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	<title>selene tan &#187; game</title>
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	<link>http://selenetan.com</link>
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		<title>SEEK*TOR</title>
		<link>http://selenetan.com/2010/01/seektor/</link>
		<comments>http://selenetan.com/2010/01/seektor/#comments</comments>
		<pubDate>Sun, 31 Jan 2010 08:50:05 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[ludumdare]]></category>
		<category><![CDATA[seektor]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=113</guid>
		<description><![CDATA[SEEK*TOR is a puzzle game about revealing the single enemy turret on an obscured map. It was created for the 16th Ludum Dare competition, a 48-hour long solo game development challenge. The theme of the competition was &#8220;Explore.&#8221; SEEK*TOR was ranked 5th overall of the 121 entries. Play it below: 
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			<content:encoded><![CDATA[<p>SEEK*TOR is a puzzle game about revealing the single enemy turret on   an obscured map. It was created for the <a rel="nofollow" href="http://www.ludumdare.com/compo/">16th Ludum Dare  competition</a>,  a 48-hour long solo game development challenge. The  theme of the  competition was &#8220;Explore.&#8221;</p>
<p>SEEK*TOR was ranked 5th overall of the 121 entries. Play it below:</p>
<p><span>[kml_flashembed publishmethod="static" fversion="9.0.0" movie="<a class="linkifyplus" href="http://selenetan.com/uploads/Games/seektor.swf">http://selenetan.com/uploads/Games/seektor.swf</a>" width="480" height="360" targetclass="flashmovie"]</span><a href="http://adobe.com/go/getflashplayer"><img src="http://www.adobe.com/images/shared/download_buttons/get_flash_player.gif" alt="Get Adobe Flash player" /></a></p>

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<p>Other links:</p>
<ul>
<li><a rel="nofollow" href="http://www.ludumdare.com/compo/ludum-dare-16/?uid=1550">Ludum  Dare entry page</a></li>
<li><a rel="nofollow" href="http://selenetan.com/dump/ludumdare16/">Original  competition  entry</a> (the version above contains some bugs I fixed after the  end of the  competition)</li>
</ul>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>eFusjon RAD Game</title>
		<link>http://selenetan.com/2009/07/efusjon-rad-game/</link>
		<comments>http://selenetan.com/2009/07/efusjon-rad-game/#comments</comments>
		<pubDate>Sun, 19 Jul 2009 01:21:03 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game development]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=128</guid>
		<description><![CDATA[eFusjon RAD is a game promoting the eFusjon energy drink, launched in July 2009. In RAD you control the Efusjonaut, and must absorb eFusjon to neutralize free radicals while avoiding toxins. The Efusjonaut is controlled with the mouse, and can switch between an offensive toxin-eliminating mode and a passive free radical-neutralizing mode. I came up [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="nofollow" href="http://www.efusjongaming.com/games/">eFusjon  RAD</a> is a game promoting the eFusjon energy  drink, launched in July  2009.</p>
<p>In RAD you control the Efusjonaut, and must absorb  eFusjon to  neutralize free radicals while avoiding toxins. The  Efusjonaut is  controlled with the mouse, and can switch between an  offensive  toxin-eliminating mode and a passive free radical-neutralizing  mode.</p>
<p>I came up with the gameplay concept and led  the  project. A graphic designer came up with the look and feel for the  menus  and an animator/artist created the main game art and sprites. I   incorporated everything into Flash, set up the overarching code   structure, and programmed the gameplay and scoring. Other developers   worked on the leaderboard score submission, some of the menus, and the   instructions. After some testing showed that people were confused about   how to play, I came up with and implemented the idea of adding pop-up   tutorial messages in-game explaining things.</p>
<p>Links:</p>
<ul>
<li> <a rel="nofollow" href="http://www.efusjongaming.com/">eFusjon  Gaming</a> is the official game website,  including details about the  promotion</li>
<li><a rel="nofollow" href="http://www.efusjongaming.com/games/">eFusjon  RAD</a> is the page where you can play the game.  Registration is  required because the game is part of a contest.</li>
</ul>
]]></content:encoded>
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		</item>
		<item>
		<title>Let&#8217;s Shooting Love</title>
		<link>http://selenetan.com/2009/02/lets-shooting-love/</link>
		<comments>http://selenetan.com/2009/02/lets-shooting-love/#comments</comments>
		<pubDate>Tue, 03 Feb 2009 01:23:22 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[enemy behavior]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[global game jam]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=136</guid>
		<description><![CDATA[I participated in the first Global Game Jam in February 2009, a challenge where the goal was to produce a playable game in 48 hours. The theme was &#8220;As long as we&#8217;re together, we&#8217;ll never run out of problems. Let&#8217;s Shooting Love is a Geometry-Wars-style arena shooter about a lonely robot looking for a girlfriend. [...]]]></description>
			<content:encoded><![CDATA[<p>I participated in the first <a rel="nofollow" href="http://globalgamejam.org/">Global Game Jam</a> in  February 2009, a challenge where the goal was to produce a playable game  in 48 hours. The theme was &#8220;As long as we&#8217;re together, we&#8217;ll never run  out of problems.</p>
<p>Let&#8217;s Shooting Love is a Geometry-Wars-style  arena shooter about a lonely robot looking for a girlfriend. It was  created in <a rel="nofollow" href="http://www.clickteam.com/website/usa/multimediafusion2dev.html">Multimedia Fusion</a>, which we decided to use since one  of the team members (<a rel="nofollow" href="http://ultimatewalrus.com/">Sebastian Jansiz</a>) was an expert in it and promised  even faster prototyping than Flash.</p>
<p>I was responsible for designing  and implementing the enemy behaviors. I brainstormed a lot of  potentially interesting behaviors and played other arena shooters for  inspiration. Then I had to figure out how to implement them in  Multimedia Fusion, which I had never used before the Game Jam.</p>
<p>I  created both enemies and enemy generators, setting them up so that  Sebastian could easily adjust parameters such as speed, hit points, and  generation frequency. I made a wide variety of enemies, including ones  that travel in V formation, ones that circle-strafe the player while  firing shotgun bursts, and ones that break apart into smaller enemies  when defeated.</p>
<p>Links:</p>
<ul>
<li><a rel="nofollow" href="http://www.youtube.com/watch?v=tcmtrtyxG9M">Gameplay Video</a></li>
<li><a rel="nofollow" href="http://ultimatewalrus.com/GAMES/lsl/">Official  Website</a></li>
<li><a rel="nofollow" href="http://ultimatewalrus.com/GAMES/lsl/?dl=13">Download</a></li>
</ul>
]]></content:encoded>
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		</item>
		<item>
		<title>Snowfall</title>
		<link>http://selenetan.com/2008/10/snowfall/</link>
		<comments>http://selenetan.com/2008/10/snowfall/#comments</comments>
		<pubDate>Sat, 18 Oct 2008 09:05:03 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[actionscript3]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[music]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=120</guid>
		<description><![CDATA[Snowfall is a game I originally thought of for a weekly game-making challenge at The Sims Carnival where the theme was &#8220;music&#8221;. After struggling with the limitations of the Sims Carnival game maker, I decided to take my idea and make it in Flash. I also used the opportunity to learn Actionscript 3. 
<p>Move the mouse to move the sun anywhere on screen. Avoid  touching snowflakes. Click to release a burst of warmth that melts  snowflakes and earns points, but uses up a life. Play the game with sound turned on!</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Basis Double Pong</title>
		<link>http://selenetan.com/2008/01/basis-double-pong/</link>
		<comments>http://selenetan.com/2008/01/basis-double-pong/#comments</comments>
		<pubDate>Mon, 07 Jan 2008 02:17:24 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Lab]]></category>
		<category><![CDATA[experiment]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[game]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=172</guid>
		<description><![CDATA[When I first told my friend about Double Pong, he thought that it would be a game of Pong with two paddles perpendicular to each other, controlled with one input. When I was thinking about a small project to re-familiarize myself with ActionScript, I decided to make his version. 
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			<content:encoded><![CDATA[<p>When I first told my friend about <a rel="nofollow" href="http://www.zanorg.com/prodperso/jeuxchiants/doublepong.htm">Double Pong</a>, he thought that it would be a game of  Pong with two paddles perpendicular to each other, controlled with one  input. When I was thinking about a small project to re-familiarize  myself with ActionScript, I decided to make his version.</p>
<p>[kml_flashembed publishmethod="static" fversion="9.0.0" movie="/uploads/Games/basisdoublepong1.5.swf" width="550" height="400" targetclass="flashmovie"]<a href="http://adobe.com/go/getflashplayer"><img src="http://www.adobe.com/images/shared/download_buttons/get_flash_player.gif" alt="Get Adobe Flash player" /></a></p>

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		</item>
		<item>
		<title>Endo Patrol</title>
		<link>http://selenetan.com/2007/05/endo-patrol/</link>
		<comments>http://selenetan.com/2007/05/endo-patrol/#comments</comments>
		<pubDate>Mon, 07 May 2007 02:09:11 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[panda3d]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[ui design]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=163</guid>
		<description><![CDATA[This was a semester-long project course at Carnegie Mellon&#8217;s Entertainment Technology Center. The goal was to create a game that would teach elementary school children the basics of immunology, without resorting to military metaphors. (i.e., no &#8220;defending&#8221; against bacterial &#8220;attacks.&#8221;) I functioned mainly as a programmer, implementing most of the user interface. I also composed [...]]]></description>
			<content:encoded><![CDATA[<p>This was a semester-long project course at Carnegie Mellon&#8217;s <a rel="nofollow" href="http://www.etc.cmu.edu/">Entertainment  Technology Center</a>.  The goal was to create a game that would teach  elementary school  children the basics of immunology, without resorting  to military  metaphors. (i.e., no &#8220;defending&#8221; against bacterial  &#8220;attacks.&#8221;)</p>
<p>I functioned mainly as a programmer, implementing most  of the user  interface. I also composed music for the game and created  and placed  the sound effects.</p>
<h3>Links:</h3>
<ul>
<li><a rel="nofollow" href="http://web.archive.org/web/20070818111827/http://etc.cmu.edu/projects/immunology/">Project  website</a></li>
<li><a rel="nofollow" href="http://selenetan.com/uploads/Games/EndoPatrol.zip">Game   download (58 MB ZIP)</a> &#8211; requires a graphics card with a 3D   accelerator. To play, unzip contents to a folder, and run Endo   Patrol\game\runWorld.bat</li>
</ul>
<h3>Music:</h3>
<p><em>These are the files used in the game, so they&#8217;re set up to loop.</em></p>
<ul>
<li><a rel="nofollow" href="http://selenetan.com/dump/immunology/chemical_gradient.mp3">Chemical  Gradient</a></li>
<li><a rel="nofollow" href="http://selenetan.com/dump/immunology/hydrology.mp3">Hydrology</a></li>
<li><a rel="nofollow" href="http://selenetan.com/dump/immunology/inflammation.mp3">Inflammation</a></li>
</ul>
]]></content:encoded>
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<enclosure url="http://selenetan.com/dump/immunology/inflammation.mp3" length="1300224" type="audio/mpeg" />
		</item>
		<item>
		<title>Don&#8217;t Forget the Lyrics</title>
		<link>http://selenetan.com/2007/03/dont-forget-the-lyrics/</link>
		<comments>http://selenetan.com/2007/03/dont-forget-the-lyrics/#comments</comments>
		<pubDate>Wed, 21 Mar 2007 01:28:21 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game development]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=140</guid>
		<description><![CDATA[The Don&#8217;t Forget the Lyrics Online Game was a project I worked on while at the Illusion Factory for Fox and RDF. Don&#8217;t Forget the Lyrics is game show where contestants are given the beginning of a song that cuts off suddenly; they are asked to fill in the missing lyrics. The goal was to [...]]]></description>
			<content:encoded><![CDATA[<p>The <em>Don&#8217;t Forget the Lyrics Online Game</em> was a project I worked  on while at the <a rel="nofollow" href="http://www.illusionfactory.com/">Illusion Factory</a> for Fox and RDF. <em>Don&#8217;t Forget  the Lyrics</em> is game show where contestants are given the beginning  of a song that cuts off suddenly; they are asked to fill in the missing  lyrics.</p>
<p>The goal was to make an online version of the game show  with new songs available every week. In addition, the game would allow  players to upload videos of themselves performing the songs featured for  that week. The video upload functionality was provided by  Brightcove.</p>
<p>I was responsible for the overall structure of the  code, as well as implementing the initial framework and several of the  sections. This included the main game interaction of listening to the song and inputting the answer.</p>
<p><a href="http://216.73.118.21/Web/dftl/index.htm">Play the game</a></p>
]]></content:encoded>
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		<item>
		<title>The Admirer&#8217;s Secret</title>
		<link>http://selenetan.com/2006/12/the-admirers-secret/</link>
		<comments>http://selenetan.com/2006/12/the-admirers-secret/#comments</comments>
		<pubDate>Thu, 14 Dec 2006 04:36:14 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[interactive movie]]></category>
		<category><![CDATA[mystery]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=178</guid>
		<description><![CDATA[The final assignment for my Visual Story class was to create a short, interactive love story. Our group decided to do a mystery with the question &#8220;Who sent the mysterious bouquet?&#8221; My teammates shot and edited video, took photos, and recorded audio, then handed them to me to integrate in Flash. Some of them also [...]]]></description>
			<content:encoded><![CDATA[<p>The final assignment for my Visual Story class was to create a short,  interactive love story. Our group decided to do a mystery with the  question &#8220;Who sent the mysterious bouquet?&#8221; My teammates shot and edited  video, took photos, and recorded audio, then handed them to me to  integrate in Flash. Some of them also helped put together slideshows and  interface elements</p>
<p><a rel="nofollow" href="../games/admirers_secret/admirers_secret.html">Play The Admirer&#8217;s Secret</a> <em>(Be patient&#8211;the SWF  file is 7.5 MB, and there&#8217;s no pre-loader since it was meant to be played locally)</em></p>
<p>The structure of  the piece is basically a choose-your-own-adventure. Players choose which  of the five suspects to visit, and after visiting them all, the culprit  is revealed. There are five endings.</p>
<h3><span id="more-178"></span>Implementation  Notes</h3>
<h4>Streaming</h4>
<p>This was my first experience with streaming  media in Flash. There&#8217;s a lot of audio and video in the project, and I  didn&#8217;t want to have to wait to load all of it at the start, so streaming  was the obvious solution. It does make it a little more difficult to  move the files to different directories, since the directory the SWF  file is called from has to be the same as the one all of the media files  are in.</p>
<h4>Templates</h4>
<p>Since the structure for each of the suspect  visits is the same, I decided to create a single template with slots  for suspect portrait, description, audio, and transcript. I used a  naming convention and the eval() function to pull the correct files and  movie clips in when requested.</p>
<h4>Ending Mechanic</h4>
<p>The ending a  player receives is determined by which suspect the player visits first.  Since the ending is revealed only after all suspects have been visited  (with one exception), most people have forgotten who they visited first  and the identity of the culprit comes as a surprise. On the other hand,  it means that anyone trying to systematically get different endings by  varying the order of visits will take a long time to see them all.</p>
]]></content:encoded>
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		<item>
		<title>Astral Schism Design Notes</title>
		<link>http://selenetan.com/2006/06/astral-schism-design-notes/</link>
		<comments>http://selenetan.com/2006/06/astral-schism-design-notes/#comments</comments>
		<pubDate>Wed, 07 Jun 2006 01:59:43 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[astral schism]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game development]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=153</guid>
		<description><![CDATA[Some notes about the design and development of Astral Schism. I had two main goals when adjusting the game difficulty: The two modes must have similar difficulty levels Both modes must be winnable by people who don&#8217;t play games that often I adjusted difficulty by changing the spawn rates of enemies, asteroids, and ore/hulls, and [...]]]></description>
			<content:encoded><![CDATA[<p>Some notes about the design and development of <a title="Astral Schism" href="http://selenetan.com/2005/04/astral-schism/">Astral Schism</a>.</p>
<p>I had two main goals when adjusting the game  difficulty:</p>
<ol>
<li> The two modes must have similar difficulty levels</li>
<li> Both modes must be winnable by people who don&#8217;t play games that  often</li>
</ol>
<p>I adjusted difficulty by changing the spawn rates of enemies,  asteroids, and ore/hulls, and by changing the number of starting  shields.</p>
<p>While I managed to strike a fairly good balance for the  project deadline, I feel that it could still use some work. However,  there are some more fundamental design issues that need to be addressed  first:</p>
<h3>It&#8217;s possible to get stuck in the game</h3>
<p>The way the  game works, level advancement is based on how many ship upgrades you  have. When you run out of shields, you restart the level with the same  number of shields and the same upgrades. This means that it is possible  to get to a level that is too hard for your skill with few lives. Unless  you can collect enough ore or hulls to return to base, you cannot gain  enough lives to clear the level.</p>
<p>One possibility is to always grant  a minimum number of shields to the player on starting a new level.  e.g., if we have determined that the third level should be beatable with  6 shields, then the level-change code will also set the player&#8217;s  shields to 6 if the player has fewer than 6 shields. Any other fixes to this problem will probably require a change to the current level  mechanic.</p>
<h3>Level advancement uses an unusual mechanic</h3>
<p>I got  comments from several people that the level mechanic &#8220;seems a bit  weird.&#8221; It has the bonus that at a given level, you always know the ship  has a minimum number of upgrades and should therefore be able to handle  things. It&#8217;s just not what most people expect.</p>
<h3>The &#8220;boss&#8221; for  the ambassador mode doesn&#8217;t fit in</h3>
<p>The &#8220;boss asteroid&#8221; requires a  method to defeat it that never shows up elsewhere in the game. I&#8217;d like  to change that, although it might &#8220;spoil the surprise&#8221;. On the other  hand, there&#8217;s no such surprise for the Exterminator mode.</p>
<h3>I want  a scoring mode but don&#8217;t know how to do it</h3>
<p>Scoring for the  Exterminator mode is pretty straightforward. Just count shots fired,  enemies extinguished, that kind of thing. But what&#8217;s the equivalent for  the Ambassador mode?</p>
<p>There are some statistics I could keep score  on: number of times levels are played, total time spent on a level, amount of ore picked up. For all of these, lower numbers suggest more player skill, which can result in slightly weird scores.</p>
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		<title>Elixir Vitae</title>
		<link>http://selenetan.com/2005/07/elixir-vitae/</link>
		<comments>http://selenetan.com/2005/07/elixir-vitae/#comments</comments>
		<pubDate>Sat, 30 Jul 2005 09:01:36 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[adventure game]]></category>
		<category><![CDATA[biology]]></category>
		<category><![CDATA[edutainment]]></category>
		<category><![CDATA[game]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=234</guid>
		<description><![CDATA[Elixir Vitae is a game meant to teach college freshmen about protein synthesis. It was made in Adventure Game Studio. I did all the programming/scripting, working with a single artist. Unfortunately, the game was never finished as the term of the project ended. Links: Official project page Announcement thread on the AGS forums]]></description>
			<content:encoded><![CDATA[<p>Elixir Vitae is a game meant to teach college freshmen about protein synthesis. It was made in <a href="http://www.adventuregamestudio.co.uk/">Adventure Game Studio</a>. I did all the programming/scripting, working with a single artist.</p>
<p>Unfortunately, the game was never finished as the term of the project ended.</p>
<p>Links:</p>
<ul>
<li><a href="http://www.cs.hmc.edu/~z/research/biogame/public_html/">Official project page</a></li>
<li><a href="http://www.bigbluecup.com/yabb/index.php?topic=21819.0">Announcement thread on the AGS forums</a></li>
</ul>
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