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	<title>Dicework Games &#187; arzi</title>
	<atom:link href="http://www.dicework.com/author/arzi/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.dicework.com</link>
	<description>An exquisite developer of games</description>
	<lastBuildDate>Fri, 13 Jan 2012 08:39:22 +0000</lastBuildDate>
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			<item>
		<title>Unity Tips &amp; Tricks</title>
		<link>http://www.dicework.com/unity-tips-tricks/</link>
		<comments>http://www.dicework.com/unity-tips-tricks/#comments</comments>
		<pubDate>Fri, 13 Jan 2012 08:39:22 +0000</pubDate>
		<dc:creator>arzi</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.dicework.com/?p=231</guid>
		<description><![CDATA[I recently provided a short presentation on Unity at the local IGDA chapter&#8217;s Unity Special event. My topic was &#8220;Tips &#38; Tricks&#8221; and the presentation contained a mixture of different issues and solutions developers should know and take into account when developing games with the tool.
The slides can be downloaded here.
]]></description>
			<content:encoded><![CDATA[<p>I recently provided a short presentation on Unity at the local IGDA chapter&#8217;s Unity Special event. My topic was &#8220;Tips &amp; Tricks&#8221; and the presentation contained a mixture of different issues and solutions developers should know and take into account when developing games with the tool.</p>
<p>The slides can be downloaded <a title="Unity Tips &amp; Tricks PDF" href="http://www.dicework.com/lectures/Unity-Tips.pdf">here</a>.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Difficulty of Difficulty</title>
		<link>http://www.dicework.com/the-difficulty-of-difficulty/</link>
		<comments>http://www.dicework.com/the-difficulty-of-difficulty/#comments</comments>
		<pubDate>Wed, 07 Sep 2011 19:43:18 +0000</pubDate>
		<dc:creator>arzi</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Rimelands]]></category>

		<guid isPermaLink="false">http://www.dicework.com/?p=224</guid>
		<description><![CDATA[The Difficulty of Difficulty
I recently ran into an interesting article about the gaming skills of video game reviewers (http://www.joystickdivision.com/2011/08/doing_it_wrong_are_game_review.php, detailed info at http://insultswordfighting.blogspot.com/2011/08/are-game-reviewers-bad-at-games.html). It&#8217;s certainly an interesting question, how good should reviewers be at games? Usually, to become a game reviewer, you&#8217;ll be required to have a pretty broad interest in games, which means you&#8217;ll [...]]]></description>
			<content:encoded><![CDATA[<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">The Difficulty of Difficulty</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">I recently ran into an interesting article about the gaming skills of video game reviewers (http://www.joystickdivision.com/2011/08/doing_it_wrong_are_game_review.php, detailed info at http://insultswordfighting.blogspot.com/2011/08/are-game-reviewers-bad-at-games.html). It&#8217;s certainly an interesting question, how good should reviewers be at games? Usually, to become a game reviewer, you&#8217;ll be required to have a pretty broad interest in games, which means you&#8217;ll already have a skill set required by most games &#8212; that is reflexes and hand-eye coordination.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">Another important thing is, of course, experience and the knowledge of conventions. There are probably dozens (hundreds?) of things so conventional in games that most gamers (and thus reviewers) don&#8217;t even realize they exist. Or that someone new to games might struggle with such conventions. A simple example is saving. If the game permits saving anywhere, gamers are used to saving quite often, and they also recognize common level patterns, like when they&#8217;re approaching a boss and should save before it.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">The good news is that conventions can be taught and they very well should be if the game is aimed at a mass market audience. The problem is it&#8217;s hard to recognize the conventions. As such, a game with unexplained conventions may have a very variable difficulty across the players depending on how savvy they are with its genre.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">Difficulty In Rimelands</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">We did notice a lot of variance with difficulty in the Hammer of Thor. Partly it was due to some balance issues, especially with the hybrid characters, but there were also other reasons. For one, some people struggled a lot with some puzzles which in turn were too easy for others. Puzzles are problematic in the sense that you really can&#8217;t have adjustable difficulty levels for puzzles (though you can include hints), but on the other hand to solve a puzzle you&#8217;ll just need to google the solution. If you&#8217;re stuck with a jump in a platformer, you can&#8217;t really pass the level without acquiring the necessary skill in the game (or, sometimes, with luck), which leads to frustration very easily.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">Even if the game is easily adjusted for difficulty (games with lot of numerical values, such as RPGs often are), there are still problems with difficulty settings. How normal is normal, in any case? It varies greatly from game to game, often based on how skilled the game&#8217;s developers and testers have been. Because of that, it&#8217;s a very bad idea to ask the difficulty beforehand and not let the player change it. Another problem is that games tend not to be simple enough to have single metric for balance. Someone might find the platforming in a game easy (reflexes) but shooting very difficult (coordination).</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">Alternative Difficulty Settings</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">My proposed solution is to not have single difficulty setting, but several, preferably all of which very straight-forward. Some examples what this could mean in Rimelands&#8217; case:</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">* Permanent death. A very hardcore setting, common in roguelikes, but in general not very fit  for most players in Rimelands.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">* No free regeneration. Usually you regenerate outside battle in Rimelands. This setting would heavily emphasize the importance of Healing Potions.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">* Swift enemy regeneration. Enemies would regenerate quickly if you&#8217;re not close to them. This would make &#8217;sniping&#8217; impossible.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">* Endless enemy mana. This would mean the enemies use a lot more talents, which would make defending against such talents more important.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">* Timed turns. This would alter the game&#8217;s pacing dramatically, as you could&#8217;t think too long (maybe 30 seconds?) per a single turn. Having this kind of option would require the game&#8217;s interface to be fluent enough to use with timed turns.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">There could be plenty of others, but too many options will make it too overwhelming. You could also combine this with the common difficulty levels, so it would resemble the quality levels used in many games. At least it would mean it&#8217;s more transparent what the difficulty settings mean.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">To get back with the original topic, these kind of transparent difficulty settings could also help reviewers, as they could better judge how the difficulty varies between the settings. One could, in theory, write something along the lines of &#8220;the potions are abundant in the game, so for a good challenge turn on the &#8216;No free regeneration&#8217; option.&#8221;</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">One problem with this is that many of the above options are still very much tied to the player&#8217;s knowledge about game and RPG conventions. For newcomer&#8217;s they&#8217;d probably seem way too unintelligible.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">Could this solve (to some degree, at least) the problem with variable player skill? Also, the &#8216;permadeath&#8217; difficulty setting is something that would work with a majority of games. Are there others? Or even ones that would work with majority of RPGs?</div>
<p>I recently ran into an interesting <a href="http://www.joystickdivision.com/2011/08/doing_it_wrong_are_game_review.php">article</a> about the gaming skills of video game reviewers (detailed answers <a href="http://insultswordfighting.blogspot.com/2011/08/are-game-reviewers-bad-at-games.html">here</a>). It&#8217;s certainly an interesting question, how good should reviewers be at games? Usually, to become a game reviewer, you&#8217;ll be required to have a pretty broad interest in games, which means you&#8217;ll already have a skill set required by most games &#8212; that is reflexes and hand-eye coordination.</p>
<p>Another important thing is, of course, experience and the knowledge of conventions. There are probably dozens (hundreds?) of things so conventional in games that most gamers (and thus reviewers) don&#8217;t even realize they exist. Or that someone new to games might struggle with such conventions. A simple example is saving. If the game permits saving anywhere, gamers are used to saving quite often, and they also recognize common level patterns, like when they&#8217;re approaching a boss and should save before it.</p>
<p>The good news is that conventions can be taught and they very well should be if the game is aimed at a mass market audience. The problem is it&#8217;s hard to recognize the conventions. As such, a game with unexplained conventions may have a very variable difficulty across the players depending on how savvy they are with its genre.</p>
<p><strong>Difficulty In Rimelands</strong></p>
<p>We did notice a lot of variance per person with difficulty in the Hammer of Thor. Partly it was due to some balance issues, especially with the hybrid characters, but there were also other reasons. For one, some people struggled a lot with some puzzles which in turn were too easy for others. Puzzles are problematic in the sense that you really can&#8217;t have adjustable difficulty levels for puzzles (though you can include hints), but on the other hand to solve a puzzle you&#8217;ll just need to google the solution. If you&#8217;re stuck with a jump in a platformer, you can&#8217;t really pass the level without acquiring the necessary skill in the game (or, sometimes, with luck), which leads to frustration very easily.</p>
<p>Even if the game is easily adjusted for difficulty (games with lot of numerical values, such as RPGs often are), there are still problems with difficulty settings. How normal is normal, in any case? It varies greatly from game to game, often based on how skilled the game&#8217;s developers and testers have been. Because of that, it&#8217;s a very bad idea to ask the difficulty beforehand and not let the player change it. Another problem is that games tend not to be simple enough to have single metric for balance. Someone might find the platforming in a game easy (reflexes) but shooting very difficult (coordination).</p>
<p><strong>Alternative Difficulty Settings</strong></p>
<p>My proposed solution is to not have single difficulty setting, but several, preferably all of which very straight-forward. Some examples what this could mean in Rimelands&#8217; case:</p>
<ul>
<li>Permanent death. A very hardcore setting, common in roguelikes, but in general not very fit  for most players in Rimelands.</li>
<li>No free regeneration. Usually you regenerate outside battle in Rimelands. This setting would heavily emphasize the importance of Healing Potions.</li>
<li>Swift enemy regeneration. Enemies would regenerate quickly if you&#8217;re not close to them. This would make &#8217;sniping&#8217; impossible.</li>
<li>Endless enemy mana. This would mean the enemies use a lot more talents, which would make defending against such talents more important.</li>
<li>Timed turns. This would alter the game&#8217;s pacing dramatically, as you could&#8217;t think too long (maybe 30 seconds?) per a single turn. Having this kind of option would require the game&#8217;s interface to be fluent enough to use with timed turns.</li>
</ul>
<p>There could be plenty of others, but too many options will make it too overwhelming. You could also combine this with the common difficulty levels, so it would resemble the quality levels used in many games. At least it would mean it&#8217;s more transparent what the difficulty settings mean.</p>
<p>To get back with the original topic, these kind of transparent difficulty settings could also help reviewers, as they could better judge how the difficulty varies between the settings. One could, in theory, write something along the lines of &#8220;the potions are abundant in the game, so for a good challenge turn on the &#8216;No free regeneration&#8217; option.&#8221;</p>
<p>One problem with this is that many of the above options are still very much tied to the player&#8217;s knowledge about game and RPG conventions. For newcomer&#8217;s they&#8217;d probably seem way too unintelligible.</p>
<p>Could this solve (to some degree, at least) the problem with variable player skill? Also, the &#8216;permadeath&#8217; difficulty setting is something that would work with a majority of games. Are there others? Or even ones that would work with majority of RPGs?</p>
]]></content:encoded>
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		<title>Breaking News: Updates Resume</title>
		<link>http://www.dicework.com/breaking-news-updates-resume/</link>
		<comments>http://www.dicework.com/breaking-news-updates-resume/#comments</comments>
		<pubDate>Tue, 06 Sep 2011 08:32:45 +0000</pubDate>
		<dc:creator>arzi</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.dicework.com/?p=216</guid>
		<description><![CDATA[It&#8217;s been a while since our company blog saw any action. Sorry about that! The excuse is: we&#8217;ve been so busy with Rimelands that there hasn&#8217;t really been any company stuff to report. But it so happens that now there is!
We have a new member in the team: Mika Nurmikolu, who&#8217;ll be taking responsibility in [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s been a while since our company blog saw any action. Sorry about that! The excuse is: we&#8217;ve been so busy with Rimelands that there hasn&#8217;t really been any company stuff to report. But it so happens that now there is!</p>
<p>We have a new member in the team: Mika Nurmikolu, who&#8217;ll be taking responsibility in business and community management.</p>
<p>It&#8217;s also his responsibility to make sure we don&#8217;t forget to post new updates every now and then, both here and in the brand new <a href="http://www.rimelands.com">Rimelands blog</a>. In general, all the company related information will be here, whereas strictly Rimelands stuff will be situated in the blog. The possible game design / development related stuff will probably end up here too.</p>
<p>So, that&#8217;s about it. Don&#8217;t forget to check out the new <a href="http://www.rimelands.com">Rimelands</a> website with info on the PC and Mac version of the game and whatnot &#8211; the development is in full gear now, so we will be updating it quite regularly!</p>
]]></content:encoded>
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		<item>
		<title>Rimelands.com Now Open!</title>
		<link>http://www.dicework.com/rimelands-com-now-open/</link>
		<comments>http://www.dicework.com/rimelands-com-now-open/#comments</comments>
		<pubDate>Wed, 28 Apr 2010 13:43:23 +0000</pubDate>
		<dc:creator>arzi</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.dicework.com/?p=214</guid>
		<description><![CDATA[The site for our upcoming RPG, Rimelands: Hammer of Thor is now open here!
Check it out for screenshots, stories and more info about the game!
]]></description>
			<content:encoded><![CDATA[<p>The site for our upcoming RPG, Rimelands: Hammer of Thor is now open <a title="Rimelands" href="http://www.rimelands.com">here</a>!</p>
<p>Check it out for screenshots, stories and more info about the game!</p>
]]></content:encoded>
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		<title>Crescent Moon Games To Publish Rimelands: Hammer Of Thor</title>
		<link>http://www.dicework.com/crescent-moon-games-to-publish-rimelands-hammer-of-thor/</link>
		<comments>http://www.dicework.com/crescent-moon-games-to-publish-rimelands-hammer-of-thor/#comments</comments>
		<pubDate>Thu, 25 Feb 2010 16:01:33 +0000</pubDate>
		<dc:creator>arzi</dc:creator>
				<category><![CDATA[Diceworks]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Rimelands]]></category>

		<guid isPermaLink="false">http://www.dicework.com/?p=203</guid>
		<description><![CDATA[Rimelands: Hammer of Thor will be published by Crescent Moon Games of the Ravensword fame. They will be marketing the game and also helping us with the development to make the game a truly astounding experience.
We find Crescent Moon Games to be a perfect fit for our company, since they&#8217;re not only the developers of [...]]]></description>
			<content:encoded><![CDATA[<p>Rimelands: Hammer of Thor will be published by <a href="http://www.crescentmoongames.com/">Crescent Moon Games</a> of the <a href="http://www.ravensword.com/">Ravensword</a> fame. They will be marketing the game and also helping us with the development to make the game a truly astounding experience.</p>
<p>We find Crescent Moon Games to be a perfect fit for our company, since they&#8217;re not only the developers of one of the most popular iPhone RPGs, but also a team that shares our ideals about producing great games.</p>
]]></content:encoded>
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		<title>Deeper Into The Rimelands</title>
		<link>http://www.dicework.com/deeper-into-the-rimelands/</link>
		<comments>http://www.dicework.com/deeper-into-the-rimelands/#comments</comments>
		<pubDate>Wed, 24 Feb 2010 20:52:23 +0000</pubDate>
		<dc:creator>arzi</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Rimelands]]></category>

		<guid isPermaLink="false">http://www.dicework.com/?p=186</guid>
		<description><![CDATA[Here&#8217;s the first more in depth blog post about Rimelands: Hammer of Thor. Please keep in mind that the game is still in production, so the&#8217;re can and will be changes along the way.
Combat
The combat is turn-based in the same way as in many roguelike games: on each turn you move to an adjacent tile [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s the first more in depth blog post about Rimelands: Hammer of Thor. Please keep in mind that the game is still in production, so the&#8217;re can and will be changes along the way.</p>
<div id="attachment_188" class="wp-caption alignnone" style="width: 490px"><img class="size-full wp-image-188" title="rimelands_inside_screenshot" src="http://www.dicework.com/wp-content/uploads/2010/02/rimelands_inside_screenshot.png" alt="Screenshot from the game" width="480" height="320" /><p class="wp-caption-text">Screenshot from the game</p></div>
<p><strong>Combat</strong></p>
<p>The combat is turn-based in the same way as in many roguelike games: on each turn you move to an adjacent tile or perform a single action. Then, all the enemies visible do the same. The basic tactical choices depend on your character build: melee path characters&#8217; tactics involve efficient use of weapons and talents, ranged characters will find to their advantage to keep mobile and plan their routes, while magic users need to keep track of their mana reserves.</p>
<p>Varying enemy types will require different strategies and some enemies will work together, so you&#8217;ll need to think carefully which opponents to tackle first and with which attacks.</p>
<p>We are taking efforts to ensure that the game mechanics are as transparent as possible, so you&#8217;ll always have a good grasp about the consequences of your choices. The main guideline is that if you fail, you&#8217;ll have a good understanding of what actions most probably lead to your demise.</p>
<p><strong>Exploration And Story</strong></p>
<p>The game features both random generated and pre-designed levels, latter of which will also include some light puzzle elements. There won&#8217;t be too many mazes, but people wanting to search any nook and cranny will find their efforts rewarded by additional treasures.</p>
<p>The main plot in the game will be linear and there won&#8217;t be any dialogue trees, but additional side quests will be there. We&#8217;re taking care not to drown anyone in the dialogue, so all the conversations in the game will be pretty short. We&#8217;re also planning (skippable) cut-scenes in between the levels to carry out the story, but we can&#8217;t yet tell how they will be handled.</p>
<p>The mood of the story will be light, adventurous and slightly humorous, but with some more epic and serious undertones.</p>
<p>In retrospect, the Nausicaa vibe some have noticed in the forums is a good perception, although Laputa has been a more conscious inspiration. Among many others, of course.</p>
]]></content:encoded>
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		<item>
		<title>Rimelands: Origins</title>
		<link>http://www.dicework.com/rimelands-origins/</link>
		<comments>http://www.dicework.com/rimelands-origins/#comments</comments>
		<pubDate>Thu, 18 Feb 2010 15:30:24 +0000</pubDate>
		<dc:creator>arzi</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Rimelands]]></category>

		<guid isPermaLink="false">http://www.dicework.com/?p=170</guid>
		<description><![CDATA[A little backstory for the Rimelands setting:
]]></description>
			<content:encoded><![CDATA[<p>A little backstory for the Rimelands setting:</p>
<div id="attachment_180" class="wp-caption alignnone" style="width: 160px"><a href="http://www.dicework.com/wp-content/uploads/2010/02/rl_stories_set.png"><img class="size-thumbnail wp-image-180 " title="rl_stories_set" src="http://www.dicework.com/wp-content/uploads/2010/02/rl_stories_set-150x150.png" alt="Rimelands - Backstory" width="150" height="150" /></a><p class="wp-caption-text">Rimelands - Backstory</p></div>
]]></content:encoded>
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		<item>
		<title>A Screen Of Rime Lands On This Blog</title>
		<link>http://www.dicework.com/a-screen-rime-lands-on-this-blog/</link>
		<comments>http://www.dicework.com/a-screen-rime-lands-on-this-blog/#comments</comments>
		<pubDate>Tue, 16 Feb 2010 20:03:39 +0000</pubDate>
		<dc:creator>arzi</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Rimelands]]></category>

		<guid isPermaLink="false">http://www.dicework.com/?p=167</guid>
		<description><![CDATA[The first screenshot for Rimelands: Hammer of Thor has been released!
The game&#8217;s website is currently unavailable, but we&#8217;re working hard to get the final site open to public as soon as possible.
]]></description>
			<content:encoded><![CDATA[<p>The first screenshot for Rimelands: Hammer of Thor has been released!</p>
<p>The game&#8217;s website is currently unavailable, but we&#8217;re working hard to get the final site open to public as soon as possible.</p>
<div id="attachment_166" class="wp-caption alignnone" style="width: 490px"><img src="http://www.dicework.com/wp-content/uploads/2010/02/rimelands_hot-feb-16.jpg" alt="Rimelands: Hammer of Thor" title="rimelands_hot-feb-16" width="480" height="320" class="size-full wp-image-166" /><p class="wp-caption-text">Rimelands: Hammer of Thor</p></div>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Rimelands Unveiled</title>
		<link>http://www.dicework.com/rimelands-unveiled/</link>
		<comments>http://www.dicework.com/rimelands-unveiled/#comments</comments>
		<pubDate>Wed, 25 Nov 2009 22:08:04 +0000</pubDate>
		<dc:creator>arzi</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Rimelands]]></category>

		<guid isPermaLink="false">http://www.dicework.com/?p=148</guid>
		<description><![CDATA[Our next game is called Rimelands: Hammer of Thor. The website for it is here, with more information coming up in the future, as we get the site design done.
At this point, the following facts can be revealed:
* It&#8217;s a turn-based RPG, not unlike a certain Rogue
* It&#8217;s steampunk with a frosty twist
* It&#8217;s more [...]]]></description>
			<content:encoded><![CDATA[<p>Our next game is called Rimelands: Hammer of Thor. The website for it is <a title="Rimelands" href="http://www.rimelands.com">here</a>, with more information coming up in the future, as we get the site design done.</p>
<p>At this point, the following facts can be revealed:</p>
<p>* It&#8217;s a turn-based RPG, not unlike a certain Rogue</p>
<p>* It&#8217;s steampunk with a frosty twist</p>
<p>* It&#8217;s more pulp adventure than fantasy epic</p>
]]></content:encoded>
			<wfw:commentRss>http://www.dicework.com/rimelands-unveiled/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>A Concept of Diceworks Bartop Arcade</title>
		<link>http://www.dicework.com/a-concept-of-diceworks-bartop-arcade/</link>
		<comments>http://www.dicework.com/a-concept-of-diceworks-bartop-arcade/#comments</comments>
		<pubDate>Mon, 31 Aug 2009 10:59:37 +0000</pubDate>
		<dc:creator>arzi</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.dicework.com/?p=142</guid>
		<description><![CDATA[Ville of Horrorshow Arcade made a cool concept of what a Diceworks bartop arcade would look like.
Diceworks bartop arcade
Hopefully some day this could be real!
]]></description>
			<content:encoded><![CDATA[<p>Ville of <a title="Horrorshow Arcade" href="http://www.horrorshowarcade.com/">Horrorshow Arcade</a> made a cool concept of what a Diceworks bartop arcade would look like.</p>
<p><a href="http://www.youtube.com/watch?v=VRznO-Bsh4A">Diceworks bartop arcade</a></p>
<p>Hopefully some day this could be real!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.dicework.com/a-concept-of-diceworks-bartop-arcade/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
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