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        <title>Stoo Goff</title>
        <link>https://www.stoogoff.com/</link>
        <description>Stoo Goff: programmer, game designer, and audio drama producer.</description>
        <lastBuildDate>Sun, 15 Mar 2026 18:07:31 GMT</lastBuildDate>
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        <copyright>2013–2026 Stoo Goff</copyright>
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            <title><![CDATA[Aegean Layout]]></title>
            <link>https://www.stoogoff.com//blog/articles/aegean-layout</link>
            <guid>https://www.stoogoff.com//blog/articles/aegean-layout</guid>
            <pubDate>Mon, 23 Sep 2019 12:00:00 GMT</pubDate>
            <description><![CDATA[<p>The layout for the <a href="https://www.drivethrurpg.com/product/278997/Aegean-Quick-Start">Aegean Quick Start</a> book wasn’t created using <a href="https://www.adobe.com/uk/products/indesign.html">InDesign</a> or <a href="https://www.scribus.net/">Scribus</a> or any standard design tools. I don’t have any experience with either so I found them difficult to get started with. I do have a background in programming, web development and UX, so I made use of the skills and tools I already had.</p>
]]></description>
            <content:encoded><![CDATA[<p><img src="https://res.cloudinary.com/dnileluie/image/upload/v1670456364/stoogoff.com/blog/aegean-books.jpg" alt="Aegean Printed Books"> I had a number of goals for the book. I wanted to have both a PDF and a short (possibly one-off) print run and with printing costs I knew it was going to be black and white interior with a colour cover and around 100 pages in length. I was originally thinking around 60 pages, but <a href="https://www.inkylittlefingers.co.uk/">Inky Little Fingers</a> are amazing and increasing the page count to 100 B&amp;W didn’t have that big an impact on the price.</p>
<h2 id="design">Design</h2>
<p>Despite planning a print-run, my main focus was for a digital product, so most of the design decisions revolved around that. My first decision was to have a single column of text. A double column of text is great for a physical book but on a screen I find I can’t fit the whole height of the page at a comfortable reading size. Which means I’m constantly scrolling down a little to read the end of a column then up again to read the top of the next column. There are no shortcut keys available for that and it hinders my attention.</p>
<p><img src="https://res.cloudinary.com/dnileluie/image/upload/v1670456364/stoogoff.com/blog/aegean-pdf-pages.png" alt="Aegean PDF Pages"> That first choice informed a lot of the remaining decisions and, eventually, had a big impact on the writing. It meant the book had to be small scale as a line length beyond around 50em (60–70-ish characters) is hard to follow. I’m also so over massive weighty RPG tomes (but that’s another article) and a huge fan of <a href="https://bladesinthedark.com/">Blades in the Dark</a> and its ilk. I love the smaller scale books that <a href="https://www.evilhat.com/home/">Evil Hat</a> produces and I wanted something of a similar scale. In Europe, that would be A5 rather than the 6” by 9” that Evil Hat uses.</p>
<p>The digital version had to be easy to navigate. Chapter headings must be bookmarks so the PDF viewer can display them. The table of contents must be a clickable (or tappable) link to the relevant section. These seem like minimum requirements but I have a number of RPGs in PDF format from large, well-known companies which don’t have this. It makes the PDF frustrating to use and means, if I’ve only bought a PDF of your game, I probably won’t play it.</p>
<p>Following on from this, if the text mentions a page number for more information, <em>e.g. Resolve (pg. 21)</em>, that text should look different and link to the correct section in the digital version. It doesn’t need to look different in the print copy, just having the page number in place is enough. The page number in the corner of the page must match the page number the PDF viewer is on. If I use a shortcut key to go to page 15 of the PDF that should be page 15 of the book which (obviously) should be the same as page 15 in the print version.</p>
<p><img src="https://res.cloudinary.com/dnileluie/image/upload/v1670456364/stoogoff.com/blog/aegean-wounds.jpg" alt="Aegean Page Numbering"> There are some other small stylistic differences between the print and digital version of the book. The print version has page numbers in the bottom outer corners of the book spread and has the name of the game in the top left and the chapter title in the top right. So the facing pages have a different header and footer, just like in 90% of every book ever printed. On a screen there’s no real concept of a page spread, just a continuous page scroll (though your PDF viewing software can probably display as a spread if you want). In the digital version the page numbers always appear in the bottom right corner and the top right corner always has the chapter name.</p>
<h2 id="technology">Technology</h2>
<p>So the digital and print versions are different, with some additional constraints specified by the printers. Managing two different versions of a book quickly becomes a writing and editing nightmare, especially for a team of one. So how is this handled? By writing everything in <a href="https://www.markdownguide.org/">Markdown</a> and having a build process to generate the print and digital version of the PDF, along with an EPUB version.</p>
<p>Markdown is a simple syntax for formatting text. It allows for simple lists, headings, quoted text and the like, and is easy to convert to HTML. You can also embed HTML directly into the page which makes it quite flexible. Once converted to HTML you can use CSS (Cascading Style Sheets) to manage the look of the page. HTML and CSS are the backbone of the web and are used to display every website you’ve ever visited. They’re also used to format EPUB books, so converting everything to HTML is a great first step.</p>
<p>Once everything is in HTML and CSS I use <a href="https://www.princexml.com">Prince XML</a> to convert to PDF. Prince supports all of the CSS 3 page layout functionality (with some extensions) so can generate page numbering, internal links within the PDF, and manage the headers and footers of each page. It’s not cheap and there are free alternatives out there now but when I was creating the book nothing came close to Prince’s functionality.</p>
<p>The build process is created using <a href="https://metalsmith.io/">Metalsmith</a> which is a pluggable file processor. At its most basic all it does is copy files from one directory to another but it gives you methods for manipulating the files as they’re copied. It supports <a href="https://yaml.org/">YAML</a> headers in the Markdown files so you can store data along with text. For example, this is the YAML header for the introduction chapter:</p>
<pre><code>---
title: Introduction
collection:
  - chapters
  - quickstart
sort: 0
---
</code></pre>
<p>There’s a lot of potential here, which I’ll dive deeper into in another article, but I’ve set up rules which warn me if anything is missing a title and I can reference things by their collection rather than repeating the content. Beyond this, the main thing Metalsmith does is convert everything to HTML then run Prince and the EPUB generator over the output. This results in a print PDF, a digital PDF, the print cover, and the EPUB version being created all at once from the same source content.</p>
<h2 id="pros-and-cons">Pros and Cons</h2>
<p>The main pro to all of this is there’s no repetition of content. If I fix a typo it’s fixed in all three versions of the book and it’s built at the touch of a button (well, Command+B) in about 3–4 seconds. I also briefly touched on referencing, which has an impact on rules consistency. For example, if I change the damage of a weapon, I only need to change that in one place and everything else, including adversaries using that weapon, automatically pick up the change.</p>
<p>The main con is it’s not a visual process. It’s fine when you’re setting up your basic layout as I can picture that fairly easy — I use this stuff daily so it’s become second nature. Eventually with an RPG book you end up editing for layout and that’s where it becomes difficult. You can easily see in the PDF that you need to remove 20-ish words from a section to remove an orphan word creeping onto another page but you can’t see that when you edit. You have to edit then build again to see the result. So what would be a seamless editing process with Scribus becomes a slightly disconnected iterative process.</p>
<p>I do have rules in place to prevent this — orphans and widows are both set to 2, so Prince will never allow 2 words at the end of a line or 2 lines to go onto the next page and having a single column helps — but these things frequently need human judgement so can’t (currently) be fully automated.</p>
<p>Overall I would say it’s worth it. Editing for layout took longer than it should have but the amount of time saved in other areas is immense. I’d probably still be formatting the print version and struggling to fix typos across multiple editions if I’d gone with a manual process.</p>
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            <category>Gaming</category>
        </item>
        <item>
            <title><![CDATA[Aegean Playtest]]></title>
            <link>https://www.stoogoff.com//blog/articles/aegean-playtest</link>
            <guid>https://www.stoogoff.com//blog/articles/aegean-playtest</guid>
            <pubDate>Thu, 06 Jun 2019 12:00:00 GMT</pubDate>
            <description><![CDATA[<p>Last weekend was <a href="https://www.ukgamesexpo.co.uk/">UKGamesExpo</a> in Birmingham. It was my first time there and I dove in head-first with a playtest of <a href="http://www.aegeanrpg.com/">Aegean</a>, the Greek myth inspired role-playing game which I’ve been working on for the past couple of years.</p>
]]></description>
            <content:encoded><![CDATA[<p>One of the key features I want for Aegean to distinguish it from other RPGs, is the city management rules. There should be a home base which the characters are invested in and have to invest in as players — it should grow and develop as the PCs grow and develop.</p>
<p><img src="https://res.cloudinary.com/dnileluie/image/upload/v1670456364/stoogoff.com/blog/aegean-playtest.jpg" alt="Aegean Playtest Table"></p>
<p>I had two playtesters with me for around two hours. We went through city creation and several turns of the city management rules. This section of the game is much closer to a board game in approach than a traditional RPG and focusses heavily on resource management and usage.</p>
<p>It was quite stressful initially but, ultimately, worthwhile. I’m comfortable running RPGs for complete strangers but, when it’s your own game, it feels that much more personal and the stakes feel higher. The players picked up the rules quickly, enjoyed messing around with their burgeoning trade empire, found a few holes in the rules, and offered plenty of feedback. I have a lot of notes which I need to go through before I write up the full rules and complete this section of the game.</p>
<p>Many thanks go to the volunteers working for <a href="http://www.playtest.co.uk/">Playtest UK</a> who talked to me about Aegean and found playtesters. They’re really focussed on board or card games so having an RPG there was unusual for them, but they handled it brilliantly.</p>
]]></content:encoded>
            <category>Gaming</category>
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        <item>
            <title><![CDATA[Pendragon Coats of Arms]]></title>
            <link>https://www.stoogoff.com//blog/articles/coat-of-arms</link>
            <guid>https://www.stoogoff.com//blog/articles/coat-of-arms</guid>
            <pubDate>Sun, 19 May 2019 12:00:00 GMT</pubDate>
            <description><![CDATA[<p>A few years ago I started a long running campaign of the <a href="https://www.chaosium.com/pendragon/">Pendragon RPG</a>. It’s a great game, following the life and death of King Arthur, Queen Guenevere, and the Knights of the Round Table. It focuses heavily on the medieval romance aspect of the legend — <a href="https://en.wikipedia.org/wiki/Le_Morte_d%27Arthur">Le Morte d’Arthur</a> and <a href="https://en.wikipedia.org/wiki/Chr%C3%A9tien_de_Troyes">Chretien</a> — and follows your character’s family through the generations.</p>
]]></description>
            <content:encoded><![CDATA[<p>Unfortunately the game petered out after around thirty years of in game time. It was long enough for all of the players to be playing their original character’s children but still only scratched the surface of the entire 60-ish year campaign.</p>
<p><img src="https://res.cloudinary.com/dnileluie/image/upload/v1670456364/stoogoff.com/blog/king-arthur-coat-of-arms.png" alt="King Arthur&#39;s Coat of Arms"> I created a lot of maps and coats of arms to go with the campaign, which I’m making available for download. Hopefully they’ll be useful to other GMs.</p>
<ul>
<li><a href="https://cdn.stoogoff.com/dl/Pendragon.zip">Pendragon Maps and Coats of Arms (125.1MB)</a></li>
<li><a href="https://drive.google.com/drive/folders/1nxbNaBloZMiazg1970YH5vNkPmJKMpl5?fbclid=IwAR1r_V5-jjP4B19vVU7aO6xm3ZccZYG0ydViLUhM8M7cs5n1_NduWewjpuI">View files on Google Drive</a></li>
</ul>
<p>The maps are all of Britain and start from 488 through to 517. The coats of arms are a mix of characters from legends, the Great Pendragon Campaign (including some characters who aren’t given devices in the GPC) and my own campaign.</p>
<p>A few liberties were taken when I couldn’t find the exact device for a shield or to make something fit my own campaign. The following coats of arms are available:</p>
<ul>
<li>Countess Ellen of Salisbury</li>
<li>King Arthur</li>
<li>King Uther</li>
<li>Counties:<ul>
<li>Beale Valet</li>
<li>Clarence</li>
<li>Devon</li>
<li>Dorset</li>
<li>Herford</li>
<li>Lonazep</li>
<li>Lyndsey</li>
<li>Rydychan</li>
<li>Salisbury</li>
<li>Silchester</li>
<li>Somerset</li>
<li>Southports</li>
<li>Wuerensis</li>
</ul>
</li>
<li>de Galis:<ul>
<li>Aglovale</li>
<li>Lamorak</li>
<li>Pellinore</li>
<li>Percivale</li>
<li>Tor</li>
</ul>
</li>
<li>de Ganis:<ul>
<li>Blamore</li>
<li>Bleoberis</li>
<li>Bors</li>
<li>Ector de Maris</li>
<li>Lancelot du Lac</li>
<li>Lionel</li>
</ul>
</li>
<li>Famous:<ul>
<li>Balan</li>
<li>Balin</li>
<li>Bedivere</li>
<li>Cador</li>
<li>Carados</li>
<li>Dinadan</li>
<li>Galahad</li>
<li>Gorlois</li>
<li>Griflet</li>
<li>Jordans of Cornwall</li>
<li>Kay</li>
<li>Palomides</li>
<li>Sagremor</li>
<li>Tristram</li>
<li>Turquine</li>
<li>Ulfius</li>
</ul>
</li>
<li>Kingdoms:<ul>
<li>Cameliard</li>
<li>Cornwall</li>
<li>Escavalon</li>
<li>Estregales</li>
<li>Gorre</li>
<li>Lothian</li>
<li>Malahaut</li>
<li>Norgales</li>
<li>Sugales</li>
</ul>
</li>
<li>Orkney:<ul>
<li>Agravaine</li>
<li>Gaheris</li>
<li>Gareth</li>
<li>Gawaine</li>
<li>Mordred</li>
</ul>
</li>
<li>28 coats of arms from my own campaign</li>
</ul>
]]></content:encoded>
            <category>Gaming</category>
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            <title><![CDATA[Defenders of a Small World]]></title>
            <link>https://www.stoogoff.com//blog/articles/defenders-of-a-small-world</link>
            <guid>https://www.stoogoff.com//blog/articles/defenders-of-a-small-world</guid>
            <pubDate>Sat, 22 Apr 2017 08:30:00 GMT</pubDate>
            <description><![CDATA[<p>I’m pretty sure I had to do <em>A Small World</em> for my very first <a href="https://ldjam.com/">LD</a> in 2012. I didn’t finish but you can see <a href="https://www.youtube.com/watch?v=E_JuDYU3y-M">a video of the game play</a> on youtube.</p>
]]></description>
            <content:encoded><![CDATA[<p>My idea for this year is to have a giant planet-eating monster floating around the solar system. The player will either be a small spaceship trying to defend the solar system by killing the monster or the monster fending off tiny spaceships so it can have some planet-sized snacks.</p>
<p>I want to have a somewhat realistic planetary model with semi-authentic gravity which gets messed up by the monster and the disappearing planets. That might be a bit complicated so I’ll see what that involves first.</p>
]]></content:encoded>
            <category>Gaming</category>
        </item>
        <item>
            <title><![CDATA[In the Night Sky]]></title>
            <link>https://www.stoogoff.com//blog/articles/in-the-night-sky</link>
            <guid>https://www.stoogoff.com//blog/articles/in-the-night-sky</guid>
            <pubDate>Wed, 24 Aug 2016 17:00:00 GMT</pubDate>
            <description><![CDATA[<p>This week I released a demo track to my <a href="https://soundcloud.com/stoogoff">Soundcloud page</a> called <a href="https://soundcloud.com/stoogoff/in-the-night-sky-demo">In the Night Sky</a>.</p>
]]></description>
            <content:encoded><![CDATA[<p>It was originally written for the <a href="http://stoogoff.bandcamp.com/album/monkeys-in-space-remix">Monkeys in Space EP</a> which I wrote for <a href="http://www.stoogoff.com/blog/article/monkeys-in-space">Nasoalmo in 2013</a>. This is a different version to the one found on the album. A few weeks ago I found a treasure trove of remixes and half worked on pieces of music that I’d completely forgotten about. A rough, but almost complete, reworking of In the Night Sky was among that treasure trove, so I’ve remixed it using some of the new instrumentation I have available and here it is.</p>
<p>I’m working on completing a new album in a similar alternative rock / folk / electro style, with demo releases similar to this one every few weeks. So have a listen and expect to hear more soon!</p>
<iframe width="100%" height="450" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/279378349&amp;auto_play=false&amp;hide_related=false&amp;show_comments=true&amp;show_user=true&amp;show_reposts=false&amp;visual=true"></iframe>

]]></content:encoded>
            <category>Music</category>
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        <item>
            <title><![CDATA[Mixle]]></title>
            <link>https://www.stoogoff.com//blog/articles/mixle</link>
            <guid>https://www.stoogoff.com//blog/articles/mixle</guid>
            <pubDate>Mon, 18 Apr 2016 00:25:00 GMT</pubDate>
            <description><![CDATA[<p>And I’m done!</p>
]]></description>
            <content:encoded><![CDATA[<p>Mixle is a game of merging different coloured blocks together to create new blocks with new shapes and new colours. The merging animation isn’t quite perfect, there are some occasional complicated merges which won’t <em>quite</em> right, but it’s otherwise fully functional.</p>
<p>There are twenty levels in total and you can play it here:</p>
<p><a href="http:///games.stoogoff.comld35/">Mixle</a></p>
<p><img src="https://www.stoogoff.com/img/ld35-home.png" alt="Home Screen">
<img src="https://www.stoogoff.com/img/ld35-level-one.png" alt="Level One">
<img src="https://www.stoogoff.com/img/ld35-level-three-a.png" alt="Level Three A">
<img src="https://www.stoogoff.com/img/ld35-level-three-b.png" alt="Level Three B">
<img src="https://www.stoogoff.com/img/ld35-level-three-c.png" alt="Level Three C"></p>
]]></content:encoded>
            <category>Gaming</category>
        </item>
        <item>
            <title><![CDATA[Ludum Dare 35 Game Play]]></title>
            <link>https://www.stoogoff.com//blog/articles/ludum-dare-35-game-play</link>
            <guid>https://www.stoogoff.com//blog/articles/ludum-dare-35-game-play</guid>
            <pubDate>Sat, 16 Apr 2016 08:00:00 GMT</pubDate>
            <description><![CDATA[<p>I’ve got no idea what I’m calling this but the idea of the game is to merge different coloured blocks to create a shape based off of a tetrimino. Merging two blocks the same colour creates a shape and changes the colour. Merge all of the blocks until you have the shape.</p>
]]></description>
            <content:encoded><![CDATA[<ol>
<li>Several different colour blocks are displayed in a grid,</li>
<li>Tap two adjacent blocks of the same colour,</li>
<li>The blocks merge together and change colour,</li>
<li>Repeat until you have the final shape.</li>
</ol>
<p><img src="https://res.cloudinary.com/dnileluie/image/upload/v1670456364/stoogoff.com/ld35-gameplay-1.png" alt="Stage One">
<img src="https://res.cloudinary.com/dnileluie/image/upload/v1670456364/stoogoff.com/ld35-gameplay-2.png" alt="Stage Two">
<img src="https://res.cloudinary.com/dnileluie/image/upload/v1670456364/stoogoff.com/ld35-gameplay-3.png" alt="Stage Three">
<img src="https://res.cloudinary.com/dnileluie/image/upload/v1670456364/stoogoff.com/ld35-gameplay-4.png" alt="Stage Four"></p>
<p>There’s a colour chain of e.g. red -&gt; green -&gt; blue, which informs how the blocks change colour.</p>
<p>There’s an indicator showing what shape you need to create.</p>
<p>The game gets harder by:</p>
<ol>
<li>Introducing more blocks</li>
<li>Introducing more colours</li>
<li>Removing the colour from the target indicator</li>
</ol>
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            <category>Gaming</category>
        </item>
        <item>
            <title><![CDATA[The LD35 Theme is in!]]></title>
            <link>https://www.stoogoff.com//blog/articles/the-ld35-theme-is-in</link>
            <guid>https://www.stoogoff.com//blog/articles/the-ld35-theme-is-in</guid>
            <pubDate>Sat, 16 Apr 2016 02:00:00 GMT</pubDate>
            <description><![CDATA[<p>And it’s <a href="https://twitter.com/ludumdare/status/721141090993049600">shapeshift</a>… That’s quite a broad one. Time for some brainstorming.</p>
]]></description>
            <category>Gaming</category>
        </item>
        <item>
            <title><![CDATA[Previous Ludum Dare's]]></title>
            <link>https://www.stoogoff.com//blog/articles/previous-ludum-dares</link>
            <guid>https://www.stoogoff.com//blog/articles/previous-ludum-dares</guid>
            <pubDate>Fri, 15 Apr 2016 23:00:00 GMT</pubDate>
            <description><![CDATA[<p>I’ve been having a look through this site and I’ve managed to find a few of my previous <a href="http://ludumdare.com/compo/">Ludum Dare</a> entries!</p>
]]></description>
            <content:encoded><![CDATA[<ul>
<li><a href="http://games.stoogoff.com/ld24/">ColourTron (LD24)</a></li>
<li><a href="http://games.stoogoff.com/ld29/">Drowning Man (LD29)</a></li>
<li><a href="http://games.stoogoff.com/ld33/">Trollhammer (LD33)</a></li>
</ul>
<p>And as a bonus, here’s <a href="http://plan9.stoogoff.com/">Escape from Plan 9</a>.</p>
]]></content:encoded>
            <category>Gaming</category>
        </item>
        <item>
            <title><![CDATA[Ludum Dare 35 Voting]]></title>
            <link>https://www.stoogoff.com//blog/articles/ludum-dare-35-voting</link>
            <guid>https://www.stoogoff.com//blog/articles/ludum-dare-35-voting</guid>
            <pubDate>Fri, 15 Apr 2016 22:00:00 GMT</pubDate>
            <description><![CDATA[<p>It’s that time of year again! <a href="http://www.ludumdare.com/">Ludum Dare</a>, pretty much the only time I update this blog.</p>
]]></description>
            <content:encoded><![CDATA[<p>I’ve got about four hours to get ready — it starts at <time datetime="2016-04-16T02:00">2am</time> in the UK. So I’ll spend some time setting up my dev environment and Github and whatnot.</p>
<p>I’ve made my vote for the final round and as usual I’m not overly inspired by the options. I’ll see what gets picked as some ideas will likely flow from that. Here’s my vote:</p>
<p><img src="https://res.cloudinary.com/dnileluie/image/upload/v1670456364/stoogoff.com/ludum-dare-35-voting.jpg" alt="Ludum Dare 35 Vote"></p>
]]></content:encoded>
            <category>Gaming</category>
        </item>
        <item>
            <title><![CDATA[Trollhammer!]]></title>
            <link>https://www.stoogoff.com//blog/articles/trollhammer</link>
            <guid>https://www.stoogoff.com//blog/articles/trollhammer</guid>
            <pubDate>Mon, 24 Aug 2015 01:30:00 GMT</pubDate>
            <description><![CDATA[<p>And Trollhammer is finished!</p>
]]></description>
            <content:encoded><![CDATA[<p>You play the part of Troll, a large and simple troll who is hunting down humans for his dinner.</p>
<p><img src="https://res.cloudinary.com/dnileluie/image/upload/v1670456364/stoogoff.com/trollhammer.png" alt="Trollhammer"></p>
<p>I’m pleased with the way it’s turned out (although I have just discovered a very minor, albeit funny, bug, aaargh!), especially the graphics. They’re not my strong suit, I’m much better at programming and music, but these have turned out OK.</p>
<p><img src="https://res.cloudinary.com/dnileluie/image/upload/v1670456364/stoogoff.com/trollhammer-smash.png" alt="Trollhammer Game Play"></p>
<p><a href="http:///games.stoogoff.com/ld33/">Play Trollhammer!</a></p>
<p>Or take a look at the Ludum Dare <a href="http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=11088">contest page</a>.</p>
]]></content:encoded>
            <category>Gaming</category>
        </item>
        <item>
            <title><![CDATA[Troll Lives!]]></title>
            <link>https://www.stoogoff.com//blog/articles/troll-lives</link>
            <guid>https://www.stoogoff.com//blog/articles/troll-lives</guid>
            <pubDate>Sun, 23 Aug 2015 12:50:00 GMT</pubDate>
            <description><![CDATA[<p>This is Troll, the star of the game:</p>
]]></description>
            <content:encoded><![CDATA[<p><img src="https://res.cloudinary.com/dnileluie/image/upload/v1670456364/stoogoff.com/troll.png" alt="Troll Lives!"></p>
<p>And a <em>very</em> rough idle animation:</p>
<p><img src="https://res.cloudinary.com/dnileluie/image/upload/v1670456364/stoogoff.com/troll-idle.gif" alt="Troll Moves!"></p>
]]></content:encoded>
            <category>Gaming</category>
        </item>
        <item>
            <title><![CDATA[Half Way There]]></title>
            <link>https://www.stoogoff.com//blog/articles/half-way-there</link>
            <guid>https://www.stoogoff.com//blog/articles/half-way-there</guid>
            <pubDate>Sun, 23 Aug 2015 02:15:00 GMT</pubDate>
            <description><![CDATA[<p>It’s just past the half way mark and I’ve got… something. The basics of the game play are in place, although there are few features I’d like to add, and a lot of the graphics are in place.</p>
]]></description>
            <content:encoded><![CDATA[<p>Tomorrow will be spent animating Troll and the Humans and working on some suitably sinister music.</p>
<p>Screen grab of the game so far:</p>
<p><img src="https://res.cloudinary.com/dnileluie/image/upload/v1670456364/stoogoff.com/ld33-screengrab-day1.png" alt="Trollhammer"></p>
<p>The big green square is Troll. The small white rectangles are humans.</p>
]]></content:encoded>
            <category>Gaming</category>
        </item>
        <item>
            <title><![CDATA[Trollhammer Dilemma]]></title>
            <link>https://www.stoogoff.com//blog/articles/trollhammer-dilemma</link>
            <guid>https://www.stoogoff.com//blog/articles/trollhammer-dilemma</guid>
            <pubDate>Sat, 22 Aug 2015 16:05:00 GMT</pubDate>
            <description><![CDATA[<p>Game play dilemma: I was going to have it so when Troll jumps and lands the camera shakes and the villagers pause for a second. This gives Troll the chance to catch everyone. This is very powerful so I was going to temper it by giving Troll a five second recovery period.</p>
]]></description>
            <content:encoded><![CDATA[<p>The problem is the recovery period might become the player’s downfall if they can’t jump just before a chasm. Which seems a bit unfair.</p>
]]></content:encoded>
            <category>Gaming</category>
        </item>
        <item>
            <title><![CDATA[Trollhammer Game Play]]></title>
            <link>https://www.stoogoff.com//blog/articles/trollhammer-game-play</link>
            <guid>https://www.stoogoff.com//blog/articles/trollhammer-game-play</guid>
            <pubDate>Sat, 22 Aug 2015 10:40:00 GMT</pubDate>
            <description><![CDATA[<p>A rough idea of the game play.</p>
]]></description>
            <content:encoded><![CDATA[<h2 id="stage-one">Stage One</h2>
<ol>
<li>Troll runs along with his / her club</li>
<li>Houses appear in the distance</li>
<li>As the troll gets closer villagers run from the houses</li>
<li>Game speeds up</li>
<li>Troll can smash the houses (some points)</li>
<li>Some of the villagers fall behind</li>
<li>Troll can reach and hit the stragglers (yay, lots of points!)<ul>
<li>Or jump on them</li>
<li>Jump causes the ground to shake and the villagers to slow down</li>
</ul>
</li>
<li>Eventually a chasm appears:<ul>
<li>All the remaining villagers fall in (boo, very few points)</li>
<li>Troll has to jump the chasm or die</li>
</ul>
</li>
<li>Repeat</li>
</ol>
<h2 id="stage-two">Stage Two</h2>
<p>After a few repetitions some villagers are armed with pitchforks!</p>
<ul>
<li>Some armed villagers come after Troll, others run away</li>
<li>Troll can’t jump on them they hurt his / her feet!</li>
<li>Troll has to jump over them</li>
</ul>
<h2 id="stage-three">Stage Three</h2>
<p>After a few repetitions the terrain becomes uneven!</p>
<ul>
<li>Troll can trip over</li>
<li>If Troll trips the villagers swarm and kill him</li>
</ul>
<p><em>This may be tricky due to the animation involved.</em></p>
<h2 id="stage-four">Stage Four</h2>
<p>After a few repetitions a castle wall appears with a catapult behind it!</p>
<ul>
<li>Troll must jump the castle wall</li>
<li>Troll can smash (by jumping or with club) the catapult</li>
<li>The catapult fires at Troll</li>
<li>Troll can jump over the missiles or block with club</li>
</ul>
<p>Rinse. Repeat. Etc.</p>
]]></content:encoded>
            <category>Gaming</category>
        </item>
        <item>
            <title><![CDATA[You are the Monster]]></title>
            <link>https://www.stoogoff.com//blog/articles/you-are-the-monster</link>
            <guid>https://www.stoogoff.com//blog/articles/you-are-the-monster</guid>
            <pubDate>Sat, 22 Aug 2015 07:50:00 GMT</pubDate>
            <description><![CDATA[<p>I managed some brain storming before I slept last night and I came up with a few ideas. Initially I was thinking of a taking a classic arcade game and switching the roles so the player took on the part of the bad guy from the game. Space Invaders where you’re the aliens or Pacman where you’re the ghosts. I’m not convinced the game play would be interesting enough for that.</p>
]]></description>
            <content:encoded><![CDATA[<p>Then I got to thinking about different types of monster e.g. vampires, werewolves, zombies, trolls, Frankenstein’s monster. Frankenstein’s monster on the rampage where he has to rebuild himself could be interesting, but in the end I ditched it.</p>
<p>I liked the rampaging bit but having a character rebuild itself is going to get complicated quickly and over-complexity is why I didn’t finish last time. So I stripped it back and I’m doing an endless runner style where the player takes on the role of a troll and has to chase and smash villagers. I’m calling it Trollhammer.</p>
<p>No, this isn’t because I’ve been listening to too much <a href="https://www.youtube.com/watch?v=CJhi43RntJk">Finntroll</a>.</p>
]]></content:encoded>
            <category>Gaming</category>
        </item>
        <item>
            <title><![CDATA[Ludum Dare 33 Theme]]></title>
            <link>https://www.stoogoff.com//blog/articles/ludum-dare-33-theme</link>
            <guid>https://www.stoogoff.com//blog/articles/ludum-dare-33-theme</guid>
            <pubDate>Sat, 22 Aug 2015 02:00:00 GMT</pubDate>
            <description><![CDATA[<p>The theme has just been announced and it’s <em>You are the Monster</em>. I’ve seen that in the voting a few times before. There’s probably a tonne of takes on old games, but playing the bad guy, that could be done.</p>
]]></description>
            <category>Gaming</category>
        </item>
        <item>
            <title><![CDATA[Ludum Dare 33 Voting]]></title>
            <link>https://www.stoogoff.com//blog/articles/ludum-dare-33-voting</link>
            <guid>https://www.stoogoff.com//blog/articles/ludum-dare-33-voting</guid>
            <pubDate>Fri, 21 Aug 2015 09:30:00 GMT</pubDate>
            <description><![CDATA[<p>Some of the coming weekend is already planned out but I shall be squeezing <a href="http://www.ludumdare.com/">Ludum Dare</a> 33 in around that. My vote is in:</p>
]]></description>
            <content:encoded><![CDATA[<p><img src="https://res.cloudinary.com/dnileluie/image/upload/v1670456364/stoogoff.com/ludum-dare-33.png" alt="Ludum Dare 33 Vote"></p>
<p>Nothing in there particularly inspires me but I guess I’ll see what comes to mind at 2am.</p>
]]></content:encoded>
            <category>Gaming</category>
        </item>
        <item>
            <title><![CDATA[The Great Self-published Fantasy Blog-off Review]]></title>
            <link>https://www.stoogoff.com//blog/articles/the-great-self-published-fantasy-blog-off-review</link>
            <guid>https://www.stoogoff.com//blog/articles/the-great-self-published-fantasy-blog-off-review</guid>
            <pubDate>Wed, 22 Apr 2015 15:00:00 GMT</pubDate>
            <description><![CDATA[<p>My first self-published novel, <a href="http://www.stoogoff.com/books/view/knights-of-elevar">Knight’s of Elevar</a>, has been reviewed by <a href="http://beauty-in-ruins.blogspot.co.uk/2015/04/great-self-published-fantasy-blog-off.html">Bob Milne</a> as part of the <a href="http://mark---lawrence.blogspot.ca/2015/03/the-great-self-published-fantasy-blog.html">The Great Self-published Fantasy Blog-off</a>. It looks like I won’t be going through to the next round but I’m really pleased with what he has to say.</p>
]]></description>
            <content:encoded><![CDATA[<blockquote>
<p>I thoroughly enjoyed this one. It helps that it’s a rather short novella, at just 127 pages, but I was well into the latter half of it before I thought to check whether I’d passed the first 50 pages. The writing was solid, and the dialogue fit the characters as well as their world, which I’ve found is often a challenge in self-published fantasy. The pacing was just about perfect, which makes sense given that it was originally published as 5 short stories, although the format does make for some abrupt scene breaks that were a bit jarring in places. Overall, I thought the world building was exceptionally strong for the length of the tale, especially since Goff accomplishes it without info dumping on the reader.</p>
</blockquote>
]]></content:encoded>
            <category>Writing</category>
        </item>
        <item>
            <title><![CDATA[First Day]]></title>
            <link>https://www.stoogoff.com//blog/articles/first-day</link>
            <guid>https://www.stoogoff.com//blog/articles/first-day</guid>
            <pubDate>Sun, 19 Apr 2015 02:00:00 GMT</pubDate>
            <description><![CDATA[<p>The first day is almost over and it’s been fairly productive. Artwork was tricky but that’s my major weak spot. I haven’t quite got all of the things I wanted done but it’s pretty close. Tomorrow will be spent doing some character animations, some music and polishing the game play.</p>
]]></description>
            <category>Gaming</category>
        </item>
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