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<channel>
	<title>GhostBoard &#187; Bruno Bulhões</title>
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	<link>http://www.adugestudio.com/blog</link>
	<description>Aduge Studio&#039;s official weblog.</description>
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		<title>Drops #1</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2011/09/12/drops1</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2011/09/12/drops1#comments</comments>
		<pubDate>Tue, 13 Sep 2011 02:10:15 +0000</pubDate>
		<dc:creator>Bruno Bulhões</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Qasir Al-Wasat]]></category>
		<category><![CDATA[Efficiency ]]></category>
		<category><![CDATA[qasir]]></category>
		<category><![CDATA[sbgames]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=1209</guid>
		<description><![CDATA[Aduge&#8217;s back from Independence Day&#8217;s holiday ready for work, actions and stories planned and with clear deadlines. Plane tickets on hand for the SBGames 2011, around half of the Adugans will be there, and we await the results of our submission of Qasir Al-Wasat for Brasil Game Show. Well, while we don&#8217;t drop the bomb [...]]]></description>
			<content:encoded><![CDATA[
<p style="text-align: left;">Aduge&#8217;s back from Independence Day&#8217;s holiday ready for work, actions and stories planned and with clear deadlines. Plane tickets on hand for the <a href="http://www.sbgames.org/sbgames2011/index_english.html">SBGames 2011</a>, around half of the Adugans will be there, and we await the results of our submission of Qasir Al-Wasat for Brasil Game Show.</p>
<p style="text-align: left;">Well, while we don&#8217;t drop the bomb itself, a small drop for everyone:</p>
<p style="text-align: left;"><img class="aligncenter size-full wp-image-1224" title="blood side loop" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/09/KratBloodyIdle262626.gif" alt="" width="176" height="160" /></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Qasir Update #04: Finishing Touches </title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2011/08/26/qasir-update-4</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2011/08/26/qasir-update-4#comments</comments>
		<pubDate>Fri, 26 Aug 2011 21:00:03 +0000</pubDate>
		<dc:creator>Bruno Bulhões</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Qasir Al-Wasat]]></category>
		<category><![CDATA[Qasir Update]]></category>
		<category><![CDATA[Sincerity ]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=1195</guid>
		<description><![CDATA[Just a shout-out. Our deadline of August 31st is just a few days away and we are currently doing some finishing touches on our next release. It will still be a closed Alpha, reserved only to our playtesters and to the jurors of any festival we happen to participate (like Brasil Game Show). A closed [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/08/ScreenieUnity.jpg"><img class="aligncenter size-full wp-image-1199" title="ScreenieUnity" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/08/ScreenieUnity.jpg" alt="" width="640" height="333" /></a></p>
<p>Just a shout-out. Our deadline of August 31st is just a few days away and we are currently doing some finishing touches on our next release. It will still be a closed Alpha, reserved only to our playtesters and to the jurors of any festival we happen to participate (like Brasil Game Show). A closed Beta is not too far away from now though, just a couple of weeks!</p>
<p>Expect some exciting news very soon! And well, enjoy the easter egg picture.</p>

<p>&nbsp;</p>
<p>&nbsp;</p>
]]></content:encoded>
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		<item>
		<title>Qasir Update #03: Quick News </title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2011/08/18/qasir-update-03</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2011/08/18/qasir-update-03#comments</comments>
		<pubDate>Thu, 18 Aug 2011 21:00:04 +0000</pubDate>
		<dc:creator>Bruno Bulhões</dc:creator>
				<category><![CDATA[Qasir Al-Wasat]]></category>
		<category><![CDATA[Qasir Update]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=1178</guid>
		<description><![CDATA[Long time no see readers! Quick update today: Firstly, we are not dead, nor paralyzed. We were just a little away (or a lot in some cases). After a couple of weeks of rest and vacationing during most of July we are already back full force on Qasir. Last week we returned planning the final [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/08/NewBalloon.jpg"><img class="aligncenter size-full wp-image-1183" title="NewBalloon" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/08/NewBalloon.jpg" alt="" width="640" height="447" /></a></p>
<p>Long time no see readers! Quick update today:</p>
<p>Firstly, we are not dead, nor paralyzed. We were just a little away (or a lot in some cases). After a couple of weeks of rest and vacationing during most of July we are already back full force on Qasir. Last week we returned planning the final stages of the production phase of the project, what still needs to be done, what needs polish and etcetera. Currently the game is almost playable from start to finish, only the very last puzzles and rooms are not fully implemented and the feel of the game is near that of a finished product.</p>
<p>However, there are still some work left for us to do. Right now we are working on a full revamp of how we handle dialogue texts and how our main character&#8217;s monologues are presented based on feedback we received from players of our Alpha these past few weeks. This is our major feature to finish for this week and for the next build of the game, which will be submitted to the <a href="http://www.brasilgameshow.com.br/">Brasil Game Show</a>. After that our milestones will be related to making the game a finished, polished product, adding the necessary features to reach this goal.</p>
<p>Well, this was a quick one. See ya soon.</p>

]]></content:encoded>
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		<title>Qasir Update #02: Submissions </title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2011/06/21/qasir_update_02</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2011/06/21/qasir_update_02#comments</comments>
		<pubDate>Tue, 21 Jun 2011 20:15:49 +0000</pubDate>
		<dc:creator>Bruno Bulhões</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Qasir Al-Wasat]]></category>
		<category><![CDATA[Qasir Update]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=1129</guid>
		<description><![CDATA[Hello again. Last time I introduced our current project, Qasir, answering some questions that might had popped about it. This second update starts with an announcement: Qasir, along with our other 2011 projects &#8211; Mnemons and Semblante &#8211; are submitted to the Indiecade festival. Whether or not we will net an honorable mention or even [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/06/IndieCade.png"><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/06/IndieCade.png"><br />
</a><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/06/IndieCade1.png"><img class="aligncenter size-large wp-image-1173" title="IndieCade" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/06/IndieCade1-1024x624.png" alt="" width="512" height="312" /></a><br />
</a></p>
<p>Hello again. Last time I introduced our current project, Qasir, answering some questions that might had popped about it. This second update starts with an announcement: Qasir, along with our other 2011 projects &#8211; Mnemons and Semblante &#8211; are submitted to the Indiecade festival. Whether or not we will net an honorable mention or even grab a finalist spot remains to be seen, but having the game submitted for judging at a playable state is actually what&#8217;s most important for us right now.</p>
<p>So, yes, the game is already in an advanced, playable state. We already began playtesting sessions with a QA team since last week and we already achieved a production pipeline that allows us to rack up new builds (with new features and the occasional bugfixes) almost daily. At this point in time, we have one of the four sections of the palace in a fully playable state (which is roughly 16-20% of the game, actually) encompassing the game&#8217;s introduction, tutorial and the first core objective. Unfortunately we are not yet ready for Beta tests, still having some heavy bugs to sort out, a major gameplay feature to implement and some other minor tweaks that are needed before the game can reach potential consumers as a Beta.</p>
<p>Which leads us to, well, were are we going. Our next milestone is, obviously, hitting Beta, making the game fully playable from the beginning until the end with a level of polish good enough for public scrutiny. The deadline is July 8th, just 3 weeks from now. This deadline is tight, but achievable and will mark the closing steps of the production stage of the project and the first steps of post-production/polishing.</p>
<p>And that&#8217;s it for today. But before I end this update, you can check some screenshots of the latest builds of the game after the break. See you soon!</p>

<p><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/06/Screen-shot-2011-06-20-at-2.35.52-AM.png"><br />
</a>
<a href='http://www.adugestudio.com/blog/lang/en-us/2011/06/21/qasir_update_02/screen-shot-2011-06-20-at-2-36-01-am/' title='Screen shot 2011-06-20 at 2.36.01 AM'><img width="150" height="150" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/06/Screen-shot-2011-06-20-at-2.36.01-AM-150x150.png" class="attachment-thumbnail" alt="Screen shot 2011-06-20 at 2.36.01 AM" title="Screen shot 2011-06-20 at 2.36.01 AM" /></a>
<a href='http://www.adugestudio.com/blog/lang/en-us/2011/06/21/qasir_update_02/screen-shot-2011-06-20-at-2-41-22-am/' title='Screen shot 2011-06-20 at 2.41.22 AM'><img width="150" height="150" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/06/Screen-shot-2011-06-20-at-2.41.22-AM-150x150.png" class="attachment-thumbnail" alt="Screen shot 2011-06-20 at 2.41.22 AM" title="Screen shot 2011-06-20 at 2.41.22 AM" /></a>
<a href='http://www.adugestudio.com/blog/lang/en-us/2011/06/21/qasir_update_02/screen-shot-2011-06-20-at-2-42-21-am/' title='Screen shot 2011-06-20 at 2.42.21 AM'><img width="150" height="150" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/06/Screen-shot-2011-06-20-at-2.42.21-AM-150x150.png" class="attachment-thumbnail" alt="Screen shot 2011-06-20 at 2.42.21 AM" title="Screen shot 2011-06-20 at 2.42.21 AM" /></a>
<a href='http://www.adugestudio.com/blog/lang/en-us/2011/06/21/qasir_update_02/screen-shot-2011-06-20-at-2-44-42-am/' title='Screen shot 2011-06-20 at 2.44.42 AM'><img width="150" height="150" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/06/Screen-shot-2011-06-20-at-2.44.42-AM-150x150.png" class="attachment-thumbnail" alt="Screen shot 2011-06-20 at 2.44.42 AM" title="Screen shot 2011-06-20 at 2.44.42 AM" /></a>
<a href='http://www.adugestudio.com/blog/lang/en-us/2011/06/21/qasir_update_02/screen-shot-2011-06-20-at-2-45-02-am/' title='Screen shot 2011-06-20 at 2.45.02 AM'><img width="150" height="150" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/06/Screen-shot-2011-06-20-at-2.45.02-AM-150x150.png" class="attachment-thumbnail" alt="Screen shot 2011-06-20 at 2.45.02 AM" title="Screen shot 2011-06-20 at 2.45.02 AM" /></a>
<a href='http://www.adugestudio.com/blog/lang/en-us/2011/06/21/qasir_update_02/screen-shot-2011-06-20-at-2-45-33-am/' title='Screen shot 2011-06-20 at 2.45.33 AM'><img width="150" height="150" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/06/Screen-shot-2011-06-20-at-2.45.33-AM-150x150.png" class="attachment-thumbnail" alt="Screen shot 2011-06-20 at 2.45.33 AM" title="Screen shot 2011-06-20 at 2.45.33 AM" /></a>
<a href='http://www.adugestudio.com/blog/lang/en-us/2011/06/21/qasir_update_02/screen-shot-2011-06-20-at-2-47-23-am/' title='Screen shot 2011-06-20 at 2.47.23 AM'><img width="150" height="150" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/06/Screen-shot-2011-06-20-at-2.47.23-AM-150x150.png" class="attachment-thumbnail" alt="Screen shot 2011-06-20 at 2.47.23 AM" title="Screen shot 2011-06-20 at 2.47.23 AM" /></a>
<a href='http://www.adugestudio.com/blog/lang/en-us/2011/06/21/qasir_update_02/screen-shot-2011-06-20-at-2-47-34-am/' title='Screen shot 2011-06-20 at 2.47.34 AM'><img width="150" height="150" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/06/Screen-shot-2011-06-20-at-2.47.34-AM-150x150.png" class="attachment-thumbnail" alt="Screen shot 2011-06-20 at 2.47.34 AM" title="Screen shot 2011-06-20 at 2.47.34 AM" /></a>
<a href='http://www.adugestudio.com/blog/lang/en-us/2011/06/21/qasir_update_02/screen-shot-2011-06-20-at-2-50-22-am/' title='Screen shot 2011-06-20 at 2.50.22 AM'><img width="150" height="150" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/06/Screen-shot-2011-06-20-at-2.50.22-AM-150x150.png" class="attachment-thumbnail" alt="Screen shot 2011-06-20 at 2.50.22 AM" title="Screen shot 2011-06-20 at 2.50.22 AM" /></a>
<a href='http://www.adugestudio.com/blog/lang/en-us/2011/06/21/qasir_update_02/indiecade/' title='IndieCade'><img width="150" height="150" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/06/IndieCade-150x150.png" class="attachment-thumbnail" alt="IndieCade" title="IndieCade" /></a>
<a href='http://www.adugestudio.com/blog/lang/en-us/2011/06/21/qasir_update_02/indiecade-2/' title='IndieCade'><img width="150" height="150" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/06/IndieCade1-150x150.png" class="attachment-thumbnail" alt="IndieCade" title="IndieCade" /></a>
</p>
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		</item>
		<item>
		<title>Qasir Update #01: What&#8217;s up? </title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2011/05/12/qasir-update-01</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2011/05/12/qasir-update-01#comments</comments>
		<pubDate>Thu, 12 May 2011 21:00:57 +0000</pubDate>
		<dc:creator>Bruno Bulhões</dc:creator>
				<category><![CDATA[Qasir Update]]></category>
		<category><![CDATA[Qasir Project]]></category>
		<category><![CDATA[Sincerity ]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=1099</guid>
		<description><![CDATA[Hello again. So this is the first of the Qasir Updates, where we will try to fill in with what&#8217;s going on our current project&#8217;s development. On this inaugural iteration, I will answer some questions about the project and over the next posts I will provide news about the up-to-date state of the project, much [...]]]></description>
			<content:encoded><![CDATA[
<p>Hello again. So this is the first of the Qasir Updates, where we will try to fill in with what&#8217;s going on our current project&#8217;s development. On this inaugural iteration, I will answer some questions about the project and over the next posts I will provide news about the up-to-date state of the project, much akin to our Tsar Updates. So, without further ado, on to the questions:</p>
<p><strong>What kind of game is Qasir?</strong></p>
<p>Qasir is the prologue to the Tsar Project. It tells an early story of our invisible protagonist and it&#8217;s an introduction to the mechanics and themes that will be explored more deeply on Tsar. The game is a stealth action-adventure that takes place on a ominous night on 12th century Syria<strong>. </strong>The game features a invisible character, that needs to assassinate 3 targets before dawn while avoiding detection. Although invisible to the human eye, our protagonist can be covered in particles, which can be seen by guards (such as the blood of it&#8217;s victims) and it can still emit noises that attracts attention. The game deals with an important aspect of this character&#8217;s personality, that of a risk-taker, which pursuits the best given reward out of any situation even if with it comes greater risks and consequences for failure.<strong><br />
</strong></p>
<p><strong>How big/long the game will be?</strong></p>
<p>We do not call the game a prologue for nothing. It&#8217;s size can be compared to that of what a long chapter in a full-sized indie game like Tsar Project will be or that of a major Zelda dungeon. So, it&#8217;s not super shot or bite-sized, but it&#8217;s not also particularly long or &#8220;full-sized&#8221; as one should expect.<strong><br />
</strong></p>
<p><strong>When it will be released, exactly?</strong></p>
<p>By fall 2011 (for those on the northern hemisphere). Expect the game to be fully available on early to mid September.<strong><br />
</strong></p>
<p><strong>The game will be released free of charge?/How much it will cost?</strong></p>
<p>It&#8217;s our first commercial project so it&#8217;s not freeware. It will cost $5 dollars, which are what we consider a fair price for a game with this scope.</p>
<p><strong>Why the choice to develop Qasir right now, instead of Tsar or Mnemons?</strong></p>
<p>I will be sincere on this one. We are currently  in the middle of a crossroad  at Aduge. We need to deliver projects,  and we need to deliver commercial-grade games. Most of us recently graduated  from the university,  and we are more determined  than ever to finish and deliver our projects and to sell them. We started to exercise this mentality  of delivering,  achieving  closure, with Semblante  and Mnemons, two very short three-week-long experiments. However, under this time constraint,  we cannot deliver a commercial,  finished product with our current level of mastery on game development. Qasir is on a middle ground. It is an achievable,  short project, that has enough time for us to polish it enough to warrant it as a commercial  product and also serves as a good test for Tsar Project, which is bigger in scope.</p>
<p><strong>What engines/tools you guys are using on this project?</strong></p>
<p>So far, we used the excellent Scirra&#8217;s<a href="http://www.scirra.com/"> Construct</a> on both Mnemons and Semblante. It&#8217;s the perfect tool for short projects and prototyping, but it doesn&#8217;t quite cut it for a bigger project under a team of 6 like Qasir<strong>. </strong>So, for the Qasir project we chose to go with <a href="http://unity3d.com/">Unity 3D</a> as our engine. It&#8217;s very powerful and easy to use, enough for us to deliver a finished product with the features we are trying to achieve with Qasir. Also, we are still using Construct for quickly prototyping ideas of mechanics and level design.<strong><br />
</strong></p>
<p><strong>Can you expose a brief timeline of the project up until now?</strong></p>
<p>The project started on early March with the Direct phase, or Conceptualization, where we chose to go with an older story of the main protagonist  of Tsar Project for our game. This phase was characterized by the choice of our theme, Gambit, and the creation of a conceptual/creative direction  for every facet of the game, from sound design to the game design itself. It was during this phase that we decided the main mechanics,  the setting and the context of the game.</p>
<p>After that, by late March, we entered the Design phase, or Pre-Production, where everyone,  with the creative direction  in mind, started designing  the game&#8217;s components,  rules, narrative  and representation while a quick prototype  using Construct  was assembled  to test most of what was being designed.  This phase is where we also acclimated  with Unity 3d as our main tool and worked out how we were going to implement  all of our assets and features in the final software.</p>
<p>By mid-April  we entered the current phase, Develop, or Production,  which is where we produce and implement  the visual assets, sound effects, level design, etc. namely all the content of the final product. We are about at the middle of the develop phase trying to hit a fully-playable Alpha before May 31st and submit the game for the <a href="http://www.indiecade.com/">Indiecade </a> festival.</p>
<p>&nbsp;</p>
<p>Oh well, that was a long post. Expect the next updates to be shorter and with more stuff to see rather than stuff to read. See you soon!</p>


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		<title>Mnemons Medley!</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2011/04/08/mnemons-medley</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2011/04/08/mnemons-medley#comments</comments>
		<pubDate>Fri, 08 Apr 2011 23:00:42 +0000</pubDate>
		<dc:creator>Bruno Bulhões</dc:creator>
				<category><![CDATA[Mnemons]]></category>
		<category><![CDATA[Creative Independence ]]></category>
		<category><![CDATA[Efficiency ]]></category>
		<category><![CDATA[Fun ]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=1052</guid>
		<description><![CDATA[Just a quick update for everyone: you can now download the soundtrack of Mnemons as a single track which encompasses all of the game&#8217;s ambiances (and variations). If you like Mnemons&#8217; music, be sure to check it out. And as you can see, we are changing our colors again. This means&#8230; something is coming soon.]]></description>
			<content:encoded><![CDATA[<p>Just a quick update for everyone: you can now <a href="http://adugestudio.com/games/Mnemons/Mnemons_medley.mp3">download</a> the soundtrack of Mnemons as a single track which encompasses all of the game&#8217;s ambiances (and variations). If you like Mnemons&#8217; music, be sure to check it out.</p>
<p>And as you can see, we are changing our colors again. This means&#8230; something is coming soon.</p>

]]></content:encoded>
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<enclosure url="http://adugestudio.com/games/Mnemons/Mnemons_medley.mp3" length="7936581" type="audio/mpeg" />
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		<title>Mnemons Demo (Alpha v0.2)</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2011/03/04/mnemons-demo-0</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2011/03/04/mnemons-demo-0#comments</comments>
		<pubDate>Fri, 04 Mar 2011 19:15:50 +0000</pubDate>
		<dc:creator>Bruno Bulhões</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Mnemons]]></category>
		<category><![CDATA[Efficiency ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[jogo]]></category>
		<category><![CDATA[jogos indie]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=983</guid>
		<description><![CDATA[&#160; As promised before, we are releasing today a new build of Mnemons&#8217; alpha. This is the last build we will release of Mnemons in a long time and, I&#8217;m not gonna lie, probably ever. March 14th we will be dropping steadily our work and support on Mnemons and Semblante and we will start from [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/03/Wall1610Mnemons.jpg"><img class="aligncenter size-full wp-image-1004" title="Wall1610Mnemons" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/03/Wall1610Mnemons.jpg" alt="" width="640" height="400" /></a></p>
<p>&nbsp;</p>
<p>As promised before, we are releasing today a new build of Mnemons&#8217; alpha. This is the last build we will release of Mnemons in a long time and, I&#8217;m not gonna lie, probably ever. March 14th we will be dropping steadily our work and support on Mnemons and Semblante and we will start from scratch a brand new project.</p>
<p><span style="text-decoration: underline;"><a href="http://adugestudio.com/games/Mnemons/MnemonsInstaller.exe">Download Mnemons Alpha (0.2)</a></span></p>
<p><span style="text-decoration: underline;"><a href="http://adugestudio.com/games/Mnemons/MnemonsInstaller.exe"></a></span>These are the changes from the last version:</p>
<p>*    Music on the hub should be working properly now.<br />
*    Fixed a problem with the music loop on certain stages.<br />
*    Added different graphic settings for the game:<br />
**    F1 for Best settings: this is the regular graphics settings with lowest performance, which needs a good video card to run smoothly. It&#8217;s the default mode.<br />
**    F2 for Better settings: this mode removes some graphical effects, improving performance. Mid-range to budget graphics cards can run this mode smoothly.<br />
**    F3 for Good settings: this mode removes all shaders and graphical effects. Use it if you have an IGP or legacy cards that can&#8217;t run the game properly even on the previous mode.<br />
**    You can change the graphics settings at any time during the game or at the main menu. The changes only takes effect when you change stages, however.<br />
*    Up to 46% performance improvement on all of the aforementioned modes by using a new rendering method for the Lethe, which means that if the game only slowed down on stages 1-6, 1-7 and 3-2, it will probably run smoothly now even on Best settings.<br />
*    Added a brand new stage: 3-3.<br />
*    Small fixes on stages 1-7 and 2-4. They should be less challenging now.<br />
*    And some other small fixes&#8230;</p>
<p>And, oh yes! The image of this post is a wallpaper from our <a href="http://adugestudio.com/games/Mnemons/MnemonsWallpaperPack.rar">Mnemons Wallpaper Pack</a>! Grab yours now!</p>

<p>&nbsp;</p>
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		<title>Semblante 3.0!</title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2011/02/25/semblante-3-0</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2011/02/25/semblante-3-0#comments</comments>
		<pubDate>Fri, 25 Feb 2011 20:01:21 +0000</pubDate>
		<dc:creator>Bruno Bulhões</dc:creator>
				<category><![CDATA[Semblante]]></category>
		<category><![CDATA[Creative Independence ]]></category>
		<category><![CDATA[Efficiency ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[jogo]]></category>
		<category><![CDATA[jogos indie]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=944</guid>
		<description><![CDATA[Here it is. This is the final version of Semblante, dubbed Semblante 3.0 or Anniversary Edition, since we wanted to release it at the eve of Global Game Jam 2011. Unfortunately we missed the deadline by a matter of hours (really) and decided to release this version of Semblante only after our work with Mnemons [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/02/Semblante-2011-02-25-16-50-31-39.png"><img class="aligncenter size-full wp-image-958" title="Semblante 2011-02-25 16-50-31-39" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/02/Semblante-2011-02-25-16-50-31-39.png" alt="" width="640" height="400" /></a></p>
<p>Here it is. This is the final version of Semblante, dubbed Semblante 3.0 or Anniversary Edition, since we wanted to release it at the eve of Global Game Jam 2011. Unfortunately we missed the deadline by a matter of hours (really) and decided to release this version of Semblante only after our work with Mnemons was done (and the SXSW contest tight deadline was clear).</p>
<p>What has changed? Well, basically everything. We put a good 3 weeks of work on this particular version of Semblante (before it, both 1.0 and 2.0 were 48h efforts). This means that the game is bigger and more polished all around, with navigable menus, volume control and some other stuff we usually take for granted like checkpoints and a pause screen. Also, we put a distinct personality in each of the game&#8217;s shadows (and their own proper puzzle to retrieve them), revamped the game&#8217;s graphics (especially Jung&#8217;s animations) and redesigned the game&#8217;s sound effects and music (courtesy of our friend <a href="http://www.sonicvalley.com/hermann/">Hermann Rauth</a>). We&#8217;re also able to finally put the game&#8217;s original script to good use, putting some contextual, albeit obscure, text integrated within the game&#8217;s backgrounds.</p>
<p>You can download Semblante 3.0 for free <a href="http://www.adugestudio.com/games/Semblante/SemblanteInstaller.exe">here</a> or at the <a href="http://www.adugestudio.com/blog/semblante">game&#8217;s page</a>.</p>
<p>EDIT (18:30 BRT): The file available for download was corrupted. It should be fixed now.</p>

]]></content:encoded>
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		<title>IndieDB and other news </title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2011/02/24/indiedb</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2011/02/24/indiedb#comments</comments>
		<pubDate>Thu, 24 Feb 2011 14:02:03 +0000</pubDate>
		<dc:creator>Bruno Bulhões</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Mnemons]]></category>
		<category><![CDATA[Semblante]]></category>
		<category><![CDATA[Efficiency ]]></category>
		<category><![CDATA[Sincerity ]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[indiedb]]></category>
		<category><![CDATA[jogos indie]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=913</guid>
		<description><![CDATA[Just a quick update: we are officially listed on IndieDB which is probably the best game database for indie games on the web today. Also both Mnemons and Semblante have their own pages. In other news, we are wrapping things up here and both Mnemons and Semblante will have their final (for now) builds. We [...]]]></description>
			<content:encoded><![CDATA[<p><span lang="en-us">Just a quick update: we are officially listed on <a href="http://www.indiedb.com/company/aduge">IndieDB</a> which is probably the best game database for indie games on the web today. Also both <a href="http://www.indiedb.com/games/mnemons/">Mnemons</a> and <a href="http://www.indiedb.com/games/semblante">Semblante</a> have their own pages.</span></p>
<p><span lang="en-us">In other news, we are wrapping things up here and both Mnemons and Semblante will have their final (for now) builds. We are preparing a series of posts for both games, detailing aspects of their brief development (both were developed in a 3 week time-frame). Expect the final builds to be released by the end of the week and the posts following soon thereafter.</span></p>


]]></content:encoded>
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		<item>
		<title>Coming Soon&#8230; </title>
		<link>http://www.adugestudio.com/blog/lang/en-us/2011/02/04/em-brev</link>
		<comments>http://www.adugestudio.com/blog/lang/en-us/2011/02/04/em-brev#comments</comments>
		<pubDate>Fri, 04 Feb 2011 23:00:15 +0000</pubDate>
		<dc:creator>Bruno Bulhões</dc:creator>
				<category><![CDATA[Aduge]]></category>
		<category><![CDATA[Mnemons]]></category>
		<category><![CDATA[Efficiency ]]></category>
		<category><![CDATA[Fun ]]></category>
		<category><![CDATA[abstract]]></category>
		<category><![CDATA[andy]]></category>
		<category><![CDATA[bite sized]]></category>
		<category><![CDATA[breve]]></category>
		<category><![CDATA[castle]]></category>
		<category><![CDATA[conceptart]]></category>
		<category><![CDATA[debbie]]></category>
		<category><![CDATA[forest]]></category>
		<category><![CDATA[hub]]></category>
		<category><![CDATA[indie pub]]></category>
		<category><![CDATA[jimmie]]></category>
		<category><![CDATA[jogo]]></category>
		<category><![CDATA[lembrança]]></category>
		<category><![CDATA[lethe]]></category>
		<category><![CDATA[mnemosyne]]></category>
		<category><![CDATA[moe]]></category>
		<category><![CDATA[mr. led]]></category>
		<category><![CDATA[oblivion]]></category>
		<category><![CDATA[rememberance]]></category>
		<category><![CDATA[short]]></category>
		<category><![CDATA[sincronia]]></category>
		<category><![CDATA[space]]></category>
		<category><![CDATA[synchronicity]]></category>
		<category><![CDATA[Synchronous Platforming Adventure]]></category>
		<category><![CDATA[underwater]]></category>

		<guid isPermaLink="false">http://www.adugestudio.com/blog/?p=844</guid>
		<description><![CDATA[&#8230; a Synchronous Platforming Adventure.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/02/Hub.jpg"><img class="aligncenter size-full wp-image-845" title="Hub" src="http://www.adugestudio.com/blog/home/.pate/bichinho/adugestudio.com/blog/wp-content/uploads/2011/02/Hub.jpg" alt="" width="640" height="450" /></a></p>
<p><span lang="en-us">&#8230; a Synchronous Platforming Adventure.</span></p>
<p><span lang="en-us"><br />
</span></p>
]]></content:encoded>
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