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	<title>Monstrum &#187; Games</title>
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		<title>Battle for Wayland Keep</title>
		<link>http://www.monstrumgames.com/2011/05/battle-for-wayland-keep/</link>
		<comments>http://www.monstrumgames.com/2011/05/battle-for-wayland-keep/#comments</comments>
		<pubDate>Fri, 06 May 2011 05:54:25 +0000</pubDate>
		<dc:creator>garin</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://monstrumgames.com/?p=317</guid>
		<description><![CDATA[My brother Matt released his latest game this week, Battle for Wayland Keep. &#160; For quite a while now he&#8217;s been working on his first RPG, Ortus, a sprawling epic in the vein of the Infinity Engine games. Battle for Wayland Keep is a smaller preview adventure using the Ortus engine (wonder where he got&#8230;]]></description>
			<content:encoded><![CDATA[<p><a href="http://monstrumgames.com/wp-content/uploads/2011/05/Battle-For-Wayland-Keep.jpg"><img class="size-medium wp-image-318 alignleft" title="Battle For Wayland Keep" src="http://monstrumgames.com/wp-content/uploads/2011/05/Battle-For-Wayland-Keep-300x205.jpg" alt="" width="300" height="205" /></a></p>
<p>My brother Matt released his latest game this week, <a href="http://armorgames.com/play/11321/battle-for-wayland-keep" target="_blank">Battle for Wayland Keep</a>.</p>
<p>&nbsp;</p>
<p>For quite a while now he&#8217;s been working on his first RPG, <strong>Ortus</strong>, a sprawling epic in the vein of the Infinity Engine games. Battle for Wayland Keep is a smaller preview adventure using the Ortus engine (wonder where he got that idea). It can be quite taxing on your PC, especially RAM-wise, so I wouldn&#8217;t try it on a netbook. Otherwise, though, do check it out&#8211; it&#8217;s worth your time.</p>
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		<title>Statistics. Or, &#8220;how many codes?&#8221;</title>
		<link>http://www.monstrumgames.com/2010/05/statistics-or-how-many-codes/</link>
		<comments>http://www.monstrumgames.com/2010/05/statistics-or-how-many-codes/#comments</comments>
		<pubDate>Thu, 06 May 2010 07:58:19 +0000</pubDate>
		<dc:creator>garin</dc:creator>
				<category><![CDATA[Games]]></category>

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		<description><![CDATA[Earlier today my brother pointed me at this neat little plugin for FlashDevelop, so I&#8217;ve been compiling some statistics from my various projects. The first Monsters&#8217; Den is built from 21,091 lines of ActionScript. The more advanced expansion/sequel, Book of Dread, ran to 30,024 lines of code. The game I made with EA, Dragon Age&#8230;]]></description>
			<content:encoded><![CDATA[<p>Earlier today my brother pointed me at <a href="http://www.flashdevelop.org/community/viewtopic.php?f=4&#038;t=4167">this</a> neat little plugin for FlashDevelop, so I&#8217;ve been compiling some statistics from my various projects.</p>
<p>The first Monsters&#8217; Den is built from 21,091 lines of ActionScript.</p>
<p>The more advanced expansion/sequel, Book of Dread, ran to 30,024 lines of code.</p>
<p>The game I made with EA, Dragon Age Journeys, has a whopping 58,667 lines.</p>
<p>My new project, Monsters&#8217; Den: Godfall, is currently at.. 11,509 lines. It&#8217;s much more efficiently written than the old Monsters&#8217; Den engine but still, I have a lot of work ahead of me.</p>
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