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	<title>Medusa</title>
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		<title>Beatfense &#8211; Alpha 7. This is not Beatfense anymore.</title>
		<link>http://www.playmedusa.com/blog/2012/04/21/beatfense-alpha-7-this-is-not-beatfense-anymore/</link>
		<comments>http://www.playmedusa.com/blog/2012/04/21/beatfense-alpha-7-this-is-not-beatfense-anymore/#comments</comments>
		<pubDate>Sat, 21 Apr 2012 12:09:42 +0000</pubDate>
		<dc:creator>Aike</dc:creator>
				<category><![CDATA[Beatfense]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[beatfense]]></category>
		<category><![CDATA[gamedev]]></category>

		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=851</guid>
		<description><![CDATA[After trying to balance all previous versions we are testing a new idea. It&#8217;s still some kind of Tower Defense, in a sense: we have to avoid enemies from getting to the left side of the screen. But there are no turrets. Gameplay is now simpler but much more interactive, and quite suitable for multi-touch [...]]]></description>
		<wfw:commentRss>http://www.playmedusa.com/blog/2012/04/21/beatfense-alpha-7-this-is-not-beatfense-anymore/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Beatfense &#8211; Alpha 6: breakpoint</title>
		<link>http://www.playmedusa.com/blog/2012/03/31/beatfense-alpha-6-breakpoint/</link>
		<comments>http://www.playmedusa.com/blog/2012/03/31/beatfense-alpha-6-breakpoint/#comments</comments>
		<pubDate>Sat, 31 Mar 2012 12:55:27 +0000</pubDate>
		<dc:creator>LuisAnton</dc:creator>
				<category><![CDATA[Beatfense]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[prototype]]></category>

		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=841</guid>
		<description><![CDATA[We felt that Beatfense Alpha 5 lacked strategy. Placing Repeaters in Pulse lines was the only thing the player could control, but there was no relation between Repeater placement and enemy movements. One could just place Repeaters in a certain pattern and hope for the swarm to be contained, as enemies simply flew almost freely [...]]]></description>
		<wfw:commentRss>http://www.playmedusa.com/blog/2012/03/31/beatfense-alpha-6-breakpoint/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Rain, Sand, Stars now available for PC (Win/Mac) at Indievania</title>
		<link>http://www.playmedusa.com/blog/2012/03/03/rain-sand-stars-now-available-for-pc-winmac-at-indievania/</link>
		<comments>http://www.playmedusa.com/blog/2012/03/03/rain-sand-stars-now-available-for-pc-winmac-at-indievania/#comments</comments>
		<pubDate>Sat, 03 Mar 2012 20:01:55 +0000</pubDate>
		<dc:creator>LuisAnton</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[BMT Micro]]></category>
		<category><![CDATA[e-commerce]]></category>
		<category><![CDATA[eSellerate]]></category>
		<category><![CDATA[FastSpring]]></category>
		<category><![CDATA[Indievania]]></category>
		<category><![CDATA[PayPal]]></category>

		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=832</guid>
		<description><![CDATA[This week we released the PC version of Rain, Sand, Stars for Windows and Mac OS. We opted for Indievania, by Alientrap, due to its simplicity &#8211; creating an account and setting up a store for your game is as easy as it gets, and it even looks good! Plus, our game will be in good [...]]]></description>
		<wfw:commentRss>http://www.playmedusa.com/blog/2012/03/03/rain-sand-stars-now-available-for-pc-winmac-at-indievania/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Beatfense &#8211; Alpha 5: A New Hope</title>
		<link>http://www.playmedusa.com/blog/2012/02/27/beatfense-alpha-5-a-new-hope/</link>
		<comments>http://www.playmedusa.com/blog/2012/02/27/beatfense-alpha-5-a-new-hope/#comments</comments>
		<pubDate>Mon, 27 Feb 2012 18:11:37 +0000</pubDate>
		<dc:creator>Aike</dc:creator>
				<category><![CDATA[Beatfense]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[devlog]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=820</guid>
		<description><![CDATA[Beatfense has become a clear example of iterative design. The original idea defined a core mechanic &#8211; some kind of tower defense with randomly available items that the player must place on a grid. But it soon became clear that the original design was impractical and chaotic. That&#8217;s something that happens all the time in [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>How to find the UUID / UDID for iOS devices</title>
		<link>http://www.playmedusa.com/blog/2012/02/27/how-to-find-the-uuid-udid-for-ios-devices/</link>
		<comments>http://www.playmedusa.com/blog/2012/02/27/how-to-find-the-uuid-udid-for-ios-devices/#comments</comments>
		<pubDate>Mon, 27 Feb 2012 17:13:50 +0000</pubDate>
		<dc:creator>LuisAnton</dc:creator>
				<category><![CDATA[iOS]]></category>
		<category><![CDATA[Ad Hoc]]></category>
		<category><![CDATA[UDID]]></category>
		<category><![CDATA[UUID]]></category>

		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=826</guid>
		<description><![CDATA[Ad Hoc distribution allows you to share an application with up to 100 iOS devices that must be registered by developers in their iOS Provisioning Portal (with a limit of 100 devices per year!). If you want to distribute your Apps to thousands of users you must submit them to the App Store, even if [...]]]></description>
		<wfw:commentRss>http://www.playmedusa.com/blog/2012/02/27/how-to-find-the-uuid-udid-for-ios-devices/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Creating and retrieving a file from an iOS device with Unity3</title>
		<link>http://www.playmedusa.com/blog/2012/02/17/creating-and-retrieving-a-file-from-an-ios-device-with-unity3/</link>
		<comments>http://www.playmedusa.com/blog/2012/02/17/creating-and-retrieving-a-file-from-an-ios-device-with-unity3/#comments</comments>
		<pubDate>Fri, 17 Feb 2012 18:57:34 +0000</pubDate>
		<dc:creator>LuisAnton</dc:creator>
				<category><![CDATA[iOS]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[file sharing]]></category>
		<category><![CDATA[UIFileSharingEnabled]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=808</guid>
		<description><![CDATA[You may want to collect data with a Unity3 iOS app in a text file for a variety of reasons. How to create and retrieve that file from your iOS device is much simpler than I expected. Part of the trick consists on using Application.persistentDataPath. According to Unity Script Reference: &#8220;Contains the path to a [...]]]></description>
		<wfw:commentRss>http://www.playmedusa.com/blog/2012/02/17/creating-and-retrieving-a-file-from-an-ios-device-with-unity3/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Beatfense – Alpha Chaos, 4.25 and 4.5</title>
		<link>http://www.playmedusa.com/blog/2012/02/09/beatfense-alpha-chaos-4-25-and-4-5/</link>
		<comments>http://www.playmedusa.com/blog/2012/02/09/beatfense-alpha-chaos-4-25-and-4-5/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 22:14:46 +0000</pubDate>
		<dc:creator>Aike</dc:creator>
				<category><![CDATA[Beatfense]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[devlog]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=795</guid>
		<description><![CDATA[Here we are again, with not one but three new iterations of Beatfense! We have finally added a simple Area of Effect (AoE) weapon to Repeaters. When they are activated they also shoot, dealing damage and destroying nearby enemies. With this addition the game is already playable, and two important flaws in the original mechanic [...]]]></description>
		<wfw:commentRss>http://www.playmedusa.com/blog/2012/02/09/beatfense-alpha-chaos-4-25-and-4-5/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Beatfense &#8211; Alpha 3: Adding some enemies.</title>
		<link>http://www.playmedusa.com/blog/2012/01/29/beatfense-alpha-3-adding-some-enemies/</link>
		<comments>http://www.playmedusa.com/blog/2012/01/29/beatfense-alpha-3-adding-some-enemies/#comments</comments>
		<pubDate>Sun, 29 Jan 2012 22:23:36 +0000</pubDate>
		<dc:creator>Aike</dc:creator>
				<category><![CDATA[Beatfense]]></category>
		<category><![CDATA[Videogame]]></category>
		<category><![CDATA[devlog]]></category>

		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=774</guid>
		<description><![CDATA[It&#8217;s been a busy week with exams (Language Processors!), but some basic enemies have been added. They are randomly placed every 5 seconds at random positions by the Overmind (he&#8217;s the one throwing &#8216;rocks&#8217; at your Core, we couldn&#8217;t call him Bob, right?) This is the change log since the last version: Grid has evolved [...]]]></description>
		<wfw:commentRss>http://www.playmedusa.com/blog/2012/01/29/beatfense-alpha-3-adding-some-enemies/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Beatfense &#8211; Alpha 2</title>
		<link>http://www.playmedusa.com/blog/2012/01/22/beatfense-alpha-2/</link>
		<comments>http://www.playmedusa.com/blog/2012/01/22/beatfense-alpha-2/#comments</comments>
		<pubDate>Sun, 22 Jan 2012 18:32:34 +0000</pubDate>
		<dc:creator>Aike</dc:creator>
				<category><![CDATA[Beatfense]]></category>
		<category><![CDATA[Videogame]]></category>
		<category><![CDATA[devlog]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=765</guid>
		<description><![CDATA[Three main features have been added this week: - A targeting reticle: as Beatfense will be played mainly on touch devices, it&#8217;s important to be able to seamlessly choose the Cell where you want to place an Item. So in a way similar to how Plants vs. Zombies does it, we show a cross-like reticle [...]]]></description>
		<wfw:commentRss>http://www.playmedusa.com/blog/2012/01/22/beatfense-alpha-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Beatfense: The beginning</title>
		<link>http://www.playmedusa.com/blog/2012/01/14/beatfense-the-beginning/</link>
		<comments>http://www.playmedusa.com/blog/2012/01/14/beatfense-the-beginning/#comments</comments>
		<pubDate>Sat, 14 Jan 2012 13:02:01 +0000</pubDate>
		<dc:creator>Aike</dc:creator>
				<category><![CDATA[Beatfense]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[alpha]]></category>
		<category><![CDATA[beatfense]]></category>
		<category><![CDATA[devlog]]></category>
		<category><![CDATA[Unity3]]></category>
		<category><![CDATA[Videogame]]></category>

		<guid isPermaLink="false">http://www.playmedusa.com/blog/?p=752</guid>
		<description><![CDATA[As we said in the last post, this is a little project to be developed by one person in a couple of months. Because of that, it can&#8217;t be a gigant game! This project (and this devlog) aims to show the development of a game from its concept to its publication in the App Store. [...]]]></description>
		<wfw:commentRss>http://www.playmedusa.com/blog/2012/01/14/beatfense-the-beginning/feed/</wfw:commentRss>
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