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	<title> &#187; Mechanics</title>
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		<title>A small fighting AI test</title>
		<link>http://blog.vortixgames.com/a-small-fighting-ai-test</link>
		<comments>http://blog.vortixgames.com/a-small-fighting-ai-test#comments</comments>
		<pubDate>Mon, 25 Jan 2010 00:33:42 +0000</pubDate>
		<dc:creator>Vlad</dc:creator>
				<category><![CDATA[The code of VGS]]></category>
		<category><![CDATA[AI]]></category>
		<category><![CDATA[FlashGameBlogs]]></category>
		<category><![CDATA[Mechanics]]></category>
		<category><![CDATA[Testing]]></category>

		<guid isPermaLink="false">http://blog.vortixgames.com/?p=562</guid>
		<description><![CDATA[Although me and finite state machines are good friends for sometime, implementing a more in-depth artificial inteligence algorithm is something I&#8217;ve been looking forward to test for some time. I did manage to take sometime to do some learning and testing and I&#8217;d like to share the results with you.
What you see below is a [...]]]></description>
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		<slash:comments>3</slash:comments>
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		<title>Thoughts on user interaction</title>
		<link>http://blog.vortixgames.com/thoughts-on-user-interaction</link>
		<comments>http://blog.vortixgames.com/thoughts-on-user-interaction#comments</comments>
		<pubDate>Mon, 29 Jun 2009 00:00:48 +0000</pubDate>
		<dc:creator>Vlad</dc:creator>
				<category><![CDATA[The design of VGS]]></category>
		<category><![CDATA[Feedback]]></category>
		<category><![CDATA[FlashGameBlogs]]></category>
		<category><![CDATA[GUI]]></category>
		<category><![CDATA[Interaction]]></category>
		<category><![CDATA[Mechanics]]></category>

		<guid isPermaLink="false">http://blog.vortixgames.com/?p=352</guid>
		<description><![CDATA[Doesn&#8217;t matter how many games you&#8217;ve made or how many tests you&#8217;ll perform, you&#8217;ll always have a lot of doubts when it comes to how to put the interaction in your game feedback loop.
User interaction grows on me in a weird way. Experience should make it easier, but as time goes by I tend to [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Atomik Kaos Mechanic Post Mortem</title>
		<link>http://blog.vortixgames.com/atomik-kaos-mechanic-post-mortem</link>
		<comments>http://blog.vortixgames.com/atomik-kaos-mechanic-post-mortem#comments</comments>
		<pubDate>Sat, 14 Mar 2009 00:00:59 +0000</pubDate>
		<dc:creator>Vlad</dc:creator>
				<category><![CDATA[Postmortems]]></category>
		<category><![CDATA[Atomik Kaos]]></category>
		<category><![CDATA[FlashGameBlogs]]></category>
		<category><![CDATA[Mechanics]]></category>

		<guid isPermaLink="false">http://blog.vortixgames.com/?p=262</guid>
		<description><![CDATA[ 
This is really weird to write&#8230; because&#8230; Atomik Kaos, the original, was a bit of an accident. The whole design was ad-hoc without any kind of formalism. Each token was designed as it was needed.
 
So what worked and what didn&#8217;t mechanics wise?
Worked
1. The twist to the chain reaction genre: let&#8217;s face it, it&#8217;s a genre [...]]]></description>
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		<slash:comments>1</slash:comments>
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