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	<title>EpicTable RPG Virtual Tabletop</title>
	<link>http://www.epictable.com</link>
	<description>Your virtual tabletop is about to level up!</description>
	<lastBuildDate>Thu, 11 Mar 2010 02:26:30 +0000</lastBuildDate>
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		<title>The Rejoin Protocol</title>
		<description><![CDATA[The Game Organizer gets disconnected when his cat pushes the reset button on the UPS (Uninterruptible-except-by-cats Power Supply).  That's okay--he boots back up, launches EpicTable and is seamlessly reconnected to the game.  But he believes he has to tell everyone about the state of the game, and as of this writing, everyone listens...]]></description>
		<link>http://www.epictable.com/blog/dev/the-rejoin-protocol/</link>
			</item>
	<item>
		<title>Micro-update:  Auto-save</title>
		<description><![CDATA[I got auto-save of campaigns and campaign resources working.  I know, it sounds like a little thing, but it&#8217;s a big deal actually.  The same code that handles auto-saving the campaign is used in notifying participants around the table of changes&#8211;everything from changing the name of a character to moving a game piece [...]]]></description>
		<link>http://www.epictable.com/blog/dev/micro-update-auto-save/</link>
			</item>
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		<title>Alpha Within Reach</title>
		<description><![CDATA[Just a quick update:  I have just a handful of things to do before EpicTable is usable for my Thursday night game.  My plan is to take it for a spin on one of those Thursdays&#8212;hopefully, this coming Thursday&#8212;and then start inviting people to participate in the alpha.  
Once this process starts, [...]]]></description>
		<link>http://www.epictable.com/blog/dev/alpha-within-reach/</link>
			</item>
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		<title>Post-Holiday Alpha Update</title>
		<description><![CDATA[The EpicTable alpha is nearing completion.  I have a goal of using it in a game I&#8217;m in later this week.  I ran into some snags this weekend that slowed me down, so I don&#8217;t know if I&#8217;m going to make this week, but it&#8217;s close.
The tabletop is working and auto-save is hooked [...]]]></description>
		<link>http://www.epictable.com/blog/dev/post-holiday-alpha-update/</link>
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		<title>What does &#8220;alpha release&#8221; mean?</title>
		<description><![CDATA[I&#8217;ve been putting off posting an update on the EpicTable alpha, hoping that I could post a date&#8211;and afraid that I&#8217;ll blurt one out   &#8212;but I wanted to give you an update before the new year.  I don&#8217;t have a release date for you, but I do have a few notes on [...]]]></description>
		<link>http://www.epictable.com/blog/dev/what-does-alpha-release-mean/</link>
			</item>
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		<title>EpicTable Demos for FUMcon Fall 2009</title>
		<description><![CDATA[I&#8217;ll be giving four &#8220;guided tours&#8221; of EpicTable during FUMcon over GoToMeeting.  I want to call your attention to the fact that my event times on the FUMcon site are all in GMT/UTC.  Continue reading for schedule and technology information.
What&#8217;s on the tour?
All four demos contain the same content: 

30-minute &#8220;guided tour&#8221; of [...]]]></description>
		<link>http://www.epictable.com/epictablenews/epictable-demos-for-fumcon-fall-2009/</link>
			</item>
	<item>
		<title>Managing Game Elements: Revisited</title>
		<description><![CDATA[Last time, I showed you a mockup of a UI for managing in-game resources.  Since then, I&#8217;ve been working on an implementation of that mockup, and I&#8217;d like to get your feedback on a couple screenshots.
First off, a little clarification based on questions and feedback from the mockup:  This is a tree of [...]]]></description>
		<link>http://www.epictable.com/blog/dev/managing-game-elements-revisited/</link>
			</item>
	<item>
		<title>Managing Game Elements</title>
		<description><![CDATA[EpicTable makes it very easy to introduce images, characters, etc., in an ad-hoc way.  But sometimes, you do have something prepared, or you come back to a saved session.  Now, your need shifts from easily introducing new game elements to being able to manage the ones you have.  
The image at the [...]]]></description>
		<link>http://www.epictable.com/blog/dev/managing-game-elements/</link>
			</item>
	<item>
		<title>EpicTable Hits the Jackpot</title>
		<description><![CDATA[Woohoo!  EpicTable is unexpectedly awash in pieces of eight!  
Along the way to finishing the &#8220;Arrange&#8221; (i.e., z-order) context menu for the tabletop, I introduced a short-lived but extravagant bug.  One of the things you can do with objects on the tabletop is duplicate them.  Last night, you could duplicate them&#8230;a [...]]]></description>
		<link>http://www.epictable.com/blog/dev/epictable-hits-the-jackpot/</link>
			</item>
	<item>
		<title>Stackable Surface Objects</title>
		<description><![CDATA[Added proper stacking (i.e., &#8220;z-order&#8221; tracking and rendering) to EpicTable surfaces.  This means that if you put one object down on top of another, it&#8217;ll look that way and not &#8220;slide under&#8221; the other object.  Not a huge deal, just something that needed to be knocked off the list.

It&#8217;s worth noting that because [...]]]></description>
		<link>http://www.epictable.com/blog/dev/stackable-surface-objects/</link>
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