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	<title>Ska Studios &#187; Going Crazy</title>
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	<link>http://www.ska-studios.com</link>
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	<lastBuildDate>Sun, 29 Jan 2012 16:21:10 +0000</lastBuildDate>
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		<title>Dish Challenge</title>
		<link>http://www.ska-studios.com/2009/04/06/dish-challenge/</link>
		<comments>http://www.ska-studios.com/2009/04/06/dish-challenge/#comments</comments>
		<pubDate>Mon, 06 Apr 2009 19:39:36 +0000</pubDate>
		<dc:creator>James</dc:creator>
				<category><![CDATA[Awesome]]></category>
		<category><![CDATA[Going Crazy]]></category>
		<category><![CDATA[The Dishwasher]]></category>

		<guid isPermaLink="false">http://skasoftware.wordpress.com/?p=176</guid>
		<description><![CDATA[My roommate just reclaimed the #2 spot on Dish Challenge with 573,247,350.  Looks like Spear of Lament is currently #1, with an insane score of 735,225,250.  Meanwhile, I&#8217;m at #274 with an uber-pathetic score of 97,542,900, partly because the only time I tried it after launch was Dishwasher Day and I&#8217;d already had a few [...]]]></description>
			<content:encoded><![CDATA[<p>My roommate just reclaimed the #2 spot on Dish Challenge with 573,247,350.  Looks like Spear of Lament is currently #1, with an insane score of 735,225,250.  Meanwhile, I&#8217;m at #274 with an uber-pathetic score of 97,542,900, partly because the only time I tried it after launch was Dishwasher Day and I&#8217;d already had a few cups of wine, as my mom was keen to point out.  Yes, my mom drove out for Dishwasher Day.</p>
<p>Anyway, maybe we should talk about how the scoring works!   <span id="more-176"></span></p>
<p>Every time you hit someone, the combo meter fills up.  You don&#8217;t want the combo meter to run out, if you do, the combo ends.  Arsenal is great for linking combos together&#8211;shooting down-but-not-executed enemy is great for keeping that meter full.</p>
<p>Every time you hit someone who has some health left, you get <strong>damage * 100</strong> points.</p>
<p>Every time you kill someone, for clean and messy kills you get <strong>their max health * 50 </strong>points, for other kills you get <strong>their max health * 150</strong> points.  Why the discrepancy?  Well, let&#8217;s talk about multipliers.</p>
<p>As you rack up hits and kills, you&#8217;re racking up multipliers; when your combo meter runs out, you get <strong>points * multiplier</strong> score.</p>
<p>Here&#8217;s the breakdown on multipliers:</p>
<ul>
<li><strong>Hit = 0.25x</strong></li>
<li><strong>Normal Kill = 2x</strong></li>
<li><strong>Messy Kill = 5x</strong></li>
<li><strong>Clean Kill = 5x</strong></li>
</ul>
<p>So, if we kill a bad guy with 40 HP, we get:</p>
<ul>
<li>40hp <strong>* 100</strong> = 4000 from <strong>damage</strong></li>
<li>40hp <strong>* 150</strong> = 6000 from <strong>death</strong></li>
<li>8 hits * 0.25x = 2x from hits</li>
<li>+2x from death = <strong>4x multiplier</strong></li>
<li>10000 <strong>* 4x multiplier</strong> = 40000</li>
</ul>
<p>But, kill the same guy with a mesy or clean kill, and we get:</p>
<ul>
<li>40hp <strong>* 100</strong> = 4000 from damage</li>
<li>40hp <strong>* 50</strong> = 2000 from death</li>
<li>8 hits * 0.25x = 2x from hits</li>
<li>+5x from death = <strong>7x multiplier</strong></li>
<li>6000 <strong>* 7x multiplier</strong> = 42000</li>
</ul>
<p>Of course, if you try to do all this math in your head while playing Dish Challenge, you&#8217;ll probably die.  Not in real life, I mean.</p>
]]></content:encoded>
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		<slash:comments>7</slash:comments>
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		<title>Some Dishwasher History</title>
		<link>http://www.ska-studios.com/2008/04/21/some-dishwasher-history/</link>
		<comments>http://www.ska-studios.com/2008/04/21/some-dishwasher-history/#comments</comments>
		<pubDate>Mon, 21 Apr 2008 23:54:14 +0000</pubDate>
		<dc:creator>James</dc:creator>
				<category><![CDATA[Going Crazy]]></category>
		<category><![CDATA[Life]]></category>
		<category><![CDATA[The Dishwasher]]></category>

		<guid isPermaLink="false">http://skasoftware.wordpress.com/?p=81</guid>
		<description><![CDATA[I&#8217;ve been hard at work on The Dishwasher for over a year now, and I was just looking at my changelog, which I started in August, after it became apparent that The Dishwasher was not to remain some silly Prototype. To tell you the truth, after The Dishwasher was in the hands of the Dream [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been hard at work on The Dishwasher for over a year now, and I was just looking at my changelog, which I started in August, after it became apparent that The Dishwasher was not to remain some silly Prototype.  To tell you the truth, after The Dishwasher was in the hands of the Dream Build Play judges and before it won the contract, I started working on a new game/reskinning of Dishwasher called <strong>Fruit: The Game.</strong> The idea of Fruit involved a bunch of fruit battling junk food, the joke was that no matter how gory the evisceration of cupcakes and chips, you couldn&#8217;t really complain about the violence, right?</p>
<p>Back to The Dishwasher&#8211;a lot of people ask if it&#8217;s just me working on it, how I make games, etc., and I figured posting the changelog would provide some insight into the mayhem that goes on here.  I hop between sound, art, netcode, core code, level design, and more art sporadically, fixing things as regularly as I break things.  There are a lot of features in the changelog that I&#8217;ve since gotten rid of, especially with magic use (and fyi, I took out the green skull collect button&#8211;all pickups now use the classic DMC/NG/GoW absorb style), and there are a lot of features that won&#8217;t make much sense.</p>
<p>Anyway, here&#8217;s several months of Dishwasher history.  Make sure you start at the bottom for proper chronology!</p>
<p><span id="more-81"></span></p>
<blockquote><p>4 &#8211; 18 &#8211; 08</p>
<p>0.3.7</p>
<p>Big graphics overhaul&#8211;spirals, stars and sprite blood&#8211;no more threshold shader for blood<br />
Game invites work<br />
All tutorials, messages + controller updated for new control scheme&#8211;right trigger modifier magic<br />
Guitar minigame now does just that<br />
Tweaked phantom guitar, fixed follow bug<br />
Added arcade game variations&#8211;vampire, instakill, bullet time, aerials<br />
Multiple profiles handled correctly (using press start screen)<br />
Upsell works<br />
Fixed St. Crux Achievement<br />
Fixed wall Slam achievement<br />
Leaderboard scrolling in place<br />
Bosses now don&#8217;t fade out after death<br />
Main Menu slightly colorified<br />
Can replay guitar game<br />
TODO: need to make sure upsell screen -&gt; buy screen -/-&gt; upsell screen<br />
TODO: fix end level screen + guide = flickering pause bug<br />
TODO: have leaderboard open to right gamertag, not just #1<br />
TODO: polish guitar (w/ guitar peripheral) minigame<br />
TODO: test game invites</p>
<p>4 &#8211; 5 &#8211; 08</p>
<p>0.3.6</p>
<p>Further framerate improvement (got rid of haze + uberfade, bloomed the heck out of everything)<br />
Needs theme brightness check<br />
XLast online<br />
Leaderboards work, need great tweaking (new scoring metric?)<br />
Need leaderboard page scrolling<br />
Decide how to handle multiplayer leaderboards<br />
Need to finish up multiple profile handling<br />
Magic is now all done with RT modifier, need to update all tutorials + arcade messages</p>
<p>3 &#8211; 27 &#8211; 08</p>
<p>0.3.5</p>
<p>Solution now works w/ VS 2005, has XDK project (dishXbla)<br />
No longer using dlls (was causing trouble)&#8211;using original character loading now<br />
Achievements work, achievements main menu option works</p>
<p>3 &#8211; 18 &#8211; 08</p>
<p>0.3.4</p>
<p>Big framerate improvement! Did this by reducing wall blood texture size<br />
New sounds&#8211;swords, feet patter, guns, chainsaw, brass + shells, launches, explosions<br />
Multiplayer host can&#8217;t start map until Client has loaded<br />
Hopefully fixed multiplayer packet barrage bug where recipient would end up stuck in 10 second long GC messes<br />
Multiplayer grab issues are all server side now<br />
Pickup drawing is now consistent&#8211;LT for hearts, spirals and skulls<br />
TODO: Clean up chainsaw sounds, redo more sounds</p>
<p>3 &#8211; 13 &#8211; 08</p>
<p>0.3.3</p>
<p>Added Phantom Guitar<br />
Added brass and shells<br />
Secondary switching is *all good* now&#8211;cleavers selectable<br />
Combo list correct<br />
Bugfixes: shop anywhere bug, midair messy walker kill</p>
<p>2 &#8211; 27 &#8211; 08</p>
<p>0.3.2</p>
<p>Added &#8220;thwarting&#8221; bosses: sinthesis, ubertank, skeletank, viking, vulcan, death<br />
Bugfixes: coop stage selection bug, empty inventory bug</p>
<p>2 &#8211; 17 &#8211; 08</p>
<p>0.3.1</p>
<p>Fixed storage selection failed issue<br />
Polished playthrough<br />
Warp effect<br />
Zombie + Kamikaze (unfinished?) + Vulcan sounds</p>
<p>2 &#8211; 13 &#8211; 08</p>
<p>0.3.0</p>
<p>Tut overlap<br />
Storage failure issues<br />
Smoothed guitar input<br />
Revised samurai levels<br />
Psycho pick placement good</p>
<p>2 &#8211; 8 &#8211; 08</p>
<p>0.2.9</p>
<p>New fonts<br />
Jump on ledge handled differently<br />
Moved tutorials around&#8211;CAT boxes</p>
<p>2 &#8211; 1 &#8211; 08</p>
<p>0.2.8</p>
<p>Revisions for trial&#8211;moved loading screen<br />
fixed aspect ratio detection<br />
fixed title safe issue<br />
changed thug zap sounds (&#8220;tase&#8221; now)<br />
added menu titles<br />
Fixed skull collection issue<br />
Reworked tutorials in level 1<br />
Created design doc<br />
Created achievements (in temp)<br />
Added background rain to cafe</p>
<p>1 &#8211; 30 &#8211; 08</p>
<p>0.2.7</p>
<p>Big net progress, almost solid!<br />
Fixed jittery motion bug, face wrong way bug<br />
Handle grabs correctly (almost!)<br />
Handle death, revive hearts correctly<br />
Correctly handles host/client dropping<br />
Moved particle spawning for special cases&#8211;explode, muzzle flash, blood, etc.<br />
TODO: Grabs need smoothing<br />
TODO: Test at poor latency</p>
<p>1 &#8211; 25 &#8211; 08</p>
<p>0.2.6</p>
<p>Netplay introduced, arcade mode [slightly] passable, can host, join, leave, play, etc.<br />
Candidate for XNA trial complete (may need revisions if necessary)<br />
TODO: Jittery motion bug<br />
TODO: Face wrong way bug<br />
TODO: Handle grabs correctly<br />
TODO: Handle death correctly<br />
TODO: Handle revive hearts</p>
<p>1 &#8211; 20 &#8211; 08</p>
<p>0.2.5</p>
<p>50 Arcade levels<br />
Guide-friendly<br />
Tied up guitar solo loose ends<br />
Cleaned up, prettied up menu<br />
Icon and Description in good form<br />
Controls view updated<br />
Removed coop story (may use as easter egg)<br />
Nearing candidate for XNA Trial<br />
TODO: Networking!<br />
TODO: Review Arcade; polish</p>
<p>1 &#8211; 14 &#8211; 08</p>
<p>0.2.4</p>
<p>Added arcade mode<br />
Added moves <strong>(lots and lots)</strong><br />
Added more persistant items<br />
Finished comics&#8211;revamped story!<br />
TODO: More arcade levels (lots and lots)<br />
TODO: Finish arcade mode</p>
<p>12 &#8211; 23 &#8211; 07</p>
<p>0.2.3</p>
<p>Converted to be compatible with 2.0&#8211;many redundant versions now; correction version is in projectDish2/projectDish2/TheDishwasher_Win<br />
Made content processor for character types (for 2.0 compatibility)<br />
Added gray fortress level<br />
Added uberflags for persistant items<br />
Put inventory items on all levels except lobby and core<br />
TODO: move comics around again, add some more<br />
TODO: fix guitar stuff, add one more pick<br />
TODO: add more persistant items, samurai level crazy branches</p>
<p>12 &#8211; 12 &#8211; 07</p>
<p>0.2.2</p>
<p>Added catacombs level, kamikaze enemy<br />
Added Halper Bot Shop, Inventory, Pause menu transitions<br />
Reworked render chain to assemble scene on texture, not primary, for better blast effects<br />
Guitar solo now awards you a pick, not an upgrade (buy the upgrade at the shop)<br />
Put exp globs back in, they&#8217;re now spirals that bounce on the floor<br />
Put trails back in<br />
Final boss now has grab death, still needs final comic</p>
<p>11 &#8211; 30 &#8211; 07</p>
<p>0.2.1</p>
<p>2 Comics for inprocessing<br />
Replaced splatters with guitar, added more guitar!<br />
Removed chainsaw blocking<br />
Added feedback effect<br />
Loading is on a separate thread now<br />
Can cancel guitar solo, still needs cheering</p>
<p>11 &#8211; 20 &#8211; 07</p>
<p>0.2</p>
<p>Added InProcessing Stage, Electrobarriers<br />
Thermoptic Camo for enemies<br />
Changed gravity<br />
Revamped continues<br />
Changed health + magic globs<br />
Posterize effect<br />
TODO: Many comics still&#8211;final fight, inprocessing</p>
<p>11 &#8211; 05 &#8211; 07</p>
<p>0.1.9</p>
<p>Guitar minigame in good shape, lights, upgrades<br />
Added throw; needs name (debugging may be in order)<br />
Messy kills are big on electricity now<br />
Chef + revamped final fight<br />
TODO: Allow player to cancel upgrade, add cheering to guitar<br />
TODO: Concluding final fight comic</p>
<p>10 &#8211; 29 &#8211; 07</p>
<p>0.1.8</p>
<p>Added guitar minigame&#8211;syncs well on Win and 360, <strong>but would be nice if XNA 2.0 had a getCurrentPosition</strong><br />
Added lights<br />
Started Engineer form 2<br />
TODO: Reduce blood still?<br />
TODO: Need chef + revamped final fight, including comic<br />
TODO: Comic to set the stage<br />
TODO: Finish guitar minigame&#8211;lights, cheering, upgrade tie-in</p>
<p>10 &#8211; 20 &#8211; 07</p>
<p>0.1.7</p>
<p>Upgrade system in effect &#8211; new combos, new graphics<br />
Begun revamping comics<br />
Lengthened Nord Trainyard + CAM Rooftops<br />
Added Engineer on horse</p>
<p>10 &#8211; 08 &#8211; 07</p>
<p>0.1.6</p>
<p>Electric blood for cyborgs!<br />
Cleaned up wall blood behavior<br />
Aux combos added&#8211;arsenal (slice + shoot, knee + uppercut), chainsaw (x slash), kama (air shredder, rising shredder)<br />
Glowy death<br />
Updated business card in \temp\shirts<br />
Maps can have now have two entrances/exits per side (used only in Ivy Trail)<br />
TODO: Finish Ivy trail<br />
TODO: Add board room to CAM Rooftops<br />
TODO: Add In Processing to CAM Lobby (or create new level)<br />
TODO: Have Restaurant burn down before/during Engineer battle<br />
TODO: Still fix magic issue</p>
<p>10 &#8211; 01 &#8211; 07</p>
<p>0.1.5</p>
<p>Added Wall blood<br />
Auxilliary Weapon support<br />
Added strong slash stun move<br />
TODO: Fix magic utilization so weird things don&#8217;t happen, add sword combos to secondary weapons</p>
<p>9 &#8211; 22 &#8211; 07</p>
<p>0.1.4</p>
<p>New blood look<br />
New moves for Goons, Swats, Ninja<br />
<strong>Terrible Catastrophe?</strong></p>
<p>9 &#8211; 17 &#8211; 07</p>
<p>0.1.3</p>
<p>Added placeholder achievements (see achievements.txt in temp)<br />
Improved arena coloring/visibility<br />
Fleshed out church level<br />
SVG format logos in temp<br />
<strong>Chainsaw sound is now &#8220;safe&#8221;</strong><br />
New ninja execution move<br />
Magic collection is now limited range<br />
TODO: Flesh out more levels</p>
<p>9 &#8211; 10 &#8211; 07</p>
<p>0.1.2</p>
<p>New preprocessed character file format, should improve Xbox360 GC issues at load time<br />
New logos, etc, design doc in temp folder</p></blockquote>
]]></content:encoded>
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		</item>
		<item>
		<title>Still trapped&#8230;</title>
		<link>http://www.ska-studios.com/2008/02/07/still-trapped/</link>
		<comments>http://www.ska-studios.com/2008/02/07/still-trapped/#comments</comments>
		<pubDate>Thu, 07 Feb 2008 01:09:50 +0000</pubDate>
		<dc:creator>James</dc:creator>
				<category><![CDATA[Going Crazy]]></category>
		<category><![CDATA[Life]]></category>
		<category><![CDATA[Links]]></category>
		<category><![CDATA[Unfortunate Events]]></category>

		<guid isPermaLink="false">http://skasoftware.wordpress.com/2008/02/07/still-trapped/</guid>
		<description><![CDATA[My flight got canceled a second time, so it looks like I&#8217;ll be spending another night in O&#8217;Hare in Chicago. In the meantime, I have another guest column up up bit-tech; I wanted to name it &#8220;The One Where I Wax Philosophical&#8221; or something but those wacky British editors change the title. Read: Halo 3 [...]]]></description>
			<content:encoded><![CDATA[<p>My flight got canceled a second time, so it looks like I&#8217;ll be spending another night in O&#8217;Hare in Chicago.</p>
<p>In the meantime, I have another guest column up up bit-tech; I wanted to name it &#8220;The One Where I Wax Philosophical&#8221; or something but those wacky British editors change the title.</p>
<p>Read: <a href="http://www.bit-tech.net/columns/2008/02/05/halo_3_and_the_art_of_repetition/1">Halo 3 and the Art of Repetition</a></p>
<p><i>Update:</i>  Looks like I&#8217;m in the news again, for all the wrong reasons!</p>
<p><a href="http://cbs2chicago.com/local/snowstorm.nearly.foot.2.646975.html">http://cbs2chicago.com/local/snowstorm.nearly.foot.2.646975.html</a></p>
]]></content:encoded>
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