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	<title>Jorge Comics &#187; Game Updates</title>
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		<title>Territorial Sketchbook 3</title>
		<link>http://www.jorgecomics.com/2010/07/territorial-sketchbook-3/</link>
		<comments>http://www.jorgecomics.com/2010/07/territorial-sketchbook-3/#comments</comments>
		<pubDate>Sat, 03 Jul 2010 15:25:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Comics and Art]]></category>
		<category><![CDATA[Game Updates]]></category>
		<category><![CDATA[Monstrosity]]></category>
		<category><![CDATA[Monstrosity Sketches]]></category>
		<category><![CDATA[Territorial]]></category>
		<category><![CDATA[Sketches]]></category>

		<guid isPermaLink="false">http://www.jorgecomics.com/?p=1172</guid>
		<description><![CDATA[Territorial Sketchbook 3]]></description>
			<content:encoded><![CDATA[	<p><a href="http://www.jorgecomics.com/2010/07/territorial-sketchbook-3/"><img src="http://www.jorgecomics.com/comics/2010-07-03-Territorial_Bermuda.png" border="0" alt="Territorial Sketchbook 3" title="Territorial Sketchbook 3" /></a></p><p>|<strong>[</strong><a href="http://www.jorgecomics.com/2010/04/territorial-1/" target="_self"><strong>&lt;&lt;First Page</strong></a><strong> ]</strong>|<strong>&#8212;&#8211;</strong><span style="font-weight: bold;">&#8211;</span><strong>|[<a href="http://www.jorgecomics.com/2010/06/territorial-sketchbook-2/">&lt;</a></strong><strong><a href="http://www.jorgecomics.com/2010/06/territorial-sketchbook-2/">Previous Page</a></strong><strong>]|</strong><span style="font-weight: normal;"><strong>&#8212;&#8211;</strong><span style="font-weight: bold;">&#8211;</span><strong>|</strong><strong>[</strong><strong><a href="http://www.jorgecomics.com/2010/07/territorial-sketchbook-4/">Next Page&gt;</a></strong><strong>]</strong><strong>|</strong><strong>&#8212;&#8212;</strong><strong>-</strong><strong>|[<a href="http://www.jorgecomics.com/">Latest Page&gt;&gt;</a></strong><strong>]|</strong></span></p>
<p>We&#8217;ll start with Bermuda. He for some reason was easy to do. Also for some reason I designed it in Spanish.</p>
<p>From left to right:</p>
<ul>
<li><strong>ojos</strong> = Eyes. Which it has 5 on each side of its head/foot for a combined of 10 per head. His eyes are probably not like ours since he lived in high pressure low light environments. Perhaps they are more like noses, or thermal sensors.</li>
<li><strong>crecimiento</strong> = Growth. Bermuda is part starfish. Where you hurt it it tries to grow a limb.</li>
<li><strong>centro</strong> = Center. Which is probably where you would be more likely to kill it.</li>
<li><strong>lava</strong> = Lava. And thats how hot his spit/stomach acid is. I imagine he eats rocks and breaks them down with that.</li>
<li><strong>bocas </strong>= Mouths. He has many although the happy start was 8 (as seen in the top down view).</li>
<li><strong>herida</strong> = Wound. Which then turn into growths.</li>
<li><strong>camion remolque</strong> = tow truck. That is the spec to the left of the square under the tail.</li>
<li><strong>12 Pisos </strong>= 12 Floors. That&#8217;s how tall that little building is.</li>
<li><strong>vapor</strong> = Vapor. Due to the hot lava inside. Probably smells like sulfur.</li>
<li><strong>Bermuda (Parte anemona parte estrella de mar) (700 mt) </strong>=  Part anemone part starfish. 2297 feet. I don&#8217;t think there was any anemone part to this monster but I wrote this early on.</li>
</ul>
<p>This was the original design. If you <a href="http://www.jorgecomics.com/2010/06/territorial-9/">recall</a> in the story his tentacles got more skinny like the heads on King Ghidorah or the tentacles on Biollante (who is actually a mutant rose/godzilla hybrid).</p>
<p style="text-align: center; "><img class="aligncenter" title="King Ghidorah Costume" src="http://www.crunchgear.com/wp-content/uploads/2009/02/king_ghidorah_figure.jpg" alt="" width="310" height="466" /></p>
<p style="text-align: center; "><img class="aligncenter" title="Biolante" src="http://i47.photobucket.com/albums/f187/Zandrax/biollante01.jpg" alt="" width="486" height="257" /></p>
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		<title>Fixing Metroid Prime</title>
		<link>http://www.jorgecomics.com/2010/06/fixing-metroid-prime/</link>
		<comments>http://www.jorgecomics.com/2010/06/fixing-metroid-prime/#comments</comments>
		<pubDate>Sun, 06 Jun 2010 22:34:14 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Updates]]></category>
		<category><![CDATA[Updates]]></category>
		<category><![CDATA[Game News]]></category>

		<guid isPermaLink="false">http://www.jorgecomics.com/?p=1099</guid>
		<description><![CDATA[Fixing Metroid Prime]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.metacritic.com/games/platforms/cube/metroidprime"><img class="aligncenter" title="Metroid Prime" src="http://stevemccutchen.files.wordpress.com/2009/03/metroid-prime-cover.jpg" alt="" width="192" height="267" /></a></p>
<p>As I get older there often not enough a lot of time to play games. Being a game designer this is a problem sometimes. I love casual games these days (since they are very creative and easy to pick up an play) but I set myself in these projects where I try to beat &#8220;renowned&#8221; games just to see what makes them tick. That brings us to Metroid Prime.</p>
<p>A friend of mine&#8217;s kid gave to me. I remember it being a big deal back when it came out in 2002 with a metacritic score of 87-97. I can honestly say it&#8217;s okay to play but borderline annoying. Why? I would sum it up in 3 parts.</p>
<p>* Difficult encounters rely heavily on the controls inability to strafe (unless locked on) and aim up easily.  Lots of monsters and flying aliens like to assault from just above were you can aim without jumping.</p>
<p>* Not enough safe points. For a game thats mainly a linear corridor walk you&#8217;d think the addition of a side door with a safe spot would not be hard to make. Save points are far and few between as the game progresses and re-playing those encounters does not get fresher. Which brings me to the next thing.</p>
<p>* Monster Closets. I use the term loosely but as I venture in the pirates phazon mine I am feeling a bit bored that what I have to look forward is monsters popping out of the ceiling(literally) and making a beeline at my character. Then it gets tedious as they will often spawn too high for me to aim etc. etc. etc.</p>
<p>They made 3 games out of this thing but if I ever finish the first I doubt I&#8217;ll pick up anymore. I already put down the DS version too for the lack of pick up and play ability(save points) which is important for handheld games. I guess in the end thats why the whole series it feels so unappealing and demanding at the same time.</p>
<p>What do I propose would you fix problems such as this? Simple, stop focusing so much on the stuff the character can&#8217;t do as a point for defining challenge. It feels cheap and forced. Find out what it does well and do more of that. Focus more on what it can do right.</p>
<p>In this case the best moments have been the open field fights at ground level with various AI since it forces me to dodge and jump. That and the rock boss monster that lacks a head but makes a point to roar when he comes together out of broken pieces.</p>
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		<title>Global Game Jam 2010</title>
		<link>http://www.jorgecomics.com/2010/02/global-game-jam-2010/</link>
		<comments>http://www.jorgecomics.com/2010/02/global-game-jam-2010/#comments</comments>
		<pubDate>Thu, 04 Feb 2010 03:52:47 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Updates]]></category>
		<category><![CDATA[Updates]]></category>
		<category><![CDATA[Game News]]></category>

		<guid isPermaLink="false">http://www.jorgecomics.com/?p=589</guid>
		<description><![CDATA[Global Game Jam]]></description>
			<content:encoded><![CDATA[<p>Last weekend it was the Global Game Jam.</p>
<p>Folks all around the world get together to make individual games in 2 days.  I got to partake on this last year but alas I am busy making Monsters fight over rubble these days.</p>
<p><a href="http://www.globalgamejam.org/2010/sun-always-lies"><img class="alignnone" title="The Sun Always Lies" src="http://www.globalgamejam.org/sites/default/files/uploads/2010/5094/Press_small.jpg?1265027213" alt="" width="400" height="400" /></a></p>
<p>A group of folks I know made a most awesome game (which runs on PC only sorry) called <a href="http://www.globalgamejam.org/2010/sun-always-lies" target="_self"><em>The Sun Always Lies</em></a><em>.</em></p>
<p>In it you are invisible and you can jump around, the rain is your friend and the sun is a liar. I won&#8217;t say anything else. Michael Kwan, Brian Shurtleff and Michael Campion.</p>
<p>It is certainly worth a look.</p>
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		<title>Adventure Game Studio</title>
		<link>http://www.jorgecomics.com/2010/01/adventure-game-studio/</link>
		<comments>http://www.jorgecomics.com/2010/01/adventure-game-studio/#comments</comments>
		<pubDate>Thu, 28 Jan 2010 03:19:23 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Updates]]></category>
		<category><![CDATA[Updates]]></category>

		<guid isPermaLink="false">http://www.jorgecomics.com/?p=573</guid>
		<description><![CDATA[Adventure Game Studio]]></description>
			<content:encoded><![CDATA[<p>As I casually browse the interwebs tubes I came across this neat development platform called <a title="Make a Game" href="http://www.adventuregamestudio.co.uk/" target="_blank">Adventure Game Studio</a>.</p>
<p>You will find that &#8220;Adventure Game Studio allows you to create your own point-and-click adventure games, similar to the early 90&#8217;s Sierra and Lucasarts adventures. It consists of an easy-to-use editor to create your games, and a run-time engine to play them.&#8221;</p>
<p>You will also find that Eric Feurstein (the man behind our last game post) has made some good adventure games himself.  If you have a PC you owe yourself to try them out (by clicking o the image bellow).</p>
<div class="wp-caption alignnone" style="width: 330px"><a href="http://kafkaskoffee.com/6da.shtml"><img title="Six Day Assassin" src="http://kafkaskoffee.com/images/games/6da-screenshot.gif" alt="Six Day Assassin" width="320" height="200" /></a><p class="wp-caption-text">Six Day Assassin</p></div>
<p>It&#8217;s the 2003 winer of Best gameplay and Best puzzle Adventure Game Studio awards.</p>
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		<title>Platforming staring Scott Moore</title>
		<link>http://www.jorgecomics.com/2010/01/platfromming-staring-scott-moore/</link>
		<comments>http://www.jorgecomics.com/2010/01/platfromming-staring-scott-moore/#comments</comments>
		<pubDate>Fri, 22 Jan 2010 17:28:40 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Game Updates]]></category>
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		<guid isPermaLink="false">http://www.jorgecomics.com/?p=548</guid>
		<description><![CDATA[Platforming staring Scott Moore]]></description>
			<content:encoded><![CDATA[<p><a href="http://kafkaskoffee.com/junk/Platform.html"><img class="alignnone" title="Platforming with Scot Moore" src="http://kafkaskoffee.com/junk/scottClickHere.png" alt="" width="560" height="408" /></a></p>
<p>Today&#8217;s game update features Game Developer and Comic Artist Extraordinaire <a href="http://mrcolossal.livejournal.com/" target="_self">Eric Feurstein</a>.</p>
<p>He posted <a href="http://mrcolossal.livejournal.com/26061.html" target="_self"> this game he made</a> for his friend Scott Moore. It is very cool and you should all play it (by clicking on the image).</p>
<p>Life will be better for it.</p>
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