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  <title>Central Texas XNA User Group</title>
  <id>http://ctxna.org</id>
  <updated>2011-11-03</updated>
  <author>
    <name>Tim G. Thomas</name>
  </author>
  <entry>
    <title>February 2012 - Text Adventure Game Engine Using XNA</title>
    <id>http://ctxna.org/2012/02/02/text-adventure-game-engine-using-xna/</id>
    <published>2012-02-02</published>
    <updated>2012-02-02</updated>
    <author>Nathan Alden</author>
    <summary type="html">&lt;p&gt;In this session we&amp;rsquo;ll explore a game engine written in C#/.NET and XNA that
emulates and improves upon the classic DOS game from 1991, &amp;lsquo;ZZT&amp;rsquo;. ZZT is a&lt;/p&gt;
</summary>
    <content type="html">&lt;p&gt;In this session we&amp;rsquo;ll explore a game engine written in C#/.NET and XNA that
emulates and improves upon the classic DOS game from 1991, &amp;lsquo;ZZT&amp;rsquo;. ZZT is a
text-based adventure game where the player is represented as a smiley face
(ASCII 0x2 in code page 437). As the player, you can move between screens known
as &amp;lsquo;boards&amp;rsquo;, collect gems and ammo, shoot monsters and interact with objects.
ZZT was and is so popular that people are still to this day playing and creating
ZZT worlds. Some of the topics we&amp;rsquo;ll cover include:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;objects&lt;/li&gt;
&lt;li&gt;commands&lt;/li&gt;
&lt;li&gt;events&lt;/li&gt;
&lt;li&gt;serialization&lt;/li&gt;
&lt;li&gt;use of XNA&lt;/li&gt;
&lt;/ul&gt;

</content>
  </entry>
  <entry>
    <title>November 2011 - Randomizers, Meeples, and Metaphysics: Game Design and Philosophy</title>
    <id>http://ctxna.org/2011/11/03/randomizers-meeples-and-metaphysicsbr-game-design-and-philosophy/</id>
    <published>2011-11-03</published>
    <updated>2011-11-03</updated>
    <author>Jonathan Leistiko</author>
    <summary type="html">&lt;p&gt;Want to make better games? This evening, we&amp;rsquo;ll share and explore some basic
tools you can use to deconstruct your game (and your favorite games), take &amp;lsquo;em&lt;/p&gt;
</summary>
    <content type="html">&lt;p&gt;Want to make better games? This evening, we&amp;rsquo;ll share and explore some basic
tools you can use to deconstruct your game (and your favorite games), take &amp;lsquo;em
apart, see what makes them tick, and put them back together better than they
were before. Along the way, we&amp;rsquo;ll talk about how to create, prototype, playtest,
and publish your own board games.&lt;/p&gt;

&lt;p&gt;Jonathan Leistiko has worked in the board and hobby game industry as a retailer,
publisher, developer, writer, and designer for companies including Steve Jackson
Games, Alderac Entertainment Group, and Dystopian Holdings. He published 120
free print-and-play games with Invisible City Productions, is the designer of
three commercially published games, and is the organizer for Protospiel South,
an annual Austin-based board game convention where board game designers test
game prototypes.&lt;/p&gt;
</content>
  </entry>
</feed>

