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	<title>Strawdog Studios &#187; Development</title>
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	<link>http://www.strawdogstudios.com</link>
	<description>Games in the making</description>
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		<title>Tea, meet keyboard.</title>
		<link>http://www.strawdogstudios.com/content/802</link>
		<comments>http://www.strawdogstudios.com/content/802#comments</comments>
		<pubDate>Thu, 01 Oct 2009 19:46:49 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Press]]></category>
		<category><![CDATA[Strawdog Blog]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=802</guid>
		<description><![CDATA[Often times it takes a bad game to show a journalist&#8217;s true literary skills. Great games tend to write their own reviews, they command you to write about the same excellent features that everyone else is writing about. Bad games on the other hand allow journalists the freedom to exercise their creativity. It takes real [...]]]></description>
			<content:encoded><![CDATA[<p>Often times it takes a bad game to show a journalist&#8217;s true literary skills. Great games tend to write their own reviews, they command you to write about the same excellent features that everyone else is writing about. Bad games on the other hand allow journalists the freedom to exercise their creativity. It takes real skill to slice hundreds of wafer thin strips of flesh from the still living (and writhing) body of a game without killing it. The deserved victim should suffer until the very end of the review if the reader is to understand the full depth of its awfulness. As a prime example I give you <span>Quintin Smith&#8217;s review of WET </span><a title="WET review, wet keyboard." href="http://videosgames.wordpress.com/2009/09/25/wet-review/" target="_self">http://videosgames.wordpress.com/2009/09/25/wet-review/</a></p>
<p><em>&#8220;All told, Wet is a man who vomits on you on the bus and doesn’t even say sorry.&#8221;</em></p>
<p>Obviously as a developer I feel for the guys who worked to make the game. I know only too well how many factors outside of the developers control can result in a game failing to meet its design goals. Having said that, gamers do need to know and if you are going to put yourself/your game out there you need to take the resulting knocks.</p>
<p>I don&#8217;t think I have enjoyed a review quite as much since the 1992 release of Domark&#8217;s AV8B Harrier Assault for Amiga (developed by Simis). After all these years most of it is long forgotten but the line in the review which bemoaned the slow frame rate is forever burned into my mind&#8230;</p>
<p><em>&#8220;If i chopped my legs off and nailed the stumps to the floor, I could still run round the block faster than this game.&#8221;</em></p>
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		<title>Space Ark &#8211; It&#8217;s a fruit frenzy</title>
		<link>http://www.strawdogstudios.com/content/776</link>
		<comments>http://www.strawdogstudios.com/content/776#comments</comments>
		<pubDate>Thu, 01 Oct 2009 19:13:05 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Space Ark]]></category>
		<category><![CDATA[XBLA]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=776</guid>
		<description><![CDATA[We couldn&#8217;t do a reboot of the 80s arcade genre without fruit bonuses &#8211; lots and lots of fruit bonuses. But the fruit in Space Ark does more than just give you bonus points because the key to a good arcade game is depth within simplicity. You get fruit as a bonus for creating Combos [...]]]></description>
			<content:encoded><![CDATA[<p>We couldn&#8217;t do a reboot of the 80s arcade genre without fruit bonuses &#8211; lots and lots of fruit bonuses. But the fruit in Space Ark does more than just give you bonus points because the key to a good arcade game is depth within simplicity. You get fruit as a bonus for creating Combos and collecting the fruit gives you points &#8211; simple. But fruit also increases your power meter (show on the left of the screen in this screen shot).</p>
<p><a href="http://www.strawdogstudios.com/wp-content/uploads/2009/05/Ice018.jpg" rel="lightbox[776]"><img class="alignright size-thumbnail wp-image-751" title="Ice018" src="http://www.strawdogstudios.com/wp-content/uploads/2009/05/Ice018-300x168.jpg" alt="Ice018" width="300" height="168" /></a>The meter has multiple levels and each level you reach multiplies the points you get from collecting DNA, combos and any lives remaining at the end of a level. This means that fruit has an impact on every other scoring element of the game and is an essential part of your Space Ark game play strategy if you want to achieve mega high scores.</p>
<p>But beware &#8211; gravity is a harsh mistress. The good work you do collecting fruit can be undone if you let your Arkonaut hit the ground. The level meter will drop one level every time you drop your Arkonaut (and you will lose one life as well.)</p>
<p>Previous Space Ark design posts:<br />
<a title="Space Ark - introducing combos" href="http://www.strawdogstudios.com/content/761" target="_self">Space Ark &#8211; Introducing combos</a></p>
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		<title>Space Ark &#8211; Introducing combos</title>
		<link>http://www.strawdogstudios.com/content/761</link>
		<comments>http://www.strawdogstudios.com/content/761#comments</comments>
		<pubDate>Mon, 21 Sep 2009 18:16:46 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Space Ark]]></category>
		<category><![CDATA[XBLA]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=761</guid>
		<description><![CDATA[The concept we started with for Space Ark was simple. We want to bounce something into the air in order to collect stuff. What do we want to bounce? Cute characters &#8211; gotta be cute characters cos all decent arcade games have them. What are the characters collecting? Coloured bricks containing DNA that will be [...]]]></description>
			<content:encoded><![CDATA[<p>The concept we started with for <strong>Space Ark</strong> was simple. We want to bounce something into the air in order to collect stuff. What do we want to bounce? Cute characters &#8211; gotta be cute characters cos all decent arcade games have them. What are the characters collecting? <span style="color: #008000;">C</span><span style="color: #ff6600;">o</span><span style="color: #ff0000;">l</span><span style="color: #ff00ff;">o</span><span style="color: #0000ff;">u</span><span style="color: #800080;">r</span><span style="color: #800000;">e</span><span style="color: #99cc00;">d</span> bricks containing DNA that will be used to repair damaged planets. Now bouncing and collecting alone don&#8217;t make for a really fun game &#8211; a great arcade game needs a simple core concept but it also need other things layered on top of that concept to make it fun. A big part of the fun in game development is trying out different things to see what works and the real pleasure is when something you try suddenly transforms the game. That is what happened when we introduced Combos.</p>
<p>Originally you just needed to collect all the bricks in a level to complete the level. It was fun and cute but there was something missing. There was no on-going challenge during the level. This is where the Combo feature came in. Space Ark levels have rows of coloured bricks. Collecting three or more of the same coloured bricks in a row generates a Combo and every level has a minimum combo score necessary to complete it.</p>
<p><a href="http://www.strawdogstudios.com/wp-content/uploads/2009/05/Ice018.jpg" rel="lightbox[761]"><img class="size-thumbnail wp-image-751 alignleft" style="margin-left: 8px; margin-right: 8px;" title="Ice018" src="http://www.strawdogstudios.com/wp-content/uploads/2009/05/Ice018-300x168.jpg" alt="Ice018" width="300" height="168" /></a>Like the bouncing and collecting this Combo system is very simple but of course we have added more depth to make it challenging and fun. Firstly there is a reward for generating Combos (in addition to you being able to complete the level). Each level of Combo (3, 4, 5, 6, 7, 8&#8230;. upwards) that you create generates a different bonus fruit. Collecting the fruit fills your power meter, which in turn multiplies your score. This means that if you want to generate a really big high score you need to try and collect as much fruit as possible rather than just focusing on collecting the bricks. Secondly you have to keep bouncing your character (your Arkonaut) without dropping them. If your Arkonaut hits the ground they drop the combos (rather like losing rings in Sonic) and you have to try to recover them before they drift off screen. The result is much more entertaining game play as you are both challenged to meet your combo quota and rewarded as you do so.</p>
<p>At the moment we have a couple of bugs in the Combo system. If you look at the screen shots you can see the Combo trail (the line of numbers) following behind the Penguin. For some reason they keep disappearing or randomly appearing on screen in odd positions. Gotta keep testing to find out what is happening so the guys can fix it. Will try to pop back soon to talk about the level designs.</p>
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		<title>Testing Space Ark</title>
		<link>http://www.strawdogstudios.com/content/715</link>
		<comments>http://www.strawdogstudios.com/content/715#comments</comments>
		<pubDate>Wed, 19 Aug 2009 06:36:18 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Bugs]]></category>
		<category><![CDATA[Development]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=715</guid>
		<description><![CDATA[Spent the last two days doing more bug testing on Space Ark and have been pleased to find how well it is holding up. I&#8217;m not finding as many bugs as expected (the bug count has only gone up by about 10) which is a sign of how stable the code is. There are the [...]]]></description>
			<content:encoded><![CDATA[<p>Spent the last two days doing more bug testing on Space Ark and have been pleased to find how well it is holding up. I&#8217;m not finding as many bugs as expected (the bug count has only gone up by about 10) which is a sign of how stable the code is. There are the usual weird bugs of course, such as Arkonauts getting trapped inside walls, weird animation glitches and levels designs not working due to new features that have changed the game play. Despite that large parts of the game are playable and there aren&#8217;t a whole lot of crash bugs.</p>
<p>I&#8217;m not sure what the level designers have been taking but they are producing really amazing levels now. Challenging but at the same time immense fun to play. Going to have to produce another video soon showing some of the more bizarre levels.</p>
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		<title>Bugs, bugs, bugs, bugs&#8230;..</title>
		<link>http://www.strawdogstudios.com/content/712</link>
		<comments>http://www.strawdogstudios.com/content/712#comments</comments>
		<pubDate>Sat, 15 Aug 2009 01:24:46 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Bugs]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=712</guid>
		<description><![CDATA[There is a part of every game development project that is a little disheartening. It is the point around Alpha, where the game is starting to take shape, but isn&#8217;t quite complete enough to be in full test.
Sure there is the positive morale boost from seeing new stuff appear in the game but it is [...]]]></description>
			<content:encoded><![CDATA[<p>There is a part of every game development project that is a little disheartening. It is the point around Alpha, where the game is starting to take shape, but isn&#8217;t quite complete enough to be in full test.</p>
<p>Sure there is the positive morale boost from seeing new stuff appear in the game but it is also the point at which people start noticing bugs and errors in the game. The bug database starts to fill up and, because the team aren&#8217;t in full Beta test mode, there isn&#8217;t an all out effort to clear bugs. The result is that the bug count starts to climb&#8230;. and keeps climbing. Sure some (lots) get fixed during this phase but the general trend is upwards.</p>
<p>So far we have 160 closed bugs on Space Ark and only 92 active ones. Somehow I think it will get worse before it gets better. Luckily it will get better in the end <img src='http://www.strawdogstudios.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Visiting Microsoft</title>
		<link>http://www.strawdogstudios.com/content/699</link>
		<comments>http://www.strawdogstudios.com/content/699#comments</comments>
		<pubDate>Mon, 20 Jul 2009 17:10:06 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Strawdog Blog]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=699</guid>
		<description><![CDATA[Meeting with Microsoft in Seattle today to go through the latest build of Space Ark. The team have been busting a gut to get a whole bunch of features working so the game was really starting to look good. Then, as of a week ago they came up with an extra new combo feature, which [...]]]></description>
			<content:encoded><![CDATA[<p>Meeting with Microsoft in Seattle today to go through the latest build of Space Ark. The team have been busting a gut to get a whole bunch of features working so the game was really starting to look good. Then, as of a week ago they came up with an extra new <em><strong>combo</strong></em> feature, which make the game way more addictive. I am really looking forward to sitting down with our Account Manager and going through the new stuff with him.</p>
<p>We should have a new game play video showing the latest progress any day now.</p>
<p>In addition to meeting with Microsoft I am visit an old friend Colin Gordon, who runs Valcon Games (ever so slightly smaller than Microsoft) in Redmond, Washington.</p>
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		<title>Postmortem &#8211; Soup</title>
		<link>http://www.strawdogstudios.com/content/673</link>
		<comments>http://www.strawdogstudios.com/content/673#comments</comments>
		<pubDate>Mon, 06 Jul 2009 20:11:15 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Hungry Gamer]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=673</guid>
		<description><![CDATA[Following the release of our iPhone game Turbo Duck we wanted to develop another small project in parallel with our XBLA game Space Ark. The project we chose to develop was Soup. and we thought we would share this post-mortem with you which details what went right and what went wrong with the development.
The high [...]]]></description>
			<content:encoded><![CDATA[<p>Following the release of our iPhone game <strong><a title="Turbo Duck game page" href="http://www.strawdogstudios.com/games/turboduck" target="_self">Turbo Duck</a></strong> we wanted to develop another small project in parallel with our XBLA game <strong><a title="Space Ark game page" href="http://www.strawdogstudios.com/games/spaceark" target="_self">Space Ark</a></strong>. The project we chose to develop was <strong>Soup</strong>. and we thought we would share this post-mortem with you which details what went right and what went wrong with the development.</p>
<p>The high concept for Soup was to create something that gave the gamer a warm happy feeling. We knew from the start that very little of our existing tech would be suitable for the project so Simon (our Technical Director) was tasked with designing a new set of tools for the project. The following image shows what was needed to create <strong>Soup</strong>.</p>
<p style="text-align: center;"><a href="http://www.strawdogstudios.com/wp-content/uploads/2009/07/img00039.jpg" rel="lightbox[673]"><img class="aligncenter size-thumbnail wp-image-674" title="Soup1" src="http://www.strawdogstudios.com/wp-content/uploads/2009/07/img00039-300x240.jpg" alt="Soup1" width="300" height="240" /></a></p>
<p style="text-align: left;">The tools included 1 large onion, two potatoes, one sweet potato, a clove of garlic, one cup of chicken stock (you can use vegetable), one cup of white wine, 2 tablespoons of oil and some herbs (Basil, Thyme and Oregano). In addition we built the levels using a large knife and a wok (a large saucepan is also fine) and a blender.</p>
<p style="text-align: left;">Our knife tool was left over from a previous project and was only version 1.1 (blunt). Simon upgraded it to version 2.0 (cutting edge). Once the tools were ready he passed them to Derek (Production Director) who, would be responsible for the game play programming on <strong>Soup</strong>. While he was preparing the game engine the designers were creating assets for the levels.</p>
<p style="text-align: left;"><img class="aligncenter size-thumbnail wp-image-679" title="Soup3" src="http://www.strawdogstudios.com/wp-content/uploads/2009/07/img00041-300x240.jpg" alt="Soup3" width="300" height="240" /></p>
<p style="text-align: left;">The oil was added to the wok and the finely chopped onion was fried over a medium heat until it started to turn translucent. While this was happening the potato, sweet potato and the garlic were all peeled. The garlic was finely chopped while the potato and sweet potato were cut into roughly one inch squares. The stock cube was added to a cup full of hot water and the designer had a glass of the white wine.</p>
<p style="text-align: left;"><img class="aligncenter size-thumbnail wp-image-681" title="Soup4" src="http://www.strawdogstudios.com/wp-content/uploads/2009/07/img00043-300x240.jpg" alt="Soup4" width="300" height="240" /></p>
<p style="text-align: left;">The potato, sweet potato, garlic and stock were all added to onions in the pan, the designer took another swig of wine and then added one cup full to the pan.</p>
<p style="text-align: left;"><img class="aligncenter size-thumbnail wp-image-688" title="Soup5" src="http://www.strawdogstudios.com/wp-content/uploads/2009/07/img00045-300x240.jpg" alt="Soup5" width="300" height="240" /></p>
<p style="text-align: left;">Note: Don&#8217;t add too much wine (one cup will do) &#8211; you want plenty left for yourself.</p>
<p style="text-align: left;">Next half a teaspoon each of dried Basil, Thyme and Oregano were added and the soup was brought to the boil then turned down and left to simmer for 15 minutes, or until the potato and sweet potato become soft.</p>
<p style="text-align: left;"><img class="aligncenter size-thumbnail wp-image-686" title="Soup6" src="http://www.strawdogstudios.com/wp-content/uploads/2009/07/img00049-300x240.jpg" alt="Soup6" width="300" height="240" /></p>
<p style="text-align: left;">With most of the levels assembled <strong>Soup</strong> was then put through an intensive testing phase to get the lumps out (1-2 minutes in the blender should do fine). <strong>Soup</strong> was then returned to a large pan to simmer. The designer tested it and added a little salt and pepper to taste. <strong>Soup</strong> seemed a little too thick at this point so a little extra wine and stock was added.</p>
<p style="text-align: left;"><img class="aligncenter size-thumbnail wp-image-687" title="Soup7" src="http://www.strawdogstudios.com/wp-content/uploads/2009/07/img00051-300x240.jpg" alt="Soup7" width="300" height="240" /></p>
<p style="text-align: left;">What went wrong during development?</p>
<p style="text-align: left;">Our version of knife was out of date and needed to be upgraded. This caused some problems for the designers at the beginning. There wasn&#8217;t quite enough wine for both the designer and <strong>Soup</strong>. In hindsight we should have made sure more wine was available before starting the project.</p>
<p style="text-align: left;">What went well during development?</p>
<p style="text-align: left;"><strong>Soup</strong> was quite a short project, scheduled for just 30 minutes development. Once our version of knife had been upgraded asset production was very quick and easy so the project came in on time.</p>
<p style="text-align: left;">The taste was excellent and <strong>Soup</strong> was filling and warming, thus meeting the project original design specifications.</p>
<p style="text-align: left;"><img class="aligncenter size-thumbnail wp-image-689" title="Soup8" src="http://www.strawdogstudios.com/wp-content/uploads/2009/07/img00026a-300x228.jpg" alt="Soup8" width="300" height="228" /></p>
<p style="text-align: left;"><strong>Soup</strong> is best served with some crusty bread and yet more wine.</p>
<p style="text-align: left;"><strong><span style="color: #ff0000;">Warning</span></strong>: <strong>Soup</strong> is not compatible with Xbox 360, Playstation 3, Wii, PC, iPhone or any other gaming hardware. If you get <strong>Soup</strong> on your console or PC immediately turn off your console and wipe off the <strong>Soup</strong> with a damp cloth.</p>
<p style="text-align: left;">Strawdog Studios are releasing <strong>Soup</strong> as freeware and hope that users will take the tools and create their own user generated <strong>Soup</strong>.</p>
<p style="text-align: left;"><strong><span style="color: #008000;">Coming soon:</span></strong> Lettuce wrapped Chinese chicken with cashew nuts</p>
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		<title>When is no stars better than one star?</title>
		<link>http://www.strawdogstudios.com/content/654</link>
		<comments>http://www.strawdogstudios.com/content/654#comments</comments>
		<pubDate>Sun, 21 Jun 2009 17:51:16 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Strawdog Blog]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=654</guid>
		<description><![CDATA[When it&#8217;s on the iPhone App Store. Apples original app rating/reveiew system was rather flawed in its implementation. It only prompted a user to rate an application when they were removing it and, by default, had the user rating set to one star. Users who weren&#8217;t really interested in rating an app would automatically accept [...]]]></description>
			<content:encoded><![CDATA[<p>When it&#8217;s on the iPhone App Store. Apples original app rating/reveiew system was rather flawed in its implementation. It only prompted a user to rate an application when they were removing it and, by default, had the user rating set to one star. Users who weren&#8217;t really interested in rating an app would automatically accept the default rating, leading to apps with a large number of one star reviews &#8211; and a lot of unhappy developers.</p>
<p>Of  course some of these users may have actually wanted to assign one star &#8211; after all they are uninstalling the app so it probably isn&#8217;t their favorite game of all time. Hoever many were almost certainly just hitting a button to accept the default as the quickest way to get through the process. Now, according to reports the version 3.0 update has the default set to no stars and the user must select a rating from one to five stars.</p>
<p>Users are still being prompted to rate the game while uninstalling it, which is far from ideal. It would be much better to prompt for a review after they have played the game 5 or ten times &#8211; or to not prompt at all. Leaving it to people who feel strongly about a to go and rate it. Still at least now there is a better chance that users will pause for thought and select a more meaningful rating instead of just accepting the default one star.</p>
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		<title>Horray</title>
		<link>http://www.strawdogstudios.com/content/644</link>
		<comments>http://www.strawdogstudios.com/content/644#comments</comments>
		<pubDate>Fri, 12 Jun 2009 16:28:26 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Strawdog Blog]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=644</guid>
		<description><![CDATA[Gamasutra posted a story about forthcoming changes to Xbox Live Community Games and (importantly for us) Xbox Live Arcade.
&#8220;&#8230;..Microsoft also revealed that, in response to user feedback, it would add user ratings to both community games and much of the Xbox Live marketplace content, including Xbox Live Arcade and game add-ons. Ultimately, the company will add [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-119" title="xblalogo" src="http://www.strawdogstudios.com/blog/wp-content/uploads/2009/01/xblalogo.png" alt="xblalogo" width="353" height="120" />Gamasutra posted a story about forthcoming changes to Xbox Live Community Games and (importantly for us) Xbox Live Arcade.</p>
<p><em>&#8220;&#8230;..Microsoft also revealed that, in response to user feedback, it would add user ratings to both community games and much of the Xbox Live marketplace content, including Xbox Live Arcade and game add-ons. Ultimately, the company will add the ability for users to sort content by rating.&#8221;</em></p>
<p>A more in-depth filtering and recommendation system would be a big plus but user ratings are at least a step in the right direction.</p>
<p>The full piece is at <a title="Gamasutra XBCG/XBLA article." href="http://www.gamasutra.com/php-bin/news_index.php?story=24008" target="_self">http://www.gamasutra.com/php-bin/news_index.php?story=24008</a></p>
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		<title>Space Ark test trailer</title>
		<link>http://www.strawdogstudios.com/content/635</link>
		<comments>http://www.strawdogstudios.com/content/635#comments</comments>
		<pubDate>Wed, 03 Jun 2009 09:31:19 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Space Ark]]></category>
		<category><![CDATA[XBLA]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=635</guid>
		<description><![CDATA[We are currently preparing to post our latest Space Ark video which should be ready in a few days. Just so you have something to compare to I thought I would post the very first Space Ark visualisation trailer to our Youtube channel. This video was created when the game had the working title Bounce.

This [...]]]></description>
			<content:encoded><![CDATA[<p>We are currently preparing to post our latest <strong>Space Ark</strong> video which should be ready in a few days. Just so you have something to compare to I thought I would post the very first <strong>Space Ark</strong> visualisation trailer to our Youtube channel. This video was created when the game had the working title<strong> Bounce</strong>.</p>
<p><object width="560" height="340" data="http://www.youtube-nocookie.com/v/PyZTZLUbdnI&amp;hl=en&amp;fs=1&amp;rel=0" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube-nocookie.com/v/PyZTZLUbdnI&amp;hl=en&amp;fs=1&amp;rel=0" /><param name="allowfullscreen" value="true" /></object></p>
<p>This video was produced as part of the Microsoft pitching process. The video, along with various documentation, was submitted to MS in order to get approval to publish Space Ark on Xbox360 Live Arcade.</p>
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