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    <title>Eon Clash - News Feed</title> 
    <link>http://www.eonclash.com</link> 
    <description>Eon Clash - News Feed</description> 
    <language>en-us</language> 
    <copyright>2006</copyright> 
    <item>
      <title>Stage 6 Version Uploaded</title> 
      <link>http://www.eonclash.com/#67</link> 
      <description>Lots of things have contributed to the stage 6 upload not being as full featured as I had hoped. Short story is that its uploaded and playable and due to issues at work and at home it will be a while before I get to work on Secrets again.

If anyone is interested in picking up this game and developing it further, get in contact with me on the main Eon Clash contact us page and we can talk.

- Jeremy</description>
	  <pubDate>Wed, 30 May 2007 0:00:00 -0700</pubDate>
    </item>
      <item>
      <title>New Version Available!</title> 
      <link>http://www.eonclash.com/#66</link> 
      <description>Well, some more updates have been made to the game itself. Quests have been advanced and levels are coming together to allow for a progression of game play. The end screens have not been designed yet, but are the only thing missing before the final release is ready. Once they are in place, I'll start flushing out more quests and levels to add to the game, as many as time allows before the competition ends.

As always, check the downloads section and I hope that everyone enjoys the game.
- Jeremy</description>
	  <pubDate>Thu, 17 May 2007 0:00:00 -0700</pubDate>
    </item>
      <item>
      <title>Stage 5 submission uploaded</title> 
      <link>http://www.eonclash.com/#65</link> 
      <description>Well, after quite a bit of work the version for Stage 5 is ready to go. Its still a bit lacking from where it was supposed to be, but the final game form is starting to take place. The Players Guide is shipping with the game itself now, and the installer creates the proper links.

No updates to the readme.txt file as it isn't required for this stage. Look for some new features such as being able to move through levels and come back to some previous places. Also, there are new quests in place that weren't there before. Still a minor bug to fix in that NPC's like to change how they look when you move to another level and back again. This has to do with the way that NPC's are created and I'll have to start streaming their information around a bit more.

Anyways, give it a download and let me know what you think,
- Jeremy</description>
	  <pubDate>Fri, 11 May 2007 0:00:00 -0700</pubDate>
    </item>
      <item>
      <title>I\'m not dead yet!</title> 
      <link>http://www.eonclash.com/#64</link> 
      <description>If you have been keeping up with Secrets then you have probably noticed that there haven't been any updates recently. This is mainly due to the fact that I came down very sick and couldn't work on anything.

I'm feeling better now and have been working on the Manual and Players Guide for the game as well as some minor changes in how the game will play out in the end. Look for more updates very soon, and until then keep letting me know what you think.

- Jeremy</description>
	  <pubDate>Thu, 10 May 2007 0:00:00 -0700</pubDate>
    </item>
      <item>
      <title>Bug fixes and High Score implemented</title> 
      <link>http://www.eonclash.com/#63</link> 
      <description>Well, in the last release I managed to break the collision code due to some copy/paste issues (where I introduced background music). I've fixed that bug, added in the music, and implemented a high score sheet. I don't really like the idea of a high score in this type of game, but the compo rules require it. This means that high scores are the MOST basic implementation, and I plan on removing them after the compo is over with.

If all goes well I'll get the puzzle engine and 1st puzzle complete this week before the end of the stage. If not, then puzzles may have to wait till the compo is over as the game part is supposed to be feature locked after this stage with only cleanup left to do. Keep your fingers crossed and watch the site for updates.

- Jeremy</description>
	  <pubDate>Mon, 23 Apr 2007 0:00:00 -0700</pubDate>
    </item>
      <item>
      <title>New Version: New Combat System, New Graphics, and lots more...</title> 
      <link>http://www.eonclash.com/#62</link> 
      <description>With Fox stating on the project as the UI expert and helping with the graphics a lot within the game has changed. There are now options for what font to use (Monotype or Verdana) and a complete new Combat System in place. In fact, there are so many differences its easier to just say that the levels haven't changed in looks, but everything else has.

Look for more changes and information on how to play the new version to come soon. Until then, feel free to download the latest version and check out the new features.

- Jeremy</description>
	  <pubDate>Wed, 11 Apr 2007 0:00:00 -0700</pubDate>
    </item>
      <item>
      <title>New version: New levels and more Merchants</title> 
      <link>http://www.eonclash.com/#61</link> 
      <description>I've managed to get a lot of work done on new levels and new generators. Level 2 shows off hybrid generation using a static town and a maze together. To make combat a bit more tollorable I've added in a merchant on each level. This way you can buy and sell tokens to make your life easier.

There will be a new combat system in the game, but the finals of it are still up in the air. If you have a suggestion please let me know.

Also, want to welcome Foxro Jones to the team. Foxro is looking at the UI side of the game as well as some of the art within the game. Hopefully the documentation and information presented will bring a level of game play that will make Secrets much better then it is now. Looking at Foxro's art so far is quite impressive.

Download the latest release on the downloads page as usual :)

- Jeremy</description>
	  <pubDate>Thu, 5 Apr 2007 0:00:00 -0700</pubDate>
    </item>
      <item>
      <title>Official Linux Support is out!</title> 
      <link>http://www.eonclash.com/#60</link> 
      <description>The Linux binary is shipped in the No Installer stable release above. The file is simply called Game and will need to have its permissions setup as execute for all members. You will also need to download/install the packages for SDL and Lua 5.1. For SDL, you are better off doing a full install instead of trying to piece it together.

The Linux build has only been tested on Debian, so if you run it on something else, please let me know so I can brag that it runs on that platform as well.

Check out the Downloads page for the latest build.

- Jeremy</description>
	  <pubDate>Wed, 28 Mar 2007 0:00:00 -0700</pubDate>
    </item>
      <item>
      <title>Merchants, Games, and more...</title> 
      <link>http://www.eonclash.com/#59</link> 
      <description>I've added a merchant and a new game into the first release level of the game. Thats right, the first level is now complete and in place. The merchant is only on the first level right now, but will appear on other levels as they are complete. New version is ready for download. Let me know if you find any bugs or have any suggestions, the forums are the perfect place to post.

- Jeremy</description>
	  <pubDate>Tue, 27 Mar 2007 0:00:00 -0700</pubDate>
    </item>
      <item>
      <title>New version: Stage 3 updates are in</title> 
      <link>http://www.eonclash.com/#58</link> 
      <description>Overview:
For Stage 3, a lot has changed. The combat engine is in place, I have managed to expand character customization, and &quot;goals&quot; exist in the first two levels of game play. A new generator has been created (this one creates more dungeon like levels instead of simply mazes), and finally the MOB scene has been expanded.

This is most noticeable by using the trojanhorse cheat code that allows you to load a specific level data file. Loading level2, level3, or level4 will let you see MOB's and their very ignorant movement.

A successful MOB engagement (you kill the beast) will result in tokens and stat points. An unsuccessful one will result in your death.

Controls have also changed, in MOST places I have managed to keep with keyboard shortcuts or keypresses (and will make them work in the places they don't right now before the end of the compot), but due to some time constraints I had to go with mouse only interfacing in the combat screens.

New control options are:
 C - Brings up or closes the combat configuration screen
 S - Brings up or closes the stats configuration screen
 I - Brings up inventory screen (useless until NPC's 
 are back in the game, next stage)

Combat Config Controls:
 SHIFT+[ARROW KEY] - Move an item around
 [ARROW KEY] - Move the selection box around

Combat Config Info:
The combat configruation screen can be a bit overwhelming at first. Think of it as a FIFO stack where by the items run in top-left to bottom-right fassion. When in combat your items are presented in that order.

Combat screen:
As I said, I have yet to get the Keyboard only version in for the combat screen. This means that you select a token with by clicking on it once. Put it into play by double clicking it. Careful, as you can't take a token out of play once its in play. This is as designed, to make the player think.

Combat is round based, with the player moving first and the MOB moving second. Use this to your advantage, and MAKE SURE you CONFIGURE YOUR COMBAT QUEUE!

Once you have your tokens in play, click &quot;End Round&quot; to move on to the next combat round and make your play.
- Jeremy</description>
	  <pubDate>Tue, 20 Mar 2007 0:00:00 -0700</pubDate>
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