<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Design A Day #1</title>
	<atom:link href="http://www.chromecow.com/2006/03/01/design-a-day-1/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.chromecow.com/2006/03/01/design-a-day-1/</link>
	<description>Game designer, mad scientist and tinkerer</description>
	<lastBuildDate>Thu, 08 Oct 2009 18:58:01 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Sean Hyde-Moyer</title>
		<link>http://www.chromecow.com/2006/03/01/design-a-day-1/comment-page-1/#comment-127</link>
		<dc:creator>Sean Hyde-Moyer</dc:creator>
		<pubDate>Wed, 05 Apr 2006 00:53:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.chromecow.com/2006/03/01/design-a-day-1/#comment-127</guid>
		<description>I&#039;ll have to see if I can track that one down (and my N-64, for that matter).

As much as it pains me to know that not every one of my ideas is a new thing under the sun (ha-ha), it great to see a game built around similar ideas...it&#039;s like getting a prototype for free.

There is a tendency in creative industries to get very married to an idea. Part of the idea behind Design-A-Day is to pump out enough ideas to begin to get some emotional distance from the ideas so that it is easier to be self-critical of them.

Thanks for the tip!</description>
		<content:encoded><![CDATA[<p>I&#8217;ll have to see if I can track that one down (and my N-64, for that matter).</p>
<p>As much as it pains me to know that not every one of my ideas is a new thing under the sun (ha-ha), it great to see a game built around similar ideas&#8230;it&#8217;s like getting a prototype for free.</p>
<p>There is a tendency in creative industries to get very married to an idea. Part of the idea behind Design-A-Day is to pump out enough ideas to begin to get some emotional distance from the ideas so that it is easier to be self-critical of them.</p>
<p>Thanks for the tip!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: John</title>
		<link>http://www.chromecow.com/2006/03/01/design-a-day-1/comment-page-1/#comment-126</link>
		<dc:creator>John</dc:creator>
		<pubDate>Wed, 05 Apr 2006 00:27:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.chromecow.com/2006/03/01/design-a-day-1/#comment-126</guid>
		<description>You may be interested to know that a puzzle game called &quot;Space Station: Silicon Valley&quot; was available for the Nintendo 64. It didn&#039;t do exactly what you have suggested here, but playing involved controlling a microchip running around taking control of animals. The microchip used to be part of a robot which broke during a failed landing attempt on the space station, hence the need for bodies to inhabit.

There were 4 climates (temperate, icey, jungle, and desert), each with a variety of animals which could be controlled. Each climate had a handful of levels, each with different goals (involving getting bits the ship I think) and animals to accomplish them with (each animal had different skills - one of the foxes could teleport, sheep could float, etc).</description>
		<content:encoded><![CDATA[<p>You may be interested to know that a puzzle game called &#8220;Space Station: Silicon Valley&#8221; was available for the Nintendo 64. It didn&#8217;t do exactly what you have suggested here, but playing involved controlling a microchip running around taking control of animals. The microchip used to be part of a robot which broke during a failed landing attempt on the space station, hence the need for bodies to inhabit.</p>
<p>There were 4 climates (temperate, icey, jungle, and desert), each with a variety of animals which could be controlled. Each climate had a handful of levels, each with different goals (involving getting bits the ship I think) and animals to accomplish them with (each animal had different skills &#8211; one of the foxes could teleport, sheep could float, etc).</p>
]]></content:encoded>
	</item>
</channel>
</rss>
