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	<title>Comments for Bytten</title>
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	<link>http://bytten.net/devlog</link>
	<description></description>
	<lastBuildDate>Sat, 24 Mar 2012 00:00:16 +0000</lastBuildDate>
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		<title>Comment on Procedural Dungeon Generation &#8211; Part 1.5 by SSS #9 &#8211; Sound, keys and locks &#124; Bytten</title>
		<link>http://bytten.net/devlog/2012/01/25/procedural-dungeon-generation-part-1-5/#comment-129</link>
		<dc:creator>SSS #9 &#8211; Sound, keys and locks &#124; Bytten</dc:creator>
		<pubDate>Sat, 24 Mar 2012 00:00:16 +0000</pubDate>
		<guid isPermaLink="false">http://bytten.net/devlog/?p=248#comment-129</guid>
		<description>[...] the keys and locked doors, I&#8217;m now a huge step closer to being able to implement the procedural dungeon generator for [...]</description>
		<content:encoded><![CDATA[<p>[...] the keys and locked doors, I&#8217;m now a huge step closer to being able to implement the procedural dungeon generator for [...]</p>
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	<item>
		<title>Comment on Screenshot saturday #7 by c0smic</title>
		<link>http://bytten.net/devlog/2012/03/03/screenshot-saturday-7/#comment-80</link>
		<dc:creator>c0smic</dc:creator>
		<pubDate>Mon, 05 Mar 2012 07:27:36 +0000</pubDate>
		<guid isPermaLink="false">http://bytten.net/devlog/?p=421#comment-80</guid>
		<description>Hey, 
I just found your website and love the game you are making.  I&#039;m learning to code in Java, and watching the progress you make on your work is, well, inspiring! Keep it up.</description>
		<content:encoded><![CDATA[<p>Hey,<br />
I just found your website and love the game you are making.  I&#8217;m learning to code in Java, and watching the progress you make on your work is, well, inspiring! Keep it up.</p>
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	</item>
	<item>
		<title>Comment on Procedural Dungeon Generation &#8211; Part 1.5 by Screenshot Saturday #3 &#124; Bytten</title>
		<link>http://bytten.net/devlog/2012/01/25/procedural-dungeon-generation-part-1-5/#comment-22</link>
		<dc:creator>Screenshot Saturday #3 &#124; Bytten</dc:creator>
		<pubDate>Sat, 04 Feb 2012 00:00:19 +0000</pubDate>
		<guid isPermaLink="false">http://bytten.net/devlog/?p=248#comment-22</guid>
		<description>[...] done some more thinking about procedurally-generating dungeons, and I think it is possible to add on-off switches to dungeons by keeping track of two [...]</description>
		<content:encoded><![CDATA[<p>[...] done some more thinking about procedurally-generating dungeons, and I think it is possible to add on-off switches to dungeons by keeping track of two [...]</p>
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	<item>
		<title>Comment on Procedural Dungeon Generation &#8211; Part 1.5 by tomc</title>
		<link>http://bytten.net/devlog/2012/01/25/procedural-dungeon-generation-part-1-5/#comment-14</link>
		<dc:creator>tomc</dc:creator>
		<pubDate>Sat, 28 Jan 2012 17:36:50 +0000</pubDate>
		<guid isPermaLink="false">http://bytten.net/devlog/?p=248#comment-14</guid>
		<description>The equipment items are treated purely abstractly by this algorithm - i.e. exactly the same as keys. For my game, I intend to randomly select the item from a list of pre-programmed ones during lowering, but procedural generation of these items would be a very interesting topic.

I will check out your Metroidvania generator. Thanks :)</description>
		<content:encoded><![CDATA[<p>The equipment items are treated purely abstractly by this algorithm &#8211; i.e. exactly the same as keys. For my game, I intend to randomly select the item from a list of pre-programmed ones during lowering, but procedural generation of these items would be a very interesting topic.</p>
<p>I will check out your Metroidvania generator. Thanks :)</p>
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	</item>
	<item>
		<title>Comment on Procedural Dungeon Generation &#8211; Part 1.5 by Mike</title>
		<link>http://bytten.net/devlog/2012/01/25/procedural-dungeon-generation-part-1-5/#comment-13</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Sat, 28 Jan 2012 17:19:13 +0000</pubDate>
		<guid isPermaLink="false">http://bytten.net/devlog/?p=248#comment-13</guid>
		<description>Hey there,

I saw this on /r/gamedev. This is a really nice bit of code, I like it a lot! You mentioned &quot;Items that grant new abilities to the player that permit access to new areas&quot; - are these procedurally generated also, or designed by you by hand prior to generation?

I&#039;m working on academic research on automated game design, and recently I knocked together a rough-and-ready Metroidvania generator (you can read a bit about it on my site) so I&#039;m really interested to hear about stuff like this.

Cool stuff indeed. Good luck with the dev!

Mike</description>
		<content:encoded><![CDATA[<p>Hey there,</p>
<p>I saw this on /r/gamedev. This is a really nice bit of code, I like it a lot! You mentioned &#8220;Items that grant new abilities to the player that permit access to new areas&#8221; &#8211; are these procedurally generated also, or designed by you by hand prior to generation?</p>
<p>I&#8217;m working on academic research on automated game design, and recently I knocked together a rough-and-ready Metroidvania generator (you can read a bit about it on my site) so I&#8217;m really interested to hear about stuff like this.</p>
<p>Cool stuff indeed. Good luck with the dev!</p>
<p>Mike</p>
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	</item>
	<item>
		<title>Comment on Screenshot Saturday #1 by Screenshot Saturday #2 &#124; Bytten</title>
		<link>http://bytten.net/devlog/2012/01/21/screenshot-saturday-1/#comment-11</link>
		<dc:creator>Screenshot Saturday #2 &#124; Bytten</dc:creator>
		<pubDate>Sat, 28 Jan 2012 09:03:15 +0000</pubDate>
		<guid isPermaLink="false">http://bytten.net/devlog/?p=230#comment-11</guid>
		<description>[...] Link to Screenshot Saturday #1. [...]</description>
		<content:encoded><![CDATA[<p>[...] Link to Screenshot Saturday #1. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Procedural Dungeon Generation &#8211; Part 1.5 by Screenshot Saturday #2 &#124; Bytten</title>
		<link>http://bytten.net/devlog/2012/01/25/procedural-dungeon-generation-part-1-5/#comment-10</link>
		<dc:creator>Screenshot Saturday #2 &#124; Bytten</dc:creator>
		<pubDate>Sat, 28 Jan 2012 00:29:16 +0000</pubDate>
		<guid isPermaLink="false">http://bytten.net/devlog/?p=248#comment-10</guid>
		<description>[...] prototyped the procedural dungeon generation algorithm I designed last week, and the results look good &#8211; [...]</description>
		<content:encoded><![CDATA[<p>[...] prototyped the procedural dungeon generation algorithm I designed last week, and the results look good &#8211; [...]</p>
]]></content:encoded>
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	<item>
		<title>Comment on Procedural Dungeon Generation &#8211; Part 1.5 by Procedural Dungeon Generation &#8211; Part I &#124; Bytten</title>
		<link>http://bytten.net/devlog/2012/01/25/procedural-dungeon-generation-part-1-5/#comment-9</link>
		<dc:creator>Procedural Dungeon Generation &#8211; Part I &#124; Bytten</dc:creator>
		<pubDate>Wed, 25 Jan 2012 21:07:41 +0000</pubDate>
		<guid isPermaLink="false">http://bytten.net/devlog/?p=248#comment-9</guid>
		<description>[...] this part of the algorithm can cause the generation of trapped rooms that the player cannot escape. Part 1.5 has a fixed implementation the algorithm in Java that fixes [...]</description>
		<content:encoded><![CDATA[<p>[...] this part of the algorithm can cause the generation of trapped rooms that the player cannot escape. Part 1.5 has a fixed implementation the algorithm in Java that fixes [...]</p>
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	<item>
		<title>Comment on Procedural Dungeon Generation &#8211; Part I by Procedural Dungeon Generation &#8211; Part 1.5 &#124; Bytten</title>
		<link>http://bytten.net/devlog/2012/01/21/procedural-dungeon-generation-part-i/#comment-8</link>
		<dc:creator>Procedural Dungeon Generation &#8211; Part 1.5 &#124; Bytten</dc:creator>
		<pubDate>Wed, 25 Jan 2012 20:35:10 +0000</pubDate>
		<guid isPermaLink="false">http://bytten.net/devlog/?p=140#comment-8</guid>
		<description>[...] my previous post on procedural generation, I proposed an algorithm for generating dungeons that goes beyond usual roguelikes&#8217; [...]</description>
		<content:encoded><![CDATA[<p>[...] my previous post on procedural generation, I proposed an algorithm for generating dungeons that goes beyond usual roguelikes&#8217; [...]</p>
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	<item>
		<title>Comment on Procedural Dungeon Generation &#8211; Part I by tom</title>
		<link>http://bytten.net/devlog/2012/01/21/procedural-dungeon-generation-part-i/#comment-6</link>
		<dc:creator>tom</dc:creator>
		<pubDate>Sat, 21 Jan 2012 18:54:07 +0000</pubDate>
		<guid isPermaLink="false">http://bytten.net/devlog/?p=140#comment-6</guid>
		<description>Really interesting read, thanks! I have to admit that I zoned out a little towards the end, but only because I was busy thinking about how a similar approach could be applied to my own project! I&#039;ve always found procedural generation fascinating, but you&#039;re right in that there&#039;s not a huge amount of information on procedural generation about.

If you haven&#039;t already read it, there was a &lt;a href=&quot;http://www.gamasutra.com/view/feature/6582/learning_from_the_masters_level_.php&quot; rel=&quot;nofollow&quot;&gt;very insightful article on gamasutra&lt;/a&gt; recently about level design in the original Zelda. It&#039;d be interesting if some of the points raised in that article could be build into a generation algorithm to try have it produce interesting, thoughtfully designed levels.</description>
		<content:encoded><![CDATA[<p>Really interesting read, thanks! I have to admit that I zoned out a little towards the end, but only because I was busy thinking about how a similar approach could be applied to my own project! I&#8217;ve always found procedural generation fascinating, but you&#8217;re right in that there&#8217;s not a huge amount of information on procedural generation about.</p>
<p>If you haven&#8217;t already read it, there was a <a href="http://www.gamasutra.com/view/feature/6582/learning_from_the_masters_level_.php" rel="nofollow">very insightful article on gamasutra</a> recently about level design in the original Zelda. It&#8217;d be interesting if some of the points raised in that article could be build into a generation algorithm to try have it produce interesting, thoughtfully designed levels.</p>
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