contributions I've made. </p> <p>I'll begin things by providing you with a little more background on who I am and how I became a System Designer on <em>Star Wars</em> Galaxies for Sony Online Entertainment. I've been a professional game designer for the past eight years. The majority of that time has been spent designing massively multiplayer games (MMO's). I've been playing MMO's (I consider hundreds of players online at the same time enough to technically qualify as requiring &quot;massive&quot; game mechanics), since text games in the 1980's (Multi-User Dungeons). I began developing games as a hobby after I was first introduced to computers in the 1970's (TRS-80's, Coco, Apple //, etc). So, I've been on the fringe and in the thick of the gaming industry for over 20 years (almost 30! Yikes!). </p> <p>A System Designer on SWG has many responsibilities. The tasks I've performed for the past year have focused on balance, maintenance, modification, and much more. These ranged from small tasks of simple data changes, to larger data change overhauls, to the addition of brand new systems. We make changes to the game many different ways -- through programming, spreadsheets, text files, and proprietary tools. All of the designers on the team make some sort of systems change at one time or another. However, System Designers usually do not make additions of content (such as quests, storylines, world building, etc). </p> <p>Our publishes follow a development cycle of brainstorming, design documentation, peer approval, development, bug fixing, release, and post release fixes. Over that cycle, we also have a list of bugs to fix. A previous &quot;bug bash&quot; publish would consist of trying to fix as many bugs as possible. I typically try to fix eight or more bugs per day when I'm tasked with doing bug fixes. Many of those are not discussed on the message board, due to them being possible exploits, oversights, or just plain irrelevant. However, I'm not averse to asking for opinions on the board when a bug fix may affect you adversely. Sometimes I get stumped for a day, but I try to solve all issues before going home so that they do not nag at me overnight or (heaven forbid), over the weekend! </p> <p>I've worked on seven major publishes to the game. The first publish, I worked on NPC balance issues. After that, I worked on the Jedi expertise. My third publish, I added the Smuggler expertise system. Once that publish was released, I implemented the Commando expertise system. Over the holiday season, I worked on the Trader expertise systems. When the expertise systems were completed, I worked on a bug fixing publish. The latest publish included the Beast Master system and I was one of five designers that worked on beasts. In a future diary (or diaries), I will discuss the steps I took to implement each system. </p> <p>Thanks for reading this first installation, and please be on the lookout for future diaries from me! </p>]]></description>
         <link>http://deathduel.com/blog/2007/06/dev_diary_thomas_hanse_eidson.html</link>
         <guid>http://deathduel.com/blog/2007/06/dev_diary_thomas_hanse_eidson.html</guid>
         <category>Old Designer Posts</category>
         <pubDate>Mon, 04 Jun 2007 17:52:06 -0600</pubDate>
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