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	<title>Potential Games LLC &#187; Island Forge</title>
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	<description>Notes of a Potential Independent Game Developer</description>
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		<title>Island Forge: Beta 2</title>
		<link>http://www.potentialgames.com/blog/2012/01/20/island-forge-beta-2/</link>
		<comments>http://www.potentialgames.com/blog/2012/01/20/island-forge-beta-2/#comments</comments>
		<pubDate>Fri, 20 Jan 2012 17:40:47 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[Potential News]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=771</guid>
		<description><![CDATA[We've released a major gameplay update for Island Forge ( http://islandforge.com ) incorporating several improvements prompted by community feedback - many thanks to those who have participated so far. We're excited to welcome new players! Island Forge: Create islands and stories for others to explore!]]></description>
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		<title>Island Forge</title>
		<link>http://www.potentialgames.com/blog/2011/10/25/island-forge/</link>
		<comments>http://www.potentialgames.com/blog/2011/10/25/island-forge/#comments</comments>
		<pubDate>Wed, 26 Oct 2011 00:47:09 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[Potential News]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=760</guid>
		<description><![CDATA[Potential Games LLC is proud to present its premier title: Island Forge -- the brand-new old-school massively multiplayer online role playing game, where you can create your own islands and stories for others to explore. Have at it! Play FREE during Beta!]]></description>
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		<title>Potential RPG: Final Alpha</title>
		<link>http://www.potentialgames.com/blog/2011/06/13/potential-rpg-final-alpha/</link>
		<comments>http://www.potentialgames.com/blog/2011/06/13/potential-rpg-final-alpha/#comments</comments>
		<pubDate>Mon, 13 Jun 2011 15:43:30 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[RPG Alpha]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=746</guid>
		<description><![CDATA[Potential RPG Final Alpha edition is up and running. The focus of this release is playability, and just about everything has been updated and improved. The world layout has changed (each island is now a self-contained town, expedition, and story). The island builder is easier to use. Character life and experience have been unified (as [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Playability</title>
		<link>http://www.potentialgames.com/blog/2011/05/14/playability/</link>
		<comments>http://www.potentialgames.com/blog/2011/05/14/playability/#comments</comments>
		<pubDate>Sun, 15 May 2011 02:33:58 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[RPG Alpha]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=740</guid>
		<description><![CDATA[Over the past two months, I've kept a feverish schedule of rampant development, all with an eye to playability. Drawing on feedback from alpha playtesting, I've adjusted, tweaked, or at least polished almost all aspects of the gameplay, while maintaining the core tenets of the game design. A new version has not yet been released, [...]]]></description>
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		<title>2011 Week 11: Anticipation II</title>
		<link>http://www.potentialgames.com/blog/2011/03/19/2011-week-11-anticipation-ii/</link>
		<comments>http://www.potentialgames.com/blog/2011/03/19/2011-week-11-anticipation-ii/#comments</comments>
		<pubDate>Sun, 20 Mar 2011 03:35:49 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[RPG Alpha]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=737</guid>
		<description><![CDATA[So much to report... soon. Sleep now...]]></description>
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		<slash:comments>0</slash:comments>
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		<title>2011 Week 10: Anticipation</title>
		<link>http://www.potentialgames.com/blog/2011/03/12/2011-week-10-anticipation/</link>
		<comments>http://www.potentialgames.com/blog/2011/03/12/2011-week-10-anticipation/#comments</comments>
		<pubDate>Sun, 13 Mar 2011 02:14:59 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[RPG Alpha]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=733</guid>
		<description><![CDATA[A week of not-yet-released gameplay-altering changes. Hold fast.]]></description>
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		<slash:comments>0</slash:comments>
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		<title>2011 Week 9: Potential</title>
		<link>http://www.potentialgames.com/blog/2011/03/05/2011-week-9-potential/</link>
		<comments>http://www.potentialgames.com/blog/2011/03/05/2011-week-9-potential/#comments</comments>
		<pubDate>Sat, 05 Mar 2011 15:23:56 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[RPG Alpha]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=727</guid>
		<description><![CDATA[The Potential RPG (working title) v0.8.16 series (BetaAlpha edition) has been steady as she goes. Beneath the surface calm, a current of design builds into a swell of development, which will crest in the following weeks.]]></description>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Java Sockets: Detecting Lost Clients</title>
		<link>http://www.potentialgames.com/blog/2011/02/27/java-sockets-detecting-lost-clients/</link>
		<comments>http://www.potentialgames.com/blog/2011/02/27/java-sockets-detecting-lost-clients/#comments</comments>
		<pubDate>Mon, 28 Feb 2011 01:05:13 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Developer's Cave]]></category>
		<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[networking]]></category>
		<category><![CDATA[RPG Alpha]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=723</guid>
		<description><![CDATA[Running autonomous test clients against my game server, I kept generating a situation in which several client network connections (TCP) remained open. This resulted in those client sessions remaining active long after the client had disconnected. This had the potential to retain game state in the server, preventing memory from being reclaimed (effectively a memory [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>2011 Week 8: Scalability II</title>
		<link>http://www.potentialgames.com/blog/2011/02/26/2011-week-8-scalability-ii/</link>
		<comments>http://www.potentialgames.com/blog/2011/02/26/2011-week-8-scalability-ii/#comments</comments>
		<pubDate>Sat, 26 Feb 2011 21:59:09 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Developer's Cave]]></category>
		<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[RPG Alpha]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=717</guid>
		<description><![CDATA[Remember those client/gameplay updates I've been promising... I'm almost ready to get going on that. This week I've been hunting down excessive server memory allocations and deflating them. The goal is to have a predictable (and low) memory profile, so I can gauge the RAM required to support N players (as N approaches infinity, if [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>2011 Week 7: Resilience II</title>
		<link>http://www.potentialgames.com/blog/2011/02/19/2011-week-7-resilience-ii/</link>
		<comments>http://www.potentialgames.com/blog/2011/02/19/2011-week-7-resilience-ii/#comments</comments>
		<pubDate>Sun, 20 Feb 2011 01:08:24 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[RPG Alpha]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=711</guid>
		<description><![CDATA[... as I was saying, behavioral testing of the server under heavier load has spilled into this week, and consumed it. Several key systems now exhibit better behavior and are overall more resilient and scalable. At the end of this week, I find myself implementing another performance/scalability/resilience improvement into the server. Namely, persistence can cause [...]]]></description>
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		<slash:comments>0</slash:comments>
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