<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>AINT207 on The blog of Mr Wade</title><link>https://www.mrwade.co.uk/tags/aint207/</link><description>Recent content in AINT207 on The blog of Mr Wade</description><generator>Hugo</generator><language>en-GB</language><copyright>Copyright © 2026, Michael Wade; all rights reserved.</copyright><lastBuildDate>Thu, 01 Mar 2012 12:42:36 +0800</lastBuildDate><atom:link href="https://www.mrwade.co.uk/tags/aint207/index.xml" rel="self" type="application/rss+xml"/><item><title>AINT207 - Space Simulation Game Implementation</title><link>https://www.mrwade.co.uk/posts/aint207-space-simulation-game-implementation.aspx/</link><pubDate>Tue, 14 Feb 2012 17:46:00 +0800</pubDate><guid>https://www.mrwade.co.uk/posts/aint207-space-simulation-game-implementation.aspx/</guid><description>&lt;p&gt;I would like my game to be available across the internet independant of platform, HTML5 and JavaScript dont rely on any plugins or codecs that a user might not have installed and so make a good choice for implementing a game. One possible downside to this pair of technologies is the immaturity of them compared with games developed in flash that have large user bases and lots of tutorials and other content, additionally flash have access to many different portals through wich the game can be marketed and monitised.&lt;/p&gt;</description></item><item><title>AINT207 - Space Simulation Game Design &amp; Story</title><link>https://www.mrwade.co.uk/posts/aint207-space-simulation-game-design-story.aspx/</link><pubDate>Mon, 13 Feb 2012 12:03:00 +0800</pubDate><guid>https://www.mrwade.co.uk/posts/aint207-space-simulation-game-design-story.aspx/</guid><description>&lt;p&gt;As I mentioned in the first blog post my game is going to be set in space, therefore it makes sense if the design and aesthetics of the game are somewhat futuristic. I found a set of graphics released by Lost Garden &lt;a href="http://www.lostgarden.com/2005/03/download-complete-set-of-sweet-8-bit.html"&gt;http://www.lostgarden.com/2005/03/download-complete-set-of-sweet-8-bit.html&lt;/a&gt; which seem to meet my needs additionally I quite like the retro look incontrast to the very modern and impressive graphics used in &lt;a href="http://spacepiratesandzombies.com/" title="Space Pirates and Zombies"&gt;S.P.A.Z&lt;/a&gt;. The graphics pack features several different objects that could be used as space stations, where goods can be bought and sold, in addition to some ships that I plan to use for the player&amp;rsquo;s own ship. I hope to add some sound effects to the game after I have completed the majority of the programming, ambient music and sounds for actions like docking the ship and buying/selling goods should add to the atmosphere of the game.&lt;/p&gt;</description></item><item><title>AINT207 - Space Simulation Game Concept</title><link>https://www.mrwade.co.uk/posts/aint207-space-simulation-game-concept.aspx/</link><pubDate>Fri, 10 Feb 2012 12:48:00 +0800</pubDate><guid>https://www.mrwade.co.uk/posts/aint207-space-simulation-game-concept.aspx/</guid><description>&lt;p&gt;For my as yet unnamed game I plan to create a space simulator game that includes trading mechanics. The player will have to improve the capabilities of his ship through purchasing upgrades with Credits. Credits are earned by buying and selling goods between stations.&lt;/p&gt;
&lt;p&gt;I like how trading works in games such as &lt;a href="http://www.egosoft.com/games/x2/info_en.php" title="X2 The Threat"&gt;X2: The Threat&lt;/a&gt;, there are many different types of station and commodities that can be sold with opportunities to make both a profit and a loss with trading. The main idea behind the economy in X2 is that the more of an item a station has in stock the cheaper the item is, this is quite a simple mechanic but it can provide a reasonable simulation for the principles of supply and demand. &lt;/p&gt;</description></item></channel></rss>