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	<title>Elderlore &#187; donblas</title>
	<atom:link href="http://www.elderlore.com/en/author/donblas/feed" rel="self" type="application/rss+xml" />
	<link>http://www.elderlore.com</link>
	<description>En publiant des logiciels libres, on participe à l&#039;évolution de l&#039;Humanité !</description>
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			<item>
		<title>Iteration 9 and 10 &#8211; The new plan</title>
		<link>http://www.elderlore.com/en/planet-roguelike/iteration-9-and-10-the-new-plan.htm</link>
		<comments>http://www.elderlore.com/en/planet-roguelike/iteration-9-and-10-the-new-plan.htm#comments</comments>
		<pubDate>Wed, 28 Jul 2010 23:57:00 +0000</pubDate>
		<dc:creator>donblas</dc:creator>
				<category><![CDATA[If Error Throw New Brick]]></category>
		<category><![CDATA[Planet Roguelike]]></category>
		<category><![CDATA[Magecrawl]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-9191282505396518907.post-7468895181765447128</guid>
		<description><![CDATA[So, I'm changing my iteration plans around the release of a video game. Let's just put it out there. Final Fantasy 14 is being released September 30th (early access on 22nd), and I am excited enough to pre-order it. Due to that, and the expected week or two post-release that I won't involve much coding, here's the new plan.

Iteration 9 - Finishes asap. As soon as I get the game balance 


Related posts:<ul><li><a href='http://www.elderlore.com/en/planet-roguelike/plans-for-iteration-8-and-beyond.htm' rel='bookmark' title='Permanent Link: Plans for Iteration 8 and beyond'>Plans for Iteration 8 and beyond</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/iterations-iteration-6-complete.htm' rel='bookmark' title='Permanent Link: Iterations &#8211; Iteration 6 Complete'>Iterations &#8211; Iteration 6 Complete</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/iteration-9-levels-and-polish.htm' rel='bookmark' title='Permanent Link: Iteration 9 &#8211; &#8220;Levels&#8221; and polish'>Iteration 9 &#8211; &#8220;Levels&#8221; and polish</a></li>
</ul>]]></description>
			<content:encoded><![CDATA[<p class="syndicated-attribution">Source: <A href=http://iferrorthrownewbrick.blogspot.com/2010/07/iteration-9-and-10-new-plan.html>If Error Throw New Brick</A>
</p>
So, I'm changing my iteration plans around the release of a video game. Let's just put it out there. Final Fantasy 14 is being released September 30th (early access on 22nd), and I am excited enough to pre-order it. Due to that, and the expected week or two post-release that I won't involve much coding, here's the new plan.

Iteration 9 - Finishes asap. As soon as I get the game balance ]]></content:encoded>
			<wfw:commentRss>http://www.elderlore.com/en/planet-roguelike/iteration-9-and-10-the-new-plan.htm/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Generic can be the enemy of progress</title>
		<link>http://www.elderlore.com/en/planet-roguelike/generic-can-be-the-enemy-of-progress.htm</link>
		<comments>http://www.elderlore.com/en/planet-roguelike/generic-can-be-the-enemy-of-progress.htm#comments</comments>
		<pubDate>Wed, 28 Jul 2010 02:45:00 +0000</pubDate>
		<dc:creator>donblas</dc:creator>
				<category><![CDATA[If Error Throw New Brick]]></category>
		<category><![CDATA[Planet Roguelike]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-9191282505396518907.post-7846254915098985294</guid>
		<description><![CDATA[As it was said on coding horror, "a blog without comments is not a blog". Earlier today Jotaf posted a comment on my last post that got me thinking. The post was on my work making changes to the skill tree easier, here's the meat of it:

"Nice, I agree completely, although you must always ask yourself the obvious question: "is it worth it?". Since you're gonna change the skill tree many times 


Related posts:<ul><li><a href='http://www.elderlore.com/en/planet-roguelike/skill-tree-complete-for-iteration-8.htm' rel='bookmark' title='Permanent Link: Skill Tree Complete for Iteration 8'>Skill Tree Complete for Iteration 8</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/when-making-a-type-of-change-in-your-game-is-tedious-first-fix-things-so-that-it-isnt-anymore.htm' rel='bookmark' title='Permanent Link: When making a type of change in your game is tedious, first fix things so that it isn&#8217;t anymore'>When making a type of change in your game is tedious, first fix things so that it isn&#8217;t anymore</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/skill-tree-initial-work.htm' rel='bookmark' title='Permanent Link: Skill Tree Initial Work'>Skill Tree Initial Work</a></li>
</ul>]]></description>
			<content:encoded><![CDATA[<p class="syndicated-attribution">Source: <A href=http://iferrorthrownewbrick.blogspot.com/2010/07/generic-can-be-enemy-of-progress.html>If Error Throw New Brick</A>
</p>
As it was said on coding horror, "a blog without comments is not a blog". Earlier today Jotaf posted a comment on my last post that got me thinking. The post was on my work making changes to the skill tree easier, here's the meat of it:

"Nice, I agree completely, although you must always ask yourself the obvious question: "is it worth it?". Since you're gonna change the skill tree many times ]]></content:encoded>
			<wfw:commentRss>http://www.elderlore.com/en/planet-roguelike/generic-can-be-the-enemy-of-progress.htm/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>When making a type of change in your game is tedious, first fix things so that it isn&#8217;t anymore</title>
		<link>http://www.elderlore.com/en/planet-roguelike/when-making-a-type-of-change-in-your-game-is-tedious-first-fix-things-so-that-it-isnt-anymore.htm</link>
		<comments>http://www.elderlore.com/en/planet-roguelike/when-making-a-type-of-change-in-your-game-is-tedious-first-fix-things-so-that-it-isnt-anymore.htm#comments</comments>
		<pubDate>Sun, 25 Jul 2010 23:01:00 +0000</pubDate>
		<dc:creator>donblas</dc:creator>
				<category><![CDATA[If Error Throw New Brick]]></category>
		<category><![CDATA[Planet Roguelike]]></category>
		<category><![CDATA[iteration9]]></category>
		<category><![CDATA[Skill Tree]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-9191282505396518907.post-854673133420588853</guid>
		<description><![CDATA[So part of my balancing work involved buffing the player's abilities when it makes sense. One way to do this is to add new skills on the skill tree. However, the system I had in place for read/displaying the skill tree made me hesitant to do so, as even a simple change was a lot of work.

The previous system involved a text file with a grid of ascii characters laying out the exact location for 


Related posts:<ul><li><a href='http://www.elderlore.com/en/planet-roguelike/skill-tree-initial-work.htm' rel='bookmark' title='Permanent Link: Skill Tree Initial Work'>Skill Tree Initial Work</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/more-skill-tree-goodness.htm' rel='bookmark' title='Permanent Link: More Skill Tree Goodness'>More Skill Tree Goodness</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/generic-can-be-the-enemy-of-progress.htm' rel='bookmark' title='Permanent Link: Generic can be the enemy of progress'>Generic can be the enemy of progress</a></li>
</ul>]]></description>
			<content:encoded><![CDATA[<p class="syndicated-attribution">Source: <A href=http://iferrorthrownewbrick.blogspot.com/2010/07/when-making-type-of-change-in-your-game.html>If Error Throw New Brick</A>
</p>
So part of my balancing work involved buffing the player's abilities when it makes sense. One way to do this is to add new skills on the skill tree. However, the system I had in place for read/displaying the skill tree made me hesitant to do so, as even a simple change was a lot of work.

The previous system involved a text file with a grid of ascii characters laying out the exact location for ]]></content:encoded>
			<wfw:commentRss>http://www.elderlore.com/en/planet-roguelike/when-making-a-type-of-change-in-your-game-is-tedious-first-fix-things-so-that-it-isnt-anymore.htm/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>&#8220;Backgrounds&#8221; &#8211; The compromise of class selection and skill tree</title>
		<link>http://www.elderlore.com/en/planet-roguelike/backgrounds-the-compromise-of-class-selection-and-skill-tree.htm</link>
		<comments>http://www.elderlore.com/en/planet-roguelike/backgrounds-the-compromise-of-class-selection-and-skill-tree.htm#comments</comments>
		<pubDate>Sat, 24 Jul 2010 20:42:00 +0000</pubDate>
		<dc:creator>donblas</dc:creator>
				<category><![CDATA[If Error Throw New Brick]]></category>
		<category><![CDATA[Planet Roguelike]]></category>
		<category><![CDATA[iteration9]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-9191282505396518907.post-1540359098863817160</guid>
		<description><![CDATA[One of the unwritten design guides I've followed in magecrawl has been to not ask the player for choices they can't answer before the game starts. The first time I launch a game and am ambushed by something like this (care of Crawl Stone Soup):


I get overwhelmed with choices. What the difference between fighers and gladiators? What is the difference fire/ice/air/earth elementalists? These 


Related posts:<ul><li><a href='http://www.elderlore.com/en/planet-roguelike/skill-tree-initial-work.htm' rel='bookmark' title='Permanent Link: Skill Tree Initial Work'>Skill Tree Initial Work</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/more-skill-tree-goodness.htm' rel='bookmark' title='Permanent Link: More Skill Tree Goodness'>More Skill Tree Goodness</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/skill-tree-complete-for-iteration-8.htm' rel='bookmark' title='Permanent Link: Skill Tree Complete for Iteration 8'>Skill Tree Complete for Iteration 8</a></li>
</ul>]]></description>
			<content:encoded><![CDATA[<p class="syndicated-attribution">Source: <A href=http://iferrorthrownewbrick.blogspot.com/2010/07/backgrounds-compromise-of-class.html>If Error Throw New Brick</A>
</p>
One of the unwritten design guides I've followed in magecrawl has been to not ask the player for choices they can't answer before the game starts. The first time I launch a game and am ambushed by something like this (care of Crawl Stone Soup):


I get overwhelmed with choices. What the difference between fighers and gladiators? What is the difference fire/ice/air/earth elementalists? These ]]></content:encoded>
			<wfw:commentRss>http://www.elderlore.com/en/planet-roguelike/backgrounds-the-compromise-of-class-selection-and-skill-tree.htm/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Current plans on dealing with game balance, with the first step being spelling it correctly&#8230;</title>
		<link>http://www.elderlore.com/en/planet-roguelike/current-plans-on-dealing-with-game-balance-with-the-first-step-being-spelling-it-correctly.htm</link>
		<comments>http://www.elderlore.com/en/planet-roguelike/current-plans-on-dealing-with-game-balance-with-the-first-step-being-spelling-it-correctly.htm#comments</comments>
		<pubDate>Sat, 24 Jul 2010 00:35:00 +0000</pubDate>
		<dc:creator>donblas</dc:creator>
				<category><![CDATA[If Error Throw New Brick]]></category>
		<category><![CDATA[Planet Roguelike]]></category>
		<category><![CDATA[iteration9]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-9191282505396518907.post-8527438518392455880</guid>
		<description><![CDATA[(Potential bloggers out there, don't write new entries when you are tired or else you might blast everyone's RSS reader with blatant misspellings like my last post) 

So as I mentioned, balancing roguelikes is hard since doing so involves balancing multiple variables (with a significant amount of randomness thrown in). In an effort to motivate myself into finishing this work, I'm writing up a 


Related posts:<ul><li><a href='http://www.elderlore.com/en/planet-roguelike/libtcod-and-swig-the-current-plan.htm' rel='bookmark' title='Permanent Link: libtcod and swig &#8211; The current plan&#8230;'>libtcod and swig &#8211; The current plan&#8230;</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/7domc-seven-days-of-magecrawl-coding.htm' rel='bookmark' title='Permanent Link: 7DOMC &#8211; Seven days of magecrawl coding'>7DOMC &#8211; Seven days of magecrawl coding</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/when-making-a-type-of-change-in-your-game-is-tedious-first-fix-things-so-that-it-isnt-anymore.htm' rel='bookmark' title='Permanent Link: When making a type of change in your game is tedious, first fix things so that it isn&#8217;t anymore'>When making a type of change in your game is tedious, first fix things so that it isn&#8217;t anymore</a></li>
</ul>]]></description>
			<content:encoded><![CDATA[<p class="syndicated-attribution">Source: <A href=http://iferrorthrownewbrick.blogspot.com/2010/07/current-plans-on-dealing-with-game.html>If Error Throw New Brick</A>
</p>
(Potential bloggers out there, don't write new entries when you are tired or else you might blast everyone's RSS reader with blatant misspellings like my last post) 

So as I mentioned, balancing roguelikes is hard since doing so involves balancing multiple variables (with a significant amount of randomness thrown in). In an effort to motivate myself into finishing this work, I'm writing up a ]]></content:encoded>
			<wfw:commentRss>http://www.elderlore.com/en/planet-roguelike/current-plans-on-dealing-with-game-balance-with-the-first-step-being-spelling-it-correctly.htm/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The trouble with game balencing is that it is hard&#8230;.seriously</title>
		<link>http://www.elderlore.com/en/planet-roguelike/the-trouble-with-game-balencing-is-that-it-is-hard-seriously.htm</link>
		<comments>http://www.elderlore.com/en/planet-roguelike/the-trouble-with-game-balencing-is-that-it-is-hard-seriously.htm#comments</comments>
		<pubDate>Tue, 20 Jul 2010 23:11:00 +0000</pubDate>
		<dc:creator>donblas</dc:creator>
				<category><![CDATA[If Error Throw New Brick]]></category>
		<category><![CDATA[Planet Roguelike]]></category>
		<category><![CDATA[iteration9]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-9191282505396518907.post-6218842006617915122</guid>
		<description><![CDATA[So part of the long delay between this and the last post was a (hopefully?) well deserved break after a mammoth week of coding. However, part of it is related to my lack of progress in balancing the new monster/weapon/quality types. Trying to keep individual fights interesting while keeping ambushes from turning into two turn player-deaths and making it scale after (for now) 5 levels is hard. 


Related posts:<ul><li><a href='http://www.elderlore.com/en/planet-roguelike/current-plans-on-dealing-with-game-balance-with-the-first-step-being-spelling-it-correctly.htm' rel='bookmark' title='Permanent Link: Current plans on dealing with game balance, with the first step being spelling it correctly&#8230;'>Current plans on dealing with game balance, with the first step being spelling it correctly&#8230;</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/file-dialog-trouble.htm' rel='bookmark' title='Permanent Link: File dialog trouble'>File dialog trouble</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/when-making-a-type-of-change-in-your-game-is-tedious-first-fix-things-so-that-it-isnt-anymore.htm' rel='bookmark' title='Permanent Link: When making a type of change in your game is tedious, first fix things so that it isn&#8217;t anymore'>When making a type of change in your game is tedious, first fix things so that it isn&#8217;t anymore</a></li>
</ul>]]></description>
			<content:encoded><![CDATA[<p class="syndicated-attribution">Source: <A href=http://iferrorthrownewbrick.blogspot.com/2010/07/trouble-with-game-balencing-is-that-it.html>If Error Throw New Brick</A>
</p>
So part of the long delay between this and the last post was a (hopefully?) well deserved break after a mammoth week of coding. However, part of it is related to my lack of progress in balancing the new monster/weapon/quality types. Trying to keep individual fights interesting while keeping ambushes from turning into two turn player-deaths and making it scale after (for now) 5 levels is hard. ]]></content:encoded>
			<wfw:commentRss>http://www.elderlore.com/en/planet-roguelike/the-trouble-with-game-balencing-is-that-it-is-hard-seriously.htm/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>7DOMC &#8211; Day 7 &#8211; Monsters and thoughts on this week</title>
		<link>http://www.elderlore.com/en/planet-roguelike/7domc-day-7-monsters-and-thoughts-on-this-week.htm</link>
		<comments>http://www.elderlore.com/en/planet-roguelike/7domc-day-7-monsters-and-thoughts-on-this-week.htm#comments</comments>
		<pubDate>Sun, 11 Jul 2010 03:58:00 +0000</pubDate>
		<dc:creator>donblas</dc:creator>
				<category><![CDATA[If Error Throw New Brick]]></category>
		<category><![CDATA[Planet Roguelike]]></category>
		<category><![CDATA[7DOMC]]></category>
		<category><![CDATA[iteration9]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-9191282505396518907.post-4362290123663512090</guid>
		<description><![CDATA[With my commit here I'm done with my XML generation changes this iteration. Monsters now have different names that are level dependent, with base stats and some stats that go up each level. The "trait" system has been booted to iteration 10 due to my exhaustion in this area of magecrawl. I need to create some content for items still, item levels for each armor/weapon from 1-6 or so, but otherwise


Related posts:<ul><li><a href='http://www.elderlore.com/en/planet-roguelike/7domc-day-6-i-thought-i-was-done-with-items-but-i-made-them-better.htm' rel='bookmark' title='Permanent Link: 7DOMC &#8211; Day 6 &#8211; I thought I was done with items, but I made them better.'>7DOMC &#8211; Day 6 &#8211; I thought I was done with items, but I made them better.</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/7domc-day-4-planning-and-monsters.htm' rel='bookmark' title='Permanent Link: 7DOMC &#8211; Day 4 &#8211; Planning and Monsters'>7DOMC &#8211; Day 4 &#8211; Planning and Monsters</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/7domc-day-2-the-great-item-rewrite.htm' rel='bookmark' title='Permanent Link: 7DOMC &#8211; Day 2 &#8211; The great item rewrite'>7DOMC &#8211; Day 2 &#8211; The great item rewrite</a></li>
</ul>]]></description>
			<content:encoded><![CDATA[<p class="syndicated-attribution">Source: <A href=http://iferrorthrownewbrick.blogspot.com/2010/07/7domc-day-7-monsters-and-thoughts-on.html>If Error Throw New Brick</A>
</p>
With my commit here I'm done with my XML generation changes this iteration. Monsters now have different names that are level dependent, with base stats and some stats that go up each level. The "trait" system has been booted to iteration 10 due to my exhaustion in this area of magecrawl. I need to create some content for items still, item levels for each armor/weapon from 1-6 or so, but otherwise]]></content:encoded>
			<wfw:commentRss>http://www.elderlore.com/en/planet-roguelike/7domc-day-7-monsters-and-thoughts-on-this-week.htm/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>7DOMC &#8211; Day 6 &#8211; I thought I was done with items, but I made them better.</title>
		<link>http://www.elderlore.com/en/planet-roguelike/7domc-day-6-i-thought-i-was-done-with-items-but-i-made-them-better.htm</link>
		<comments>http://www.elderlore.com/en/planet-roguelike/7domc-day-6-i-thought-i-was-done-with-items-but-i-made-them-better.htm#comments</comments>
		<pubDate>Sat, 10 Jul 2010 06:27:00 +0000</pubDate>
		<dc:creator>donblas</dc:creator>
				<category><![CDATA[If Error Throw New Brick]]></category>
		<category><![CDATA[Planet Roguelike]]></category>
		<category><![CDATA[7DOMC]]></category>
		<category><![CDATA[iteration9]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-9191282505396518907.post-1120457098044047424</guid>
		<description><![CDATA[So on day three I said I was done with the item rewrite. While this was a true statement, I realized today that there was one way I could improve items even more. The current system had each material list the base stats for a weapon/armor made of it. Something roughly:

Wood Club - 3d3  CTCost=1.0
Iron Sword - 4d6 CTCost=1.25 
Cloth Armor -  +5 stamina

The issues is that I had to list out each 


Related posts:<ul><li><a href='http://www.elderlore.com/en/planet-roguelike/7domc-day-7-monsters-and-thoughts-on-this-week.htm' rel='bookmark' title='Permanent Link: 7DOMC &#8211; Day 7 &#8211; Monsters and thoughts on this week'>7DOMC &#8211; Day 7 &#8211; Monsters and thoughts on this week</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/7domc-day-2-the-great-item-rewrite.htm' rel='bookmark' title='Permanent Link: 7DOMC &#8211; Day 2 &#8211; The great item rewrite'>7DOMC &#8211; Day 2 &#8211; The great item rewrite</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/7domc-day-3-the-item-rewrite-is-done-finally.htm' rel='bookmark' title='Permanent Link: 7DOMC &#8211; Day 3 &#8211; The item rewrite is done&#8230;finally.'>7DOMC &#8211; Day 3 &#8211; The item rewrite is done&#8230;finally.</a></li>
</ul>]]></description>
			<content:encoded><![CDATA[<p class="syndicated-attribution">Source: <A href=http://iferrorthrownewbrick.blogspot.com/2010/07/7domc-day-6-i-thought-i-was-done-with.html>If Error Throw New Brick</A>
</p>
So on day three I said I was done with the item rewrite. While this was a true statement, I realized today that there was one way I could improve items even more. The current system had each material list the base stats for a weapon/armor made of it. Something roughly:

Wood Club - 3d3  CTCost=1.0
Iron Sword - 4d6 CTCost=1.25 
Cloth Armor -  +5 stamina

The issues is that I had to list out each ]]></content:encoded>
			<wfw:commentRss>http://www.elderlore.com/en/planet-roguelike/7domc-day-6-i-thought-i-was-done-with-items-but-i-made-them-better.htm/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>C# &#8211; The dangers of int.Parse() on non-english systems</title>
		<link>http://www.elderlore.com/en/planet-roguelike/c-the-dangers-of-int-parse-on-non-english-systems.htm</link>
		<comments>http://www.elderlore.com/en/planet-roguelike/c-the-dangers-of-int-parse-on-non-english-systems.htm#comments</comments>
		<pubDate>Sat, 10 Jul 2010 04:44:00 +0000</pubDate>
		<dc:creator>donblas</dc:creator>
				<category><![CDATA[If Error Throw New Brick]]></category>
		<category><![CDATA[Planet Roguelike]]></category>
		<category><![CDATA[i18n]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-9191282505396518907.post-7526509348466039387</guid>
		<description><![CDATA[I ran into this issue in a similar for way back in January  here, but I stumbled upon in again today and I figured another post wouldn't be a bad idea. 

This simple function

double ParseString(string s)
{
     return double.Parse(s);
} is a timebomb waiting for one of your fans or customers to run into if s comes from a a source that isn't translated into the specific language. For my C/C++ 


Related posts:<ul><li><a href='http://www.elderlore.com/en/planet-roguelike/non-english-operating-systems-invariantculture-and-you.htm' rel='bookmark' title='Permanent Link: Non-English operating systems, InvariantCulture, and You'>Non-English operating systems, InvariantCulture, and You</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/the-quest-for-custom-keymapping-and-international-keyboard-support.htm' rel='bookmark' title='Permanent Link: The Quest for Custom Keymapping and International Keyboard Support'>The Quest for Custom Keymapping and International Keyboard Support</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/type-frustrations-ii-return-of-the-erasure.htm' rel='bookmark' title='Permanent Link: Type Frustrations II : Return of the Erasure'>Type Frustrations II : Return of the Erasure</a></li>
</ul>]]></description>
			<content:encoded><![CDATA[<p class="syndicated-attribution">Source: <A href=http://iferrorthrownewbrick.blogspot.com/2010/07/c-dangers-of-intparse-on-non-english.html>If Error Throw New Brick</A>
</p>
I ran into this issue in a similar for way back in January  here, but I stumbled upon in again today and I figured another post wouldn't be a bad idea. 

This simple function

double ParseString(string s)
{
     return double.Parse(s);
} is a timebomb waiting for one of your fans or customers to run into if s comes from a a source that isn't translated into the specific language. For my C/C++ ]]></content:encoded>
			<wfw:commentRss>http://www.elderlore.com/en/planet-roguelike/c-the-dangers-of-int-parse-on-non-english-systems.htm/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>7DOMC &#8211; Day 5 &#8211; Monsters AI changes wrapping up</title>
		<link>http://www.elderlore.com/en/planet-roguelike/7domc-day-5-monsters-ai-changes-wrapping-up.htm</link>
		<comments>http://www.elderlore.com/en/planet-roguelike/7domc-day-5-monsters-ai-changes-wrapping-up.htm#comments</comments>
		<pubDate>Fri, 09 Jul 2010 04:36:00 +0000</pubDate>
		<dc:creator>donblas</dc:creator>
				<category><![CDATA[If Error Throw New Brick]]></category>
		<category><![CDATA[Planet Roguelike]]></category>
		<category><![CDATA[7DOMC]]></category>
		<category><![CDATA[iteration9]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-9191282505396518907.post-3634260988216375158</guid>
		<description><![CDATA[So, all the great AI work that I did a few iterations back can be distilled into this chunk of code now:
switch(typeName)
            {
                case "Bruiser":
                    tactics.Add(new DoubleSwingTactic());
                    tactics.Add(new DefaultTactic());
                    break;
                case "Healer":
                    tactics.Add(new UseFirstAidTactic());



Related posts:<ul><li><a href='http://www.elderlore.com/en/planet-roguelike/7domc-day-4-planning-and-monsters.htm' rel='bookmark' title='Permanent Link: 7DOMC &#8211; Day 4 &#8211; Planning and Monsters'>7DOMC &#8211; Day 4 &#8211; Planning and Monsters</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/7domc-day-7-monsters-and-thoughts-on-this-week.htm' rel='bookmark' title='Permanent Link: 7DOMC &#8211; Day 7 &#8211; Monsters and thoughts on this week'>7DOMC &#8211; Day 7 &#8211; Monsters and thoughts on this week</a></li>
<li><a href='http://www.elderlore.com/en/planet-roguelike/7domc-day-1-status.htm' rel='bookmark' title='Permanent Link: 7DOMC &#8211; Day 1 Status'>7DOMC &#8211; Day 1 Status</a></li>
</ul>]]></description>
			<content:encoded><![CDATA[<p class="syndicated-attribution">Source: <A href=http://iferrorthrownewbrick.blogspot.com/2010/07/7domc-day-5-monsters-wrapping-up.html>If Error Throw New Brick</A>
</p>
So, all the great AI work that I did a few iterations back can be distilled into this chunk of code now:
switch(typeName)
            {
                case "Bruiser":
                    tactics.Add(new DoubleSwingTactic());
                    tactics.Add(new DefaultTactic());
                    break;
                case "Healer":
                    tactics.Add(new UseFirstAidTactic());
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
