<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>RuneStorm Blog &#187; Knights</title>
	<atom:link href="http://www.runestorm.com/blog/tag/knights/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.runestorm.com/blog</link>
	<description>The RuneStorm Blog</description>
	<lastBuildDate>Tue, 11 Dec 2018 14:16:13 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.6.1</generator>
		<item>
		<title>Rooks Keep: Character Content Elements</title>
		<link>http://www.runestorm.com/blog/2012/02/04/rooks-keep-character-content-elements/</link>
		<comments>http://www.runestorm.com/blog/2012/02/04/rooks-keep-character-content-elements/#comments</comments>
		<pubDate>Sat, 04 Feb 2012 16:24:19 +0000</pubDate>
		<dc:creator>ShadowBlade</dc:creator>
				<category><![CDATA[Rooks Keep]]></category>
		<category><![CDATA[Beasts]]></category>
		<category><![CDATA[Dev Log]]></category>
		<category><![CDATA[Knights]]></category>
		<category><![CDATA[Work-in-progress]]></category>

		<guid isPermaLink="false">http://www.runestorm.com/blog/?p=152</guid>
		<description><![CDATA[Greetings minions! Our blog&#8217;s been a little lazy here unfortunately, so I&#8217;ll strike it with an insightfully intriguing post on the Rooks Keeps character content pipeline. I won&#8217;t go into the specifics of actually creating the content, rather focussing on the work inside UnrealEd. This doesn&#8217;t include the rather large coding side of things either; [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>Greetings minions!</p>
<p>Our blog&#8217;s been a little lazy here unfortunately, so I&#8217;ll strike it with an insightfully intriguing post on the Rooks Keeps character content pipeline. I won&#8217;t go into the specifics of actually creating the content, rather focussing on the work inside UnrealEd. This doesn&#8217;t include the rather large coding side of things either; it&#8217;s simply the content side of things. That&#8217;s somehting for another section entirely.</p>
<p>So, let&#8217;s start at the beginning then.<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>Firstly, we design the character, followed by the concept art for it. DC does the concept art and modeling for the character, then the UV&#8217;s and then renders up all the required maps that I will need for texturing (Normal, Ambient-Occlusion, Cavity and Wireframe). Once texturing concludes, I&#8217;ll do the rig and create the required animations, sounds and anything else specific to the character (such as masks).<br />
Once all the work outside of UE is finshed, it&#8217;s time to get it all ready for the game. And that&#8217;s the stuff I&#8217;ll list and explain here.<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
<span style="text-decoration: underline;">-Meshes:</span><br />
The characters are made up of several meshes, and also require other objects for various gore and FX related purposes.</p>
<ul>
<li>Character&nbsp;&nbsp;<font color="#88aaff">[The actual character mesh/rig]</font></li>
<li>Weapons&nbsp;&nbsp;<font color="#88aaff">[The weapon(s) and other attachments that the character holds in their hands]</font></li>
<li>Head&nbsp;&nbsp;<font color="#88aaff">[This is a character specific head gib used for gore]</font></li>
<li>Gibs&nbsp;&nbsp;<font color="#88aaff">[These are a global set of gibs used for all characters. These include both flesh and metal pieces]</font></li>
</ul>
<p><a title="A collection of meshes and other assets" href="http://www.flickr.com/photos/rs_shadowblade/6816762083/"><img src="http://farm8.staticflickr.com/7149/6816762083_4973e87596_m.jpg" alt="A collection of meshes and other assets" width="240" height="168" /></a></p>
<p><span style="text-decoration: underline;">-Textures:</span> [Often a character has more than one material slot]<br />
The character requires a fair number of textures, which includes the usual Diffuse/Specular/Normal set and extras such as masks and emissive maps. The textures (primarily the masks) will often have various color channels dedicated to specific material functions, which will be listed here as &#8220;RGBA=&#8221;.</p>
<ul>
<li>Diffuse&nbsp;&nbsp;<font color="#88aaff">[This is the characters primary color map and sets the overall look of the character]</font>&nbsp;&nbsp;<font color="#ffaa88">[A=OpacityMask]</font></li>
<li>Specular&nbsp;&nbsp;<font color="#88aaff">[This sets the 'shininess' of the character texture]</font></li>
<li>Normal&nbsp;&nbsp;<font color="#88aaff">[The normal map appears to add extra detail to the mesh, by performing some voodoo magic]</font></li>
<li>Emissive&nbsp;&nbsp;<font color="#88aaff">[This map indicates areas of the texture that are unaffected by lighting, and is often used to make areas glow]</font></li>
<li>MaterialMask&nbsp;&nbsp;<font color="#88aaff">[We use this texture to set various properties on the characters material, such as reflection intensity, specular power and others]</font>&nbsp;&nbsp;<font color="#ffaa88">[R=Reflection G=SpecularPower B=Fresnel A=DetailNormal]</font></li>
<li>Color Mask&nbsp;&nbsp;<font color="#88aaff">[This mask indicates which areas of the character can be colored by the in-game color chooser. It also sets where blood appears]</font>&nbsp;&nbsp;<font color="#ffaa88">[R=PrimaryColor G=SecondaryColor B=WeaponBlood A=SprayBlood]</font></li>
<li>Gore Mask&nbsp;&nbsp;<font color="#88aaff">[The gore mask indicates specific areas used by the gore system]</font>&nbsp;&nbsp;<font color="#ffaa88">[R=Decapitation G=FootBlood B=InjuryBlood]</font></li>
<li>Footsteps&nbsp;&nbsp;<font color="#88aaff">[These are bloody footstep textures used as decals when a character walks through a blood pool]</font></li>
<li>Head Gibs&nbsp;&nbsp;<font color="#88aaff">[The textures used by the head gib meshes]</font></li>
<li>Gibs&nbsp;&nbsp;<font color="#88aaff">[Gib textures]</font></li>
<li>Decals&nbsp;&nbsp;<font color="#88aaff">[Blood decals used for various gore requirements, such as spatters, explosions, pools and drips]</font></li>
<li>Particles&nbsp;&nbsp;<font color="#88aaff">[These are the textures used by the various particle systems, including gore and weapon effects]</font></li>
</ul>
<p><a title="A collection of textures for the Knights faction" href="http://www.flickr.com/photos/rs_shadowblade/6816750485/"><img src="http://farm8.staticflickr.com/7159/6816750485_0759a449a9_m.jpg" alt="A collection of textures for the Knights faction" width="240" height="178" /></a> <a title="A collection of textures for the Beasts faction" href="http://www.flickr.com/photos/rs_shadowblade/6816752787/"><img src="http://farm8.staticflickr.com/7142/6816752787_31c19d7e31_m.jpg" alt="A collection of textures for the Beasts faction" width="240" height="180" /></a></p>
<p><span style="text-decoration: underline;">-Animations:</span></p>
<ul>
<li>Walk</li>
<li>Run</li>
<li>Charge&nbsp;&nbsp;<font color="#88aaff">[A walking sequence used when a piece is in combat with another]</font></li>
<li>Idle</li>
<li>Idle one-shots&nbsp;&nbsp;<font color="#88aaff">[Idle sequences to break up the otherwise looping idle animation]</font></li>
<li>Blocking</li>
<li>Quick Attacks</li>
<li>Slow Attacks</li>
<li>Parry: Left / Right / Up / Down&nbsp;&nbsp;<font color="#88aaff">[Each piece requires a parry sequence in each basic direction]</font></li>
<li>Quick Attacks Parried&nbsp;&nbsp;<font color="#88aaff">[These sequences are used when the attack of the character is parried by the enemy]</font></li>
<li>Slow Attacks Parried&nbsp;&nbsp;<font color="#88aaff">[These sequences are used when the attack of the character is parried by the enemy]</font></li>
<li>Death: Stab / Slash / Decapitated / Fried</li>
<li>Pain</li>
<li>Dodge</li>
</ul>
<p><a title="The UE Animation Editor" href="http://www.flickr.com/photos/rs_shadowblade/6816758157/"><img src="http://farm8.staticflickr.com/7149/6816758157_1becffce2c_m.jpg" alt="The UE Animation Editor" width="240" height="189" /></a></p>
<p><span style="text-decoration: underline;">-Sounds:</span></p>
<ul>
<li>Pain[Beasts]</li>
<li>Effort[Beasts]&nbsp;&nbsp;<font color="#88aaff">[Used when the character attacks and performs some other movements]</font></li>
<li>Die[Beasts]</li>
<li>Impacts&nbsp;&nbsp;<font color="#88aaff">[These are sounds of weapons successfully hitting characters. They come in both flesh and metal variants]</font></li>
<li>Footsteps&nbsp;&nbsp;<font color="#88aaff">[These include various foot types on various surface types]</font></li>
<li>Swing Weapon&nbsp;&nbsp;<font color="#88aaff">[Played when weapons are swung]</font></li>
<li>Attacks&nbsp;&nbsp;<font color="#88aaff">[Character attack sounds. Right now, these are used by the Bishops of both sides]</font></li>
<li>Parry Attack&nbsp;&nbsp;<font color="#88aaff">[The sound played by the attackers weapon when it is parried]</font></li>
<li>Enemy Parry&nbsp;&nbsp;<font color="#88aaff">[Played by the victims weapon when it successfully parries an attack]</font></li>
<li>Weapons on ground&nbsp;&nbsp;<font color="#88aaff">[Played by weapons left by dead players as they are moved around]</font></li>
<li>Corpse Impacts&nbsp;&nbsp;<font color="#88aaff">[Sounds of dead bodies been moved around by other players]</font></li>
<li>Blood Splats&nbsp;&nbsp;<font color="#88aaff">[When blood hits a surface]</font></li>
<li>Decapitation&nbsp;&nbsp;<font color="#88aaff">[The joyous sound of a head leaving it's owner]</font></li>
<li>Gibs&nbsp;&nbsp;<font color="#88aaff">[Gib impacts with surfaces]</font></li>
<li>Heads&nbsp;&nbsp;<font color="#88aaff">[Decapitated head impacts with surfaces]</font></li>
<li>Explosion&nbsp;&nbsp;<font color="#88aaff">[When a character explodes]</font></li>
</ul>
<p><a title="A collection of sound nodes" href="http://www.flickr.com/photos/rs_shadowblade/6816767867/"><img src="http://farm8.staticflickr.com/7010/6816767867_07aec79d33_m.jpg" alt="A collection of sound nodes" width="240" height="181" /></a></p>
<p><span style="text-decoration: underline;">-FX:</span><br />
-Particles</p>
<ul>
<li>Gore Slash</li>
<li>Gore Stab</li>
<li>Gore Smash</li>
<li>Gore Decap</li>
<li>Gore Explode</li>
<li>Gib Trails&nbsp;&nbsp;<font color="#88aaff">[Blood particles flicking off flying bits]</font></li>
<li>Weapon Impacts&nbsp;&nbsp;<font color="#88aaff">[Played when weapons parry]</font></li>
<li>Weapon Drips&nbsp;&nbsp;<font color="#88aaff">[Blood drips from bloody weapons]</font></li>
<li>Weapon Trails&nbsp;&nbsp;<font color="#88aaff">[Trails left by weapons swinging through the air]</font></li>
<li>Attacks&nbsp;&nbsp;<font color="#88aaff">[Effects used by certain attacks, such as the Bishop fire and lighting]</font></li>
</ul>
<p>-Decals</p>
<ul>
<li>Blood Pools</li>
<li>Blood Splats</li>
<li>Blood Footsteps</li>
<li>Gib Impacts</li>
<li>Blood Explosion</li>
</ul>
<p><a title="The explosion gore emitter in Unreal Cascade" href="http://www.flickr.com/photos/rs_shadowblade/6816760327/"><img src="http://farm8.staticflickr.com/7164/6816760327_96953715d9_m.jpg" alt="The explosion gore emitter in Unreal Cascade" width="240" height="181" /></a> <a title="A collection of gore related textures" href="http://www.flickr.com/photos/rs_shadowblade/6816748945/"><img src="http://farm8.staticflickr.com/7002/6816748945_9a290d29cf_m.jpg" alt="A collection of gore related textures" width="240" height="176" /></a></p>
<p><span><span style="text-decoration: underline;">-Other/Miscellaneous:</span></span> These are some of the other, equally important, elements that need to be added:</p>
<p><strong>Material</strong><br />
The primary material/shader of all characters. This blends all the character textures and masks into the final shader that is applied to the meshes.<br />
<a title="The characters base material" href="http://www.flickr.com/photos/rs_shadowblade/6816754011/"><img src="http://farm8.staticflickr.com/7009/6816754011_6a286330c8_m.jpg" alt="The characters base material" width="240" height="192" /></a></p>
<p><strong>Material Instances</strong><br />
These are instances of the main character material that simply change variables from it&#8217;s parent.<br />
<a title="The MaterialInstance properties for Rook, with added blood" href="http://www.flickr.com/photos/rs_shadowblade/6816764845/"><img src="http://farm8.staticflickr.com/7025/6816764845_8dbb343219_m.jpg" alt="The MaterialInstance properties for Rook, with added blood" width="240" height="192" /></a> <a title="The Beasts Knight final Material" href="http://www.flickr.com/photos/rs_shadowblade/6816754671/"><img src="http://farm8.staticflickr.com/7009/6816754671_b0785ddc68_m.jpg" alt="The Beasts Knight final Material" width="210" height="192" /></a></p>
<p><strong>AnimTree</strong><br />
The &#8216;AnimTree&#8217; handles most animation functionallity, animation blending, and is used for other features such as: Shrinking head bones for decapitation and Foot placement IK.<br />
<a title="The AnimTree for the Knights faction" href="http://www.flickr.com/photos/rs_shadowblade/6816755357/"><img src="http://farm8.staticflickr.com/7015/6816755357_9058a989c4_m.jpg" alt="The AnimTree for the Knights faction" width="240" height="141" /></a></p>
<p><strong>Physics Asset</strong><br />
The Physics asset is used for Ragdoll physics and other physics based calculations and collisions.<br />
<a title="The Beasts Pawn with collision primitives in the Physics Asset editor" href="http://www.flickr.com/photos/rs_shadowblade/6816756897/"><img src="http://farm8.staticflickr.com/7029/6816756897_c3c56bd096_m.jpg" alt="The Beasts Pawn with collision primitives in the Physics Asset editor" width="240" height="179" /></a> <a title="The Knights King in the Physics Asset editor with constraints mode" href="http://www.flickr.com/photos/rs_shadowblade/6816766367/"><img src="http://farm8.staticflickr.com/7150/6816766367_abd12d4b2f_m.jpg" alt="The Knights King in the Physics Asset editor with constraints mode" width="240" height="179" /></a></p>
<p><strong>Mesh LOD&#8217;s</strong><br />
The main character mesh also requires 3 extra LOD&#8217;s to improve performance when required. These can, fortunately, be generated inside UE.</p>
<p><strong>Sockets</strong><br />
Sockets are locations placed on meshes that are referenced by code.</p>
<ul>
<li>Neck [Spawns a head stump mesh when decapitated]</li>
<li>HeadGore [Gore particle spray upon decapitation]</li>
<li>Three Weapon Edges [These are used by weapon FX trails, referenced by animation notifies]</li>
<li>Weapon Sockets [Held weapons]</li>
</ul>
<p><a title="Sockets on the Beasts Rook" href="http://www.flickr.com/photos/rs_shadowblade/6816761213/"><img src="http://farm8.staticflickr.com/7166/6816761213_98157dcb09_m.jpg" alt="Sockets on the Beasts Rook" width="240" height="160" /></a></p>
<p><strong>Notifies</strong><br />
Notifies set events during animation sequences, such as when to play trails left by weapons as they swing and when to play footstep sounds.</p>
<p><strong>Cloth</strong><br />
Physics calculated cloth objects, such as the cloaks on the King and Queen of the &#8216;Knights&#8217; faction.</p>
<p><strong>Physics Material</strong><br />
Physics materials set various properties on meshes and physics objects.</p>
<p><strong>SoundCues</strong><br />
Sounds Cues are used to blend together various sounds, tweak volumes, attenuation and other audio properties. Almost all sounds played are SoundCues.<br />
<a title="The Sound Cue editor" href="http://www.flickr.com/photos/rs_shadowblade/6816758973/"><img src="http://farm8.staticflickr.com/7153/6816758973_96fa86c5f7_m.jpg" alt="The Sound Cue editor" width="240" height="186" /></a></p>
<p><strong>Map Based Environment/Reflection-maps</strong><br />
We&#8217;ve added support to character materials, that allows them to search for map-specific reflection maps.<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>Whew! And that&#8217;s that for now! As you can see, a lot of work goes into each character piece, and this doesn&#8217;t include the actual content creation and coding for them.</p>
<p>I trust you found this insightful, useful or an otherwise educational experience. If, on the other hand, you were bored stiff and angry by the end of it.. Hahaha! Sucker!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.runestorm.com/blog/2012/02/04/rooks-keep-character-content-elements/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Rooks Keep: Beasts and Free roaming mass combat unleashed!</title>
		<link>http://www.runestorm.com/blog/2011/10/14/rooks-keep-beasts-and-free-roaming-mass-combat-unleashed/</link>
		<comments>http://www.runestorm.com/blog/2011/10/14/rooks-keep-beasts-and-free-roaming-mass-combat-unleashed/#comments</comments>
		<pubDate>Fri, 14 Oct 2011 13:22:33 +0000</pubDate>
		<dc:creator>DarkCarnivour</dc:creator>
				<category><![CDATA[Rooks Keep]]></category>
		<category><![CDATA[Beasts]]></category>
		<category><![CDATA[Chess]]></category>
		<category><![CDATA[Combat]]></category>
		<category><![CDATA[Dev Log]]></category>
		<category><![CDATA[Knights]]></category>
		<category><![CDATA[UI]]></category>
		<category><![CDATA[User Interface]]></category>
		<category><![CDATA[Work-in-progress]]></category>

		<guid isPermaLink="false">http://www.runestorm.com/blog/?p=136</guid>
		<description><![CDATA[That&#8217;s right, there have been some big changes to Rooks Keep! The beasts set has been implemented in-game, the UIs are starting to look wicked and music is starting to go in, but the biggest change of all has been to the combat. The combat system has been given a total overhaul so instead of [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>That&#8217;s right, there have been some big changes to Rooks Keep! The beasts set has been implemented in-game, the UIs are starting to look wicked and music is starting to go in, but the biggest change of all has been to the combat.<br />
The combat system has been given a total overhaul so instead of having limited movement in 1vs1 combat, players will now be able to roam freely around the arena in third person and engage any number of enemies. This opens up lots of crazy new game possibilities including mass battles against many other players and bots, invasion game types and large team battle. BlackEagle is busy right now working on realizing these new gametype possibilities.</p>
<p>With this, player controlled combat is now the primary focus of Rooks Keep, putting chess into the backseat. If you can&#8217;t imagine how the game works, to try to give you a general idea of what exactly Rooks Keep is; basically, Rooks Keep is a bit like Unreal Tournament with swords!</p>
<p>Also not minor is that the Beasts have been added. This means there are now 12 characters in-game to engage in various flavors of brutal asymmetric combat.</p>
<p>Screenshots:<br />
<a title="ScreenShot00351 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6242954535/"><img src="http://farm7.static.flickr.com/6047/6242954535_51d1a011a2_m.jpg" alt="ScreenShot00351" width="155" height="87" /></a><a title="ScreenShot00353 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6243470978/"><img src="http://farm7.static.flickr.com/6095/6243470978_a13dac6ecf_m.jpg" alt="ScreenShot00353" width="155" height="87" /></a><a title="ScreenShot00387 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6242953227/"><img src="http://farm7.static.flickr.com/6041/6242953227_1cf648cfe3_m.jpg" alt="ScreenShot00387" width="155" height="116" /></a><a title="ScreenShot00390 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6243469374/"><img src="http://farm7.static.flickr.com/6160/6243469374_14c9874cde_m.jpg" alt="ScreenShot00390" width="155" height="116" /></a><br />
<a title="ScreenShot00392 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6242951805/"><img src="http://farm7.static.flickr.com/6232/6242951805_d9e7550754_m.jpg" alt="ScreenShot00392" width="155" height="116" /></a><a title="ScreenShot00415 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6242951125/"><img src="http://farm7.static.flickr.com/6052/6242951125_3cb843526b_m.jpg" alt="ScreenShot00415" width="155" height="116" /></a><a title="ScreenShot00416 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6242950399/"><img src="http://farm7.static.flickr.com/6162/6242950399_3e714a7c6e_m.jpg" alt="ScreenShot00416" width="155" height="116" /></a><a title="ScreenShot00417 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6243466778/"><img src="http://farm7.static.flickr.com/6056/6243466778_0389dc2687_m.jpg" alt="ScreenShot00417" width="155" height="116" /></a><br />
<a title="ScreenShot00419 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6243466248/"><img src="http://farm7.static.flickr.com/6239/6243466248_9c727a64e9_m.jpg" alt="ScreenShot00419" width="155" height="116" /></a><a title="ScreenShot00429 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6242948479/"><img src="http://farm7.static.flickr.com/6227/6242948479_6f586247bf_m.jpg" alt="ScreenShot00429" width="155" height="116" /></a><a title="ScreenShot00435 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6243464458/"><img src="http://farm7.static.flickr.com/6233/6243464458_a7756dedb1_m.jpg" alt="ScreenShot00435" width="155" height="116" /></a><a title="ScreenShot00454 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6242946497/"><img src="http://farm7.static.flickr.com/6180/6242946497_3d93bd8d08_m.jpg" alt="ScreenShot00454" width="155" height="116" /></a><br />
<a title="ScreenShot00300 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6243462806/"><img src="http://farm7.static.flickr.com/6211/6243462806_0b7b95dacf_m.jpg" alt="ScreenShot00300" width="155" height="87" /></a><a title="ScreenShot00344 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6243462144/"><img src="http://farm7.static.flickr.com/6110/6243462144_c0935d238f_m.jpg" alt="ScreenShot00344" width="155" height="87" /></a><a title="ScreenShot00348 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6242944579/"><img src="http://farm7.static.flickr.com/6228/6242944579_ff9ed0aaa7_m.jpg" alt="ScreenShot00348" width="155" height="87" /></a><a title="ScreenShot00246 by DarkCarnivour, on Flickr" href="http://www.flickr.com/photos/darkcarnivour/6243460856/"><img src="http://farm7.static.flickr.com/6036/6243460856_f2544e58cc_m.jpg" alt="ScreenShot00246" width="155" height="87" /></a></p>
<p>Don&#8217;t let the wild character colors frighten you, we&#8217;ll be attending to those as we go.<br />
Also notice ShadowBlade&#8217;s new UI graphics compared to the previous shots of the UI I posted.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.runestorm.com/blog/2011/10/14/rooks-keep-beasts-and-free-roaming-mass-combat-unleashed/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
