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	<title>Vancouver Game Design</title>
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		<title>Vancouver Game Design</title>
		<link>http://vancouvergamedesign.com</link>
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		<item>
		<title>The Road To Alpha</title>
		<link>http://vancouvergamedesign.com/2011/12/06/the-road-to-alpha/</link>
		<comments>http://vancouvergamedesign.com/2011/12/06/the-road-to-alpha/#comments</comments>
		<pubDate>Tue, 06 Dec 2011 01:29:05 +0000</pubDate>
		<dc:creator>Brandon Dolinski</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://vancouvergamedesign.com/?p=1218</guid>
		<description><![CDATA[Alpha is only one short week away and we are all scrambling to get Forget Me Not Annie into Alpha state.  Currently 50% of the game is playable and we are hard at work on the remaining 50%.  As Alpha quickly approaches the team is extremely confident we will hit Alpha with everything we have [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=vancouvergamedesign.com&amp;blog=1748132&amp;post=1218&amp;subd=gd08&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Alpha is only one short week away and we are all scrambling to get Forget Me Not Annie into Alpha state.  Currently 50% of the game is playable and we are hard at work on the remaining 50%.  As Alpha quickly approaches the team is extremely confident we will hit Alpha with everything we have planned completed.  It is hard to believe that the game will be fully playable in this short time.  We are extremely excited and cannot wait to be testing the game much more heavily in order to create the best player experience possible.  All of our game mechanics have been implemented and we are now hard at work on the last few puzzles as well as sound implementation.  The puzzle structures have been built it is now just a matter of scripting the puzzle into a playable state.  This is an exciting but frustrating moment in the game&#8217;s development because we are so close but it is not quite there.  We will have a huge push going into Alpha and be updating our progress along the way.</p>
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			<media:title type="html">brandondolinski</media:title>
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		<title>Forget Me Not Annie Game Mechanics</title>
		<link>http://vancouvergamedesign.com/2011/12/06/forget-me-not-annie-game-mechanics/</link>
		<comments>http://vancouvergamedesign.com/2011/12/06/forget-me-not-annie-game-mechanics/#comments</comments>
		<pubDate>Tue, 06 Dec 2011 00:56:10 +0000</pubDate>
		<dc:creator>Brandon Dolinski</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://vancouvergamedesign.com/?p=1216</guid>
		<description><![CDATA[A lot has changed since the last post about the game Forget Me not Annie.  The progression of the game has flown by and things have changed more frequently than any of us could have imagined.   Here is a quick breakdown about what has changed since the original post of what Forget Me Not [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=vancouvergamedesign.com&amp;blog=1748132&amp;post=1216&amp;subd=gd08&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>A lot has changed since the last post about the game Forget Me not Annie.  The progression of the game has flown by and things have changed more frequently than any of us could have imagined.   Here is a quick breakdown about what has changed since the original post of what Forget Me Not Annie is.</p>
<p>&nbsp;</p>
<p>GAME MECHANICS</p>
<p>&nbsp;</p>
<p>So the main mechanics of the game have changed numerous times.  We have finally settled on what we want and the game the final version of mechanics are as follows.</p>
<p>-The player has the ability to use telekinesis on almost all objects in the world.</p>
<p>-the player can control a distance of which they are holding an object.</p>
<p>-The player can summon Annie&#8217;s companion Howard the teddy bear.</p>
<p>-The player can interact with Howard by picking him up and controlling his distance.</p>
<p>-Once Howard is in the world they player can hit the &#8220;Y&#8221; button and swap places with him</p>
<p>Because Forget Me Not Annie is a puzzle game, we use these game mechanics to progress through the game world.</p>
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			<media:title type="html">brandondolinski</media:title>
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		<item>
		<title>A Day of Recording</title>
		<link>http://vancouvergamedesign.com/2011/12/06/a-day-of-recording/</link>
		<comments>http://vancouvergamedesign.com/2011/12/06/a-day-of-recording/#comments</comments>
		<pubDate>Tue, 06 Dec 2011 00:27:48 +0000</pubDate>
		<dc:creator>Brandon Dolinski</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[A huge thanks goes out to: Jordan K. &#8211; Writer Mike R. &#8211; Documentary. Visit http://www.mikerussellmedia.com/ CAST: Simone Swan Kieran McGreal Willa-lee Reid Rob Hughes<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=vancouvergamedesign.com&amp;blog=1748132&amp;post=1206&amp;subd=gd08&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>A huge thanks goes out to:</p>
<p>Jordan K. &#8211; Writer<br />
Mike R. &#8211; Documentary. Visit <a href="http://www.mikerussellmedia.com/" rel="nofollow nofollow" target="_blank">http://www.mikerussellmedia.com/</a></p>
<p>CAST:<br />
Simone Swan<br />
Kieran McGreal<br />
Willa-lee Reid<br />
Rob Hughes</p>

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		<title>Forget Me Not Annie Screen Shots!</title>
		<link>http://vancouvergamedesign.com/2011/12/06/forget-me-not-annie-screen-shots/</link>
		<comments>http://vancouvergamedesign.com/2011/12/06/forget-me-not-annie-screen-shots/#comments</comments>
		<pubDate>Tue, 06 Dec 2011 00:22:30 +0000</pubDate>
		<dc:creator>Brandon Dolinski</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[Check out these recent screen shots of Forget Me Not Annie!<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=vancouvergamedesign.com&amp;blog=1748132&amp;post=1198&amp;subd=gd08&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Check out these recent screen shots of Forget Me Not Annie!</p>

<a href='http://vancouvergamedesign.com/2011/12/06/forget-me-not-annie-screen-shots/385486_201304203285299_195778687171184_458700_82705622_n/' title='385486_201304203285299_195778687171184_458700_82705622_n'><img data-attachment-id='1200' data-orig-size='960,452' data-liked='0'width="150" height="70" src="http://gd08.files.wordpress.com/2011/12/385486_201304203285299_195778687171184_458700_82705622_n.jpg?w=150&#038;h=70" class="attachment-thumbnail" alt="385486_201304203285299_195778687171184_458700_82705622_n" title="385486_201304203285299_195778687171184_458700_82705622_n" /></a>
<a href='http://vancouvergamedesign.com/2011/12/06/forget-me-not-annie-screen-shots/387629_201304229951963_195778687171184_458702_1484507303_a/' title='387629_201304229951963_195778687171184_458702_1484507303_a'><img data-attachment-id='1201' data-orig-size='180,84' data-liked='0'width="150" height="70" src="http://gd08.files.wordpress.com/2011/12/387629_201304229951963_195778687171184_458702_1484507303_a.jpg?w=150&#038;h=70" class="attachment-thumbnail" alt="387629_201304229951963_195778687171184_458702_1484507303_a" title="387629_201304229951963_195778687171184_458702_1484507303_a" /></a>
<a href='http://vancouvergamedesign.com/2011/12/06/forget-me-not-annie-screen-shots/390495_201304216618631_195778687171184_458701_1010624122_n/' title='390495_201304216618631_195778687171184_458701_1010624122_n'><img data-attachment-id='1202' data-orig-size='960,451' data-liked='0'width="150" height="70" src="http://gd08.files.wordpress.com/2011/12/390495_201304216618631_195778687171184_458701_1010624122_n.jpg?w=150&#038;h=70" class="attachment-thumbnail" alt="390495_201304216618631_195778687171184_458701_1010624122_n" title="390495_201304216618631_195778687171184_458701_1010624122_n" /></a>
<a href='http://vancouvergamedesign.com/2011/12/06/forget-me-not-annie-screen-shots/lit/' title='Lit'><img data-attachment-id='1203' data-orig-size='1848,1047' data-liked='0'width="150" height="84" src="http://gd08.files.wordpress.com/2011/12/lit.jpg?w=150&#038;h=84" class="attachment-thumbnail" alt="Lit" title="Lit" /></a>
<a href='http://vancouvergamedesign.com/2011/12/06/forget-me-not-annie-screen-shots/lit2/' title='Lit2'><img data-attachment-id='1204' data-orig-size='1847,1048' data-liked='0'width="150" height="85" src="http://gd08.files.wordpress.com/2011/12/lit2.jpg?w=150&#038;h=85" class="attachment-thumbnail" alt="Lit2" title="Lit2" /></a>

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		<title>Facebook Page</title>
		<link>http://vancouvergamedesign.com/2011/12/06/facebook-page/</link>
		<comments>http://vancouvergamedesign.com/2011/12/06/facebook-page/#comments</comments>
		<pubDate>Tue, 06 Dec 2011 00:08:44 +0000</pubDate>
		<dc:creator>Brandon Dolinski</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://vancouvergamedesign.com/?p=1196</guid>
		<description><![CDATA[Check out our Facebook Page!  We are constantly updating our page with new and exciting in-game content as well as some &#8220;behind the scenes&#8221; videos and pictures of Forget Me Not Annie. Be sure to click on the &#8220;Like&#8221; button! http://www.facebook.com/ForgetMeNotAnnie<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=vancouvergamedesign.com&amp;blog=1748132&amp;post=1196&amp;subd=gd08&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Check out our Facebook Page!  We are constantly updating our page with new and exciting in-game content as well as some &#8220;behind the scenes&#8221; videos and pictures of Forget Me Not Annie.</p>
<p>Be sure to click on the &#8220;Like&#8221; button!</p>
<p><a href="http://www.facebook.com/ForgetMeNotAnnie">http://www.facebook.com/ForgetMeNotAnnie</a></p>
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			<media:title type="html">brandondolinski</media:title>
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		<title>Forget Me Not Annie &#8211;  What is this and who are we?</title>
		<link>http://vancouvergamedesign.com/2011/11/17/forget-me-not-annie-what-is-this-and-who-are-we/</link>
		<comments>http://vancouvergamedesign.com/2011/11/17/forget-me-not-annie-what-is-this-and-who-are-we/#comments</comments>
		<pubDate>Thu, 17 Nov 2011 23:22:28 +0000</pubDate>
		<dc:creator>Brandon Dolinski</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://vancouvergamedesign.com/?p=1190</guid>
		<description><![CDATA[Our blog is finally up! A quick introduction to us: George H.C. &#8211; Artist Anthony B. &#8211; Level Designer Brandon D. &#8211; Sound Designer and Project Manager Vlad V. &#8211; Programmer/Scripter What is the game about? Forget Me Not Annie is a first person puzzler which is based around control and the general theme being [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=vancouvergamedesign.com&amp;blog=1748132&amp;post=1190&amp;subd=gd08&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Our blog is finally up!</p>
<p>A quick introduction to us:<br />
George H.C. &#8211; Artist<br />
Anthony B. &#8211; Level Designer<br />
Brandon D. &#8211; Sound Designer and Project Manager<br />
Vlad V. &#8211; Programmer/Scripter</p>
<p>What is the game about?</p>
<p>Forget Me Not Annie is a first person puzzler which is based around control and the general theme being horror. You play as a 15 year old girl Annie who is trapped within her own mind and has to use her telekinetic<br />
powers with the help of Howard who you are able to summon at any moment to surpass puzzles. The progression of the game relies heavily on the world lay out and the flow/difficulty of the puzzles and induced into it is a unique atmosphere and feel.</p>
<p>Main mechanics</p>
<p>Our main mechanic is the ability to lift up just about any object in the game with your power. Using your controls you are able to modify the distance of the object, basically giving you depth control. Our secondary mechanic is the ability to summon out Howard the big grotesque teddy bear who has a toggle-able ability, Gravity Draw. Gravity Draw takes objects in a certain radius(AoE) and pulls them towards the bear. To mix things up further, you are able to lift the bear into the air, have full control of his position and depth with your power in conjunction with being able to use Gravity Draw all at the same time.</p>
<p>Below you can see 3 fully animated models of Annie, Howard, and a Doctor that is supposedly the size of a mountain (we will get to him in a later blog post).<br />
Also the first level (full tutorial + 2 extra puzzles) takes place within an interior of a hospital, which you can also see a few pictures off below.</p>
<p>We will now update this blog often with tons of new content and cool things to show as we get it! Thanks for reading!!</p>
<p><a href="http://forgetmeannie.files.wordpress.com/2011/11/annie1.jpg"><img title="Annie" src="http://forgetmeannie.files.wordpress.com/2011/11/annie1.jpg?w=231&#038;h=300" alt="" width="231" height="300" /></a><a href="http://forgetmeannie.files.wordpress.com/2011/11/howard.jpg"><img title="Howard" src="http://forgetmeannie.files.wordpress.com/2011/11/howard.jpg?w=231&#038;h=300" alt="" width="231" height="300" /></a><a href="http://forgetmeannie.files.wordpress.com/2011/11/doc.jpg"><img title="Doc" src="http://forgetmeannie.files.wordpress.com/2011/11/doc.jpg?w=231&#038;h=300" alt="" width="231" height="300" /></a></p>
<p><a href="http://forgetmeannie.files.wordpress.com/2011/11/blog1.jpg"><img title="blog1" src="http://forgetmeannie.files.wordpress.com/2011/11/blog1.jpg?w=1024&#038;h=577" alt="" width="1024" height="577" /></a></p>
<p><a href="http://forgetmeannie.files.wordpress.com/2011/11/blog3.jpg"><img title="blog3" src="http://forgetmeannie.files.wordpress.com/2011/11/blog3.jpg?w=1024&#038;h=577" alt="" width="1024" height="577" /></a><a href="http://forgetmeannie.files.wordpress.com/2011/11/blog5.jpg"><img title="blog5" src="http://forgetmeannie.files.wordpress.com/2011/11/blog5.jpg?w=1024&#038;h=577" alt="" width="1024" height="577" /></a><a href="http://forgetmeannie.files.wordpress.com/2011/11/blog2.jpg"><img title="blog2" src="http://forgetmeannie.files.wordpress.com/2011/11/blog2.jpg?w=1024&#038;h=577" alt="" width="1024" height="577" /></a><a href="http://forgetmeannie.files.wordpress.com/2011/11/blog4.jpg"><img title="blog4" src="http://forgetmeannie.files.wordpress.com/2011/11/blog4.jpg?w=1024&#038;h=577" alt="" width="1024" height="577" /></a></p>
<p><a href="http://forgetmeannie.files.wordpress.com/2011/11/blog1.jpg"><img title="blog1" src="http://forgetmeannie.files.wordpress.com/2011/11/blog1.jpg?w=1024&#038;h=577" alt="" width="1024" height="577" /></a><a href="http://forgetmeannie.files.wordpress.com/2011/11/blog6.jpg"><img title="blog6" src="http://forgetmeannie.files.wordpress.com/2011/11/blog6.jpg?w=1024&#038;h=577" alt="" width="1024" height="577" /></a></p>
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			<media:title type="html">brandondolinski</media:title>
		</media:content>

		<media:content url="http://forgetmeannie.files.wordpress.com/2011/11/annie1.jpg?w=231" medium="image">
			<media:title type="html">Annie</media:title>
		</media:content>

		<media:content url="http://forgetmeannie.files.wordpress.com/2011/11/howard.jpg?w=231" medium="image">
			<media:title type="html">Howard</media:title>
		</media:content>

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			<media:title type="html">Doc</media:title>
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			<media:title type="html">blog6</media:title>
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		<item>
		<title>In the beginning it was just a girl and her bear.</title>
		<link>http://vancouvergamedesign.com/2011/11/17/in-the-beginning-it-was-just-a-girl-and-her-bear/</link>
		<comments>http://vancouvergamedesign.com/2011/11/17/in-the-beginning-it-was-just-a-girl-and-her-bear/#comments</comments>
		<pubDate>Thu, 17 Nov 2011 23:21:24 +0000</pubDate>
		<dc:creator>Brandon Dolinski</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://vancouvergamedesign.com/?p=1179</guid>
		<description><![CDATA[Well here it is the beginning of Forget Me Not Annie, lets start with some concept images The above images were created by George our artists.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=vancouvergamedesign.com&amp;blog=1748132&amp;post=1179&amp;subd=gd08&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Well here it is the beginning of Forget Me Not Annie, lets start with some concept images</p>

<a href='http://vancouvergamedesign.com/2011/11/17/in-the-beginning-it-was-just-a-girl-and-her-bear/216617_10150324819827559_504162558_9772435_8242787_n/' title='216617_10150324819827559_504162558_9772435_8242787_n'><img data-attachment-id='1180' data-orig-size='720,405' data-liked='0'width="150" height="84" src="http://gd08.files.wordpress.com/2011/11/216617_10150324819827559_504162558_9772435_8242787_n.jpg?w=150&#038;h=84" class="attachment-thumbnail" alt="216617_10150324819827559_504162558_9772435_8242787_n" title="216617_10150324819827559_504162558_9772435_8242787_n" /></a>
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		<title>Shogun 2 : Total War &#8212; Battle of Sekigahara</title>
		<link>http://vancouvergamedesign.com/2011/02/23/shogun-2-total-war-battle-of-sekigahara/</link>
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		<pubDate>Wed, 23 Feb 2011 08:33:46 +0000</pubDate>
		<dc:creator>nickhalme</dc:creator>
				<category><![CDATA[First Impression]]></category>
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		<category><![CDATA[Shogun 2: Total War]]></category>
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		<category><![CDATA[Total War]]></category>
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		<description><![CDATA[Total War has always been &#8220;the game for me&#8221;. I get weak-kneed around military history, and the Total War franchise has always been what I jump into after finishing this or that book or movie. I&#8217;ve had my fill of the early and late Roman Empire, the Middle Ages, and the Napoleonic era. And after [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=vancouvergamedesign.com&amp;blog=1748132&amp;post=1155&amp;subd=gd08&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://gd08.files.wordpress.com/2011/02/vgdshogun.jpg"><img class="aligncenter size-full wp-image-1156" title="vgdshogun" src="http://gd08.files.wordpress.com/2011/02/vgdshogun.jpg?w=490" alt=""   /></a></p>
<p>Total War has always been &#8220;the game for me&#8221;. I get weak-kneed around military history, and the Total War franchise has always been what I jump into after finishing this or that book or movie. I&#8217;ve had my fill of the early and late Roman Empire, the Middle Ages, and the Napoleonic era. And after a long stint of learning how to maneuver lines of infantry with muskets and light sabre cavalry, I&#8217;ve been salivating about getting back into consolidating lines of spearmen, saturating an area with flaming arrows, and driving heavy cavalry into infantry flanks. As well, I missed out on the first Shogun and was very curious in regards to any different tactics that would come into play in Japanese-oriented warfare.</p>
<p>It&#8217;s common for Total War demos to feature a historical battle; not something I&#8217;m into in the full games at all &#8212; but the scenarios chosen for their demos are always incredible. As seems fit for a game about the era of samurai, this scenario was the hardest yet.</p>
<p>In the Battle of Sekigahara you take control of Ishida Mitsunari, but with the unique advantage of hindsight. In reality, Ishida was betrayed at the moment of battle by his allies and was crushed. In the scenario you are tasked with trying to climb out of the historic death pit that Mitsunari was placed in.</p>
<p>On the map below, Shimazu Toyohisa commands three units of two hundred mounted samurai &#8212; represented by the topmost blue markers. Kobayakawa Hideaki controls a considerable force of mounted and foot-katana and -naginata samurai, separated by the narrow river crossings in the bottom left corner. Both these men will betray you in time.</p>
<p>Your primary foe, Tokugawa Ieyasu, controls an army of similar size to yours. He has ashigaru (militia) spearmen and archers like you, plus ashigaru horsemen (light horse) &#8212; but he has one chilling advantage: gunpowder samurai. These units are both devastating ranged units as well as normally trained high samurai; they are positioned at the center river away from the main force.</p>
<p>Your own units are separated in three places: your general and a retinue of mounted samurai form a backbone with archers and spearmen near a chokepoint formed by the two parallel rivers at the top. It&#8217;s a sufficient chokepoint to hold, but it&#8217;s not ideal as the mountain can be traversed and you can be flanked.</p>
<p>Below and under Toyohisa&#8217;s force is the fulcrum of your army: more mounted samurai, archers and spearmen but most importantly some units of foot-samurai that you desperately need for staying power.</p>
<p>And the most important piece, just barely visible on the map: two more units of foot-samurai dangerously close to Hideaki&#8217;s army.</p>
<p><img class="aligncenter size-full wp-image-1157" title="vgdshoguntable" src="http://gd08.files.wordpress.com/2011/02/vgdshoguntable.jpg?w=490&#038;h=442" alt="" width="490" height="442" /></p>
<p>So, I&#8217;m outnumbered by just over a thousand. Most of those soldiers are samurai. Most of my soldiers are not.</p>
<p>The first time I tackled this scenario I thought I would consolidate forces as quickly as possible. As Tokugawa sends his primary force to deal with your general, I fortified the position and waited &#8212; sending spearmen to the choke with the archers just behind them to pepper enemies on the approach. Leaving behind one unit of spearmen to easily deal with Tokugawa&#8217;s two units of light horse who charge for your main force at the tree line, the rest sprinted for the more defensible position.</p>
<p>A few things went awry fast. Even sprinting, the two units of four hundred samurai at the bottom of the map cannot make it through the river fast enough to avoid the advancing gunpowder samurai. I thought at most I would suffer a few volleys as I ran past &#8212; but they were able to close ground and charge. Being regular samurai as well, those two units were trapped.</p>
<p>Then, Shimazu Toyohisa is the first ally to throw a wrench into your plans. While he doesn&#8217;t outright defect, he refuses to order his cavalry forward. This would have been a disaster if I had committed to the battle in the left of the map. So I took what units I had and settled up around him.</p>
<p>Finally, Kobayakawa Hideaki betrays you. But when this daimyo betrays someone, he goes all in and turns his elite force against you. Outnumbered two to one, I fought a hopeless battle of static defense culminating in a brave charge at the line with my general, Ishida Mitsunari, and my surviving mounted samurai.</p>
<p>It was a disaster: we killed about 2,000 opponents but were utterly defeated. And <em>the shame</em>.</p>
<p><a href="http://gd08.files.wordpress.com/2011/02/vgdshogun2.jpg"><img class="aligncenter size-full wp-image-1160" title="VGDshogun2" src="http://gd08.files.wordpress.com/2011/02/vgdshogun2.jpg?w=490" alt=""   /></a></p>
<p>After sitting back for a while, I came upon what I thought would be a winning strategy. Two big parts of Total War are Morale and Stamina. With such a large numbers disadvantage and without hardier troops to put on display, the morale battle is something I can&#8217;t win &#8212; in fact it&#8217;s something I have to protect against with strong formations and keeping the general alive and close to his front line troops. But the stamina battle, that is something I can win as a defender. The map is huge, and fighting is also a huge wear on unit stamina.</p>
<p>My plan? To drag these bastards all the way up the map and hope I have enough fresh troops left to either outfight the enemy at the line or to shock them into retreat with a few flanking charges.</p>
<p>Yes, it&#8217;s not much of a plan &#8212; it&#8217;s more of a desperate Hail Mary.</p>
<p>I start over. Not consolidating my troops into a well-protected block of soldiers is hard for me to do. I like to have fresh troops in the back to cycle out, and to thin out formations with lots of archers. But I know what I have to do. All of the troops who aren&#8217;t lucky enough to begin the battle near my general are ordered to hold the line at the woods on the left side of the map. As the most brutal combat is going to take place on the left, I send my general down to be with his more elite troops.</p>
<p>The first course of action is to ensure that my samurai make it across the river un-assailed. When the field is littered with corpses, it&#8217;s going to be those samurai that will still be fighting for me at a sixth of their unit strength. Always treasure the troops with the highest natural morale; they are the ones that matter when everyone is exhausted but still have to fight it out.</p>
<p>So I form up the spearmen and order them into the spear wall formation to take the cavalry charge, hiding the samurai I already have in the woods for later. I deal with the cavalry charge easily and nearly wipe them out before they have a chance to route. But the advancing gunpowder samurai are really making me sweat. I need to tie them up and make sure they don&#8217;t catch my samurai all bunched up as they cross the river.</p>
<p>My brave mounted samurai are given the insane order to charge the gunpowder samurai. As they do I realize I&#8217;ve been neglecting my troops at the river chokepoint up top. The idea was to take a combined arms charge with my dispensable spearmen (that&#8217;s what they&#8217;re there for, to die before my samurai and to tire out the enemy samurai) and to bring my other mounted samurai down the mountain to hit the enemy flanking maneuver when they circle around behind the spearmen to hit my archers.</p>
<p>Unfortunately the enemy samurai manage to cut down a unit of archers before they can make the space to run without being engaged, and without the quick assistance of my cavalry most of my spearmen are lost. But crossing over a mountain is not easy, and my mounted samurai cut down everything that doesn&#8217;t have a yellow flag tied behind its back before moving to support the main line. Behind them, the rag-tag militia survivors of my botched defense are walked down. At this rate they&#8217;re so worn out and wounded that it&#8217;s useless to run them anywhere anyhow; at first sight of an enemy flag they&#8217;d turn and run and my other troops wouldn&#8217;t find that especially comforting. So, they get to stroll down to the killing field.</p>
<p><a href="http://gd08.files.wordpress.com/2011/02/vgdshogun3.jpg"><img class="aligncenter size-full wp-image-1163" title="VGDshogun3" src="http://gd08.files.wordpress.com/2011/02/vgdshogun3.jpg?w=490&#038;h=442" alt="" width="490" height="442" /></a></p>
<p>Now, things get really ugly. While I was away up at the top of the map, I foolishly forgot to turn my lines of spearmen around. They were charged by three units of samurai from behind. They didn&#8217;t stand a chance.</p>
<p>While my militia units slowly dissolve and retreat, the battlefield turns into a clumpy mess of samurai from either side joining in combat. Even though I&#8217;ve made a few flanking maneuvers, the enemy outnumbers me so terribly that their troops aren&#8217;t too upset about fighting on three or four sides.</p>
<p>Fortunately, by pulling off cavalry units from one fight and charging them at the rear of an enemy formation, I&#8217;m able to slaughter a good chunk of enemy samurai. But it&#8217;s at this point, as Tokugawa falters, that Hideaki joins the fight and starts to move across the river crossings.</p>
<p>However, I have a plan. I round up three units of cavalry and one severely wounded unit of foot-samurai with my general &#8212; who has just finished bravely defending the left flank by helpfully inspiring a unit and joining in himself &#8212; and send them across the river to the right side of the map to attack and kill Tokugawa and his retinue. Hopefully, if I start killing their generals, their morale will falter.</p>
<p>My little assassination force makes it across the river, only to find out that this Tokugawa character is more of a fighter than I thought he&#8217;d be. He sends one unit of cavalry retreating immediately, but eventually he&#8217;s encircled and killed.</p>
<p>An unexpected side effect of this foolhardy attack is that Hideaki has sent two units of four hundred naginata-wielding samurai to deal with my general. Of course this is bad news for my general, but it&#8217;s excellent news for the tide of battle for two reasons: more immediately he&#8217;s taking four hundred troops out of the main battle to deal with about one hundred of my troops, and in the long term those troops he sent will be so exhausted that they&#8217;ll never be able to contribute anything when it really counts.</p>
<p>So my brave assassination unit fights a tough battle at the river crossing, unfortunately unable to make it to the river in time to charge through the clumped samurai. But my general and his men do manage to kill at least their own number in enemy samurai before they are defeated. Strangely, after killing Ishida, the naginata-samurai turn immediately for the main battle. Dazed and confused, my remaining unit of fifty samurai stand in the river crossing and rest. They deserve it.</p>
<p>But Hideaki himself is having none of it. He&#8217;s charged straight into my line personally, and although his troops are tired they have been rallied and are fighting well. Without enough troops to screen my archers, they are being charged and cut down.</p>
<p>I really hadn&#8217;t thought this far ahead, or perhaps I hadn&#8217;t realized how devastated and disparate my army would be after fighting so many separate engagements. My only option now, with three units left on the field and on the edge of retreat, is to run for Shimazu and his cavalry.</p>
<p>If I make it close enough, and have units alive when I get there, just maybe his fresh mounted samurai will be able to kill or intimidate the 1,000 pissed off samurai chasing me.</p>
<p>As my two units who survived the primary engagement crest Shimazu&#8217;s hill, I almost cheer out loud. His three units of mounted samurai charge headlong into the massive swarm and cut a hole through the center. Seeing this, I order my remaining unit of archers to open fire on the rear units fighting to get close to Shimazu&#8217;s cavalry. I&#8217;m also surprised to find that the other unit I still have taking orders is a unit of samurai. I stop them running and turn them around to charge the right flank and prevent Shimazu from being encircled.</p>
<p>And then, after about a minute, Hideaki dies. The center of his line collapses and runs, and the flanks shortly follow. My unit of samurai gloriously cut down the routed samurai that just a second ago threatened to overwhelm them. Shimazu charges the two units of naginata-samurai, which flee immediately.</p>
<p>Strangely, Shimazu cleans up most everything but the samurai who killed my general. How thoughtful. I quickly send my two samurai units after them; crossing a river and up a mountain, the last enemy samurai is cut down near the summit. My troops, on the brink of death-by-exhaustion, raise their katanas and cheer.</p>
<p>We won.</p>
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		<title>Compass Engine release location based game Bounty Island</title>
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		<pubDate>Tue, 22 Feb 2011 19:41:30 +0000</pubDate>
		<dc:creator>McElroy Flavelle</dc:creator>
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		<description><![CDATA[Compass Engine (www.CompassEngine.com), a mobile game studio headquartered in Vancouver Canada, is announcing the release of their next location based game, Bounty Island (www.BountyIslandGame.com.) Bounty Island is available for iPhone, iPad and iPod Touch and uses the player’s location in the real world to generate tropical islands for them to discover and explore. As the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=vancouvergamedesign.com&amp;blog=1748132&amp;post=1147&amp;subd=gd08&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Compass Engine (<a href="/Documents%20and%20Settings/Compass%20Engine%20CEO/Desktop/www.CompassEngine.com">www.CompassEngine.com</a>), a mobile game studio headquartered in Vancouver Canada, is announcing the release of their next location based game, Bounty Island (<a href="/Documents%20and%20Settings/Compass%20Engine%20CEO/Desktop/www.BountyIslandGame.com">www.BountyIslandGame.com</a>.) Bounty Island is available for iPhone, iPad and iPod Touch and uses the player’s location in the real world to generate tropical islands for them to discover and explore.</p>
<p>As the location space continues to heat up, Bounty Island stands apart from other offerings by putting the GAME in location based games. The check in mechanic has always been a great starting point for location services but has never been incorporated into a truly fun game. With Bounty Island players check in to a venue and are given a tropical map unique to that location where they can explore, dig for exotic treasures and try to discover the secret of mysterious Bounty Island.</p>
<p>“We’re absolutely thrilled to get this game out to market and show the world that location doesn’t just have to be about coupons and deals but can simply be fun. Bounty Island is going to prove that location can be used to personalize a game, and we all know that the more personal the game the more engaging it is,” said Compass Engine CEO Mack Flavelle.</p>
<p>Bounty Island is available in the Apple App Store worldwide. (<a href="http://itunes.apple.com/ca/app/bounty-island/id416453791?mt=8&amp;ign-mpt=uo%3D4">http://itunes.apple.com/ca/app/bounty-island/id416453791?mt=8&amp;ign-mpt=uo%3D4</a>)</p>
<p><strong>About Bounty Island</strong><br />
Bounty Island is an adventure game about exploring tropical islands, digging for hidden treasures, looking for rare items and hunting the location of the mysterious Bounty Island. Unlock new maps by checking in at real venues and explore the world around you. Collect dozens of different treasure sets without running out of energy or restore your stamina by finding and eating delicious fruit.  Can you discover the secret of Bounty Island?<strong> </strong></p>
<p><strong>Web: </strong><a href="http://www.bountyislandgame.com/">http://www.bountyislandgame.com</a><strong><br />
Twitter: </strong><a href="http://www.twitter.com/bountyisland">http://www.twitter.com/bountyisland</a><strong><br />
App Store: </strong><a href="http://itunes.apple.com/ca/app/bounty-island/id416453791?mt=8&amp;ign-mpt=uo%3D4">http://itunes.apple.com/ca/app/bounty-island/id416453791?mt=8&amp;ign-mpt=uo%3D4</a><strong> </strong></p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><strong><br />
</strong><strong><br />
About Compass Engine</strong><br />
Compass Engine, headquartered in Vancouver, Canada is a mobile games studio building location based games.  Their first title Catch the Canary was released to a small test market in their home city. Compass Engine’s team draws their creative and technical expertise from decades of experience at EA, Sony, Ubisoft, Radical and Rockstar. Compass Engine’s mission is to put the game into location based games.</p>
<p><a href="http://www.compassengine.com/">http://www.compassengine.com</a><br />
<a href="http://www.twitter.com/compassengine">http://www.twitter.com/compassengine</a></p>
<p><strong>Contact</strong><br />
<a href="mailto:press@compassengine.com">press@compassengine.com</a></p>
<p><a href="http://www.compassengine.com/">www.CompassEngine.com</a><br />
<a href="http://www.bountyislandgame.com/">www.BountyIslandGame.com</a></p>
<p>&nbsp;</p>
<p><a href="http://gd08.files.wordpress.com/2011/02/treasure.png"><img class="alignnone size-medium wp-image-1149" title="Treasure" src="http://gd08.files.wordpress.com/2011/02/treasure.png?w=200&#038;h=300" alt="" width="200" height="300" /></a><a href="http://gd08.files.wordpress.com/2011/02/splash-screen.png"><img class="alignnone size-medium wp-image-1150" title="Splash Screen" src="http://gd08.files.wordpress.com/2011/02/splash-screen.png?w=200&#038;h=300" alt="" width="200" height="300" /></a></p>
<p>&nbsp;</p>
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		<title>On the Spike Videogame Awards</title>
		<link>http://vancouvergamedesign.com/2010/12/14/on-the-spike-videogame-awards/</link>
		<comments>http://vancouvergamedesign.com/2010/12/14/on-the-spike-videogame-awards/#comments</comments>
		<pubDate>Tue, 14 Dec 2010 01:51:46 +0000</pubDate>
		<dc:creator>nickhalme</dc:creator>
				<category><![CDATA[Industry Comment]]></category>
		<category><![CDATA[gamer culture]]></category>
		<category><![CDATA[Spike VGAs]]></category>

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		<description><![CDATA[The Spike VGAs have me pretty depressed.  Not so much for the obvious reasons, but because a few things have become apparent. Firstly, both gamers and developers pay attention to the show.  When Jeff Green claimed the VGAs espoused the &#8220;dudebro&#8221; culture of tits, guns and Mountain Dew, I&#8217;m not sure it can be entirely [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=vancouvergamedesign.com&amp;blog=1748132&amp;post=1138&amp;subd=gd08&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The Spike VGAs have me pretty depressed.  Not so much for the obvious reasons, but because a few things have become apparent.</p>
<p>Firstly, both gamers and developers pay attention to the show.  When <a href="http://jeff-greenspeak.blogspot.com/2010/12/rant-about-spike-vgas.html">Jeff Green</a> claimed the VGAs espoused the &#8220;dudebro&#8221; culture of tits, guns and Mountain Dew, I&#8217;m not sure it can be entirely refuted.  Because along with the vision of the unwashed, anti-social, book-smart lock-key kid the stereotype exists for a reason.</p>
<p>While it&#8217;s true that, as Green notes, gaming has become multicultural and multigenerational he forgets one key thing &#8212; most of us are nerds of some breed or degree.  Just because your mother started playing Bejeweled and Halo is popular with the football team doesn&#8217;t change that fact.</p>
<p>I&#8217;m all for attacking the popped-collar roots of SpikeTV, but I think it&#8217;s only pragmatic to mention that there are those among us who would prefer to be percieved as sociable lunkheads rather than nerdy conossieurs.  As comics writer Matt Fraction said in an issue of <a href="http://www.comicfoundry.com/">Comic Foundry</a>, &#8220;You reach this age where you discover your genitalia, and how fun it is to have other people touch it &#8211; and at that crucible point you decide, am I a lifer, or am I done with comics?&#8221;  It&#8217;s hard to blame people for trying to conform.</p>
<p>The second revelation was more menacing.  As <a href="http://jeff-greenspeak.blogspot.com/2010/12/rant-about-spike-vgas.html">Leigh Alexander</a> puts forth (to the sort of people that would read videogame blogs): &#8221;We spend a lot of time saying &#8216;video games aren&#8217;t like this&#8217; and yet the stereotypes persist. Maybe video games are like this, and we&#8217;re a vocal minority. Isn&#8217;t that a terrifying thought?&#8221;</p>
<p>A Twitter follower, who probably falls into or just below Spike&#8217;s target demographic, made it clear to me that he enjoyed the show: &#8220;Okay, so it&#8217;s hardly perfect but it&#8217;s good TV. And a good excuse to show off game trailers.&#8221;</p>
<p>Surely a good portion of the world&#8217;s gamers are not part of the gaming hive mind (or at least operate under the &#8220;they&#8217;re just games&#8221; mindset).  They don&#8217;t know or care what PAX is, they don&#8217;t visit forums or listen to podcasts or read reviews, and they don&#8217;t know or care what goes into game development.  I know that when I watched the first VGA show, I was watching it thinking that this proved gaming was real &#8212; that it had a foothold in reality.  I mean, it was on t.v. &#8212; was it not legitimized by that very fact?</p>
<p>That realization scares me.  As awkward and strange I am as a person when compared to the status quo (or status bro if you will), I still await the day when talking about games is equated with esoteric discussion about film or literature rather than being conversational suicide.  Sure, it would still be nerdy &#8212; but it would carry with it an air of knowledge rather than one that suggests you&#8217;re an immature, un-cultured manchild.</p>
<p>But film has something we can never have.  We can become mainstream, but we can never present society with role models.  No matter if the Emmy&#8217;s are flawed, it&#8217;s prestigious because the stars are there.  And whether the awards are relevant or not, you must admit that most of the actors carry with them an air of professional class.  You can go ahead and mock both award shows, but you can only be embarrassed by one.  When Spike invites Dane Cook and My Chemical Romance to the show it certainly says something &#8212; &#8220;These are your role models, right?  This is what gamers want.&#8221;  It chills me to the fucking bone to think that they could be right.</p>
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