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<channel>
	<title>Chimera 2010</title>
	<atom:link href="http://chimera2010.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://chimera2010.com</link>
	<description>The 25th Anniversary - Retro Retried</description>
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		<title>Happy New Year</title>
		<link>http://chimera2010.com/happy-new-year/</link>
		<comments>http://chimera2010.com/happy-new-year/#comments</comments>
		<pubDate>Thu, 12 Jan 2012 18:58:42 +0000</pubDate>
		<dc:creator>shahid</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[anniversary]]></category>

		<guid isPermaLink="false">http://chimera2010.com/?p=364</guid>
		<description><![CDATA[I&#8217;m still thinking about Chimera, but coding has slowed down massively. I&#8217;ve done very little on it of late, but have absolutely no intern of abandoning it. 2010 was just the first year I decided I want to directly make &#8230; <a href="http://chimera2010.com/happy-new-year/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m still thinking about Chimera, but coding has slowed down massively. I&#8217;ve done very little on it of late, but have absolutely no intern of abandoning it. 2010 was just the first year I decided I want to directly make games again, like I used to. In 2012, that feeling is still there, but in my middle age, has become somewhat tempered by the realism of knowing what can be realistically achieved.</p>
<p>This year marks 30 years since I self-published my first game.</p>
<p>It&#8217;s a long time to be in any business.</p>
<p><img src="http://chimera2010.com/wp-content/uploads/2012/01/p1.jpg" border="0" alt="P1" width="600" height="844" /></p>
<p>Least of all one that has gone through such dizzying changes, and yet somehow managed to retain so much of what made it wonderful back in 1982.</p>
<p>I don&#8217;t regret failing my &#8216;A&#8217; levels, which I&#8217;d given up one year in because I&#8217;d been bitten so badly by the programming bug. I used to feel ashamed of not having a degree and I felt a little disappointed at having missed out on the experience.</p>
<p>No longer. I think university is a complete waste of time for many people. I think education is due a radical makeover.</p>
<p>Back to 2012. Happy New Year to you. I&#8217;m excited about what this year has in store.</p>
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		<title>Raining Cats &amp; Dogs</title>
		<link>http://chimera2010.com/raining-cats-dogs/</link>
		<comments>http://chimera2010.com/raining-cats-dogs/#comments</comments>
		<pubDate>Sun, 09 Oct 2011 19:53:09 +0000</pubDate>
		<dc:creator>shahid</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[1983]]></category>
		<category><![CDATA[letter]]></category>
		<category><![CDATA[Nick Alexander]]></category>
		<category><![CDATA[Virgin Games]]></category>

		<guid isPermaLink="false">http://chimera2010.com/?p=356</guid>
		<description><![CDATA[A rejection letter for one of my first games, written in BASIC on the Atari 400 in 1983, adapted from a listing somewhere and featuring four-step animation on the character. It was truly crap. Nick was being kind and I &#8230; <a href="http://chimera2010.com/raining-cats-dogs/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>A rejection letter for one of my first games, written in BASIC on the Atari 400 in 1983, adapted from a listing somewhere and featuring four-step animation on the character. It was truly crap. Nick was being kind and I respect him to this day not just for this letter, but for the subsequent advice he gave, which encouraged me to persevere until I got a game published (written in 6502 this time) by Artic, <a href="http://chimera2010.com/arctic-computing-letter-from-chris-turner/">Storm in a Teacup</a>.</p>
<p>It&#8217;s now well over 28 years since I received this letter and I still haven&#8217;t found what my dad might have called &#8220;a proper job&#8221;, choosing instead to remain in what has since become &#8220;the video games industry&#8221;.</p>
<p>I would later (circa 1990) go on to contract to Virgin Games, making music for some of their titles for the PC and putting together their logo for them with my subsequent friend Alexander Martin. I&#8217;d previously of course worked with my friend David Eastman, of Conflict and Floor 13 fame, both of those excellent titles were published by Virgin, featuring my music, libraries, and porting assistance, and I&#8217;d later go on to do music for a game or two for them. I actually don&#8217;t recall what. About this time, Core Design&#8217;s Jeremy Heath-Smith heard my music demos, which were doing the rounds and impressed, contracted me to do some music for some of Core&#8217;s games. I dimly recall doing Thunderhawk, Corporation and a bit of Heimdall I think.</p>
<p>As for Virgin, I&#8217;d join them as a Producer in 1997, working on several titles, including the PC Format Gold-award winning &#8220;F16: Aggressor&#8221;.</p>
<p>I still have friends from Virgin days, one of whom I still work with on a day-to-day basis. We called ourselves &#8220;Bunch A Monkeys&#8221;, or BAM. You might even see us credited in some titles of that era&#8230;</p>
<p><img src="http://chimera2010.com/wp-content/uploads/2011/10/Letter-from-Virgin-Games-rejecting-Raining-Cats-and-Dogs1.jpg" border="0" alt="Letter from Virgin Games rejecting Raining Cats and Dogs" width="600" height="851" /></p>
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		<title>Letter from Chris Smith about Super Silver Range</title>
		<link>http://chimera2010.com/letter-from-chris-smith-about-super-silver-range/</link>
		<comments>http://chimera2010.com/letter-from-chris-smith-about-super-silver-range/#comments</comments>
		<pubDate>Thu, 08 Sep 2011 21:54:00 +0000</pubDate>
		<dc:creator>shahid</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[BT]]></category>
		<category><![CDATA[Chris Smith]]></category>
		<category><![CDATA[firebird]]></category>
		<category><![CDATA[letter]]></category>
		<category><![CDATA[Super Silver]]></category>
		<category><![CDATA[telecomsoft]]></category>

		<guid isPermaLink="false">http://chimera2010.com/?p=351</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<p><img src="http://chimera2010.com/wp-content/uploads/2011/09/Letter-from-Chris-Smith-about-Super-Silver-range.jpg" border="0" alt="Letter from Chris Smith about Super Silver range" width="600" height="841" /></p>
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		<title>Artic Computing &#8211; Letter from Chris Thornton</title>
		<link>http://chimera2010.com/arctic-computing-letter-from-chris-turner/</link>
		<comments>http://chimera2010.com/arctic-computing-letter-from-chris-turner/#comments</comments>
		<pubDate>Tue, 30 Aug 2011 21:38:26 +0000</pubDate>
		<dc:creator>shahid</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[artic]]></category>
		<category><![CDATA[letter]]></category>

		<guid isPermaLink="false">http://chimera2010.com/?p=346</guid>
		<description><![CDATA[This was in response to my first machine code game on the 8-bit Atari in 1983 &#8211; Storm in a Teacup (yeah, I know, I should sue!) I used a pseudonym as you can see. It didn&#8217;t last. Chris knew &#8230; <a href="http://chimera2010.com/arctic-computing-letter-from-chris-turner/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>This was in response to my first machine code game on the 8-bit Atari in 1983 &#8211; Storm in a Teacup (yeah, I know, I should sue!)</p>
<p>I used a pseudonym as you can see. It didn&#8217;t last. Chris knew I wasn&#8217;t a James Kent because all the names I included in the credits list were definitely not of the &#8220;James Kent&#8221; variety and very much of the &#8220;Shahid Ahmad and family&#8221; variety.</p>
<p>Still, it suited me. I used the name James Kent for a couple of games before I decided to drop it. In the end, calling myself James was just a test to see if it was racism that was the main factor behind my games getting rejected. It wasn&#8217;t. My earlier games had been rejected because they were shit and written in BASIC. Storm in a Teacup was shit too, but it was written in Assembler, got me about £300 and up to Hull for a day or two.</p>
<p>A 17 year old being picked up from Hull station in an XR3i was quite a thing back then. It was a white XR3i, but it didn&#8217;t matter.</p>
<p>I liked Chris a lot. He was a funny guy, genuine and decent. I&#8217;d love to know what he&#8217;s up to today. Anyone know? Anyway, enjoy this letter.</p>
<p><img src="http://chimera2010.com/wp-content/uploads/2011/08/Letter-from-Artic-1.jpg" border="0" alt="Letter from Artic  1" width="600" height="837" /></p>
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		<title>A Letter from Tim Langdell about Brian Bloodaxe</title>
		<link>http://chimera2010.com/a-letter-from-tim-langdell-about-brian-bloodaxe/</link>
		<comments>http://chimera2010.com/a-letter-from-tim-langdell-about-brian-bloodaxe/#comments</comments>
		<pubDate>Tue, 30 Aug 2011 19:40:18 +0000</pubDate>
		<dc:creator>shahid</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://chimera2010.com/?p=343</guid>
		<description><![CDATA[Tim had forgotten my first name already, after he&#8217;d contacted me to find out if I&#8217;d be interested in doing a conversion of Brian Bloodaxe to the Commodore 64. It didn&#8217;t happen in the end, he wasn&#8217;t happy to pay &#8230; <a href="http://chimera2010.com/a-letter-from-tim-langdell-about-brian-bloodaxe/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Tim had forgotten my first name already, after he&#8217;d contacted me to find out if I&#8217;d be interested in doing a conversion of Brian Bloodaxe to the Commodore 64.</p>
<p>It didn&#8217;t happen in the end, he wasn&#8217;t happy to pay what I asked, which really wasn&#8217;t a lot. I went on to do Chimera and lots of other things I also enjoyed doing for Telecomsoft.</p>
<p><img src="http://chimera2010.com/wp-content/uploads/2011/08/Letter-from-Tim-Langdell-of-The-Edge-about-Brian-Bloodaxe.jpg" border="0" alt="Letter from Tim Langdell of The Edge about Brian Bloodaxe" width="600" height="845" /></p>
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		<title>Extreme Atari Nostalgia</title>
		<link>http://chimera2010.com/extreme-atari-nostalgia/</link>
		<comments>http://chimera2010.com/extreme-atari-nostalgia/#comments</comments>
		<pubDate>Fri, 26 Aug 2011 18:58:44 +0000</pubDate>
		<dc:creator>shahid</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[atari]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[operating system]]></category>
		<category><![CDATA[source]]></category>

		<guid isPermaLink="false">http://chimera2010.com/?p=340</guid>
		<description><![CDATA[Yes, it&#8217;s been a while since I posted here. Just because I stopped working on Chimera (for a while) doesn&#8217;t mean I wasn&#8217;t going to pick it up again. While you wait for more progress on that, take a look &#8230; <a href="http://chimera2010.com/extreme-atari-nostalgia/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://chimera2010.com/wp-content/uploads/2011/08/atari-8-bit-operating-system-source-code.jpg" border="0" alt="Atari 8 bit operating system source code" width="448" height="600" /></p>
<p>Yes, it&#8217;s been a while since I posted here. Just because I stopped working on Chimera (for a while) doesn&#8217;t mean I wasn&#8217;t going to pick it up again. While you wait for more progress on that, take a look at the picture. I just dug that out. I have an original copy of De Re Atari too.</p>
<p>I sold my Race Inc BMX, won in a competition in 1980, to pay for such manuals. When I started making money out of video games in the early 1980s, I bought the bike back. Sadly, the bike was stolen from a flat in Nuneaton by a bunch of racist scum. It&#8217;s a long story. It was a very distinctive bike, and if anyone knows how I could get it back, I&#8217;d be really grateful.</p>
<p>Meanwhile, there is an awful lot I want to talk about, but simply cannot say in public, because you know, there are duplicitous scumbags who would do anything to make the lives of other people hell. And I don&#8217;t dig that, especially not during Ramadan.</p>
<p>I hope you&#8217;re all well, and do feel free to catch up with me here soon for some more nostalgia.</p>
<p> </p>
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		<title>Silly Old Git</title>
		<link>http://chimera2010.com/silly-old-git/</link>
		<comments>http://chimera2010.com/silly-old-git/#comments</comments>
		<pubDate>Wed, 01 Dec 2010 22:15:27 +0000</pubDate>
		<dc:creator>shahid</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[control]]></category>
		<category><![CDATA[git]]></category>
		<category><![CDATA[version]]></category>

		<guid isPermaLink="false">http://chimera2010.com/?p=335</guid>
		<description><![CDATA[I got back from Dubai today. Jetlagged, constipated, exhausted. I wanted to make some progress on Chimera without coding. So I got git installed using an OS X installer I found on Google Code. Others have referred to it, so &#8230; <a href="http://chimera2010.com/silly-old-git/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img style="border: 0px initial initial;" src="http://chimera2010.com/wp-content/uploads/2010/12/Tower-got-screenshot.png" border="0" alt="Tower git screenshot - Chimera code" width="600" height="506" /></p>
<p>I got back from Dubai today. Jetlagged, constipated, exhausted.</p>
<p>I wanted to make some progress on Chimera without coding. So I got git installed using an OS X installer I <a href="http://code.google.com/p/git-osx-installer/downloads/list?can=3">found on Google Code</a>. Others have referred to it, so I thought it&#8217;d be better than trying to get MacPorts going.</p>
<p>I also downloaded <a href="http://www.git-tower.com/">Tower</a>, a GUI for git and used that to create my first local repository.</p>
<p>Xcode 4 has git support built in and so far it&#8217;s all worked very well.</p>
<p> </p>
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		<title>Jet Set Willy C64 WTF?</title>
		<link>http://chimera2010.com/jet-set-willy-c64-wtf/</link>
		<comments>http://chimera2010.com/jet-set-willy-c64-wtf/#comments</comments>
		<pubDate>Wed, 24 Nov 2010 23:47:55 +0000</pubDate>
		<dc:creator>shahid</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[remakes]]></category>
		<category><![CDATA[retro]]></category>

		<guid isPermaLink="false">http://chimera2010.com/?p=330</guid>
		<description><![CDATA[Yesterday while looking for the PSU for my Parker MidiFly MIDI box (unsuccessful, so if you have any pointers, I&#8217;m all ears), I found my original, sealed copy of Jet Set Willy C64. Are you tired of me telling you &#8230; <a href="http://chimera2010.com/jet-set-willy-c64-wtf/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img src="http://chimera2010.com/wp-content/uploads/2010/11/jet-set-willy-c64-remake.jpg" border="0" alt="jet-set-willy-c64-remake.jpg" width="425" height="411" /></p>
<p>Yesterday while looking for the PSU for my Parker MidiFly MIDI box (unsuccessful, so if you have any pointers, I&#8217;m all ears), I found my original, sealed copy of Jet Set Willy C64. Are you tired of me telling you I wrote that in 1984? Well I showed this gem to my colleagues at work today.</p>
<p>This evening I was trying to remember whether I&#8217;d switched to a more reliable assembler after starting the project in the buggy Macrofire assembler. I&#8217;m sure I did, I just can&#8217;t remember whether it was the Commodore Macro Assembler or not. So what do you do when you can&#8217;t remember bits of your own life? Well you google it of course, and in doing so, I found that somebody had actually remade the C64 version. Frankly, that&#8217;s just beyond my understanding, but <a href="http://www.captaindeath.com/gfi/detail.asp?file=7">good on Captain Death</a>, that&#8217;s all I can say.</p>
<p>I haven&#8217;t checked it out, I&#8217;m still on a high from working out a decent mechanic for Chimera&#8217;s energy/material phasing system and getting a fair bit of code done. Feel free to download it and let me know what you think. (Oh and <a href="http://www.seasip.demon.co.uk/Jsw/jswc64room.html">this guy</a> has done a good job of giving a breakdown of how the data is stored in the game)</p>
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		<title>Crazy, Crazy World</title>
		<link>http://chimera2010.com/crazy-crazy-world/</link>
		<comments>http://chimera2010.com/crazy-crazy-world/#comments</comments>
		<pubDate>Wed, 24 Nov 2010 20:48:51 +0000</pubDate>
		<dc:creator>shahid</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[boost]]></category>
		<category><![CDATA[design]]></category>

		<guid isPermaLink="false">http://chimera2010.com/?p=323</guid>
		<description><![CDATA[The world seems to have gone to hell. Countries are on the verge of collapsing, economies held together with sticky tape and Pritt stick, kids getting beaten up by police on the streets of London and Liberals turning out to &#8230; <a href="http://chimera2010.com/crazy-crazy-world/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>The world seems to have gone to hell. Countries are on the verge of collapsing, economies held together with sticky tape and Pritt stick, kids getting beaten up by police on the streets of London and Liberals turning out to be utter sell-outs.</p>
<p>Yet for some reason that I can&#8217;t quite fathom, when I should be at my most radical, with all of my activist engines on full boost, I am excited about my trade. My trade? Video games. That&#8217;s right. I&#8217;m so very excited about games, about making them, playing them, learning about them.</p>
<p>I&#8217;ve talked about making games with a message, subversive games, but that&#8217;s not why I&#8217;m loving them at the moment. My guess is that coding is a problem I enjoy solving and something over which I have some control. It is an area in which I can experiment, ask questions and get answers.</p>
<p>I&#8217;m still kind of dumbfounded that I have anything at all on the screen and despite my tardiness in recent times, I have made great strides and the results of that will be visible soon.</p>
<p>I managed to get boost::signals (or is it the single &#8216;s&#8217;? I can never remember) working. I had to drag the source for the signals library into my Xcode project, but that worked just fine. I also updated to the latest version of Xcode 4 and I&#8217;m particularly enjoying the Assistant mode, but I can&#8217;t really talk about that I don&#8217;t think, so let&#8217;s stop right there.</p>
<p>I am really surprised at just how powerful boost::signals and boost::bind are, and I will be using them a fair bit now.</p>
<p>I&#8217;ve also been thinking about the design and have some more ideas on that. Happy to share too.</p>
<p>Remember I talked about two phases to the game? Material and Energy? Well now I know how to switch phases. I want to do a twist on &#8220;game over&#8221; &#8211; it&#8217;s called &#8220;it&#8217;s never over&#8221; &#8211; when your energy drops to a critical level in the Material phase, the game switches to Energy mode. Everything becomes brighter, ethereal, vector-like and yes, glowing and sparkly. I like the sound of that. And to get back to material mode (reincarnate?) you need to accumulate sufficient energy. Or rather, &#8220;recycle&#8221; it. Everything will get smoother, more dream-like. So that&#8217;ll be a particle system then.</p>
<p>[Update: 21:44 - I've just got the threshold value-checking in and I was just thinking aloud - how about if the switch from material phase to energy phase was under player control? And the phasing is quite fast and frantic. Other games have jump and shoot as "panic mechanics" - I could have "the switch" - I'm usually good with names so I'll have to come up with something suitably pretentious to describe it. For now, it's just "the switch".</p>
<p>[Update 22:09 Eureka! Energy gradually goes down in material phase, culminating in death with zero energy unless you switch to energy mode, in which case energy starts increasing gradually. In material phase, you use large amounts of energy for more energy-expensive moves. In energy phase, you gain large amounts of energy, but you lose material (i.e. room structure, perhaps the floor or the hull of the spacecraft) - I like this - and it could be fun if the rate at which you need to switch phase varies according to environmental factors]</p>
<p> </p>
<p> </p>
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		<title>What is Chimera?</title>
		<link>http://chimera2010.com/what-is-chimera/</link>
		<comments>http://chimera2010.com/what-is-chimera/#comments</comments>
		<pubDate>Sat, 20 Nov 2010 15:57:54 +0000</pubDate>
		<dc:creator>shahid</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[energy]]></category>
		<category><![CDATA[environment]]></category>
		<category><![CDATA[redemption]]></category>
		<category><![CDATA[reframing]]></category>
		<category><![CDATA[retro]]></category>

		<guid isPermaLink="false">http://chimera2010.com/?p=319</guid>
		<description><![CDATA[I&#8217;m really understanding what this game is about now. Energy Environment Reframing the past Redemption In order for the game to be about the above list, these all have to be factored into gameplay. And that&#8217;s my challenge. The energy &#8230; <a href="http://chimera2010.com/what-is-chimera/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m really understanding what this game is about now.</p>
<ul>
<li>Energy</li>
<li>Environment</li>
<li>Reframing the past</li>
<li>Redemption</li>
</ul>
<p>In order for the game to be about the above list, these all have to be factored into gameplay. And that&#8217;s my challenge.</p>
<p>The energy bit is really easy and most games do a simple variation of this. The obvious example is an FPS game, where you have a certain amount of health, as do the bad guys, and shooting them, or being shot, affects your energy.</p>
<p>I&#8217;m taking that a bit further and turning it into more of a real-time-resource-management issue. Energy is a resource, the Environment is a &#8220;trust&#8221;. In order to fulfill your stewardship of the latter, you need to be clever about the former.</p>
<p>Energy is expended in varying amounts depending on your activity and on the prevailing environment.</p>
<p>Reframing the past is about being able to over-write your previous actions, committed at every stage, and thereby &#8220;un-commit&#8221; them. And redemption means going back in the game and fixing mistakes that would have been harder to fix at the time.</p>
<p> </p>
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