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	<title>Blackout</title>
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	<link>http://blackoutgame.net</link>
	<description>In Space, No One Can Hear You Scream</description>
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		<title>May Update &#8211; Our Summer Plans</title>
		<link>http://blackoutgame.net/news/may-update-our-summer-plans/</link>
		<comments>http://blackoutgame.net/news/may-update-our-summer-plans/#comments</comments>
		<pubDate>Fri, 17 May 2013 20:32:22 +0000</pubDate>
		<dc:creator>Aunt Jemima</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://blackoutgame.net/?p=233</guid>
		<description><![CDATA[I&#8217;d like to break the radio silence to post a small update on the current state of things, and discuss our plans for development over the next few months. Current functionality for the base of the game includes: Networked character controller Gravitational systems (video) Inventory (non-pretty working UI) Basic weapon and equipment management system &#8211; [...]]]></description>
				<content:encoded><![CDATA[<p>I&#8217;d like to break the radio silence to post a small update on the current state of things, and discuss our plans for development over the next few months.</p>
<p>Current functionality for the base of the game includes:</p>
<ul>
<li>Networked character controller</li>
<li>Gravitational systems (<a href="http://www.youtube.com/watch?v=6Pu1R69qFWk">video</a>)</li>
<li>Inventory (non-pretty working UI)</li>
<li>Basic weapon and equipment management system &#8211; pick up, drop, throw, store &#038; destroy</li>
</ul>
<p>Having recently discussed our plans for the game over the next few months, we&#8217;ve decided to focus on feature development for the underlying engine for the game, rather than continuing development on common gameplay features like weaponry and itemization. A lot of games have guns and shooting mechanics, but truly great games like Minecraft achieve success by building gameplay elements on top of a unique, custom base of core features that allows them to shine. Over the next few months we&#8217;ll be working on cool things like:</p>
<ul>
<li>Procedural terrain generation</li>
<li>Terrain modification/deformation</li>
<li>Model cutting &#038; destruction</li>
<li>Softbody physics using cloth</li>
</ul>
<p>With a bit of luck and a lot of work, we&#8217;ll be able to come up with some really cool stuff we can build on in order to make a great game.</p>
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		<title>February Progress Update</title>
		<link>http://blackoutgame.net/monthly-update/february-progress-update/</link>
		<comments>http://blackoutgame.net/monthly-update/february-progress-update/#comments</comments>
		<pubDate>Tue, 05 Mar 2013 07:20:44 +0000</pubDate>
		<dc:creator>Aunt Jemima</dc:creator>
				<category><![CDATA[Monthly Progress Updates]]></category>

		<guid isPermaLink="false">http://blackoutgame.net/?p=209</guid>
		<description><![CDATA[It&#8217;s almost a week into March already, that must mean we&#8217;ve been pretty busy! It&#8217;s almost like February was shorter than the other months or something. We now have a login system in place, and while we&#8217;re not ready to show it off just yet, you can rest assured that we&#8217;ll take good care of [...]]]></description>
				<content:encoded><![CDATA[<p>It&#8217;s almost a week into March already, that must mean we&#8217;ve been pretty busy! It&#8217;s almost like February was shorter than the other months or something.</p>
<p>We now have a login system in place, and while we&#8217;re not ready to show it off just yet, you can rest assured that we&#8217;ll take good care of your password when you register. Player death and respawning has also been added, as I&#8217;ve been told that dying is important for games where people get shot, mauled, maimed or insulted hard enough.  We have a few new 3d assets we&#8217;ll be showing off soon as well.</p>
<p>Our to-do list from last month remains the same as we continue to work on designing the features that will make up the core of the game:</p>
<ul>
<li>Item Spawns</li>
<li>Station Systems &#038; Interaction Items</li>
<li>Basic AI &#038; Pathing</li>
</ul>
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		<title>January Progress Update</title>
		<link>http://blackoutgame.net/monthly-update/january-progress-update/</link>
		<comments>http://blackoutgame.net/monthly-update/january-progress-update/#comments</comments>
		<pubDate>Sat, 26 Jan 2013 07:00:03 +0000</pubDate>
		<dc:creator>Aunt Jemima</dc:creator>
				<category><![CDATA[Monthly Progress Updates]]></category>

		<guid isPermaLink="false">http://blackoutgame.net/?p=116</guid>
		<description><![CDATA[Hey there folks! We&#8217;ve been doing things, I promise! This month we&#8217;ve been working on some more of the core gameplay functionality beyond simply running around and shooting things. M0bius has mostly finished automatic activation/deactivation of station rooms to save on processing and networking, as well as some logic for the atmospherics system. For instance, [...]]]></description>
				<content:encoded><![CDATA[<p>Hey there folks! We&#8217;ve been doing things, I promise! This month we&#8217;ve been working on some more of the core gameplay functionality beyond simply running around and shooting things.</p>
<p><img class="alignright size-medium wp-image-125" alt="You're gonna have a bad time" src="http://blackoutgame.net/wp-content/uploads/2013/01/badtime-300x202.png" width="300" height="202" />M0bius has mostly finished automatic activation/deactivation of station rooms to save on processing and networking, as well as some logic for the atmospherics system. For instance, shooting a pressurized container will exert force on the container based on the location of the shot, the type of gas and the level of pressurization, adding its contents to the room&#8217;s atmosphere. If you mess with an area&#8217;s atmospherics enough, you&#8217;re gonna have a bad time.</p>
<p>&nbsp;</p>
<p>With any luck I&#8217;ll have the base for the player inventory system finished by the end of the weekend. It works, but the interface is crap, as I&#8217;m using the default UI prior to implementing something more accessible later.</p>
<p>Some of the things on our to-do list:</p>
<ul>
<li>Item Spawns</li>
<li>Station Systems &amp; Interaction Items</li>
<li>Basic AI &amp; Pathing</li>
</ul>
<p>Stay tuned!</p>
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		<title>Introducing Blackout!</title>
		<link>http://blackoutgame.net/news/introducing-blackout/</link>
		<comments>http://blackoutgame.net/news/introducing-blackout/#comments</comments>
		<pubDate>Wed, 24 Oct 2012 10:41:24 +0000</pubDate>
		<dc:creator>Aunt Jemima</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://blackoutgame.net/?p=1</guid>
		<description><![CDATA[This is Blackout, a survival/horror game set in space. &#8220;In space, no one can hear you scream.&#8221; To find out more about our plans for the game, please check out the About and Features pages. Since we&#8217;re in early pre-alpha development, there isn&#8217;t much graphically yet to show of the game. That said, I&#8217;ll be [...]]]></description>
				<content:encoded><![CDATA[<p>This is Blackout, a survival/horror game set in space.</p>
<p>&#8220;<em>In space, no one can hear you scream</em>.&#8221;</p>
<p>To find out more about our plans for the game, please check out the <a title="About" href="http://blackoutgame.net/about/">About</a> and <a title="Features" href="http://blackoutgame.net/features/">Features</a> pages.</p>
<p>Since we&#8217;re in early pre-alpha development, there isn&#8217;t much graphically yet to show of the game. That said, I&#8217;ll be posting videos periodically on my <a href="https://www.youtube.com/user/AuntJemimaGames">personal YouTube account</a> to showcase progress on the game&#8217;s basic mechanics. Keep in mind that most or all of the models used in these videos are simply for testing purposes, and thus not the amazing pieces of artistry M0bius will be designing for the actual game.</p>
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