<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Arges Systems</title>
	<atom:link href="http://arges-systems.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://arges-systems.com</link>
	<description></description>
	<lastBuildDate>Thu, 03 May 2012 20:05:27 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.2</generator>
		<item>
		<title>Hairy Tales Previews</title>
		<link>http://arges-systems.com/blog/2012/04/25/hairy-tales-previews/</link>
		<comments>http://arges-systems.com/blog/2012/04/25/hairy-tales-previews/#comments</comments>
		<pubDate>Wed, 25 Apr 2012 18:09:32 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Hairy Tales]]></category>
		<category><![CDATA[Project-K]]></category>
		<category><![CDATA[trailer]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://arges-systems.com/?p=609</guid>
		<description><![CDATA[This have been busy on the Hairy Tales front, and updating the site sort of slipped by me. The game now has its own site, where I&#8217;ll continue uploading screenshots and video. I&#8217;ll keep the Arges site mainly focused on the development and programming side of things. I&#8217;ve made an initial post on the Touch ...]]></description>
			<content:encoded><![CDATA[<p>This have been busy on the Hairy Tales front, and updating the site sort of slipped by me.  </p>
<ul>
<li><a href="http://hairytalesgame.com" title="Hairy Tales" target="_blank">The game now has its own site</a>, where I&#8217;ll continue uploading screenshots and video.  I&#8217;ll keep the Arges site mainly focused on the development and programming side of things.</li>
<li>I&#8217;ve made an <a href="http://forums.toucharcade.com/showthread.php?t=131516" target="_blank">initial post on the Touch Arcade forums</a>, and so far the comments have been very positive.</li>
<li>There have been a series of previews published on <a href="http://www.indiegamemag.com/by-the-beards-is-that-a-hairy-tales-trailer/" target="_blank">IndieGameMagazine</a>, <a href="http://appadvice.com/appnn/2012/04/can-you-get-yourself-out-of-a-hairy-situation-in-hairy-tales" target="_blank">AppAdvice</a> and <a href="http://www.gamezebo.com/games/hairy-tales/preview" target="_blank">Gamezebo</a>.</li>
<li>Finally, you&#8217;ll find the latest trailer below:</li>
</ul>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/B4g0NtzoyVk" frameborder="0" allowfullscreen></iframe></p>
<p>It&#8217;s really exciting to see things so close to being released after working on it for so long.</p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2012/04/25/hairy-tales-previews/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Quick SteerToFollow example</title>
		<link>http://arges-systems.com/blog/2012/04/13/quick-steertofollow-example/</link>
		<comments>http://arges-systems.com/blog/2012/04/13/quick-steertofollow-example/#comments</comments>
		<pubDate>Fri, 13 Apr 2012 08:07:42 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[UnitySteer]]></category>
		<category><![CDATA[unity3d]]></category>
		<category><![CDATA[webplayer]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=590</guid>
		<description><![CDATA[Someone asked on the Unity forums how to implement a follow behavior. Here&#8217;s a quick example to go with my reply about a trivial implementation, where the cubes are all followers and the sphere only has a SteerForWander behavior.]]></description>
			<content:encoded><![CDATA[<p><script type="text/javascript" src="http://webplayer.unity3d.com/download_webplayer-3.x/3.0/uo/UnityObject.js"></script><br />
<script type="text/javascript">
<!--
function GetUnity() {
	if (typeof unityObject != "undefined") {
		return unityObject.getObjectById("unityPlayer");
	}
	return null;
}
var params = { logoimage: "/images/arges-logo-webplayer.jpg" }
if (typeof unityObject != "undefined") {
	unityObject.embedUnity("unityPlayer", "/files/examples/SteerToFollow.unity3d", 520, 349, params);
}
-->
</script></p>
<style type="text/css">
<!--
div#unityPlayer {
	cursor: default;
	height: 349px;
	width: 620px;
}
-->
</style>
<p>Someone asked <a href="http://forum.unity3d.com/threads/26217-UnitySteer-steering-library-for-Unity?p=891290&#038;viewfull=1#post891290" target="_blank">on the Unity forums</a> how to implement a follow behavior.  Here&#8217;s a quick example to go with <a href="http://forum.unity3d.com/threads/26217-UnitySteer-steering-library-for-Unity?p=891412&#038;viewfull=1#post891412" target="_blank">my reply</a> about a trivial implementation, where the cubes are all followers and the sphere only has a SteerForWander behavior.</p>
<div class="content">
<div id="unityPlayer">
<div class="missing">
		<a href="http://unity3d.com/webplayer/" title="Unity Web Player. Install now!"><br />
			<img alt="Unity Web Player. Install now!" src="http://webplayer.unity3d.com/installation/getunity.png" width="193" height="63" /><br />
		</a>
	</div>
</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2012/04/13/quick-steertofollow-example/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>UnitySteer &#8211; AutonomousVehicles and Bipeds</title>
		<link>http://arges-systems.com/blog/2012/04/02/unitysteer-autonomous-vehicle-biped/</link>
		<comments>http://arges-systems.com/blog/2012/04/02/unitysteer-autonomous-vehicle-biped/#comments</comments>
		<pubDate>Mon, 02 Apr 2012 09:08:07 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Unity]]></category>
		<category><![CDATA[UnitySteer]]></category>
		<category><![CDATA[steering]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=573</guid>
		<description><![CDATA[About a year ago I commented on the in-development UnitySteer changes, particularly as to how they affected the interpretation of the Velocity vector. I&#8217;d initially done that work directly on the AutonomousVehicle class, but changing how the speed and velocity are treated would have broken any implementations depending on the previous approach, like Boids. I ...]]></description>
			<content:encoded><![CDATA[<p>About a year ago I commented on the <a href="http://www.arges-systems.com/articles/252/unitysteer-experimental-vehicle-and-radar-changes/" title="UnitySteer: Experimental vehicle and radar changes &laquo;  Arges Systems">in-development UnitySteer changes</a>, particularly as to how they affected the interpretation of the Velocity vector.</p>
<p>I&#8217;d initially done that work directly on the AutonomousVehicle class, but changing how the speed and velocity are treated would have broken any implementations depending on the previous approach, like Boids.    I have decided to split them in two classes, with AutonomousVehicle retaining the old way of doing things and Biped being the class for vehicles that can alter their velocity vector instead of just their speed (to, say, side-step).</p>
<p>This allows the AutonomousVehicles to take advantage of the improvements I have been doing in the past year, and bring a significant performance improvement.  Both AutonomousVehicle and Biped (which is the one that interprets the velocity independent of the agent&#8217;s forward vector, for lack of a better name) now descend from a common TickedVehicle parent, and each one just handle speed and velocity in their own way.</p>
<p>On my tests I am now able to easily run 6-7 times the number of boids, and with some balancing I could see that easily going up to 10 times the previous amount.  While I don&#8217;t plan to have over 4,000 boids running around on screen at the same time, it&#8217;s nice to know what UnitySteer now uses much less resources than before.</p>
<p>While working on this, I&#8217;ve also re-done SteerForSphericalObstacleAvoidance.  The key differences from the previous approach are:</p>
<ul>
<li>I no longer use the old Obstacle descriptor, which expected obstacles to remain in a single place once they had been detected.</li>
<li>Every obstacle is expected to be a DetectableObject.  You can just use helper behavior DetectableObjectCreator, which will create the detectable object component for a game object on start depending on its collider boundaries.</li>
<li>I&#8217;ve fixed an old, silly bug on my implementation of <a href="http://paulbourke.net/geometry/sphereline/" title="Intersection of a Line and a Sphere (or circle)">Paul Bourke&#8217;s line-sphere intersection</a> calculations.</li>
</ul>
<p>This is a work in progress and most of my testing has been focused on bipeds, since it&#8217;s what we&#8217;re using on <a href="http://www.arges-systems.com/articles/category/project-k/" title="Project-K &laquo;  Arges Systems">Hairy Tales</a>, but it will make it easier for people looking to experiment with the development branch if they still want to use the old style autonomous vehicles.  At this point, if you&#8217;re thinking of using UnitySteer I would actually suggest that you look into the <a href="https://github.com/ricardojmendez/UnitySteer/tree/development">development branch</a> instead of master.  I plan to have a full release once the game is out and I get a breather to document it, but the codebase will be close to its current state.</p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2012/04/02/unitysteer-autonomous-vehicle-biped/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Hairy Tales progress &#8211; new elements and a boss</title>
		<link>http://arges-systems.com/blog/2012/03/19/hairy-tales-progress-new-elements-and-a-boss/</link>
		<comments>http://arges-systems.com/blog/2012/03/19/hairy-tales-progress-new-elements-and-a-boss/#comments</comments>
		<pubDate>Mon, 19 Mar 2012 07:52:17 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Project-K]]></category>
		<category><![CDATA[hairytales]]></category>
		<category><![CDATA[screenshot]]></category>
		<category><![CDATA[screenshotsaturday]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=567</guid>
		<description><![CDATA[There&#8217;s been lots of small improvements on Hairy Tales lately, but we&#8217;ve been quiet on the site to focus on development. As we speed up to get to beta, I thought that you might like to see a few images. One of the recent improvements is that as you cleanse a stage of corruption, the ...]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s been lots of small improvements on Hairy Tales lately, but we&#8217;ve been quiet on the site to focus on development.  As we speed up to get to beta, I thought that you might like to see a few images.</p>
<p>One of the recent improvements is that as you cleanse a stage of corruption, the background begins lightening from a night sky to a daylight scene. </p>
<p><a rel="prettyPhoto" href="/images/project-k/20120317-03-01-Ackbar.png"><img src="/images/project-k/20120317-03-01-Ackbar.jpg" width="400" height="300" alt="Blended Sky"></a></p>
<p>Alongside this, I&#8217;ve also changed how corruption spreads: it&#8217;ll now go infecting tiles one by one, instead of the more gradual spread you saw on the past alphas.</p>
<p>We&#8217;ve also added several new stage elements to the puzzles.  I don&#8217;t want to spoil the surprise, but here&#8217;s one of them:</p>
<p><a rel="prettyPhoto" href="/images/project-k/20120317-02-23-Connect%20the%20dots.png"><img src="/images/project-k/20120317-02-23-Connect%20the%20dots.jpg" width="400" height="300" alt="Wind-ups"></a></p>
<p>These are wind-ups which will automatically turn a tile every 5 seconds, adding an element of timing to the scenes (and also altering tiles the player can&#8217;t modify himself, like the stone arrows).</p>
<p>And finally, we&#8217;re getting the game&#8217;s main bosses integrated.  I&#8217;m very happy with how they&#8217;re coming out:</p>
<p><a rel="prettyPhoto" href="/images/project-k/20120317-02-25-Big%20guy,%20big%20toe.png"><img src="/images/project-k/20120317-02-25-Big%20guy,%20big%20toe.jpg" width="400" height="300" alt="Big Guy, Big Toe"></a></p>
<p>I&#8217;ll have a video including that big guy out soon.</p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2012/03/19/hairy-tales-progress-new-elements-and-a-boss/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Public Alpha 2</title>
		<link>http://arges-systems.com/blog/2012/01/28/public-alpha-2/</link>
		<comments>http://arges-systems.com/blog/2012/01/28/public-alpha-2/#comments</comments>
		<pubDate>Sat, 28 Jan 2012 15:07:13 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Project-K]]></category>
		<category><![CDATA[alpha]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=555</guid>
		<description><![CDATA[Update: we&#8217;ve just finished the second public alpha, but if you&#8217;re interested in playtesting our upcoming beta, just contact us. Meanwhile, here&#8217;s a video preview: On top of having a few different stages for those of you who already played Alpha 1, it also has these major changes: All scenes now have the mushroom scoring ...]]></description>
			<content:encoded><![CDATA[<p><strong>Update:</strong> we&#8217;ve just finished the second public alpha, but if you&#8217;re interested in playtesting our upcoming beta, <a href="http://www.arges-systems.com/contact-us/" title="Contact us">just contact us</a>.  Meanwhile, here&#8217;s a video preview:</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/weE7cO4ZmIo" frameborder="0" allowfullscreen></iframe></p>
<p>On top of having a few different stages for those of you who already played Alpha 1, it also has these major changes:</p>
<ul>
<li>All scenes now have the mushroom scoring pick ups, which were present only on some scenes before. Quite a few are off the beaten path to encourage the player to try alternate paths.</li>
<li>A proper user interface.  The tip at the bottom is likely to go away once I integrate the tutorials.</li>
<li>You now have a limited number of lives per level.</li>
<li>It&#8217;ll show your score, corruption percentage cleaned and other values at the end of each level.</li>
<li>Progress tracking, which will be displayed in the stage loader.</li>
<li>New visual hints on elements that redirect a character, like cannons and fences.</li>
<li>We have removed all of the placeholder visual effects, polished the music themes, improved camera zoom, added new sound effects and a whole host of other small changes.</li>
</ul>
<p><a href="http://twitter.com/ArgesRic/">Drop by Twitter and tell us what you think!</a></p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2012/01/28/public-alpha-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Project K &#8211; Polish and Effects</title>
		<link>http://arges-systems.com/blog/2012/01/21/project-k-polish-and-effects/</link>
		<comments>http://arges-systems.com/blog/2012/01/21/project-k-polish-and-effects/#comments</comments>
		<pubDate>Sat, 21 Jan 2012 09:20:41 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Project-K]]></category>
		<category><![CDATA[screenshot]]></category>
		<category><![CDATA[screenshotsaturday]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=549</guid>
		<description><![CDATA[Our brand new level loader: New closed gate effect&#8230; &#8230; as well as an open variant: We realized we needed better indicators on which way the characters will run when they encounter a scene element, particularly on busy scenes, so we&#8217;ve added some arrows to those elements that will alter their direction: There&#8217;s also some ...]]></description>
			<content:encoded><![CDATA[<p>Our brand new level loader:</p>
<p><a rel="prettyPhoto" href="/images/project-k/PK-3.361049-00-LoaderStage.png"><img src="/images/project-k/PK-3.361049-00-LoaderStage.jpg" width="400" height="300" alt="PK 3.361049 00 LoaderStage"></a></p>
<p>New closed gate effect&#8230;</p>
<p><a rel="prettyPhoto" href="/images/project-k/PK-10.80793-01-01-Arrows.png"><img src="/images/project-k/PK-10.80793-01-01-Arrows.jpg" width="400" height="300" alt="PK 10.80793 01 01 Arrows"></a></p>
<p>&#8230; as well as an open variant:</p>
<p><a rel="prettyPhoto" href="/images/project-k/PK-27.91458-01-06-Tree.png"><img src="/images/project-k/PK-27.91458-01-06-Tree.jpg" width="400" height="300" alt="PK 27.91458 01 06 Tree"></a></p>
<p>We realized we needed better indicators on which way the characters will run when they encounter a scene element, particularly on busy scenes, so we&#8217;ve added some arrows to those elements that will alter their direction:</p>
<p><a rel="prettyPhoto" href="/images/project-k/PK-13.76542-01-04-Fences.png"><img src="/images/project-k/PK-13.76542-01-04-Fences.jpg" width="400" height="300" alt="PK 13.76542 01 04 Fences"></a></p>
<p><a rel="prettyPhoto" href="/images/project-k/PK-22.74407-02-15-Cannons.png"><img src="/images/project-k/PK-22.74407-02-15-Cannons.jpg" width="400" height="300" alt="PK 22.74407 02 15 Cannons"></a></p>
<p><a rel="prettyPhoto" href="/images/project-k/PK-21.28582-03-04-Trap.png"><img src="/images/project-k/PK-21.28582-03-04-Trap.jpg" width="400" height="300" alt="PK 22.74407 02 15 Cannons"></a></p>
<p>There&#8217;s also some new effects on the teleporter well, including a nice satisfying splash when the characters enter it, </p>
<p><a rel="prettyPhoto" href="/images/project-k/PK-17.51463-01-15-Teleport 1.png"><img src="/images/project-k/PK-17.51463-01-15-Teleport 1.jpg" width="400" height="300" alt="PK 3.361049 00 LoaderStage"></a></p>
<p>This coming week we&#8217;ll replace the in-stage user interface for something cleaner, as well as add the final particle effects instead of some of the placeholders.</p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2012/01/21/project-k-polish-and-effects/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Changes from Alpha 1</title>
		<link>http://arges-systems.com/blog/2012/01/17/changes-from-alpha-1/</link>
		<comments>http://arges-systems.com/blog/2012/01/17/changes-from-alpha-1/#comments</comments>
		<pubDate>Tue, 17 Jan 2012 10:20:33 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Project-K]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[unity3d]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=544</guid>
		<description><![CDATA[Some of the changes we&#8217;ve implemented since receiving your comments during the public alpha preview:]]></description>
			<content:encoded><![CDATA[<p>Some of the changes we&#8217;ve implemented since receiving your comments during the public alpha preview:</p>
<p><iframe src="http://www.youtube.com/embed/UASarKy6XsI" frameborder="0" width="640" height="360"></iframe></p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2012/01/17/changes-from-alpha-1/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Screenshot Saturday 20120114</title>
		<link>http://arges-systems.com/blog/2012/01/14/screenshot-saturday-20120114/</link>
		<comments>http://arges-systems.com/blog/2012/01/14/screenshot-saturday-20120114/#comments</comments>
		<pubDate>Sat, 14 Jan 2012 04:09:53 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Project-K]]></category>
		<category><![CDATA[screenshot]]></category>
		<category><![CDATA[screenshotsaturday]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=539</guid>
		<description><![CDATA[Lots of visual improvements this week. The major rendering change was that I finally an unlit rendering style I was happy with, whereas before the unlit shader looked flat an boring. Here&#8217;s a sample of how the first scene looked on the alpha 1 I released last week: And this is how it looks now: ...]]></description>
			<content:encoded><![CDATA[<p>Lots of visual improvements this week.  The major rendering change was that I finally an unlit rendering style I was happy with, whereas before the unlit shader looked flat an boring.</p>
<p>Here&#8217;s a sample of how the first scene looked on the alpha 1 I released last week:</p>
<p><a rel="prettyPhoto" href="/images/project-k/preview1-01-01.png"><img src="/images/project-k/preview1-01-01.jpg" width="400" height="318" alt="Preview1 01 01"></a></p>
<p>And this is how it looks now:</p>
<p><a rel="prettyPhoto" href="/images/project-k/20120113-01-01.png"><img src="/images/project-k/20120113-01-01.jpg" width="400" height="318" alt="20120113 01 01"></a></p>
<p>Not only I like the subtle changes in tone better, but by virtue of it being mostly unlit (except for shadows) it is much faster than before, which will be a boon to get this running on devices with a slower GPU like the iPad.   Two more examples:</p>
<p>Old:</p>
<p><a rel="prettyPhoto" href="/images/project-k/preview1-01-10.png"><img src="/images/project-k/preview1-01-10.jpg" width="400" height="318" alt="Preview1 01 10"></a></p>
<p>New:</p>
<p><a rel="prettyPhoto" href="/images/project-k/20120113-01-10.png"><img src="/images/project-k/20120113-01-10.jpg" width="400" height="318" alt="20120113 01 10"></a></p>
<p>Old:</p>
<p><a rel="prettyPhoto" href="/images/project-k/preview1-01-15.png"><img src="/images/project-k/preview1-01-15.jpg" width="400" height="318" alt="Preview1 01 10"></a></p>
<p>New:</p>
<p><a rel="prettyPhoto" href="/images/project-k/20120113-01-15.png"><img src="/images/project-k/20120113-01-15.jpg" width="400" height="318" alt="20120113 01 15"></a></p>
<p>You&#8217;ll notice we also got a new model for the obstacles, to make the scenes look cleaner, plus some new tiles for the whole stage.</p>
<p>This is really shaping up.</p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2012/01/14/screenshot-saturday-20120114/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Project K &#8211; Playable Alpha</title>
		<link>http://arges-systems.com/blog/2012/01/07/project-k-playable-alpha/</link>
		<comments>http://arges-systems.com/blog/2012/01/07/project-k-playable-alpha/#comments</comments>
		<pubDate>Sat, 07 Jan 2012 15:12:28 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Project-K]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=521</guid>
		<description><![CDATA[A playable alpha demo from Project K.]]></description>
			<content:encoded><![CDATA[<p>Finally, here&#8217;s a public preview of our work-in-progress game. The goal of the game is to lead the Domos to the exit gate, while clearing out as much of the corruption as you can (clearing all without dying once will net you more points).</p>
<p><strong>Update:</strong> We have concluded the first round of public alpha testing. <strong><a href="mailto:projectk@arges-systems.com">Send us an e-mail</a> if you&#8217;re like us to notify you of future releases!</strong></p>
<p>You&#8217;ll notice it&#8217;s very light on explanations, other than a 1-liner tip on the top left. That&#8217;s intentional. I want to hear how understandable the concepts are, and how well they come across from the stage behavior.</p>
<p>It contains 11 stages from the game, showing some of the gameplay elements and should give you a good idea of what the stages are like. There is no completion screen yet, so once you&#8217;re done with a stage, just move onto the next one.</p>
<p>It&#8217;s very much a work in progress and still contains some placeholder elements and missing effects, but the gameplay is there. <a title="Contact us «  Arges Systems" href="http://www.arges-systems.com/contact-us/">We&#8217;d love to hear what you think</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2012/01/07/project-k-playable-alpha/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Screenshot Saturday 20111224 &#8211; Night on Bald Mountain</title>
		<link>http://arges-systems.com/blog/2011/12/24/screenshot-saturday-20111224-night-on-bald-mountain/</link>
		<comments>http://arges-systems.com/blog/2011/12/24/screenshot-saturday-20111224-night-on-bald-mountain/#comments</comments>
		<pubDate>Sat, 24 Dec 2011 08:20:59 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Project-K]]></category>
		<category><![CDATA[screenshot]]></category>
		<category><![CDATA[screenshotsaturday]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=515</guid>
		<description><![CDATA[Another tileset we will be using for our levels. Which will have its own elements, challenges, and end boss: We&#8217;re of course also adding its own type of trees and vegetations to be corrupted: You can see our video previews here. Update: We&#8217;ve finally settled on the tone for the corrupted tiles on the mountain ...]]></description>
			<content:encoded><![CDATA[<p>Another tileset we will be using for our levels.</p>
<p><a rel="prettyPhoto" href="/images/project-k/desert.png"><img src="/images/project-k/desert.jpg" width="400" height="464" alt="Desert"></a></p>
<p>Which will have its own elements, challenges, and end boss:</p>
<p><a rel="prettyPhoto" href="/images/project-k/desert-2.png"><img src="/images/project-k/desert-2.jpg" width="400" height="275" alt="Desert 2"></a></p>
<p>We&#8217;re of course also adding its own type of trees and vegetations to be corrupted:</p>
<p><a rel="prettyPhoto" href="/images/project-k/desert-trees.png"><img src="/images/project-k/desert-trees.jpg" width="400" height="300" alt="Desert Trees"></a></p>
<p><a href="http://www.youtube.com/user/ArgesRic/videos" title="ArgesRic - YouTube">You can see our video previews here</a>.</p>
<p><strong>Update</strong>:  We&#8217;ve finally settled on the tone for the corrupted tiles on the mountain levels.</p>
<p><a rel="prettyPhoto" href="/images/project-k/desert-3.png"><img src="/images/project-k/desert-3.jpg" width="400" height="281" alt="Desert 3"></a></p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2011/12/24/screenshot-saturday-20111224-night-on-bald-mountain/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Project K &#8211; Gameplay Preview 3</title>
		<link>http://arges-systems.com/blog/2011/12/19/project-k-gameplay-preview-3/</link>
		<comments>http://arges-systems.com/blog/2011/12/19/project-k-gameplay-preview-3/#comments</comments>
		<pubDate>Mon, 19 Dec 2011 08:52:10 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Project-K]]></category>
		<category><![CDATA[unity3d]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=507</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://www.youtube.com/embed/ru59l50MxDI" frameborder="0" width="560" height="315"></iframe></p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2011/12/19/project-k-gameplay-preview-3/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Screenshot Saturday 20111217</title>
		<link>http://arges-systems.com/blog/2011/12/17/screenshot-saturday-20111217/</link>
		<comments>http://arges-systems.com/blog/2011/12/17/screenshot-saturday-20111217/#comments</comments>
		<pubDate>Sat, 17 Dec 2011 01:46:08 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Project-K]]></category>
		<category><![CDATA[screenshot]]></category>
		<category><![CDATA[screenshotsaturday]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=500</guid>
		<description><![CDATA[Two more images from our power ups: And since I forgot to add them last week to the site, here are the power ups in their &#8220;natural environment&#8221; (but still lacking particle effects):]]></description>
			<content:encoded><![CDATA[<p>Two more images from our power ups:</p>
<p><a rel="prettyPhoto" href="/images/project-k/to-garlic.png"><img src="/images/project-k/to-garlic.jpg" width="400" height="300" alt="To Garlic"></a></p>
<p><a rel="prettyPhoto" href="/images/project-k/hammer-grab.png"><img src="/images/project-k/hammer-grab.jpg" width="400" height="300" alt="Hammer Grab"></a></p>
<p>And since I forgot to add them last week to the site, here are the power ups in their &#8220;natural environment&#8221; (but still lacking particle effects):</p>
<p><a rel="prettyPhoto" href="/images/project-k/garlic-final.png"><img src="/images/project-k/garlic-final.jpg" width="400" height="300" alt="Garlic Final"></a></p>
<p><a rel="prettyPhoto" href="/images/project-k/hammer-final.png"><img src="/images/project-k/hammer-final.jpg" width="400" height="300" alt="Hammer Final"></a></p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2011/12/17/screenshot-saturday-20111217/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Project K &#8211; Corruption Preview</title>
		<link>http://arges-systems.com/blog/2011/12/10/project-k-corruption-preview/</link>
		<comments>http://arges-systems.com/blog/2011/12/10/project-k-corruption-preview/#comments</comments>
		<pubDate>Sat, 10 Dec 2011 11:42:45 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Project-K]]></category>
		<category><![CDATA[screenshot]]></category>
		<category><![CDATA[screenshotsaturday]]></category>
		<category><![CDATA[unity3d]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=497</guid>
		<description><![CDATA[A new video preview for the game, this time showcasing the spreading corruption: You may also want to head over to reddit for an on-going discussion and more sample images.]]></description>
			<content:encoded><![CDATA[<p>A new video preview for the game, this time showcasing the spreading corruption:</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/gGNBMLmpV9o?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p><a href="http://www.reddit.com/r/gamedev/comments/n79ix/screenshot_saturday_44_challenge_yourself_week/c36tjdg" target="_blank">You may also want to head over to reddit</a> for an on-going discussion and more sample images.</p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2011/12/10/project-k-corruption-preview/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Project K &#8211; Gameplay preview 1</title>
		<link>http://arges-systems.com/blog/2011/12/03/project-k-gameplay-preview-1/</link>
		<comments>http://arges-systems.com/blog/2011/12/03/project-k-gameplay-preview-1/#comments</comments>
		<pubDate>Sat, 03 Dec 2011 07:47:27 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Project-K]]></category>
		<category><![CDATA[screenshotsaturday]]></category>
		<category><![CDATA[unity3d]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=494</guid>
		<description><![CDATA[Finally, as promised, some gameplay video from our work-in-progress Project K: In the game, you help those little guys get cleanse the world of corruption by finding the pieces of the Alatuir stone and using it to cleanse the stages. They&#8217;re well-meaning but not very sharp, so you&#8217;ll need to lead them to avoid hazards, ...]]></description>
			<content:encoded><![CDATA[<p>Finally, as promised, some gameplay video from our work-in-progress Project K:</p>
<p><iframe width="560" height="315" src="http://www.youtube.com/embed/c8TD5j0aty4" frameborder="0" allowfullscreen></iframe></p>
<p>In the game, you help those little guys get cleanse the world of corruption by finding the pieces of the Alatuir stone and using it to cleanse the stages.  They&#8217;re well-meaning but not very sharp, so you&#8217;ll need to lead them to avoid hazards, evil creatures and other dangers, while using contraptions scattered around.</p>
<p>We still need to add proper particle effects plus some sounds, so it&#8217;s very much a work in progress, but we&#8217;ll have an updated video soon.</p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2011/12/03/project-k-gameplay-preview-1/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Screenshot Saturday 20111125 &#8211; Mind the Toad</title>
		<link>http://arges-systems.com/blog/2011/11/26/screenshot-saturday-20111125-mind-the-toad/</link>
		<comments>http://arges-systems.com/blog/2011/11/26/screenshot-saturday-20111125-mind-the-toad/#comments</comments>
		<pubDate>Fri, 25 Nov 2011 22:41:18 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Project-K]]></category>
		<category><![CDATA[screenshot]]></category>
		<category><![CDATA[screenshotsaturday]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=489</guid>
		<description><![CDATA[For today, a mini-boss: More details along with a video later.]]></description>
			<content:encoded><![CDATA[<p>For today, a mini-boss:</p>
<p><a rel="prettyPhoto" href="/images/project-k/toad.png"><img src="/images/project-k/toad.jpg" width="400" height="273" alt="Toad"></a></p>
<p>More details along with a video later.</p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2011/11/26/screenshot-saturday-20111125-mind-the-toad/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Screenshot Saturday 20111119 &#8211; All Our Base</title>
		<link>http://arges-systems.com/blog/2011/11/19/screenshot-saturday-20111119/</link>
		<comments>http://arges-systems.com/blog/2011/11/19/screenshot-saturday-20111119/#comments</comments>
		<pubDate>Fri, 18 Nov 2011 23:20:59 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Project-K]]></category>
		<category><![CDATA[screenshot]]></category>
		<category><![CDATA[screenshotsaturday]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=476</guid>
		<description><![CDATA[Our new, cleaner bases: What they used to look like: While we liked the previous versions by themselves, once we put them in the stage with all the other elements they tended to be too visually busy, and tended to draw the player&#8217;s attention away from the stage.]]></description>
			<content:encoded><![CDATA[<p>Our new, cleaner bases:</p>
<p><a rel="prettyPhoto" href="/images/project-k/new-bases-1.png"><img src="/images/project-k/new-bases-1.jpg" width="400" height="301" alt="New Bases 1"></a></p>
<p><a rel="prettyPhoto" href="/images/project-k/new-bases-2.png"><img src="/images/project-k/new-bases-2.jpg" width="400" height="299" alt="New Bases 2"></a></p>
<p>What they used to look like:</p>
<p><a rel="prettyPhoto" href="/images/project-k/S19A.png"><img src="/images/project-k/S19A.jpg" width="400" height="295" alt="S19A"></a></p>
<p>While we liked the previous versions by themselves, once we put them in the stage with all the other elements they tended to be too visually busy, and tended to draw the player&#8217;s attention away from the stage.</p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2011/11/19/screenshot-saturday-20111119/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Screenshot Saturday 20111112 &#8211; It&#8217;s a trap!</title>
		<link>http://arges-systems.com/blog/2011/11/12/screenshot-saturday-20111112-its-a-trap/</link>
		<comments>http://arges-systems.com/blog/2011/11/12/screenshot-saturday-20111112-its-a-trap/#comments</comments>
		<pubDate>Sat, 12 Nov 2011 01:37:53 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Project-K]]></category>
		<category><![CDATA[screenshot]]></category>
		<category><![CDATA[screenshotsaturday]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=467</guid>
		<description><![CDATA[The original concept: And here they are, already animated in-game:]]></description>
			<content:encoded><![CDATA[<p>The original concept:</p>
<p><a rel="prettyPhoto" href="/images/project-k/trap-concept.png"><img src="/images/project-k/trap-concept.jpg" width="329" height="400" alt="Trap Concept"></a></p>
<p>And here they are, already animated in-game:</p>
<p><a rel="prettyPhoto" href="/images/project-k/trap-screenshot.png"><img src="/images/project-k/trap-screenshot.jpg" width="400" height="272" alt="Trap Screenshot"></a></p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2011/11/12/screenshot-saturday-20111112-its-a-trap/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Screenshot Saturday 20111029</title>
		<link>http://arges-systems.com/blog/2011/10/29/screenshot-saturday-20111029/</link>
		<comments>http://arges-systems.com/blog/2011/10/29/screenshot-saturday-20111029/#comments</comments>
		<pubDate>Sat, 29 Oct 2011 08:06:17 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Project-K]]></category>
		<category><![CDATA[screenshot]]></category>
		<category><![CDATA[screenshotsaturday]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=463</guid>
		<description><![CDATA[The original cannon concept: The model:]]></description>
			<content:encoded><![CDATA[<p>The original cannon concept:</p>
<p><a rel="prettyPhoto" href="/images/project-k/cannon-concept.png"><br />
<img src="/images/project-k/cannon-concept.jpg" width="400" height="300" alt="Cannon Concept"><br />
</a></p>
<p>The model:</p>
<p><a rel="prettyPhoto" href="/images/project-k/cannon-model.png"><img src="/images/project-k/cannon-model.jpg" width="400" height="376" alt="Cannon Model"></a></p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2011/10/29/screenshot-saturday-20111029/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Screenshot Saturday 20111022</title>
		<link>http://arges-systems.com/blog/2011/10/22/screenshot-saturday-20111022/</link>
		<comments>http://arges-systems.com/blog/2011/10/22/screenshot-saturday-20111022/#comments</comments>
		<pubDate>Sat, 22 Oct 2011 08:37:38 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Project-K]]></category>
		<category><![CDATA[screenshot]]></category>
		<category><![CDATA[screenshotsaturday]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=456</guid>
		<description><![CDATA[One of the tutorial scenes, introducing a new element (there&#8217;s still placeholder effects and textures): We have also added bases to the hexes, to change a bit the sort of floating look that we previously had. Mr. HintFish, ready for his close up:]]></description>
			<content:encoded><![CDATA[<p>One of the tutorial scenes, introducing a new element (there&#8217;s still placeholder effects and textures):</p>
<p><a rel="prettyPhoto" href="/images/project-k/S19A.png"><img src="/images/project-k/S19A.jpg" width="400" height="295" alt="S19A"></a></p>
<p>We have also added bases to the hexes, to change a bit the sort of floating look that we previously had.</p>
<p>Mr. HintFish, ready for his close up:</p>
<p><a rel="prettyPhoto" href="/images/project-k/S19B.png"><img src="/images/project-k/S19B.jpg" width="400" height="240" alt="S19B"></a></p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2011/10/22/screenshot-saturday-20111022/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Screenshot Saturday 20111008</title>
		<link>http://arges-systems.com/blog/2011/10/08/screenshot-saturday-20111008/</link>
		<comments>http://arges-systems.com/blog/2011/10/08/screenshot-saturday-20111008/#comments</comments>
		<pubDate>Sat, 08 Oct 2011 07:54:09 +0000</pubDate>
		<dc:creator>Ricardo J. Méndez</dc:creator>
				<category><![CDATA[Project-K]]></category>
		<category><![CDATA[screenshot]]></category>
		<category><![CDATA[screenshotsaturday]]></category>

		<guid isPermaLink="false">http://www.arges-systems.com/?p=450</guid>
		<description><![CDATA[Some of the baddies you&#8217;ll need to deal with or work around: Neutral good guys you can rescue: And of course the baddies will sometimes block your way:]]></description>
			<content:encoded><![CDATA[<p>Some of the baddies you&#8217;ll need to deal with or work around:</p>
<p><a rel="prettyPhoto" href="/images/project-k/Ks.png"><img src="/images/project-k/Ks.png" width="343" height="400" alt="Ks"></a></p>
<p>Neutral good guys you can rescue:</p>
<p><a rel="prettyPhoto" href="/images/project-k/Ls.png"><img src="/images/project-k/Ls.png" width="400" height="330" alt="Ls"></a></p>
<p>And of course the baddies will sometimes block your way:</p>
<p><a rel="prettyPhoto" href="/images/project-k/K-Ls.png"><img src="/images/project-k/K-Ls.png" width="400" height="297" alt="K Ls"></a></p>
]]></content:encoded>
			<wfw:commentRss>http://arges-systems.com/blog/2011/10/08/screenshot-saturday-20111008/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

