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<title><![CDATA[ Competition 2006 worklog on Boolean Soup ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewworklog&id=23 ]]></link>
<description><![CDATA[ competition game ]]></description>
<language>en-us</language>
<pubDate>Thu, 09 Apr 2026 22:50:10 GMT</pubDate>
<item>
<title><![CDATA[ UM ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=156 ]]></link>
<description><![CDATA[ I found this cool picture:


In other news it&#039;s christmas and I can&#039;t be bothered to work on my game but I might at some point, I have exams in January so i&#039;ll need something to do over that period. ]]></description>
<pubDate>Thu, 21 Dec 2006 23:01:57 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=156 ]]></guid>
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<item>
<title><![CDATA[ Unholy War ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=132 ]]></link>
<description><![CDATA[ It&#039;s Unholy War this time.

Choose game screen:


Options menu:


Please note this is not indicative of the finished masterpiece.

As for in game screen shots, they will have to wait! I&#039;ve sort of finished the networking system, now I have to code the game logic and stuff. Although I haven&#039;t tested it across the internet, but since it&#039;s using ENet it ought to work. Unless the master server system screws up.

The master server is a PHP script the game accesses. This is quite slow (say 10 seconds) to download a list of games. But I am hoping that&#039;s just my internet connection. Also I don&#039;t know how the script would cope with a large load, but that&#039;s unlikely to happen so it&#039;s a moot point.

After downloading the peer list (which your own IP is added too) the game attempts connections to all of them. With a lot of inactive IPs in the list all these connections being attempted might adversly effect the receiving of replies.

Also as it&#039;s peer to peer (your instance simulating your objects) it&#039;s very open to hacking. But it&#039;s unlikely that will happen as nobody will be playing it apart from me. I think all games I make because I like them, Run Rabbit for instance I regularily exercise my mind with.

The game is inspired by Quake 3. But will be 2D. There may even be a rabbit or two if I can find time.

EDIT: Another screenshot

That&#039;s about the current state in game. I just implemented collisions and jumping.
The important thing is it&#039;s two peers connected! Yay. One character seems to be facing the wrong direction.  ]]></description>
<pubDate>Sun, 19 Nov 2006 16:31:25 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=132 ]]></guid>
</item>
<item>
<title><![CDATA[ Holy War ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=109 ]]></link>
<description><![CDATA[ Here is another concept artwork:



As you can see it might not follow the same design as previously hinted at. But the story will be pretty much the same. ]]></description>
<pubDate>Mon, 30 Oct 2006 00:31:08 GMT</pubDate>
<guid><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=109 ]]></guid>
</item>
<item>
<title><![CDATA[ 64997994 Years Before Christ ]]></title>
<link><![CDATA[ http://booleansoup.com/index.php?p=43&m=viewpost&id=66 ]]></link>
<description><![CDATA[ I&#039;m going to make a game where you are God and Dinosaurs have invaded the Internet and you have to destroy them.

However, I can&#039;t decide the actual game play. A platformer with all pipes and stuff as the internet sounds good but I hate level design and drawing stuff that isn&#039;t rabbits is just dull.

So whatever environment there is will have to be randomly generated.

Here is some preliminary concept artwork:



The zeroes and ones are the matrix in the background, the brown entity with the purple hat is God and the green thing is a Dinosaur. As you can see God has just thrown a lightning bolt at the Dinosaur thus causing it&#039;s imminent extinction. ]]></description>
<pubDate>Thu, 05 Oct 2006 21:13:59 GMT</pubDate>
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