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	<title>A Hardy Developer&#039;s Journal</title>
	<link>http://hardydev.com</link>
	<description>indie games/animation design, development &#38; appreciation</description>
	<lastBuildDate>Tue, 02 Mar 2010 00:20:08 +0000</lastBuildDate>
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		<title>Making History, Volume II: Carrying out historical research</title>
		<description><![CDATA[
Go into a library and head to the history section. Rows and rows of books, on all sorts of subjects, and every day books are added to the already immense pile. Finding your way through that can be pretty intimidating, and that’s not even counting all the historical sources that are kept in archives or [...]]]></description>
		<link>http://hardydev.com/2010/03/02/making-history-volume-ii-carrying-out-historical-research/</link>
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		<title>Bestower of Blackwell, Repossesser of Emerald City &#8211; INTERVIEW with Dave Gilbert</title>
		<description><![CDATA[

Dave Gilbert is a well-known name here at HardyDev, of course being responsible for some of the finest indie adventure games in recent years. And since a few days ago he has real Aggies to show for it. Arguably, his Blackwell series of adventure games can now be considered classics of the genre, already claiming [...]]]></description>
		<link>http://hardydev.com/2010/02/24/bestower-of-blackwell-repossesser-of-emerald-city-interview-with-dave-gilbert/</link>
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		<title>Look Elseweb! #001 Simon&#8217;s Deranged Brains</title>
		<description><![CDATA[Doing posts dedicated solely to recommending interesting and relevant stuff found around the web, and to stop packing it all up into Links and The Compendium, is an old idea I had. However, before now I wasn&#8217;t content with the amount of HardyDev&#8217;s original content and felt such posts would cheapen the blog. Not anymore. [...]]]></description>
		<link>http://hardydev.com/2010/02/21/look-elseweb-001-simons-deranged-brains/</link>
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		<title>AGS Best Games of 2009 Awards</title>
		<description><![CDATA[
Awards are nice. They make people feel special for receiving them and make other feel important for giving them. I&#8217;m sure we can all agree that awarding a group as noble as indie adventure game developers with digital trophies is the least we can do to thank them for their contributions to our pleasure. One [...]]]></description>
		<link>http://hardydev.com/2010/02/18/ags-best-games-of-2009-awards/</link>
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		<title>Adventures in Interfacing Part II: Interfacing the Adventure</title>
		<description><![CDATA[Welcome back!  Last time I bitched about old-school adventure game interfaces and tried to convince people to throw them out the window.  Today I&#8217;m going to give an example of how I futzed around with the interface of my game, Resonance, adding a layer of potential complexity to the puzzles while keeping the [...]]]></description>
		<link>http://hardydev.com/2010/02/13/adventures-in-interfacing-part-ii-interfacing-the-adventure/</link>
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		<title>Danny Dread is On Call &#8211; REVIEW</title>
		<description><![CDATA[There&#8217;s just something special about frolicking in a meadow for a while without a care in the world and that&#8217;s the best way I can describe Danny Dread is On Call. A cool breeze blows through your hair as you prance through the beautiful flowers, even if you don&#8217;t have any real reason to do [...]]]></description>
		<link>http://hardydev.com/2010/02/11/danny-dread-is-on-call-review/</link>
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		<title>Making History, Volume I: What History Can Do For a Game</title>
		<description><![CDATA[
Past, present, future. Of these three, the past is the one we have most affinity with. The present is just too volatile, it changes all the time. The future is endlessly interesting, a great source of speculation, but that speculation is inherently based on our current experiences. Experiences that come from – you’ve guessed it [...]]]></description>
		<link>http://hardydev.com/2010/02/08/making-history-volume-i-what-history-can-do-for-a-game/</link>
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		<title>Boryokudan Rue &#8211; Official Trailer 1</title>
		<description><![CDATA[
Ed. Note: A while ago, Josh talked about several locations from Boryokudan Rue to give his ideas on Visually Directing The Player


]]></description>
		<link>http://hardydev.com/2010/02/01/boryokudan-rue-official-trailer-1/</link>
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		<title>Adventures in Interfacing Part I: Should the Interface be the Adventure?</title>
		<description><![CDATA[Interfaces are important.  I love interfaces.  Forming an intuitive and fluid language that is used by the player to communicate with the game, and a way for the game to communicate back is fun.  But adventure games, even the commercial titles, rarely get much interface love.  Games in the genre tend to stick to one [...]]]></description>
		<link>http://hardydev.com/2010/01/26/adventures-in-interfacing-part-i-should-the-interface-be-the-adventure/</link>
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		<title>DEV INTRO #5: Krystian Majewski (TRAUMA)</title>
		<description><![CDATA[
The intriguing and unique adventure game TRAUMA (previously known as Illucinated) has been nominated in the 2010 edition of Independent Games Festival for Excellence in Audio, Excellence in Visual Arts, and for the Grand Price as well.
The game&#8217;s creator Krystian Majewski agreed to have his mind picked for a bit, so that we could find [...]]]></description>
		<link>http://hardydev.com/2010/01/25/dev-intro-5-krystian-majewski-trauma/</link>
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