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	<title>TYLER Projects &#124; the blog</title>
	<link>http://www.tylerprojects.com/blog</link>
	<description>Social network game developer and consultancy based in Singapore and New York.</description>
	<lastBuildDate>Thu, 04 Mar 2010 17:11:58 +0000</lastBuildDate>
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	<item>
		<title>BS2.5</title>
		<description><![CDATA[
80% of ships given a new updated look
Manga-ish characters
new Explore/Expedition system
New combat client &#8211; the flash module that displays combat. More useful info, less clutter
New Hangar &#8211; which is part simulator, helps you to optimize your builds though not as comprehensive as Yeow Leong&#8217;s
New shop &#8211; also lets you view how new weapons, parts will [...]]]></description>
		<link>http://www.tylerprojects.com/blog/2010/03/bs2-5/</link>
			</item>
	<item>
		<title>New crew system &#8211; AGAIN</title>
		<description><![CDATA[With the removal of notifications (and soon invites too) by Facebook we&#8217;ve had to come up with a new way to &#8220;virality&#8221; market Battle Stations.
Tentatively here&#8217;s the plan:
The new crew system is alot like the old one, the really old one that no one really had any problems with. It&#8217;s sort of like the system [...]]]></description>
		<link>http://www.tylerprojects.com/blog/2010/03/new-crew-system-again/</link>
			</item>
	<item>
		<title>Grindable/Upgradable weapons</title>
		<description><![CDATA[It&#8217;s been suggested before by a few players (I think Michael Lee probably suggested this at least once); We&#8217;ll be working on a system for upgrading/grinding weapons soon. Weapons will be grindable to +3 and will be slightly stronger than their default versions.
This way we&#8217;ll have &#8220;more weapons&#8221; and we can:
- drop more weapons in [...]]]></description>
		<link>http://www.tylerprojects.com/blog/2010/02/grindableupgradable-weapons/</link>
			</item>
	<item>
		<title>Battle Stations User figures 2009</title>
		<description><![CDATA[Here is the DAU (daily active users) chart for Battle Stations (original English version) for 2009 taken from Facebook.
Since we switched to BS2 there&#8217;s been a huge drop in DAU. A further drop in  MAU after we introduced a new crew system to comply with new FB rules. Compared to the same period in 2008 [...]]]></description>
		<link>http://www.tylerprojects.com/blog/2010/01/battle-stations-user-figures-2009/</link>
			</item>
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		<title></title>
		<description><![CDATA[Battle Stations was featured on gamasutra a few days ago in an article about &#8221; Zynga and the End of the Beginning&#8221;.
I thought it was quite an interesting read about why Zynga could perform better than other similar apps and about whether they could still sustain its huge fanbase.
Battle Stations was featured in the article [...]]]></description>
		<link>http://www.tylerprojects.com/blog/2009/12/934/</link>
			</item>
	<item>
		<title>Coming update to the crew system</title>
		<description><![CDATA[There was a lot of player frustration with the new crew system.
I have some observations about the complaints:

Most of the complaints are from players level 45 &#8211; 80 non-Ocho
Some astute players pointed out that offering rewards for referrals might be a violation of the FB rule against encouraging multis
Many players misunderstood the system and thought [...]]]></description>
		<link>http://www.tylerprojects.com/blog/2009/12/coming-update-to-the-crew-system/</link>
			</item>
	<item>
		<title>Idea to make skill activation non-random yet not too frequent</title>
		<description><![CDATA[I got this idea from the trap cards in the Zendikar set (I don&#8217;t play MtG anymore but some of us at the office do): Skills could be triggered when certain preset conditions are met.
For example:

 Opponent attacks with at least 4 cannons
 opponent speed &#62; 1000
your HP less than 50%

The trigger conditions would have [...]]]></description>
		<link>http://www.tylerprojects.com/blog/2009/12/idea-to-make-skill-activation-non-random-yet-not-too-frequent/</link>
			</item>
	<item>
		<title>Renaissance: Story Immersion</title>
		<description><![CDATA[There are currently three main schools of thought to designing an immersive story for a game.
The first follows the Half Life approach, last seen in Modern Warfare 2 and Uncharted 2. Place the player into a specific individual within the game, give him a clear cut goal, and rail him through a rollercoaster plot. Surround [...]]]></description>
		<link>http://www.tylerprojects.com/blog/2009/12/renaissance-story-immersion/</link>
			</item>
	<item>
		<title>Overhaul of the CW system</title>
		<description><![CDATA[We&#8217;re going to remove the 24 hour cooldown system and replace it with a clan war (rez) token system:
Token system:

Clans can salvage their fort as long as they have a token. Let&#8217;s call them rez tokens (rez = Resurrect, a Tron reference)
Each clan will get a rez token everyday so you don&#8217;t have to rez [...]]]></description>
		<link>http://www.tylerprojects.com/blog/2009/12/overhaul-of-the-cw-system/</link>
			</item>
	<item>
		<title>Possible +1 AP regen for those with a 2nd class</title>
		<description><![CDATA[It&#8217;s a proposal I put forth to the Tyler Senate. More details as soon as we trash this out (if we keep doling out +1s we might need to revise Ocho package prices = moar rebates??!).
We may also award another +1 AP regen for something else depending on our objectives (*update: I just had the [...]]]></description>
		<link>http://www.tylerprojects.com/blog/2009/12/possible-1-ap-regen-for-those-with-a-2nd-class/</link>
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