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	<title>NMcCoy&#039;s Games &#187; News</title>
	<atom:link href="http://nmccoy.net/category/news/feed/" rel="self" type="application/rss+xml" />
	<link>http://nmccoy.net</link>
	<description>A new game every week - games added Sunday nights</description>
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		<title>Friday prototype (and other things): Petal Meter</title>
		<link>http://nmccoy.net/2012/02/03/friday-prototype-and-other-things-petal-meter/</link>
		<comments>http://nmccoy.net/2012/02/03/friday-prototype-and-other-things-petal-meter/#comments</comments>
		<pubDate>Sat, 04 Feb 2012 04:12:50 +0000</pubDate>
		<dc:creator>Nathan McCoy</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Prototypes]]></category>

		<guid isPermaLink="false">http://nmccoy.net/?p=406</guid>
		<description><![CDATA[This week&#8217;s Friday Prototype turned out mostly not at all like what I expected it to be, but instead became something far trippier. Still, an interesting aesthetic effect, and I may make proper use of it at some point. In other news, I contributed a few things to Ben Lehman&#8217;s Hourly Game Day project. I [...]]]></description>
			<content:encoded><![CDATA[<p>This week&#8217;s <a href="http://nmccoy.net/games/prototypes/petalmeter/applet/index.html">Friday Prototype</a> turned out mostly not at all like what I expected it to be, but instead became something far trippier. Still, an interesting aesthetic effect, and I may make proper use of it at some point.</p>
<p>In other news, I contributed a <a href="http://hourlygameday.wordpress.com/category/nathan-mccoy/">few things</a> to Ben Lehman&#8217;s <a href="http://hourlygameday.wordpress.com/2012/02/03/game-1-ben-lehman-hourly-game-day-rules/">Hourly Game Day</a> project. I didn&#8217;t manage the full hourly pace, but it was certainly an interesting exercise.</p>
<p>Lastly, Andreas Illiger has <a href="http://killscreendaily.com/articles/one-andreas-illiger">credited</a> Wavespark as an inspiration for his game Tiny Wings, which was pretty cool of him. <img src='http://nmccoy.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>(Also, I realized that I never linked to my Ludum Dare 22 game, <a href="http://nmccoy.net/games/LD22/">Embers</a>, which managed to rank 11th (out of 717) in the new Mood category.)</p>
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		<title>Dragondot revisited!</title>
		<link>http://nmccoy.net/2011/12/05/dragondot-revisited/</link>
		<comments>http://nmccoy.net/2011/12/05/dragondot-revisited/#comments</comments>
		<pubDate>Mon, 05 Dec 2011 20:57:24 +0000</pubDate>
		<dc:creator>Nathan McCoy</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://nmccoy.net/?p=396</guid>
		<description><![CDATA[The updated and improved Flash version of Dragondot is now up on Newgrounds and Kongregate, and on our sponsor site Age of Games which has the exclusive Endless Survival mode! Enjoy!]]></description>
			<content:encoded><![CDATA[<p>The updated and improved Flash version of Dragondot is now up on <a href="http://www.newgrounds.com/portal/view/585116">Newgrounds</a> and <a href="http://www.kongregate.com/games/jonathansfox/dragondot">Kongregate</a>, and on our sponsor site <a href="http://www.ageofgames.net/en/free-rpg-games/1691-dragondot.html">Age of Games</a> which has the exclusive Endless Survival mode! Enjoy!</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>A long-overdue update, and exciting news!</title>
		<link>http://nmccoy.net/2011/10/19/a-long-overdue-update-and-exciting-news/</link>
		<comments>http://nmccoy.net/2011/10/19/a-long-overdue-update-and-exciting-news/#comments</comments>
		<pubDate>Thu, 20 Oct 2011 06:35:52 +0000</pubDate>
		<dc:creator>Nathan McCoy</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://nmccoy.net/?p=391</guid>
		<description><![CDATA[So, a lot&#8217;s been keeping me busy lately &#8211; getting back into school, my computer croaking, Ludum Dare 21 (two days after my computer croaking), and getting some of my top games ported to Flash. The results of all of this: Planetary Mission, my (not very good due to lack of computer) Ludum Dare 21 [...]]]></description>
			<content:encoded><![CDATA[<p>So, a lot&#8217;s been keeping me busy lately &#8211; getting back into school, my computer croaking, Ludum Dare 21 (two days after my computer croaking), and getting some of my top games ported to Flash. The results of all of this:</p>
<ul>
<li><a href="http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&#038;uid=2081">Planetary Mission</a>, my (not very good due to lack of computer) Ludum Dare 21 entry, made in Flixel!</li>
<li><a href="http://www.newgrounds.com/portal/view/581874">Missilebreak Outvaders</a>, a renamed Flash port of Spaceout, up on Newgrounds and doing quite well for itself!</li>
<li>A significantly improved and expanded Flash port of Dragondot, licensed to an actual sponsor for a tidy sum, coming soon to a variety of flash game portals near you!</li>
</ul>
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			<wfw:commentRss>http://nmccoy.net/2011/10/19/a-long-overdue-update-and-exciting-news/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
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		<item>
		<title>what is this I don&#8217;t even</title>
		<link>http://nmccoy.net/2011/05/28/what-is-this-i-dont-even/</link>
		<comments>http://nmccoy.net/2011/05/28/what-is-this-i-dont-even/#comments</comments>
		<pubDate>Sat, 28 May 2011 22:02:03 +0000</pubDate>
		<dc:creator>Nathan McCoy</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://nmccoy.net/?p=386</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<p><img src="http://nmccoy.net/ddhd2.png" alt="Dragondot HD" /></p>
]]></content:encoded>
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		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>It&#8217;s been quiet around here&#8230;</title>
		<link>http://nmccoy.net/2011/04/28/its-been-quiet-around-here/</link>
		<comments>http://nmccoy.net/2011/04/28/its-been-quiet-around-here/#comments</comments>
		<pubDate>Fri, 29 Apr 2011 06:16:58 +0000</pubDate>
		<dc:creator>Nathan McCoy</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://nmccoy.net/?p=374</guid>
		<description><![CDATA[&#8230;but that&#8217;s about to change. Know why? LUDUM DARE, baby! You stoked? I&#8217;m stoked. Got a pack of Mountain Dew, a fridge full of junkbrain food, and an itch to Make Some Game. Let&#8217;s DO this thing!]]></description>
			<content:encoded><![CDATA[<p>&#8230;but that&#8217;s <em>about to change.</em> Know why?<br />
<strong>
<p style="font-size:200%"><a href="http://www.ludumdare.com/compo/">LUDUM DARE</a>, baby!</p>
<p></strong><br />
You stoked? I&#8217;m stoked. Got a pack of Mountain Dew, a fridge full of <del>junk</del>brain food, and an itch to Make Some Game. Let&#8217;s DO this thing!</p>
]]></content:encoded>
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		<title>Game 46 progress report</title>
		<link>http://nmccoy.net/2011/03/16/game-46-progress-report/</link>
		<comments>http://nmccoy.net/2011/03/16/game-46-progress-report/#comments</comments>
		<pubDate>Thu, 17 Mar 2011 04:32:14 +0000</pubDate>
		<dc:creator>Nathan McCoy</dc:creator>
				<category><![CDATA[Progress Reports]]></category>

		<guid isPermaLink="false">http://nmccoy.net/?p=367</guid>
		<description><![CDATA[9:30pm Got most of the core mechanics going, and have added some sounds. Need a break, so I&#8217;m putting up what I have here for now. Still no score or loss condition.]]></description>
			<content:encoded><![CDATA[<p><strong>9:30pm </strong>Got most of the core mechanics going, and have added some sounds. Need a break, so I&#8217;m putting up what I have <a href="http://nmccoy.net/games/sausage/46">here</a> for now. Still no score or loss condition.</p>
]]></content:encoded>
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		<title>Drawn Onward</title>
		<link>http://nmccoy.net/2011/03/15/drawn-onward/</link>
		<comments>http://nmccoy.net/2011/03/15/drawn-onward/#comments</comments>
		<pubDate>Tue, 15 Mar 2011 18:25:41 +0000</pubDate>
		<dc:creator>Nathan McCoy</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://nmccoy.net/?p=364</guid>
		<description><![CDATA[So, I&#8217;ve got a year&#8217;s worth of game designing and prototyping under my belt at this point, and I&#8217;m getting the feeling that it&#8217;s time for me to move on to projects that are a bit more ambitious in scope. There&#8217;s a few directions I&#8217;m looking at going with this, and I&#8217;d like to hear [...]]]></description>
			<content:encoded><![CDATA[<p>So, I&#8217;ve got a year&#8217;s worth of game designing and prototyping under my belt at this point, and I&#8217;m getting the feeling that it&#8217;s time for me to move on to projects that are a bit more ambitious in scope. There&#8217;s a few directions I&#8217;m looking at going with this, and I&#8217;d like to hear what you all think:</p>
<ul>
<li>Rework one or more of my existing games for a mobile platform and publish it through an app store</li>
<li>Create a proper PC game of a moderate scope, similar to <a href="http://dmytry.com/games/">The Polynomial</a>, and put it up for sale</li>
<li>Create a PC game of an ambitious scope, with a <a href="http://www.wolfire.com/">Wolfire-style</a> public development process, either solo or with a small team</li>
<li>Finish and publish a non-computer game, such as the card-based tactical game I&#8217;ve been working on</li>
<li>Something else I haven&#8217;t thought of yet &#8211; suggestions?</li>
</ul>
<p>My overall mission is to create a game that is financially successful within a year; my personal deadline for picking a project and starting work on it is the end of this month.</p>
<p>Also, Dessert Stressed will be going up tomorrow night &#8211; need to keep my game-making skills honed. <img src='http://nmccoy.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Setting the record straight</title>
		<link>http://nmccoy.net/2011/02/26/setting-the-record-straight/</link>
		<comments>http://nmccoy.net/2011/02/26/setting-the-record-straight/#comments</comments>
		<pubDate>Sat, 26 Feb 2011 14:10:24 +0000</pubDate>
		<dc:creator>Nathan McCoy</dc:creator>
				<category><![CDATA[Commentary]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://nmccoy.net/?p=360</guid>
		<description><![CDATA[Okay, it seems a number of people are either inadvertently misinterpreting or willfully misrepresenting my stance here, so for the record: I am not claiming Tiny Wings is a &#8220;ripoff&#8221; or demanding a cut of the profits (or indeed making any demands whatsoever). Andreas Illiger deserves his due wealth and fame for the time and [...]]]></description>
			<content:encoded><![CDATA[<p>Okay, it seems a number of people are either inadvertently misinterpreting or willfully misrepresenting my stance here, so for the record:<br />
<span id="more-360"></span><br />
I am not claiming Tiny Wings is a &#8220;ripoff&#8221; or demanding a cut of the profits (or indeed making any demands whatsoever). Andreas Illiger deserves his due wealth and fame for the time and effort he&#8217;s put into Tiny Wings, and I wish to deprive him of neither. Independent of this fact, I would be very interested in seeing any previous game that features <em>single-button controls and gravity manipulation to navigate procedural terrain</em> as its central mechanic, as I have been under the impression that up until Tiny Wings that particular core gameplay was unique to Wavespark.*</p>
<p>While the design of Wavespark was in the works in some form for years, I spent only a week coding and polishing it, and that lack of investment is clearly apparent when contrasted with a highly polished and marketable game like Tiny Wings. The difference between Wavespark and Tiny Wings is indeed a great example of what Chris Hecker talks about in his <a href="http://chrishecker.com/Please_Finish_Your_Game">Please Finish Your Game</a> rant. Wavespark was coded in a week, and it shows. Wavespark, being one of the games that was brewing in my head for quite some time (and thus having a fair amount of &#8220;idea polish&#8221; but no &#8220;implementation polish&#8221;), got a degree of recognition and praise that surprised me at the time, including much clamoring for iPhone porting.** In hindsight, it turns out I wasn&#8217;t surprised <em>enough</em> by the enthusiasm for Wavespark. It was only the fourth weekly game I&#8217;d made, and I would have felt silly dropping my weekly game commitment four games into the project to focus on polishing up one of those games. </p>
<p>Much to my chagrin a year later, it seems that would have been the correct decision, as a game with the very same core mechanic is now the top-selling iPhone game in the app store. A day of reflection has tempered my shock and indignation into ruefulness more than anything; had I made different decisions (and had a Mac to develop on, a budget to hire an artist, and the cynicism to bank on selling Yet Another Game With Excessively Cute Birds, but yeah) that could easily have been me with the latest hit mobile game. </p>
<p>Where do I go from here? Well, I have of this writing 45 little weekly games completed, at least half of which are decidedly lackluster in my opinion. But there&#8217;s at least a few of which have a compelling enough gameplay core to perhaps become commercially successful games in their own right. (Hopefully I&#8217;ll get to them before someone else does, if I choose that route.) I intend to continue publishing small games on here occasionally, fueled by donation titles, competitions like LD48, and whatever other nifty ideas happen to inspire me. I&#8217;ll keep looking for a way to pay the bills, of course; ideally with game design, though I&#8217;ll settle for soul-crushing retail work if need be &#8211; Portland&#8217;s a truly lovely city, but not exactly the best place to be unemployed right now. </p>
<p>To my loyal fans &#8211; thanks for sticking around. Your feedback and enthusiasm, to no small extent, is what keeps me going with this.<br />
To my loyal trolls &#8211; I am inspired by your passion for my website. Seriously, there was one dude who stuffed my moderation queue with no less than <em>seven</em> comments full of spite and insults under various names and email addresses. If that&#8217;s not dedication, I don&#8217;t know what is. And such eloquence! &#8220;Nathan, you are a cry baby. Your game Wavefart, looks like shit.&#8221; Mark my words, friends: this is the writing of a man who has a lengthy and successful career in playground bullying ahead of him. (Regrettably, I had to IP-ban the fellow because the constant comment notifications were interrupting my D&#038;D game. So it goes.)</p>
<p>One further note: my previous post attracted a lot of commentary, and the configured comment protocol for this site is to hold comments for moderation unless they&#8217;re from a previously-approved poster. (Mostly I do this to spare you folks the playground insults.) If you had something substantive and civil to contribute to the discussion and it hasn&#8217;t shown up yet, I apologize for overlooking it in the deluge. I&#8217;ve withheld some specific comments that were either inflammatory or redundant (I woke up this morning to six consecutive comments in the queue about sin(Surfing)), in order to try and keep the discussion polite and productive &#8211; but rest assured that I do my best to read everything submitted, and it&#8217;s all archived for posterity. </p>
<hr/>
*Thanks to those of you &#8211; at least, the less vitriolic of you &#8211; who pointed out sin(Surfing); after a fair amount of struggling (turns out that XNA is very finicky about its version numbers) I&#8217;ve managed to get it running on my computer, and after playing around with it a bit there do indeed to be some similarities, although the game as a whole reminds me of Uniracers more than anything with how the tricks work. The sticking-to-hills mechanism caught me by the most surprise, as the corresponding mechanic in Wavespark was actually initially a <em>bug</em> that arose intermittently in early development, due to how ground collision was calculated when transitioning between segments. After much frustration fixing said bug, I wound up eventually re-adding the &#8220;sticking&#8221; behavior when the gravity button was held while going over a peak, as it was too easy to lose speed to short hops otherwise.</p>
<p>**There was in fact an iPhone port underway at one point, but that project fell through. Turns out one shouldn&#8217;t mix business and personal relationships; yet another lesson learned the hard way in the course of weekly game development.</p>
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		<title>On the whole Wavespark / Tiny Wings thing</title>
		<link>http://nmccoy.net/2011/02/24/on-the-whole-wavespark-tiny-wings-thing/</link>
		<comments>http://nmccoy.net/2011/02/24/on-the-whole-wavespark-tiny-wings-thing/#comments</comments>
		<pubDate>Thu, 24 Feb 2011 22:13:13 +0000</pubDate>
		<dc:creator>Nathan McCoy</dc:creator>
				<category><![CDATA[Commentary]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://nmccoy.net/?p=357</guid>
		<description><![CDATA[So, first of all: I am slightly flattered, and more than a little miffed. The current top-selling game for iPhone is pretty clearly heavily inspired by my game Wavespark, published a year and a day prior. I&#8217;ve got lots of mixed feelings about this. I&#8217;ll readily accept that Tiny Wings has much higher production values [...]]]></description>
			<content:encoded><![CDATA[<p>So, first of all: I am slightly flattered, and more than a little miffed. The current <a href="http://toucharcade.com/2011/02/24/tiny-wings-hits-the-1-spot-in-overall-paid-apps-in-the-us/">top-selling game for iPhone</a> is pretty clearly <a href="http://www.pocketgamer.co.uk/r/iPhone/Tiny+Wings/news.asp?c=27813">heavily inspired</a> by my game <a href="http://nmccoy.net/2010/02/17/game-04-wavespark/">Wavespark</a>, published a year and a day prior. I&#8217;ve got lots of mixed feelings about this. I&#8217;ll readily accept that Tiny Wings has much higher production values than Wavespark; if nothing else, it looks exactly like one expects <a href="http://itunes.apple.com/us/app/angry-birds/id343200656">an iPhone game</a> to look these days. I also recognize that you can&#8217;t copyright gameplay &#8211; objectively a good thing, as there&#8217;s be no room for incremental innovation or variations on a genre, things necessary for the health of games as a whole. All the same, a nod of acknowledgment at the very least would have been appreciated. </p>
<p>Oh, and to all those who were clamoring for an iPhone port of Wavespark: you told me so. </p>
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		<item>
		<title>Changes afoot</title>
		<link>http://nmccoy.net/2011/02/07/changes-afoot/</link>
		<comments>http://nmccoy.net/2011/02/07/changes-afoot/#comments</comments>
		<pubDate>Mon, 07 Feb 2011 09:09:22 +0000</pubDate>
		<dc:creator>Nathan McCoy</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://nmccoy.net/?p=342</guid>
		<description><![CDATA[It&#8217;s become uncomfortably clear to me that I&#8217;m facing some pretty severe writer&#8217;s block at the moment. For now, I think I need to step back and re-examine my approach to dealing with this project, and possibly find some more varied outlets for my creative energies. I&#8217;ve got a card game on the back burner [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s become uncomfortably clear to me that I&#8217;m facing some pretty severe writer&#8217;s block at the moment. For now, I think I need to step back and re-examine my approach to dealing with this project, and possibly find some more varied outlets for my creative energies. I&#8217;ve got a card game on the back burner that&#8217;s wanting some attention, for example, and a few other things that I&#8217;d prefer to keep under wraps until the ideas solidify a bit more. I&#8217;m hoping to still keep this site updated with a reasonable pace of interesting stuff, whether it&#8217;s more games of my own, commentary and reviews about other games, or the fruits of my various other creative endeavors &#8212; photography, music, fiction, D&#038;D houserules, and so on.</p>
<p>More news to follow as I figure out where exactly I&#8217;m going with this. Stay tuned.</p>
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