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	<title>Comments for Howling Moon Software</title>
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		<title>Comment on Text and Story in Solaro by Brian 'Psychochild' Green</title>
		<link>http://howlingmoonsoftware.com/wordpress/?p=469&#038;cpage=1#comment-1005</link>
		<dc:creator>Brian 'Psychochild' Green</dc:creator>
		<pubDate>Thu, 12 Aug 2010 19:29:14 +0000</pubDate>
		<guid isPermaLink="false">http://howlingmoonsoftware.com/wordpress/?p=469#comment-1005</guid>
		<description>No, players generally &lt;b&gt;do not&lt;/b&gt; know what they want until they are given it.  A great talk demonstrating this, relating to spaghetti sauce, can be found here:  http://www.ted.com/talks/malcolm_gladwell_on_spaghetti_sauce.html

The upshot (heh) is that people didn&#039;t know they wanted &quot;chunky spaghetti sauce&quot; until someone offered it on the market.  Once it was offered, people *loved* it and it sold great.  Before it was offered, people would simply say they wanted variations on existing products.

The toughest (but probably most rewarding) job of a game designer is giving players what they don&#039;t even know what they want.  It&#039;s always easier to clone an existing game, as evidenced by the games available out there.  But, the biggest hits that &quot;came out of nowhere&quot; were the ones that scratched an itch that people just didn&#039;t know they had.  On the flipside, the biggest flops were ones that predicted poorly.

At any rate, good luck with your game.  If you need MMO advice, feel free to drop me a line. :)</description>
		<content:encoded><![CDATA[<p>No, players generally <b>do not</b> know what they want until they are given it.  A great talk demonstrating this, relating to spaghetti sauce, can be found here:  <a href="http://www.ted.com/talks/malcolm_gladwell_on_spaghetti_sauce.html" rel="nofollow">http://www.ted.com/talks/malcolm_gladwell_on_spaghetti_sauce.html</a></p>
<p>The upshot (heh) is that people didn&#8217;t know they wanted &#8220;chunky spaghetti sauce&#8221; until someone offered it on the market.  Once it was offered, people *loved* it and it sold great.  Before it was offered, people would simply say they wanted variations on existing products.</p>
<p>The toughest (but probably most rewarding) job of a game designer is giving players what they don&#8217;t even know what they want.  It&#8217;s always easier to clone an existing game, as evidenced by the games available out there.  But, the biggest hits that &#8220;came out of nowhere&#8221; were the ones that scratched an itch that people just didn&#8217;t know they had.  On the flipside, the biggest flops were ones that predicted poorly.</p>
<p>At any rate, good luck with your game.  If you need MMO advice, feel free to drop me a line. <img src='http://howlingmoonsoftware.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on State-based Spaceship AI by Andy Korth</title>
		<link>http://howlingmoonsoftware.com/wordpress/?p=436&#038;cpage=1#comment-993</link>
		<dc:creator>Andy Korth</dc:creator>
		<pubDate>Tue, 13 Jul 2010 15:36:31 +0000</pubDate>
		<guid isPermaLink="false">http://howlingmoonsoftware.com/wordpress/?p=436#comment-993</guid>
		<description>Hi Bram, thanks for the note. 

We are definitely mindful of the complexities that are possible with state-based AI. One of the ways we&#039;re hoping to reign that in is to limit the complexity of each state, and instead we&#039;re trying for an old trick that has worked pretty well in the past: focus on making simple behaviors that will look believable to a casual observer.

We originally had some plans to have ships fly actual trade routes- they&#039;d determine what routes were profitable and fly those. If you boarded one of those ships, they&#039;d have the trade goods that made for a profitable route between their destinations. However, that&#039;s a lot of work for something that&#039;s not too noticeable. 

That being said, I think goal oriented AI is really cool, and I&#039;ve looked into it in the past, when I was back in college.</description>
		<content:encoded><![CDATA[<p>Hi Bram, thanks for the note. </p>
<p>We are definitely mindful of the complexities that are possible with state-based AI. One of the ways we&#8217;re hoping to reign that in is to limit the complexity of each state, and instead we&#8217;re trying for an old trick that has worked pretty well in the past: focus on making simple behaviors that will look believable to a casual observer.</p>
<p>We originally had some plans to have ships fly actual trade routes- they&#8217;d determine what routes were profitable and fly those. If you boarded one of those ships, they&#8217;d have the trade goods that made for a profitable route between their destinations. However, that&#8217;s a lot of work for something that&#8217;s not too noticeable. </p>
<p>That being said, I think goal oriented AI is really cool, and I&#8217;ve looked into it in the past, when I was back in college.</p>
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		<title>Comment on State-based Spaceship AI by Bram stolk</title>
		<link>http://howlingmoonsoftware.com/wordpress/?p=436&#038;cpage=1#comment-992</link>
		<dc:creator>Bram stolk</dc:creator>
		<pubDate>Fri, 09 Jul 2010 15:14:19 +0000</pubDate>
		<guid isPermaLink="false">http://howlingmoonsoftware.com/wordpress/?p=436#comment-992</guid>
		<description>Hi there,

Once your ai gets more complex, your state based system will do more harm than good.
I advice you to look into Goal Oriented Action Planning, GOAP for short.
http://web.media.mit.edu/~jorkin/goap.html
More flexible and more powerful than state machines, but the biggest win is that the programmer gets to keep his sanity when things get more complex.</description>
		<content:encoded><![CDATA[<p>Hi there,</p>
<p>Once your ai gets more complex, your state based system will do more harm than good.<br />
I advice you to look into Goal Oriented Action Planning, GOAP for short.<br />
<a href="http://web.media.mit.edu/~jorkin/goap.html" rel="nofollow">http://web.media.mit.edu/~jorkin/goap.html</a><br />
More flexible and more powerful than state machines, but the biggest win is that the programmer gets to keep his sanity when things get more complex.</p>
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		<title>Comment on Turrets and Target Tracking by Anonymous</title>
		<link>http://howlingmoonsoftware.com/wordpress/?p=419&#038;cpage=1#comment-985</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Thu, 24 Jun 2010 14:28:28 +0000</pubDate>
		<guid isPermaLink="false">http://howlingmoonsoftware.com/wordpress/?p=419#comment-985</guid>
		<description>This post helped me alot in my college assignment. Thank you as your information.</description>
		<content:encoded><![CDATA[<p>This post helped me alot in my college assignment. Thank you as your information.</p>
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		<title>Comment on Quest Indicators by louis vuitton</title>
		<link>http://howlingmoonsoftware.com/wordpress/?p=414&#038;cpage=1#comment-984</link>
		<dc:creator>louis vuitton</dc:creator>
		<pubDate>Tue, 22 Jun 2010 20:15:43 +0000</pubDate>
		<guid isPermaLink="false">http://howlingmoonsoftware.com/wordpress/?p=414#comment-984</guid>
		<description>Greetings, I like your article. This is a cool site and I wanted to post a little note to let you know, nice job! Thanks MiMi 
</description>
		<content:encoded><![CDATA[<p>Greetings, I like your article. This is a cool site and I wanted to post a little note to let you know, nice job! Thanks MiMi</p>
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		<title>Comment on Escorts, Flight Controls, and Planetoids by Andy Korth</title>
		<link>http://howlingmoonsoftware.com/wordpress/?p=349&#038;cpage=1#comment-942</link>
		<dc:creator>Andy Korth</dc:creator>
		<pubDate>Fri, 07 May 2010 15:34:29 +0000</pubDate>
		<guid isPermaLink="false">http://howlingmoonsoftware.com/wordpress/?p=349#comment-942</guid>
		<description>Interesting. On my mac, in safari, the scroll wheel input will go only to Unity once you&#039;ve clicked once in the webplayer window AND have the cursor within the bounds of the webplayer. Otherwise it also scrolls the window, which is obviously not helpful here. Heh. 

And yep, those are definitely outside of our ability to fix. Yay Unity... I guess I can add them to my list of 21 open bug cases (out of 38 filed). 

The simplified controls always attempt to keep a constant speed in your ship&#039;s forward direction, yup.</description>
		<content:encoded><![CDATA[<p>Interesting. On my mac, in safari, the scroll wheel input will go only to Unity once you&#8217;ve clicked once in the webplayer window AND have the cursor within the bounds of the webplayer. Otherwise it also scrolls the window, which is obviously not helpful here. Heh. </p>
<p>And yep, those are definitely outside of our ability to fix. Yay Unity&#8230; I guess I can add them to my list of 21 open bug cases (out of 38 filed). </p>
<p>The simplified controls always attempt to keep a constant speed in your ship&#8217;s forward direction, yup.</p>
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		<title>Comment on Escorts, Flight Controls, and Planetoids by James McNeill</title>
		<link>http://howlingmoonsoftware.com/wordpress/?p=349&#038;cpage=1#comment-941</link>
		<dc:creator>James McNeill</dc:creator>
		<pubDate>Fri, 07 May 2010 04:10:21 +0000</pubDate>
		<guid isPermaLink="false">http://howlingmoonsoftware.com/wordpress/?p=349#comment-941</guid>
		<description>Just tried IE 8 for comparison. The mouse wheel event thing is the same in that browser as well. Opening the Unity player into a background tab works fine. I&#039;m guessing that the fact that Chrome is launching a new process for each tab has something to do with the crash.</description>
		<content:encoded><![CDATA[<p>Just tried IE 8 for comparison. The mouse wheel event thing is the same in that browser as well. Opening the Unity player into a background tab works fine. I&#8217;m guessing that the fact that Chrome is launching a new process for each tab has something to do with the crash.</p>
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		<title>Comment on Escorts, Flight Controls, and Planetoids by James McNeill</title>
		<link>http://howlingmoonsoftware.com/wordpress/?p=349&#038;cpage=1#comment-940</link>
		<dc:creator>James McNeill</dc:creator>
		<pubDate>Fri, 07 May 2010 04:05:59 +0000</pubDate>
		<guid isPermaLink="false">http://howlingmoonsoftware.com/wordpress/?p=349#comment-940</guid>
		<description>Interesting! I&#039;d love to see an example of the input and output files for a planetoid.

The simplified controls implement a more car-driving style of flight, don&#039;t they, where turning the vehicle changes the flight direction?

I have a couple of bugs to report; not sure if they are within your jurisdiction, though. Chrome crashes consistently if I open the Unity player into a background tab (by middle-clicking on the picture above, for instance). Firefox doesn&#039;t appear to have this problem. The mouse wheel is problematic in both. Under both browsers (Windows Vista here) the mouse wheel events go both to the window and to the Unity player, so the window scrolls as you zoom.</description>
		<content:encoded><![CDATA[<p>Interesting! I&#8217;d love to see an example of the input and output files for a planetoid.</p>
<p>The simplified controls implement a more car-driving style of flight, don&#8217;t they, where turning the vehicle changes the flight direction?</p>
<p>I have a couple of bugs to report; not sure if they are within your jurisdiction, though. Chrome crashes consistently if I open the Unity player into a background tab (by middle-clicking on the picture above, for instance). Firefox doesn&#8217;t appear to have this problem. The mouse wheel is problematic in both. Under both browsers (Windows Vista here) the mouse wheel events go both to the window and to the Unity player, so the window scrolls as you zoom.</p>
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		<title>Comment on Ship Builder Collisions by James McNeill</title>
		<link>http://howlingmoonsoftware.com/wordpress/?p=346&#038;cpage=1#comment-939</link>
		<dc:creator>James McNeill</dc:creator>
		<pubDate>Thu, 06 May 2010 15:13:47 +0000</pubDate>
		<guid isPermaLink="false">http://howlingmoonsoftware.com/wordpress/?p=346#comment-939</guid>
		<description>Looking forward to seeing your space terrain!</description>
		<content:encoded><![CDATA[<p>Looking forward to seeing your space terrain!</p>
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		<title>Comment on Ship Editor Improvements and Flight Controls by Andy Korth</title>
		<link>http://howlingmoonsoftware.com/wordpress/?p=341&#038;cpage=1#comment-933</link>
		<dc:creator>Andy Korth</dc:creator>
		<pubDate>Sat, 01 May 2010 00:01:00 +0000</pubDate>
		<guid isPermaLink="false">http://howlingmoonsoftware.com/wordpress/?p=341#comment-933</guid>
		<description>The first piece you add will be able to be rotated in any direction. After that, they can only spin around the normal of the piece they are connected to. 

The initial piece is a bit of a special case, so that&#039;s not done yet, although I made some nice progress on it today.</description>
		<content:encoded><![CDATA[<p>The first piece you add will be able to be rotated in any direction. After that, they can only spin around the normal of the piece they are connected to. </p>
<p>The initial piece is a bit of a special case, so that&#8217;s not done yet, although I made some nice progress on it today.</p>
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