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	<title>Comments on: Dev Diary #8 &#8211; Remembrance of Things Past</title>
	<atom:link href="https://www.cardhunter.com/2011/09/dev-diary-8/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.cardhunter.com/2011/09/dev-diary-8/</link>
	<description>Collectable Card Roleplaying</description>
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		<title>By: Jon</title>
		<link>https://www.cardhunter.com/2011/09/dev-diary-8/#comment-209</link>
		<dc:creator><![CDATA[Jon]]></dc:creator>
		<pubDate>Wed, 14 Sep 2011 22:15:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.cardhunter.com/?p=701#comment-209</guid>
		<description><![CDATA[@zipdrive: to answer your questions in turn.

1. We did consider that but felt that the system was already complex enough as is.

2. Yes, and that could occasionally become a problem. Whenever using a card as a boost though, you did have to consider - would I rather pile this onto something else or keep it for it&#039;s regular play effect?]]></description>
		<content:encoded><![CDATA[<p>@zipdrive: to answer your questions in turn.</p>
<p>1. We did consider that but felt that the system was already complex enough as is.</p>
<p>2. Yes, and that could occasionally become a problem. Whenever using a card as a boost though, you did have to consider &#8211; would I rather pile this onto something else or keep it for it&#8217;s regular play effect?</p>
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		<title>By: Jon</title>
		<link>https://www.cardhunter.com/2011/09/dev-diary-8/#comment-208</link>
		<dc:creator><![CDATA[Jon]]></dc:creator>
		<pubDate>Wed, 14 Sep 2011 22:14:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.cardhunter.com/?p=701#comment-208</guid>
		<description><![CDATA[@mightymusroom: yep, so, obviously the boost value of the cards was really important and we used that as a balancing element when creating the cards.]]></description>
		<content:encoded><![CDATA[<p>@mightymusroom: yep, so, obviously the boost value of the cards was really important and we used that as a balancing element when creating the cards.</p>
]]></content:encoded>
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		<title>By: mightymushroom</title>
		<link>https://www.cardhunter.com/2011/09/dev-diary-8/#comment-207</link>
		<dc:creator><![CDATA[mightymushroom]]></dc:creator>
		<pubDate>Wed, 14 Sep 2011 19:31:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.cardhunter.com/?p=701#comment-207</guid>
		<description><![CDATA[I know it&#039;s been dramatically changed, I was just thinking about how it worked once upon a time.]]></description>
		<content:encoded><![CDATA[<p>I know it&#8217;s been dramatically changed, I was just thinking about how it worked once upon a time.</p>
]]></content:encoded>
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	<item>
		<title>By: SurgeonFish</title>
		<link>https://www.cardhunter.com/2011/09/dev-diary-8/#comment-206</link>
		<dc:creator><![CDATA[SurgeonFish]]></dc:creator>
		<pubDate>Wed, 14 Sep 2011 18:32:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.cardhunter.com/?p=701#comment-206</guid>
		<description><![CDATA[He did say these were old mechanics, it might be completely different from what it is here.]]></description>
		<content:encoded><![CDATA[<p>He did say these were old mechanics, it might be completely different from what it is here.</p>
]]></content:encoded>
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	<item>
		<title>By: mightymushroom</title>
		<link>https://www.cardhunter.com/2011/09/dev-diary-8/#comment-205</link>
		<dc:creator><![CDATA[mightymushroom]]></dc:creator>
		<pubDate>Wed, 14 Sep 2011 15:47:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.cardhunter.com/?p=701#comment-205</guid>
		<description><![CDATA[I can see that the old speed system gives you a sort of &quot;showdown&quot; feel as you and your opponent try to outmaneuver each other.  But wouldn&#039;t it lead to a situation where you choose 1/2 or more of your cards for their boost rating instead of what they actually do?]]></description>
		<content:encoded><![CDATA[<p>I can see that the old speed system gives you a sort of &#8220;showdown&#8221; feel as you and your opponent try to outmaneuver each other.  But wouldn&#8217;t it lead to a situation where you choose 1/2 or more of your cards for their boost rating instead of what they actually do?</p>
]]></content:encoded>
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	<item>
		<title>By: zipdrive</title>
		<link>https://www.cardhunter.com/2011/09/dev-diary-8/#comment-204</link>
		<dc:creator><![CDATA[zipdrive]]></dc:creator>
		<pubDate>Wed, 14 Sep 2011 13:03:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.cardhunter.com/?p=701#comment-204</guid>
		<description><![CDATA[BTW, here&#039;s an audio interview I&#039;ve had with Jon: http://www.hamishakia.co.il/?p=4294]]></description>
		<content:encoded><![CDATA[<p>BTW, here&#8217;s an audio interview I&#8217;ve had with Jon: <a href="http://www.hamishakia.co.il/?p=4294" rel="nofollow">http://www.hamishakia.co.il/?p=4294</a></p>
]]></content:encoded>
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	<item>
		<title>By: zipdrive</title>
		<link>https://www.cardhunter.com/2011/09/dev-diary-8/#comment-203</link>
		<dc:creator><![CDATA[zipdrive]]></dc:creator>
		<pubDate>Wed, 14 Sep 2011 13:01:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.cardhunter.com/?p=701#comment-203</guid>
		<description><![CDATA[Interesting. The first two thoughts that came to my mind:
1) Why just boost speed? Allow cards to boost damage! For example, have an item called Poison Flask, which adds 4 cards to your deck - 3 are +1 damage boosts &quot;poisoned blade&quot; and one is a self-damage &quot;was that a potion?&quot; card.
2) if you draw cards every turn, doesn&#039;t every turn devolve into piling cards on top of each other to see who comes out first?]]></description>
		<content:encoded><![CDATA[<p>Interesting. The first two thoughts that came to my mind:<br />
1) Why just boost speed? Allow cards to boost damage! For example, have an item called Poison Flask, which adds 4 cards to your deck &#8211; 3 are +1 damage boosts &#8220;poisoned blade&#8221; and one is a self-damage &#8220;was that a potion?&#8221; card.<br />
2) if you draw cards every turn, doesn&#8217;t every turn devolve into piling cards on top of each other to see who comes out first?</p>
]]></content:encoded>
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