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	<title>Embalm IT</title>
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	<link>http://embalmit.com</link>
	<description>Make it last forever</description>
	<lastBuildDate>Mon, 14 May 2012 15:49:02 +0000</lastBuildDate>
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		<title>Unity3D Scaling GUI With Aspect Ratio &amp; Size</title>
		<link>http://embalmit.com/2012/05/14/unity3d-scaling-gui-with-aspect-ratio-size/</link>
		<comments>http://embalmit.com/2012/05/14/unity3d-scaling-gui-with-aspect-ratio-size/#comments</comments>
		<pubDate>Mon, 14 May 2012 15:49:02 +0000</pubDate>
		<dc:creator>AdamWaters</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Unity 3D]]></category>

		<guid isPermaLink="false">http://embalmit.com/?p=172</guid>
		<description><![CDATA[Unity3D is a great tool and I&#8217;ve been very fortunate to have such a great product to build this game on.  Everyone knows that the Unity GUI tools are a little frustrating to work with though.  One of the issues &#8230; <a href="http://embalmit.com/2012/05/14/unity3d-scaling-gui-with-aspect-ratio-size/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>RTS Combat System</title>
		<link>http://embalmit.com/2012/05/10/rts-combat-system/</link>
		<comments>http://embalmit.com/2012/05/10/rts-combat-system/#comments</comments>
		<pubDate>Thu, 10 May 2012 18:03:30 +0000</pubDate>
		<dc:creator>AdamWaters</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://embalmit.com/?p=170</guid>
		<description><![CDATA[I think a lot about what I want out of a combat system in my RTS games.  I love hard counters, but I feel most games use them incorrectly.  A rock should smash the scissors, but that rock should see &#8230; <a href="http://embalmit.com/2012/05/10/rts-combat-system/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Alpha Build 0.0.2</title>
		<link>http://embalmit.com/2012/04/30/alpha-build-0-0-2/</link>
		<comments>http://embalmit.com/2012/04/30/alpha-build-0-0-2/#comments</comments>
		<pubDate>Mon, 30 Apr 2012 18:36:16 +0000</pubDate>
		<dc:creator>AdamWaters</dc:creator>
				<category><![CDATA[Cairn]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Project Management]]></category>

		<guid isPermaLink="false">http://embalmit.com/?p=165</guid>
		<description><![CDATA[I&#8217;m releasing our second Alpha build today. Tons of new things have been added and lots of other things have been fixed. You can monitor our bug fixing in the forums if you want. Check the release notes after the &#8230; <a href="http://embalmit.com/2012/04/30/alpha-build-0-0-2/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>We Call Them Slek</title>
		<link>http://embalmit.com/2012/04/26/we-call-them-slek/</link>
		<comments>http://embalmit.com/2012/04/26/we-call-them-slek/#comments</comments>
		<pubDate>Thu, 26 Apr 2012 21:42:45 +0000</pubDate>
		<dc:creator>AdamWaters</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Cairn]]></category>

		<guid isPermaLink="false">http://embalmit.com/?p=158</guid>
		<description><![CDATA[These are the approved concept images of the slek. A race of intelligent creatures for our game Cairn. They are savage in appearance, but aren&#8217;t as ferocious as they seem. Some slek undergo a binding with another organism, a sort &#8230; <a href="http://embalmit.com/2012/04/26/we-call-them-slek/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Shifting to Second Gear</title>
		<link>http://embalmit.com/2012/04/23/shifting-to-second-gear/</link>
		<comments>http://embalmit.com/2012/04/23/shifting-to-second-gear/#comments</comments>
		<pubDate>Mon, 23 Apr 2012 18:51:38 +0000</pubDate>
		<dc:creator>AdamWaters</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Project Management]]></category>

		<guid isPermaLink="false">http://embalmit.com/?p=155</guid>
		<description><![CDATA[So we&#8217;ve been pretty quiet, which is always boring. I got tired of keeping up with the weekly task lists. I find that I spend too much time managing those when I could be writing lore or working on mechanics. &#8230; <a href="http://embalmit.com/2012/04/23/shifting-to-second-gear/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://embalmit.com/2012/04/23/shifting-to-second-gear/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The First Sovereign</title>
		<link>http://embalmit.com/2012/03/26/the-first-sovereign/</link>
		<comments>http://embalmit.com/2012/03/26/the-first-sovereign/#comments</comments>
		<pubDate>Mon, 26 Mar 2012 19:03:38 +0000</pubDate>
		<dc:creator>AdamWaters</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://embalmit.com/?p=135</guid>
		<description><![CDATA[Praetorians are the most respected of leaders in all the Thermocrat army. Given command of state of the art equipment they are held to a very high standard and many collapse under the pressures of their responsibility. White hot flames &#8230; <a href="http://embalmit.com/2012/03/26/the-first-sovereign/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://embalmit.com/2012/03/26/the-first-sovereign/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>The Wheels of Progress Keep On Turning</title>
		<link>http://embalmit.com/2012/03/07/the-wheels-of-progress-keep-on-turning/</link>
		<comments>http://embalmit.com/2012/03/07/the-wheels-of-progress-keep-on-turning/#comments</comments>
		<pubDate>Wed, 07 Mar 2012 16:55:41 +0000</pubDate>
		<dc:creator>AdamWaters</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Project Management]]></category>

		<guid isPermaLink="false">http://embalmit.com/?p=131</guid>
		<description><![CDATA[Here is something I haven&#8217;t done in a little while. A snapshot of the things we&#8217;ve completed since the last update. So from Oct until now, this is where we are. 3/7/2012 Adam Create Player Object &#038; Move Current GOs &#8230; <a href="http://embalmit.com/2012/03/07/the-wheels-of-progress-keep-on-turning/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://embalmit.com/2012/03/07/the-wheels-of-progress-keep-on-turning/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>On Your Best Behavior</title>
		<link>http://embalmit.com/2012/03/02/on-your-best-behavior/</link>
		<comments>http://embalmit.com/2012/03/02/on-your-best-behavior/#comments</comments>
		<pubDate>Fri, 02 Mar 2012 17:09:21 +0000</pubDate>
		<dc:creator>AdamWaters</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://embalmit.com/?p=128</guid>
		<description><![CDATA[So this is our first behavior engine release. Any RTS has to have some dynamic AI that acts and reacts to opponent actions. This is our take on these actions. You&#8217;ll notice that I talk about moods for each unit, &#8230; <a href="http://embalmit.com/2012/03/02/on-your-best-behavior/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://embalmit.com/2012/03/02/on-your-best-behavior/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Movement, Pathing, &amp; Selection Oh My</title>
		<link>http://embalmit.com/2012/01/30/117/</link>
		<comments>http://embalmit.com/2012/01/30/117/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 16:48:01 +0000</pubDate>
		<dc:creator>AdamWaters</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://embalmit.com/?p=117</guid>
		<description><![CDATA[I&#8217;m ready to call movement, pathfinding, selections, and camera controls done.done.  Here is a little video to show off the current work. Back to enemy state management and behavior workflows.]]></description>
		<wfw:commentRss>http://embalmit.com/2012/01/30/117/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>January Week 3 Work</title>
		<link>http://embalmit.com/2012/01/16/january-week-3-work/</link>
		<comments>http://embalmit.com/2012/01/16/january-week-3-work/#comments</comments>
		<pubDate>Mon, 16 Jan 2012 20:30:01 +0000</pubDate>
		<dc:creator>AdamWaters</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://embalmit.com/?p=114</guid>
		<description><![CDATA[The project continues. Adam - I have been working on recovering from a technical mishap where I deleted a large chunk of the source code while trying to integrate with our new path finding solution.  Other than that work is now moving &#8230; <a href="http://embalmit.com/2012/01/16/january-week-3-work/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
		<wfw:commentRss>http://embalmit.com/2012/01/16/january-week-3-work/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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