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	<title>Against the Grain - Game Development &#187; Game Design</title>
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	<description>Sharing game making with the masses</description>
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		<title>Design In-game Entities. Object Composition Strategies. Part 2 &#8211; The State Pattern</title>
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		<comments>http://obviam.net/index.php/design-in-game-entities-object-composition-strategies-part-2-the-state-pattern/#comments</comments>
		<pubDate>Thu, 31 Mar 2011 18:30:37 +0000</pubDate>
		<dc:creator>Impaler</dc:creator>
				<category><![CDATA[Best Practices]]></category>
		<category><![CDATA[Design Patterns]]></category>
		<category><![CDATA[Game Design]]></category>
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		<description><![CDATA[In this part I will try to explain how to design easily extensible and maintainable game elements that control their own internal state and behaviours. An internal state is best described as being the soul and mind of the entity. In the first part I described why composition is better than inheritance. In a nutshell [...]]]></description>
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		<slash:comments>7</slash:comments>
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		<title>Design In-game Entities. Object Composition Strategies. Part 1 &#8211; The Strategy Pattern</title>
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		<comments>http://obviam.net/index.php/design-in-game-entities-object-composition-strategies-part-1/#comments</comments>
		<pubDate>Mon, 20 Dec 2010 01:04:57 +0000</pubDate>
		<dc:creator>Impaler</dc:creator>
				<category><![CDATA[Best Practices]]></category>
		<category><![CDATA[Design Patterns]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Java]]></category>
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		<description><![CDATA[In this part I will try to explain what I understand on good game design elements. I will use droids in the examples and I will script a basic fight simulator to see how they behave. The problem: I command a single robot and I want to obliterate my enemies. To face the same type [...]]]></description>
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