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	<title>Rogue Vector</title>
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	<link>http://www.roguevector.com</link>
	<description></description>
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		<title>A New Game Announced! Banshee!</title>
		<link>http://www.roguevector.com/a-new-game-announced-banshee/</link>
		<comments>http://www.roguevector.com/a-new-game-announced-banshee/#comments</comments>
		<pubDate>Thu, 23 May 2013 11:16:26 +0000</pubDate>
		<dc:creator>CWolf</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Banshee]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Horror]]></category>
		<category><![CDATA[Mr Dog Films]]></category>

		<guid isPermaLink="false">http://www.roguevector.com/?p=2696</guid>
		<description><![CDATA[We are very proud to officially announce that we have teamed up with Mr Dog Films to develop the game for a new transmedia project called ‘Banshee’. Over the past two months we’ve been hard at work creating an experience that brings true horror to Facebook in the form of a real time, multiplayer game. [...]]]></description>
				<content:encoded><![CDATA[<p>We are very proud to officially announce that we have teamed up with <a title="Mr Dog Films" href="http://www.mrdogfilms.com/" target="_blank">Mr Dog Films</a> to develop the game for a new transmedia project called ‘Banshee’.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-2697" alt="Banshee" src="http://www.roguevector.com/wp-content/uploads/2013/05/photo-main.jpg" width="640" height="480" /></p>
<p>Over the past two months we’ve been hard at work creating an experience that brings true horror to Facebook in the form of a real time, multiplayer game. Banshee is about survival and discovery, with the indirect result of territorial conflict, involving two teams &#8211; the emergency services and the spirits. The two teams will try to take control of areas of the city with the use of light and darkness, while discovering the lore of the world!</p>
<p>The game will be a first of its kind in eventually delivering the full length horror film, made by Mr Dog Films, via the game. We’re using Unity for development as we felt it was the best fit to achieve the level of immersion required for such an experience.</p>
<p>We’re really excited about this project and we’ll be releasing more information as we develop the game. Expect to see live streams and developer video blogs from us as the months progress!</p>
<p>For more information please see the Banshee <a title="Banshee Facebook Page" href="https://www.facebook.com/mysteryofthebanshee" target="_blank">Facebook page</a> and <a title="Banshee Website" href="http://mysteryofthebanshee.com/" target="_blank">website</a>!</p>
<div style="text-align: center; width: 100%;"><a href="http://www.mrdogfilms.com/"><img class="size-full wp-image-2741 alignnone" style="margin-right: 30px;" title="Mr Dog Films" alt="Mr Dog Films logo" src="http://www.roguevector.com/wp-content/uploads/2013/05/mrdog_logo.png" width="238" height="92" /></a> <a href="http://unity3d.com/"><img class="size-full wp-image-2734 alignnone" style="margin-left: 30px;" title="Unity" alt="Unity logo" src="http://www.roguevector.com/wp-content/uploads/2013/05/unity_logo.png" width="199" height="92" /></a></div>
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		<title>Unity Development: Monitors – Part 2</title>
		<link>http://www.roguevector.com/unity-development-monitors-part-2-2/</link>
		<comments>http://www.roguevector.com/unity-development-monitors-part-2-2/#comments</comments>
		<pubDate>Fri, 17 May 2013 16:32:09 +0000</pubDate>
		<dc:creator>CWolf</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.roguevector.com/?p=2577</guid>
		<description><![CDATA[This is part two of an article series for Unity Development on an interactive computer / monitor system. See part one here. Over the past two months I’ve been slowly continuing with the Monitor system that I’ve decided to name ‘Farseer’. My last blog post ended with some open questions regarding the various design choices [...]]]></description>
				<content:encoded><![CDATA[<p><em>This is part two of an article series for Unity Development on an interactive computer / monitor system.  See part one <a href="http://www.roguevector.com/unity-development-monitors/" title="here">here</a>.</em></p>
<p>Over the past two months I’ve been slowly continuing with the Monitor system that I’ve decided to name ‘Farseer’.  My last blog post ended with some open questions regarding the various design choices I faced, such as how to lay out the monitor’s view in the scene space.  To quickly sum up I had two choices.<br />
</p>
<div style="font-size: 12px; margin-left: 20px;">
<ul>
<li>Place the monitor views outside the viewable scene space</li>
<li>Place the monitor views on the actual monitors but on a non-viewable layer</li>
</ul>
</div>
<p></p>
<p>After some thought I decided to go with the second option.  I felt this would ultimately be the best approach as it kept things spatially together.  I discussed my choice with a few of our community members and they seemed share my opinion.</p>
<p>Now that the above issue was decided on&#8230; what was next?  I felt that I had taken the current approach as far as I could and it was time for the next step.  With this, Farseer finally was elevated to its own project!  (I tend to prototype in a common project as it saves some time setting things up again).</p>
<p><a href="http://www.roguevector.com/wp-content/uploads/2013/05/farseer.png"><img src="http://www.roguevector.com/wp-content/uploads/2013/05/farseer.png" alt="farseer" width="286" height="203" class="aligncenter size-full wp-image-2601" /></a></p>
<p>My intention for Farseer has always been for it to be used in a procedurally generated game.  The system will need to work well being accessed by various game systems, however, I didn’t want to limit how the system could be accessed.  I wanted Farseer to be useable in the Unity editor too and so, with those thoughts in mind, I set off again!</p>
<p>As soon as I had made my mind up to make Farseer as flexible as possible, I hit another design choice.  Should I use prefabs for the monitor objects, or not?  Think of Prefabs as a ‘here’s one design made earlier!’ approach within Unity &#8211; a design of an in-game object previously set up by the developer.  Unity development tends to encourage heavy use of prefabs and with good reason.  They make development a lot less complex and messy.  If I decided to use prefabs I would create &#8216;monitors&#8217; of various sizes for use.  A developer could then create one of these monitors that best fit their needs.  My only concern was that I had previously encountered some issues involving the interaction of prefabs and RenderTextures (the flat 2D ‘live’ image view of what the monitor is looking at).  In the end I had two choices &#8211; use prefabs or use a non-prefab, more code based approach.</p>
<p><a href="http://www.roguevector.com/wp-content/uploads/2013/05/unityprefabs-250x74.jpg"><img src="http://www.roguevector.com/wp-content/uploads/2013/05/unityprefabs-250x74.jpg" alt="Prefabs" width="250" height="74" class="aligncenter size-full wp-image-2682" /></a></p>
<p>I initially decided to pursue the prefab approach but I hit various issues that made me backtrack.  The issue I encountered was that the Unity Material (something that helps define how an object is displayed in game) assigned to the monitor prefabs and Mesh (effectively the 3D model) seemed to be shared between all prefab instances (an instance being a &#8216;constructed&#8217; version of a prefab).  </p>
<p>In hindsight it was probably user error on my behalf.  I was sharing a lot of Meshes for the monitors and this was probably causing the problems I saw.  Ultimately, this meant that if I tried to changed a Shader effect on a monitor instance, it would change it for all instances of that monitor prefab.  I realised that to make Farseer as flexible as possible I shouldn’t create monitors of various sizes as this approach is inherently limited.</p>
<p>So&#8230; with my new found knowledge (or so I thought) I took the more code based approach.  I would generate the monitors as and when required using the required dimensions.  This involved a bit more work but it was more flexible in the end, and by using Unity Editor plugin coding I was able to use Farseer in the Unity Editor too!</p>
<p><a href="http://www.roguevector.com/wp-content/uploads/2013/05/Menu.png"><img src="http://www.roguevector.com/wp-content/uploads/2013/05/Menu-300x121.png" alt="Menu" width="300" height="121" class="aligncenter size-medium wp-image-2616" /></a></p>
<p>I plan to have preset monitor types that can be quickly created without a lot of effort but I also wanted to provide finer control over the system.  I thought a two stage system of ‘Create Monitor’ then ‘Create View’ satisfied that need.</p>
<div style="float:right;">
<a href="http://www.roguevector.com/wp-content/uploads/2013/05/CreateMonitor2.png"><img src="http://www.roguevector.com/wp-content/uploads/2013/05/CreateMonitor2-300x200.png" alt="CreateMonitor2" width="300" height="200" class="aligncenter size-medium wp-image-2607" /></a>
</div>
</p>
<p>
<a href="http://www.roguevector.com/wp-content/uploads/2013/05/CreateMonitor.png"><img src="http://www.roguevector.com/wp-content/uploads/2013/05/CreateMonitor-300x202.png" alt="CreateMonitor" width="300" height="202" class="aligncenter size-medium wp-image-2604" /></a></p>
<p></p>
<p>Looking at the pictures above, ‘Create Monitor’ concentrates more on the creation of the Plane / Mesh (effectively the 3D representation of the monitor) and it also generates the most suitable RenderTexture to fit the custom monitor size / dimensions.  Once created you can see the beginnings of a monitor!  </p>
<div style="margin-left: -70px">
<div style="float:right; margin-right: 40px;">
<a href="http://www.roguevector.com/wp-content/uploads/2013/05/CreateView2.png"><img src="http://www.roguevector.com/wp-content/uploads/2013/05/CreateView2-300x255.png" alt="CreateView2" width="200" height="163" class="aligncenter size-medium wp-image-2620" /></a>
</div>
<p><a href="http://www.roguevector.com/wp-content/uploads/2013/05/CreateView.png"><img src="http://www.roguevector.com/wp-content/uploads/2013/05/CreateView-300x163.png" alt="CreateView" width="300" height="163" class="aligncenter size-medium wp-image-2619" /></a>
</div>
</p>
<p></p>
<p>Again with the above pictures, the ‘Create View’ concentrates on creating the actual ‘View’ and linking it to the 3D monitor.</p>
<p>Taking a deep breath&#8230; that’s where I’m up to right now.  It has less ‘pretty’ functionality than where I was at in the last post but my next step is to reintroduce the interactive sections I already have working.  I don’t have any real blockers right now other than finding the time in between our contract projects to dedicate to Farseer.  I’ll post another update once I’ve made more progress!  </p>
<p>Until then &#8211; thanks for reading!</p>
]]></content:encoded>
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		<title>Mechadroids &#8211; Round 12</title>
		<link>http://www.roguevector.com/mechadroids-round-12/</link>
		<comments>http://www.roguevector.com/mechadroids-round-12/#comments</comments>
		<pubDate>Thu, 02 May 2013 09:00:07 +0000</pubDate>
		<dc:creator>Jargon</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Mechadroids]]></category>

		<guid isPermaLink="false">http://www.roguevector.com/?p=2573</guid>
		<description><![CDATA[The first 2-month Round 11 is now over. Congratulations to lmn for taking first place! And kudos are also in order for Arobot and ale6 for taking 2nd and 3rd place. Remember you can check out all previous round&#8217;s winners by visiting the Hall of Champions. Round 12 is another 2-month round and has already [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.roguevector.com/wp-content/uploads/2013/05/lmn.png"><img class="alignright  wp-image-2574" alt="lmn" src="http://www.roguevector.com/wp-content/uploads/2013/05/lmn-229x300.png" width="137" height="180" /></a>The first 2-month Round 11 is now over. Congratulations to lmn for taking first place! And kudos are also in order for Arobot and ale6 for taking 2nd and 3rd place. Remember you can check out all previous round&#8217;s winners by visiting the <a title="Hall of Champions" href="http://mechadroids.deadworldstudios.co.uk/champions">Hall of Champions</a>.</p>
<p>Round 12 is another 2-month round and has already begun, so duct tape that cardboardium armour and reload those foam missiles and get ready to fight!</p>
]]></content:encoded>
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		<title>Unity Development: Monitors</title>
		<link>http://www.roguevector.com/unity-development-monitors/</link>
		<comments>http://www.roguevector.com/unity-development-monitors/#comments</comments>
		<pubDate>Sun, 17 Mar 2013 19:47:14 +0000</pubDate>
		<dc:creator>CWolf</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Consoles]]></category>
		<category><![CDATA[Doom 3]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[immersion]]></category>
		<category><![CDATA[Interaction]]></category>
		<category><![CDATA[Monitors]]></category>
		<category><![CDATA[Screens]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.roguevector.com/?p=2411</guid>
		<description><![CDATA[In the spare time between our contract work I&#8217;ve been developing technology for our future game. One piece of tech that we feel will feature heavily in the game is interactive monitors and consoles. While going through my thoughts I immediately remembered the strong impression that was made on me when I first played Doom [...]]]></description>
				<content:encoded><![CDATA[<p>In the spare time between our contract work I&#8217;ve been developing technology for our future game. One piece of tech that we feel will feature heavily in the game is interactive monitors and consoles. While going through my thoughts I immediately remembered the strong impression that was made on me when I first played Doom 3 and came across their interactive monitors.  I loved how they integrated more functionality into an area of games that was traditionally just an &#8216;on/off&#8217; switch-style game entity.  </p>
<p>I wanted to create something simple and effective similar to what Doom 3 achieved.</p>
<p><a href="http://www.roguevector.com/wp-content/uploads/2013/03/doom3_console.jpg"><img class="aligncenter size-medium wp-image-2423" alt="Doom3 Monitor" src="http://www.roguevector.com/wp-content/uploads/2013/03/doom3_console-300x163.jpg" width="300" height="163" /></a></p>
<p>So, with the decision to do some tech prototyping I went about wanting the monitors to be as flexible as possible. It&#8217;s still early days but I intend to have lots of different monitor types supported. In my eyes the system should support quick access, full focus in-environment and total immersion monitors. So, here are the initial set of types I am dwelling over:<br />
</p>
<div style="font-size: 12px; margin-left: 20px;">
<strong>Panels &#8211; </strong> Quick access monitors like &#8216;Open&#8217; panels near to doors, lifts or single use machines. How Doom 3 did it.<br />
<strong>Environment Monitors</strong> &#8211; The player&#8217;s view is zoomed in and locked onto it.  It will still show part of the environment around it.<br />
<strong>Fullscreen Monitors &#8211; </strong> Monitors that go into full screen mode.<br />
<strong>Security Cams &#8211; </strong> Full screen, limited movement angles and possibly screen effects<br />
<strong>Avatar Monitors &#8211; </strong> Full screen, full movement control (for turrets or robots/probes)
</div>
</p>
<p>So&#8230; with those types in mind I went to create a prototype.  You can see my efforts below in the Youtube video.</p>
<p><iframe width="420" height="315" src="http://www.youtube.com/embed/xf1hxKpbJWI" frameborder="0" allowfullscreen></iframe></p>
<p>As you can see, it&#8217;s very early days but this proves the concept pretty well.  Now&#8230; how is this implemented?  As we&#8217;re using Unity Pro this is where a Pro specific feature steps in &#8211; RenderTexture.  It allows a camera to render, or draw, its view to a texture.  This texture then can be used on, for example, a Plane.  By setting up a scene where the cubes can be viewed; the Plane can show this.  By doing some raycasting on the Plane, then continuing the raycast from the intended camera &#8211; you can detect hits on the objects and then trigger the interaction.</p>
<p>In general this approach works well but I still have a few design choices to chew on.  Firstly, while the camera and RenderTexture approach works really well for &#8216;real&#8217; views such as Avatar or Security camera mode, since it&#8217;s looking at something in the &#8216;world&#8217;, it gets a little cloudy for the monitors and consoles.  Where should the &#8216;view&#8217; exist in the game scene for a monitor with just buttons / user interface options / typical computer interfaces and feedback?  The two main trains of thought on this type of thing are:</p>
<div style="font-size: 12px; margin-left: 20px;">
<strong>Same coordinates as the monitor but on another layer for culling</strong><br />
This keeps the &#8216;view&#8217; positionally relevant to the monitor and is easy to remember where the view is.  The problem is that it feels messy to me.  You can enable / disable layers in Unity so it doesn&#8217;t need to be messy but it just feels a little wrong to me, however, the &#8216;view&#8217; in-game will be culled so you won&#8217;t ever see the actual &#8216;view&#8217; &#8211; just the result on the monitor.</p>
<p><a href="http://www.roguevector.com/wp-content/uploads/2013/03/Same_Position_Example.png"><img src="http://www.roguevector.com/wp-content/uploads/2013/03/Same_Position_Example-300x135.png" alt="Same Position Example" width="300" height="135" class="aligncenter size-medium wp-image-2547" /></a></p>
<p><strong style="font-size: 12px;">Very far away from the active game world</strong><br />
This keeps the &#8216;views&#8217; away from any active area but our game will make use of a very large in-scene area.  While our game will use a very large in-scene area, ultimately, there will always be space for it somewhere far out.  We&#8217;ll be loading world data in and out as the player(s) move.  I&#8217;m not too comfortable with this approach though as the &#8216;views&#8217; will be a little dislocated from the monitor &#8211; it feels wrong to me too.</p>
<p><a href="http://www.roguevector.com/wp-content/uploads/2013/03/views1.png"><img src="http://www.roguevector.com/wp-content/uploads/2013/03/views1.png" alt="views" width="250" height="250" class="aligncenter size-full wp-image-2553" /></a></p>
<p style="font-size: 10px;"> The game scene is the building area of the game.  The active area is what we would load game objects into.  This leaves some &#8216;no mans land&#8217; which we could add the monitor &#8216;views&#8217; to. </p>
</div>
</p>
<p>I&#8217;ll have to give this issue a good bit of thought.  I&#8217;m going to see if there are other options available to me that I&#8217;ve not thought up yet.  I&#8217;m more inclined to go with the first option but we&#8217;ll see.  One very interesting side effect I encountered has been getting an effect similar to Portal&#8217;s portals.  By leaving a mouse controller active on the security camera monitor when it should be turned off gives a very similar effect to what it&#8217;s like to look through a portal.</p>
<p>We&#8217;ll see how the tech progresses &#8211; thanks for reading!</p>
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		<title>Deadworld Studios becomes Rogue Vector</title>
		<link>http://www.roguevector.com/deadworld-studios-becomes-rogue-vector/</link>
		<comments>http://www.roguevector.com/deadworld-studios-becomes-rogue-vector/#comments</comments>
		<pubDate>Sun, 03 Mar 2013 21:03:34 +0000</pubDate>
		<dc:creator>CWolf</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Deadworld Studios]]></category>
		<category><![CDATA[Rebrand]]></category>
		<category><![CDATA[Rogue Vector]]></category>

		<guid isPermaLink="false">http://www.roguevector.com/?p=2355</guid>
		<description><![CDATA[As of today, Deadworld Studios will now be trading under the name Rogue Vector. The reason behind the change is due to a trademark dispute with another games studio.  After taking legal advice on the matter, and a failed attempt to negotiate for continued use of the name, we are forced to rebrand. We feel [...]]]></description>
				<content:encoded><![CDATA[<p>As of today, Deadworld Studios will now be trading under the name Rogue Vector.</p>
<p>The reason behind the change is due to a trademark dispute with another games studio.  After taking legal advice on the matter, and a failed attempt to negotiate for continued use of the name, we are forced to rebrand.</p>
<p>We feel Rogue Vector fits our (James and Richard’s) feelings about our company and our determination for the future.  Running your own business is never easy.  You break away from a common path in life and you often encounter unknowns but it’s a direction we will keep travelling.  Our company is becoming stable and we intend to keep pushing to the future!</p>
<p>As a result of moving to Rogue Vector we’ve been able to pull together all the great systems we’ve developed such as the feedback and the cross-platform account system.  All these systems are now accessible from the main Rogue Vector site!  All our games will remain with us and there will be no service disruption to Mechadroids.  Any accounts you previously had still exist and can be used to log into our website (or you can visit <a href="http://account.roguevector.com/">http://account.roguevector.com</a> for your full profile).</p>
<p>In the end, leaving Deadworld Studios behind was very hard for both of us but we’re excited about the coming years, projects and games that’ll be made under Rogue Vector.  The core values and culture that made our community grow and bond will survive in Rogue Vector.</p>
<p>With our eyes set on the future, we have some very exciting games in the works so expect to hear from us again soon!</p>
<p>If anyone has any concerns please contact us at <a href="mailto:info@roguevector.com">info@roguevector.com</a>.  Thank you for reading and we hope you like the new site.</p>
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		<title>Mechadroids &#8211; Round 10</title>
		<link>http://www.roguevector.com/mechadroids-round-10/</link>
		<comments>http://www.roguevector.com/mechadroids-round-10/#comments</comments>
		<pubDate>Sat, 09 Feb 2013 10:05:57 +0000</pubDate>
		<dc:creator>Jargon</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.deadworldstudios.co.uk/?p=2246</guid>
		<description><![CDATA[Round 9 is finally over, and it&#8217;s been quite a long one this time (plus an extra couple of unplanned hours).  Congratulations are in order for Fluffball for coming first with quite a lead, with rambo taking second place and superdroid close behind! As always, you can check out the winners for this round, and [...]]]></description>
				<content:encoded><![CDATA[<p>Round 9 is finally over, and it&#8217;s been quite a long one this time (plus an extra couple of unplanned hours).  Congratulations are in order for Fluffball for coming first with quite a lead, with rambo taking second place and superdroid close behind!</p>
<p>As always, you can check out the winners for this round, and past rounds, by visiting the <a title="Hall of Champions" href="http://mechadroids.deadworldstudios.co.uk/champions">Hall of Champions</a>.</p>
<p>Round 10 is commencing immediately, so get in there and start making more scrap metal!</p>
]]></content:encoded>
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		<title>Mechadroids – Round 9</title>
		<link>http://www.roguevector.com/mechadroids-round-9/</link>
		<comments>http://www.roguevector.com/mechadroids-round-9/#comments</comments>
		<pubDate>Sat, 05 Jan 2013 07:55:38 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.deadworldstudios.co.uk/?p=2238</guid>
		<description><![CDATA[Round 8 is officially over and congratulations goes to Zurg for overcoming Smeghead to win this round. Well done to Smeghead and tibi2012best for coming in second and third. You can check out all the previous rounds champions, and defeated piles of metal, by visiting the Hall of Champions. Round 9 starts now, good luck [...]]]></description>
				<content:encoded><![CDATA[<p>Round 8 is officially over and congratulations goes to Zurg for overcoming Smeghead to win this round.  Well done to Smeghead and tibi2012best for coming in second and third.</p>
<p>You can check out all the previous rounds champions, and defeated piles of metal, by visiting the <a title="Hall of Champions" href="http://mechadroids.deadworldstudios.co.uk/champions">Hall of Champions</a>.</p>
<p>Round 9 starts now, good luck everyone!  You know the drill&#8230; time for action!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.roguevector.com/mechadroids-round-9/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Mechadroids &#8211; Round 8</title>
		<link>http://www.roguevector.com/mechadroids-round-8/</link>
		<comments>http://www.roguevector.com/mechadroids-round-8/#comments</comments>
		<pubDate>Sat, 01 Dec 2012 14:09:41 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Mechadroids]]></category>
		<category><![CDATA[Round 8]]></category>

		<guid isPermaLink="false">http://www.deadworldstudios.co.uk/?p=2233</guid>
		<description><![CDATA[Round 7 is officially over and congratulations goes to Smeghead for winning another round! Well done to Zurg and Roboboy for taking second and third place again. You can check out all the previous rounds champions, and defeated piles of metal, by visiting the Hall of Champions. Round 8 starts now, good luck everyone! May [...]]]></description>
				<content:encoded><![CDATA[<p>Round 7 is officially over and congratulations goes to Smeghead for winning another round! Well done to Zurg and Roboboy for taking second and third place again.</p>
<p>You can check out all the previous rounds champions, and defeated piles of metal, by visiting the <a title="Hall of Champions" href="http://mechadroids.deadworldstudios.co.uk/champions">Hall of Champions</a>.</p>
<p>Round 8 starts now, good luck everyone!  May the best Mechadroid win.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.roguevector.com/mechadroids-round-8/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Mechadroids &#8211; Round 7</title>
		<link>http://www.roguevector.com/mechadroids-round-7/</link>
		<comments>http://www.roguevector.com/mechadroids-round-7/#comments</comments>
		<pubDate>Wed, 31 Oct 2012 08:01:32 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Mechadroids]]></category>
		<category><![CDATA[Robots]]></category>
		<category><![CDATA[Round 7]]></category>

		<guid isPermaLink="false">http://www.deadworldstudios.co.uk/?p=2224</guid>
		<description><![CDATA[Round 6 is officially over and congratulations goes to Smeghead for winning this round. Well done to Zurg and Roboboy for taking second and third place. You can check out all the previous rounds champions, and defeated piles of metal, by visiting the Hall of Champions. Round 7 starts now, good luck everyone!]]></description>
				<content:encoded><![CDATA[<p>Round 6 is officially over and congratulations goes to Smeghead for winning this round. Well done to Zurg and Roboboy for taking second and third place.</p>
<p>You can check out all the previous rounds champions, and defeated piles of metal, by visiting the <a title="Hall of Champions" href="http://mechadroids.deadworldstudios.co.uk/champions">Hall of Champions</a>.</p>
<p>Round 7 starts now, good luck everyone!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.roguevector.com/mechadroids-round-7/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Mechadroids &#8211; Round 6</title>
		<link>http://www.roguevector.com/mechadroids-round-6/</link>
		<comments>http://www.roguevector.com/mechadroids-round-6/#comments</comments>
		<pubDate>Mon, 01 Oct 2012 07:07:55 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Mechadroids]]></category>
		<category><![CDATA[Round 6]]></category>

		<guid isPermaLink="false">http://www.deadworldstudios.co.uk/?p=2216</guid>
		<description><![CDATA[Round 5 is officially over and congratulations goes to Timothy for winning this round. Well done to Smeghead and Fluffball for coming in close behind. Good luck on the new round!]]></description>
				<content:encoded><![CDATA[<p>Round 5 is officially over and congratulations goes to Timothy for winning this round. Well done to Smeghead and Fluffball for coming in close behind.  Good luck on the new round!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.roguevector.com/mechadroids-round-6/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
