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<channel>
	<title>Rogueship</title>
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	<link>http://www.rogueship.net</link>
	<description>A space trading game for the iPhone</description>
	<lastBuildDate>Tue, 02 Feb 2010 21:04:16 +0000</lastBuildDate>
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		<title>A Rogueship Guide to the Commodities</title>
		<link>http://www.rogueship.net/a-rogueship-guide-to-the-commodities</link>
		<comments>http://www.rogueship.net/a-rogueship-guide-to-the-commodities#comments</comments>
		<pubDate>Tue, 02 Feb 2010 21:04:16 +0000</pubDate>
		<dc:creator>travis</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.rogueship.net/?p=458</guid>
		<description><![CDATA[Commodities; the basic material groups that enable humanity to sustain its vast galactic empire.
And the empire is hungry. Anything and everything can be bought and sold through galactic trade, but as a matter of profit the local planetary markets and climactic events bridle a star captain&#8217;s opportunities.
Agriculture
Natural grain base, genetically-engineering crops, livestock, genetically-engineered livestock, and [...]]]></description>
			<content:encoded><![CDATA[<p><em>Commodities; the basic material groups that enable humanity to sustain its vast galactic empire.</p>
<p>And the empire is hungry. Anything and everything can be bought and sold through galactic trade, but as a matter of profit the local planetary markets and climactic events bridle a star captain&#8217;s opportunities.</em></p>
<h3>Agriculture</h3>
<p>Natural grain base, genetically-engineering crops, livestock, genetically-engineered livestock, and seed species databanks constitute the majority of the essential agricultural products traded at every planet across the galaxy without exception.</p>
<p><em>Ishtar, Bel, and Sin supply the cheapest sources of agriculture in the galaxy, while Anu and Nergal pay happily to meet population demands.</em></p>
<h3>Textile</h3>
<p>Also universally traded are textile goods, made from natural cloths or manufactured synthetics, animal and plant furs, and used everywhere from apparel to, for advanced fibers, military and astrospace applications.</p>
<p><em>Sin sells the cheapest textiles in the galaxy, while Utu and Marduk pay the highest rates for the commodity.</em></p>
<h3>Industrial</h3>
<p>Metals, minerals, ore, colossal machine parts, prefabricated components, expensive tools, chemical waste, and bio-mechanics are the building blocks of the age of space and entire planets rely upon the regular circulation of precious industrial resources among their neighbors.</p>
<p><em>Bel is the cheapest and most reliable source of industrial materials in the galaxy, while Sin and Enki act as the commodity&#8217;s largest purchasers.</em></p>
<h3>Technological</h3>
<p>In the age of space, human ingenuity dominates at every scale, from nanotech to starship apparatus, robotics to biomechanics, priceless mathematical formula, cryptographic systems, alternate energy, and neural-cybernetics. Technology remains among the most profitably and widely traded commodities, despite its vulnerability to a variety of deep space mishaps.</p>
<p><em>Enki and Marduk export the galaxy&#8217;s best technology, with Anu and Nergal buying at the best prices.</em></p>
<h3>Munitions</h3>
<p>War and its tools are companion to business as ever, while the lawless and vigilante nature of mankind&#8217;s empire requires every citizen protect themselves as a matter of course. Guns and ordinance &#8211; from large warheads to small firearms &#8211; invariably trade well on those planets who endorse the public market.</p>
<p><em>Conditions on Utu and Nergalare are ideally suited for the production of munitions, and between them they&#8217;ve cornered the galactic military industrial markets. Marduk and Anu act as the largest purchasers of such weaponry.</em></p>
<h3>Archeological</h3>
<p>Humanity is alone, but just beyond the darkness of time and distance dwell alien intelligences, their history interred by colossal ruins, the wisdom of their cultures fossilized in pictograms and forgotten scripts. As valuable as they are rare, these relics of frontrunner species map  humanity&#8217;s future and sell profitably in specialist markets.</p>
<p><em>Best purchased from Utu or Ishtar, traders regularly sell to the eager collectors and scientists on Enki.</em></p>
<h3>Luxuries</h3>
<p>Vaulted wealth in the hands of the lordly few is feeding luxury markets like never before. The sybaritic demand for moongems, flesh from offworld fruits and beasts, unthinkable cosmetics, star-gas aromatherapy, body transplants, and every other extremity of excess finds a place in cargo holds across the galaxy as, desperate for new experience, the aristocracy pays most dearly for its amusements.</p>
<p><em>Bargains and exciting stock are most prevalent on Ishtar and, secondly, Gula. As a consumer of luxury commodities, Sin is the most rapacious and lucrative of the planets.</em></p>
<h3>Contraband</h3>
<p>The Hansa Star Guild prohibits what it can&#8217;t control, and in doing so widens the reach of illicit enterprise. Slaves and narcotics, plague strains, private science, genocide weapons, and deserialized goods constitute the tip of the black market where nothing is to risky to sell for the right price.</p>
<p><em>The prison planet Nergal and the boundless markets of Gula are the underground&#8217;s largest suppliers, while the other black market planets are equally good for flipping the product.</em></p>
<h3>Xenotech</h3>
<p>Nothing is so little understood yet so coveted as the otherworldly xenotech powering alien species and enabling their great powers. Seamless biomechanics, multidimensional organs, impossible skin, and plasma fuels are the most basic keys opening a door for humanity into the deeper reaches of time and space. Naturally, xenotech is extremely rare and expensive, though it can be freely harvested from defeated alien lifeforms.</p>
<p><em>Only on Utu is xenotech cheap enough trade to allow for common purchase, while Anu and Enki are the richest of its several markets.</em></p>
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		<item>
		<title>Download Theme Music MP3</title>
		<link>http://www.rogueship.net/download-theme-music-mp3</link>
		<comments>http://www.rogueship.net/download-theme-music-mp3#comments</comments>
		<pubDate>Wed, 20 Jan 2010 12:25:56 +0000</pubDate>
		<dc:creator>travis</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.rogueship.net/?p=453</guid>
		<description><![CDATA[You can now download Tom Klovholt&#8217;s extra-telluric background theme music here:
rogueship-theme.mp3 (2.3 MB) *
It&#8217;s an engrossing melody to play while undertaking any vaguely futuristic task, from charting celestial trade routes to checking Facebook to programming games. : )
* Copyright © 2009 Tom Klovholt, all rights reserved
]]></description>
			<content:encoded><![CDATA[<p>You can now download Tom Klovholt&#8217;s extra-telluric background theme music here:</p>
<p><a href="http://www.rogueship.net/wp-content/uploads/2010/01/background.mp3">rogueship-theme.mp3</a> (2.3 MB) *</p>
<p>It&#8217;s an engrossing melody to play while undertaking any vaguely futuristic task, from charting celestial trade routes to checking Facebook to programming games. : )</p>
<p><em style="font-size:75%">* Copyright © 2009 Tom Klovholt, all rights reserved</em></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Rougeship v2: Rampant Piracy!</title>
		<link>http://www.rogueship.net/rougeship-v2-rampant-piracy</link>
		<comments>http://www.rogueship.net/rougeship-v2-rampant-piracy#comments</comments>
		<pubDate>Sun, 10 Jan 2010 02:16:18 +0000</pubDate>
		<dc:creator>travis</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Releases]]></category>

		<guid isPermaLink="false">http://www.rogueship.net/?p=446</guid>
		<description><![CDATA[From planet to planet, the Hansa Star Guild can do little to deter the menace of pirate raiders who pillage and plunder trade ships with rising impunity.  Even the Regulators are helpless against the enormity of the threat as the enemy’s ranks grow beneath a black banner of fear, violence, and riches.
Rampant Piracy! is [...]]]></description>
			<content:encoded><![CDATA[<p><em>From planet to planet, the Hansa Star Guild can do little to deter the menace of pirate raiders who pillage and plunder trade ships with rising impunity.  Even the Regulators are helpless against the enormity of the threat as the enemy’s ranks grow beneath a black banner of fear, violence, and riches.</em></p>
<p>Rampant Piracy! is the first Rogueship update to be submitted to the App Store. Along with bug fixes and some UI polish, this update introduces six new encounters depicting the effects of piracy on the trade markets, and a new gameplay mechanic in the form of “badges” you can earn for defeating pirates or smuggling contraband. Also look out for new pirate art.</p>
<p>New encounters include:</p>
<p>-	Trade Market Besieged<br />
-	Smuggling Ring<br />
-	Weapons Cache<br />
-	Pulse Charge Snares<br />
-	Rampant Piracy!<br />
-	Extortion Racket</p>
<p>NB: Among the bug fixes is an update to the build target that was causing issues for players installing to 2nd iPod Touches for some environments.</p>
<p>Read the rest of the <a href="http://www.rogueship.net/release-notes">release notes</a> and download Rogueship now from <a href="itms://itunes.apple.com/us/app/rogueship/id324321518?mt=8">iTunes</a>. </p>
]]></content:encoded>
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		<item>
		<title>Gameplay Demo Video</title>
		<link>http://www.rogueship.net/gameplay-demo-video</link>
		<comments>http://www.rogueship.net/gameplay-demo-video#comments</comments>
		<pubDate>Wed, 30 Dec 2009 19:01:35 +0000</pubDate>
		<dc:creator>travis</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.rogueship.net/?p=441</guid>
		<description><![CDATA[The first gameplay demo up on youtube. It runs though the key points of the game to the beat of Tom&#8217;s excellent background music. Enjoy!

]]></description>
			<content:encoded><![CDATA[<p>The first gameplay demo up on youtube. It runs though the key points of the game to the beat of Tom&#8217;s excellent background music. Enjoy!</p>
<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/Xg2fys34nZc&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Xg2fys34nZc&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></p>
]]></content:encoded>
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		<title>Developer Diary Part 6: Events</title>
		<link>http://www.rogueship.net/developer-diary-part-6-events</link>
		<comments>http://www.rogueship.net/developer-diary-part-6-events#comments</comments>
		<pubDate>Sun, 25 Oct 2009 08:50:51 +0000</pubDate>
		<dc:creator>travis</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Developer Diary]]></category>

		<guid isPermaLink="false">http://www.rogueship.net/?p=336</guid>
		<description><![CDATA[In Rogueship, game events are the main delivery mechanism for background story, and more importantly, for the general character of the universe.  Events which the players encounters set the mood for life as a space trader and contrast the otherwise analytical trading gameplay. 
Because the events occur randomly, they’re an even better counterpoint to [...]]]></description>
			<content:encoded><![CDATA[<p>In Rogueship, game events are the main delivery mechanism for background story, and more importantly, for the general character of the universe.  Events which the players encounters set the mood for life as a space trader and contrast the otherwise analytical trading gameplay. </p>
<p>Because the events occur randomly, they’re an even better counterpoint to trade which can be relatively well optimized by clever players. What’s more, they can be and in fact are used to influence commodity trading strategy. </p>
<p>For example. while technology and industrial commodities are widely traded and thereby reliable cargo, there are more events that negatively effect these commodities and target players who try to specialize. Guild Regulators are an especially glaring example and act as the direct challenge to those who would profit from the fluctuations in the market index on contraband.</p>
<p>Beyond influencing trade, events serve as the core content in Rogueship. Ranging from static encounters which resolve automatically to combat with pirates which verges on a minigame, events expand the basic gameplay in simple and hopefully somewhat emergent ways. A measure of variety can be introduced to the game without threatening the core gameplay or balance too much.</p>
<p>This design also works well with the incremental updates encouraged by the App Store, making it natural to enhance Rogueship simply by adding more events. </p>
<p>More than anything, the events mechanic in Rogueship is inspired by the event card decks found in many boardgames. These have always served as a source of suspence and excitement in the tabletop setting, and the intent is for events in Rogueship to do the same. Every time an event is about to appear the player should enjoy a brief rush of anticipation and dread. Rogueship has the advantage of further being able to weight the events, or rather, give players a way to “stack the deck” to their advantage by increasing or decreasing the likelihood of certain events. In other words, events give the player another way to tactically manage risk. And if they don’t, it makes sure they know the ruinous consequences of a heedless acceptance of fate.</p>
<p><a href="http://www.rogueship.net/developer-diary-part-1-design-foundation">Read Part 1: Design Foundation</a><br />
<a href="http://www.rogueship.net/developer-diary-part-2-gameplay-foundation">Read Part 2: Gameplay Foundation</a><br />
<a href="http://www.rogueship.net/developer-diary-part-3-world-foundation">Read Part 3: World Foundation</a><br />
<a href="http://www.rogueship.net/developer-diary-part-4-commodities-trading">Read Part 4: Commodities Trading</a><br />
<a href="http://www.rogueship.net/developer-diary-part-5-combat">Read Part 5: Combat</a></p>
]]></content:encoded>
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		<item>
		<title>A Rogueship Guide to the Planets</title>
		<link>http://www.rogueship.net/a-rogueship-guide-to-the-planets</link>
		<comments>http://www.rogueship.net/a-rogueship-guide-to-the-planets#comments</comments>
		<pubDate>Sun, 11 Oct 2009 23:29:00 +0000</pubDate>
		<dc:creator>travis</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.rogueship.net/?p=319</guid>
		<description><![CDATA[Anu
Class I Planet, pop. 22 billion
The acting capital of the galaxy and seat of power for humanity’s ruling ellite, Anu, the King Star, is a dense ecumenopolis of superlative technogy, industry, and riches.  The burning core is all that remains beneath a visionary metal world where the tallest spires exceed the world’s diameter and [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.rogueship.net/wp-content/uploads/2009/10/anu.png" style="float:left;margin:0 3px 0 2px;border-color:rgb(230,230,230);" /></p>
<h3>Anu</h3>
<p><strong>Class I Planet, pop. 22 billion</strong><br />
The acting capital of the galaxy and seat of power for humanity’s ruling ellite, Anu, the King Star, is a dense ecumenopolis of superlative technogy, industry, and riches.  The burning core is all that remains beneath a visionary metal world where the tallest spires exceed the world’s diameter and whose surface shines with the afterglow of burning Astra.</p>
<p><img src="http://www.rogueship.net/wp-content/uploads/2009/10/enki.png" style="float:left;margin:0 3px 0 2px;border-color:rgb(230,230,230);" /></p>
<h3>Enki</h3>
<p><strong>Class I Planet, pop. 9 billion</strong><br />
The greatest scholastic instutitions of the galaxy keep their courts on Enki, a planet of wisdom, law, and home to the trans-arcanist cults. New technology is first mastered on Enki before export to other worlds, and it remains one of the few open markets for trade in xenotech.</p>
<p><img src="http://www.rogueship.net/wp-content/uploads/2009/10/bel.png" style="float:left;margin:0 3px 0 2px;border-color:rgb(230,230,230);" /></p>
<h3>Bel</h3>
<p><strong>Class I Planet, pop. 18 billion</strong><br />
A tempestuous world of floods and storms, Bel’s surface violence is matched only by the power which can be harnessed from the deep, unfettered resources seething beneath the crust. The galaxy’s foremost importer of industry to fuel the endless demands of programs to better engineer the human condition, the planet would rival Anu were it not for the literal and political chaos which besets its lands.</p>
<p><img src="http://www.rogueship.net/wp-content/uploads/2009/10/utu.png" style="float:left;margin:0 3px 0 2px;border-color:rgb(230,230,230);" /></p>
<h3>Utu</h3>
<p><strong>Class II Planet, pop. 12 Billion</strong><br />
Like the fanastic glowing rockscapes that form its face, this is a world of both warmth and majesty. Scant resources force the market to rely on trade from the xenotech artifacts dug from the mountains, though many legal bodies and the headquarters of the Guild Regulators are also situated here and bring both prestige and income to the quiet standing of the planet.</p>
<p><img src="http://www.rogueship.net/wp-content/uploads/2009/10/ishtar.png" style="float:left;margin:0 3px 0 2px;border-color:rgb(230,230,230);" /></p>
<h3>Ishtar</h3>
<p><strong>Class II Planet, pop. 19 Billion</strong><br />
Lush savannah and countless leagues of natural beauty belie the ready violence of the formidible military force safeguarding Ishtar’s treasures.  What its  Arcandian nations lack in galactic dignity, the world’s queen and her court more than indemnify with the threat of their quiet wrath. Agrarian trade is good, and the progessive minds of the people welcome commodities from xenotech to contraband.</p>
<p><img src="http://www.rogueship.net/wp-content/uploads/2009/10/nergal.png" style="float:left;margin:0 3px 0 2px;border-color:rgb(230,230,230);" /></p>
<h3>Nergal</h3>
<p><strong>Class III Planet, pop. 13 billion</strong><br />
This blistering planet was chosen for its menacing qualities and rich deposits of mineral and ore. It’s purpose: a homeworld for labor camps and prison colonies, with soaring manufactories cratoring the mining bastions here, including the tremendous munitions yards of the galactic navies. With the exile of human services from the planet, criminal enterprise has flourished and the most diabolical contraband can be had on the cheap.</p>
<p><img src="http://www.rogueship.net/wp-content/uploads/2009/10/marduk.png" style="float:left;margin:0 3px 0 2px;border-color:rgb(230,230,230);" /></p>
<h3>Marduk</h3>
<p><strong>Class II Planet, pop. 14 billion</strong><br />
Primordial jungles and turbulent storms once ruled the world’s surface but have been tamed and now serve as rich sources of agriculture and energy for Marduk’s nations. Some of the galaxy’s best starships are assembled in foundries  rising from the green morass, and orbital cities give testimony to Marduk’s dominion over flight technologies.</p>
<p><img src="http://www.rogueship.net/wp-content/uploads/2009/10/sin.png" style="float:left;margin:0 3px 0 2px;border-color:rgb(230,230,230);" /></p>
<h3>Sin</h3>
<p><strong>Class III Planet, pop. 8 billion</strong><br />
Once a sizable moon of Marduk, Sin was slowly terraformed into a celestial body and detatched from orbit. Today, over half of its mass comes from the space stations and drifting shanty-towns of orbital floatilla that envelop its outer reaches. The planet ‘s greatest asset are the luminous refinies which prepare textile and agricultural produce for the galaxy.</p>
<p><img src="http://www.rogueship.net/wp-content/uploads/2009/10/gula.png" style="float:left;margin:0 3px 0 2px;border-color:rgb(230,230,230);" /></p>
<h3>Gula</h3>
<p><strong>Class III Planet, pop 15 billion</strong><br />
A rich and variable world of lush mountains and mysterious land formations home to many priceless natural resources. Crowded beyond its size and developmentally limited, Gula hosts markets that are as a galactic bazaars where the exotic or illegal can be found for a price, and criminals and lawmen alike are treated with equal suspician by a resentful and insular populace.</p>
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		<title>Developer Diary Part 5: Combat</title>
		<link>http://www.rogueship.net/developer-diary-part-5-combat</link>
		<comments>http://www.rogueship.net/developer-diary-part-5-combat#comments</comments>
		<pubDate>Mon, 05 Oct 2009 21:20:17 +0000</pubDate>
		<dc:creator>travis</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Developer Diary]]></category>

		<guid isPermaLink="false">http://www.rogueship.net/?p=236</guid>
		<description><![CDATA[Rogueship is not a combat simulation. Battle is abstracted, a means to an end like any other at a captain&#8217;s disposal. Because of that fact, combat in Rogueship transpires like other game events, with a few key strategic differences.
Any battle-ready starship carries both (1) shields and (2) weapons, and all combat is a function of [...]]]></description>
			<content:encoded><![CDATA[<p>Rogueship is not a combat simulation. Battle is abstracted, a means to an end like any other at a captain&#8217;s disposal. Because of that fact, combat in Rogueship transpires like other game events, with a few key strategic differences.</p>
<p>Any battle-ready starship carries both (1) shields and (2) weapons, and all combat is a function of these two factors. An exchange in combat is a summary matter of resisting an enemy&#8217;s attack and then breaking their defense with a counterattack. Owing to universal malevolence, the player always strikes second, meaning that defense really is the best offense in the game.</p>
<p>The consequences of battle, unlike combat itself, depend entirely on the enemy and circumstance. The penalties and rewards are what defines a battle, whether it&#8217;s a pirate raider blasting apart pieces of a ship or an alien intruder devouring shields.</p>
<p>Behind the scenes, various difficulty modifiers come into play driven by circumstance, but for the player combat will always remain a quick, intuitive, high-stakes affair. Deeper strategy comes from evaluating the need to equip your starship with weapons and shields, and timing the upgrades effectively. </p>
<p>In other words, it&#8217;s a matter of resource management. Like everything in Rogueship, war, too, is a product of commerce.</p>
<p><a href="http://www.rogueship.net/developer-diary-part-1-design-foundation">Read Part 1: Design Foundation</a><br />
<a href="http://www.rogueship.net/developer-diary-part-2-gameplay-foundation">Read Part 2: Gameplay Foundation</a><br />
<a href="http://www.rogueship.net/developer-diary-part-3-world-foundation">Read Part 3: World Foundation</a><br />
<a href="http://www.rogueship.net/developer-diary-part-4-commodities-trading">Read Part 4: Commodities Trading</a><br />
<a href="http://www.rogueship.net/developer-diary-part-6-events">Read Part 6: Events</a></p>
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		<title>Star Trader &#8211; Inspiring Forerunner</title>
		<link>http://www.rogueship.net/star-trader-inspiring-forerunner</link>
		<comments>http://www.rogueship.net/star-trader-inspiring-forerunner#comments</comments>
		<pubDate>Thu, 01 Oct 2009 23:50:29 +0000</pubDate>
		<dc:creator>travis</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.rogueship.net/?p=222</guid>
		<description><![CDATA[Rogueship carries its influences proudly, and the first of many would have to be Dave Kaufman&#8217;s Star Trader, a multiplayer computer game of interstellar trading published in 1974!
Others have preserved the legacy of Star Trader quite well, but suffice it to say that Rogueship draws a powerful inspiration from the simple and addictive gameplay it [...]]]></description>
			<content:encoded><![CDATA[<p>Rogueship carries its influences proudly, and the first of many would have to be Dave Kaufman&#8217;s Star Trader, a multiplayer computer game of interstellar trading published in 1974!</p>
<p>Others have preserved the <a href="http://www.langesite.com/startrader/" target="_blank">legacy of Star Trader</a> quite well, but suffice it to say that Rogueship draws a powerful inspiration from the simple and addictive gameplay it pioneered, and tries to invoke an atmosphere of space adventure that does its predecessor proud. While Rogueship&#8217;s mechanics and pacing are its own, the driving gameplay of manipulating commodity markets through crafty trading is the same. The sector-based map for navigating the galaxy has also stood the test of time.</p>
<p>Star Trader was distributed as raw source code and promoted further development (if not total reworking). Over the years a lot of additions have appeared in variants of the game, but Rogueship follows a different path in trying to eschew logistical clutter and avoid the less engaging features. </p>
<p>Paying tribute to space trading on the iPhone could only mean following the platform&#8217;s shine for simplicity and polish, and that&#8217;s exactly what Rogueship is trying to bring to the Star Trader tradition. </p>
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		<title>Elite Turns Twenty-Five</title>
		<link>http://www.rogueship.net/elite-turns-twenty-five</link>
		<comments>http://www.rogueship.net/elite-turns-twenty-five#comments</comments>
		<pubDate>Tue, 22 Sep 2009 08:16:46 +0000</pubDate>
		<dc:creator>travis</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.rogueship.net/?p=213</guid>
		<description><![CDATA[Happy 25th birthday to Elite, we treasure and salute you. The BBC reports . 
Like the visionary forerunner of an alien empire, you marked a future whose path we still travel down today and history will tell of your greatness while believers form worlds in the shape of the shadows you have cast.
]]></description>
			<content:encoded><![CDATA[<p>Happy 25th birthday to <a href="http://en.wikipedia.org/wiki/Elite_%28video_game%29">Elite</a>, we treasure and salute you. <a href="http://news.bbc.co.uk/2/hi/technology/8261272.stm">The BBC reports </a>. </p>
<p>Like the visionary forerunner of an alien empire, you marked a future whose path we still travel down today and history will tell of your greatness while believers form worlds in the shape of the shadows you have cast.</p>
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		<title>Developer Diary Part 4: Commodities Trading</title>
		<link>http://www.rogueship.net/developer-diary-part-4-commodities-trading</link>
		<comments>http://www.rogueship.net/developer-diary-part-4-commodities-trading#comments</comments>
		<pubDate>Mon, 14 Sep 2009 20:57:55 +0000</pubDate>
		<dc:creator>travis</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Developer Diary]]></category>

		<guid isPermaLink="false">http://www.rogueship.net/?p=200</guid>
		<description><![CDATA[Munitions, technology, luxuries. Trading commodities on the galactic market is at the heart of Rogueship, and so it’s arguably the most important part of the game. Keeping the trading mechanic simple and abstract, and therefore accessible, is the design challenge. At the same time, the gameplay should help the player understand some of the game’s [...]]]></description>
			<content:encoded><![CDATA[<p>Munitions, technology, luxuries. Trading commodities on the galactic market is at the heart of Rogueship, and so it’s arguably the most important part of the game. Keeping the trading mechanic simple and abstract, and therefore accessible, is the design challenge. At the same time, the gameplay should help the player understand some of the game’s themes, such as the volatility of markets or the importance of planning around risk.</p>
<p>Choosing the commodities was a matter of imaging the basic needs of a futuristic humanity, compounded by scarcities that would emerge after space colonization. The commodities must be evocative of that world, and also tell a story about a planet based on their availability and cost.</p>
<p>The trading mechanic runs on the rule of buying low and selling high. It’s a concept anyone can understand, and you can quickly make a decision after glancing at some numbers. For the trading screen, tabular interfaces with simple responses are ideal for the iPhone, and modeling trading in the native table views felt familiar and fluid. </p>
<p>The second element of trading is randomness; downturns and windfalls. To represent the galactic ebb and flow of consumption, Rogueship has a market index which modifies the base price of commodities, moving up or down in trends. The player must time their trades to opportunity, giving the extra thrill of running cargo on a deadline before they’re selling at a loss, or seeing cargo that they’re sitting on jump in value. </p>
<p>A balanced trading strategy must play on known commodity values while planning for risk.</p>
<p>The final element of trading is the criminal one; contraband and the black market. You have the option of accepting extreme risk or reward by smuggling contraband cargo, which continually sees wild fluctuations in price and can be sold for a quick profit or made into a prosperous career. The danger, however, rests in the hands of the Regulators, enforcers employed by the merchant cartels to portal the tradeways of space and issue brutal inspections to potential smuggling vessels. Upon arrest, the criminal fines can easily bankrupt a player.</p>
<p>Throughout a game of Rogueship, events may nudge the market in one direction or another, but the core strategy and mechanics remain simple and unchanged. It’s not a matter of how to trade, but what to trade and when. And of course, better players will find ways to set the odds in their favor.</p>
<p><a href="http://www.rogueship.net/developer-diary-part-1-design-foundation">Read Part 1: Design Foundation</a><br />
<a href="http://www.rogueship.net/developer-diary-part-2-gameplay-foundation">Read Part 2: Gameplay Foundation</a><br />
<a href="http://www.rogueship.net/developer-diary-part-3-world-foundation">Read Part 3: World Foundation</a><br />
<a href="http://www.rogueship.net/developer-diary-part-5-combat">Read Part 5: Combat</a><br />
<a href="http://www.rogueship.net/developer-diary-part-6-events">Read Part 6: Events</a></p>
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