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		<id>https://pandorawiki.org/index.php?title=Reicast_Compatibility_List&amp;diff=29524</id>
		<title>Reicast Compatibility List</title>
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		<updated>2014-02-14T20:45:49Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: /* The Compatibility List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reicast is a SEGA Dreamcast Emulator ported on Pandora by PtitSeb. Other versions exist [http://reicast.com/ (Linux|GNU, Android, Windows, Mac..)]&lt;br /&gt;
&lt;br /&gt;
Current version available is VERY alpha. You can download it [http://boards.openpandora.org/index.php?app=core&amp;amp;module=attach&amp;amp;section=attach&amp;amp;attach_id=8058 here]. (will probably be updated often).&lt;br /&gt;
&lt;br /&gt;
==Adding to the Compatibility List==&lt;br /&gt;
Choose a playability color that reflects a game's best playability state. Also include the clockspeed at which you ran it, for whichever Pandora version you tested. Please also indicate in the name of the Game whether the version is US/EU/JP, since compatibility may differ depending on regions. You may also add specific conditions you specified in the settings if they differ from the defaults. As for the SGX driver, please write &amp;quot;default&amp;quot; if you did not change your driver vs what was in the firmware. &lt;br /&gt;
&lt;br /&gt;
Don't post a redundant entry unless you are using a different Pandora model and the playability differs from an existing entry. If a game's playability gets worse (new bugs, new crashes) in a new Reicast version, update the entry and add that to notes. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: left;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec; text-align: center;&amp;quot;&lt;br /&gt;
!Playability&lt;br /&gt;
!Description&lt;br /&gt;
|- style=&amp;quot;background: #90FF90&amp;quot;&lt;br /&gt;
|Fullspeed&lt;br /&gt;
|Games with a '''green''' background run at fullspeed and are fully playable from start to finish. If frameskip is required, add to notes.&lt;br /&gt;
|- style=&amp;quot;background: #F3F781&amp;quot;&lt;br /&gt;
|Playable&lt;br /&gt;
|Games with a '''yellow''' background run slower than fullspeed, but are otherwise fully playable. Add problems/slowdowns to notes.&lt;br /&gt;
|- style=&amp;quot;background: #F7BE81&amp;quot;&lt;br /&gt;
|Incomplete&lt;br /&gt;
|Games with an '''orange''' background have playability issues and cannot be played from start to finish. This may include missing functionality (wifi) or game crashes. Add problems to notes.&lt;br /&gt;
|- style=&amp;quot;background: #F78181&amp;quot;&lt;br /&gt;
|Unplayable&lt;br /&gt;
|Games with a '''red''' background are unplayable. They either don't run at all, or don't get past the intro. Add any other oddities to notes.&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|Games with a '''white''' background have not been fully tested. If you see one on this list, try it out and report back!&lt;br /&gt;
|}&lt;br /&gt;
If you are inclined, post your forum username at the end of your notes so you can be contacted by PtitSeb about further debugging your problems.&lt;br /&gt;
&lt;br /&gt;
==The Compatibility List==&lt;br /&gt;
&amp;lt;!-- template for new entries at bottom of list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can sort the columns by clicking the table header (javascript required).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;font-size: 90%; border:1px solid gray; border-collapse: collapse; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #ececec&amp;quot;&lt;br /&gt;
! Game Name and Region&lt;br /&gt;
! Reicast Version&lt;br /&gt;
! Pandora Model&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
! SGX driver&lt;br /&gt;
! SZ version&lt;br /&gt;
&lt;br /&gt;
! Frequency&lt;br /&gt;
! Notes on Settings&lt;br /&gt;
! Status&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #90FF90&amp;quot;&lt;br /&gt;
|Incoming (US)&lt;br /&gt;
|Forum-Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.10.00.01&lt;br /&gt;
|1.60&lt;br /&gt;
|1200 Mhz&lt;br /&gt;
|Runs at very good speed most over the time, minor rare slowdowns, but still very playable.&lt;br /&gt;
|Green&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #90FF90&amp;quot;&lt;br /&gt;
|Expendable (US)&lt;br /&gt;
|Forum-Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.10.00.01&lt;br /&gt;
|1.60&lt;br /&gt;
|1200 Mhz&lt;br /&gt;
|Runs at very good speed most over the time, minor rare slowdowns, but still very playable.&lt;br /&gt;
|Green&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #90FF90&amp;quot;&lt;br /&gt;
|Shadowman (US)&lt;br /&gt;
|Forum-Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.10.00.01&lt;br /&gt;
|1.60&lt;br /&gt;
|1200 Mhz&lt;br /&gt;
|Runs at very good speed, minor slow downs, but still playable.&lt;br /&gt;
|Green&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #90FF90&amp;quot;&lt;br /&gt;
|Legacy of Kain - Soulreaver (US)&lt;br /&gt;
|Forum-Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.10.00.01&lt;br /&gt;
|1.60&lt;br /&gt;
|1200 Mhz&lt;br /&gt;
|Runs at very good speed, minor slow downs in cut scenes, but still very playable.&lt;br /&gt;
|Green&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #90FF90&amp;quot;&lt;br /&gt;
|Rayman 2 - The Great Escape (US)&lt;br /&gt;
|Forum-Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.10.00.01&lt;br /&gt;
|1.60&lt;br /&gt;
|1200 Mhz&lt;br /&gt;
|Runs at very good speed, minor rare slow downs, but still very playable.&lt;br /&gt;
|Green&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #90FF90&amp;quot;&lt;br /&gt;
|Trickstyle (US)&lt;br /&gt;
|Forum-Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.10.00.01&lt;br /&gt;
|1.60&lt;br /&gt;
|1200 Mhz&lt;br /&gt;
|Runs at good speed, minor slow downs during real racing, but still playable&lt;br /&gt;
|Green&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F3F781&amp;quot;&lt;br /&gt;
|Ikaruga&lt;br /&gt;
|Alpha&lt;br /&gt;
|Rebirth&lt;br /&gt;
|Default&lt;br /&gt;
|1.55&lt;br /&gt;
|800 Mhz&lt;br /&gt;
|Slower than fullspeed (50-60% of fullspeed), sound stuttering, some minor graphic glitches.&lt;br /&gt;
|Yellow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F3F781&amp;quot;&lt;br /&gt;
|Soul Calibur (JP)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.03.00.02&lt;br /&gt;
|1.55&lt;br /&gt;
|1000 Mhz&lt;br /&gt;
|Slower than fullspeed (probably 60% of actual speed), while completely playable, and devoid of glitches on screen.  &lt;br /&gt;
|Yellow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F3F781&amp;quot;&lt;br /&gt;
|Sakura Taisen (JP)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.03.00.02&lt;br /&gt;
|1.55&lt;br /&gt;
|1000 Mhz&lt;br /&gt;
|Very slow in videos, but in-game the speed is correct and sound stutters only once in while. Playable. Note that the characters' pictures in dialogs in glitchy, somehow. &lt;br /&gt;
|Yellow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F3F781&amp;quot;&lt;br /&gt;
|Legacy of Kain: Soul Reaver (US)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|Default&lt;br /&gt;
|1.55&lt;br /&gt;
|1000 Mhz&lt;br /&gt;
|Cutscenes are glitchy and gameplay audio is scratchy at random points but game ranges from slow to very playable depending on your device.  &lt;br /&gt;
|Yellow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F3F781&amp;quot;&lt;br /&gt;
|Flag To Flag (EU)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|Default&lt;br /&gt;
|Default&lt;br /&gt;
|1000 Mhz&lt;br /&gt;
|Slightly slower than fullspeed but very playable. Sound is very glitchy though and only graphical glitches noted on screen were the cars mirrors [I'd consider this a minor] [FZERO].  &lt;br /&gt;
|Yellow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F3F781&amp;quot;&lt;br /&gt;
|Powerstone&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.10.00.01&lt;br /&gt;
|1.60&lt;br /&gt;
|1200 Mhz&lt;br /&gt;
|Runs at about 80-90% speed with stuttering sound during combat, but otherwise nearly  100%&lt;br /&gt;
|Yellow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F3F781&amp;quot;&lt;br /&gt;
|Virtua Tennis (US)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.10.00.01&lt;br /&gt;
|1.60&lt;br /&gt;
|1200 Mhz&lt;br /&gt;
|Runs at about 60-70% of game speed, the sound is stuttering all the time. But somehow it is still playable.&lt;br /&gt;
|Yellow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F3F781&amp;quot;&lt;br /&gt;
|Dead or Alive 2 (US)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.10.00.01&lt;br /&gt;
|1.60&lt;br /&gt;
|1200 Mhz&lt;br /&gt;
|Runs at about 60-70% of game speed, the sound is stuttering all the time.&lt;br /&gt;
|Yellow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F3F781&amp;quot;&lt;br /&gt;
|Silver (US)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1Ghz&lt;br /&gt;
|4.10.00.01&lt;br /&gt;
|1.60&lt;br /&gt;
|1200 Mhz&lt;br /&gt;
|80-90% of game speed, but very stuttering sound.&lt;br /&gt;
|Yellow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F3F781&amp;quot;&lt;br /&gt;
|Unreal Tournament (US)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.10.00.01&lt;br /&gt;
|1.60&lt;br /&gt;
|1200 Mhz&lt;br /&gt;
|Runs at about 50-60% of game speed depending on view direction, the sound is stuttering all the time. Sometimes single textures are flickering a bit.&lt;br /&gt;
|Yellow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F3F781&amp;quot;&lt;br /&gt;
|Sonic Adventure&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.10.00.01&lt;br /&gt;
|1.60&lt;br /&gt;
|1100 Mhz&lt;br /&gt;
|Speed fluctuates between 80-100%. Many dropped frames and sound stuttering. Some areas, such as Chao garden, have no stuttering or dropped frames. No crashes yet. Increasing clock to 1200 Mhz seems to help.&lt;br /&gt;
|Yellow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F3F781&amp;quot;&lt;br /&gt;
|Virtua Fighter 3tb (US)&lt;br /&gt;
|Forum-Alpha&lt;br /&gt;
|1Ghz&lt;br /&gt;
|4.10.00.01&lt;br /&gt;
|1.60&lt;br /&gt;
|1200 Mhz&lt;br /&gt;
|Runs at about 70 % of speed, sound stuttering&lt;br /&gt;
|Yellow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F7BE81&amp;quot;&lt;br /&gt;
|Ikaruga&lt;br /&gt;
|Alpha&lt;br /&gt;
|Rebirth&lt;br /&gt;
|Default&lt;br /&gt;
|1.55&lt;br /&gt;
|1000 Mhz&lt;br /&gt;
|Slower than on 800 Mhz (30-40% of fullspeed), sound stuttering, graphical glitches.&lt;br /&gt;
|Orange&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F7BE81&amp;quot;&lt;br /&gt;
|Re-Volt (US)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.10.00.01&lt;br /&gt;
|1.60&lt;br /&gt;
|1200 Mhz&lt;br /&gt;
|Runs at 90-100% of speed, the sound is stuttering sometimes. BUT menus are missing.&lt;br /&gt;
|Orange&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F7BE81&amp;quot;&lt;br /&gt;
|MDK 2 (US)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.10.00.01&lt;br /&gt;
|1.60&lt;br /&gt;
|1200 Mhz&lt;br /&gt;
|Runs at almost fullspeed, the sound is quite stable. BUT the sniper mode does not function correct. Aiming is impossible due to a texture problem.&lt;br /&gt;
|Orange&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F7BE81&amp;quot;&lt;br /&gt;
|StarWars - Episode 1 - Racer (US)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.10.00.01&lt;br /&gt;
|1.60&lt;br /&gt;
|1200 Mhz&lt;br /&gt;
|Runs at about 70-80% of game speed, the sound is a whole mess. But the racing itself is quite playable. Movie sequences have stuttering sound&lt;br /&gt;
|Orange&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F7BE81&amp;quot;&lt;br /&gt;
|Marvel VS Capcom 2 (US)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.03.00.02&lt;br /&gt;
|1.55&lt;br /&gt;
|1000 Mhz&lt;br /&gt;
|Works well in the menus, and the speed in-game is reasonable, but the characters in 2D are completely glitchy and it makes it unplayable at this stage. Sound stutters too once in a while. &lt;br /&gt;
|Orange&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F7BE81&amp;quot;&lt;br /&gt;
|Chu Chu Rocket (JP)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.03.00.02&lt;br /&gt;
|1.55&lt;br /&gt;
|1000 Mhz&lt;br /&gt;
|Works full speed most of the time with very little stuttering, but in levels when mice are getting out like crazy with tons of them on screen, it becomes unplayable and freezes.  &lt;br /&gt;
|Orange&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F7BE81&amp;quot;&lt;br /&gt;
|Capcom VS SNK 2 (US)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.03.00.02&lt;br /&gt;
|1.55&lt;br /&gt;
|1000 Mhz&lt;br /&gt;
|Works well in the menus, and the speed in-game is reasonable, but the characters in 2D are completely glitchy and it makes it unplayable at this stage. Sound stutters too once in a while. &lt;br /&gt;
|Orange&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F7BE81&amp;quot;&lt;br /&gt;
|Capcom VS SNK 2 (US)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.03.00.02&lt;br /&gt;
|1.55&lt;br /&gt;
|1000 Mhz&lt;br /&gt;
|Works well in the menus, and the speed in-game is reasonable, but the characters in 2D are completely glitchy and it makes it unplayable at this stage. Sound stutters too once in a while. &lt;br /&gt;
|Orange&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F7BE81&amp;quot;&lt;br /&gt;
|Crazy Taxi&lt;br /&gt;
|Alpha&lt;br /&gt;
|Classic&lt;br /&gt;
|Default&lt;br /&gt;
|Default&lt;br /&gt;
|1000 Mhz&lt;br /&gt;
|Menus are full speed with good sound. In game is just playable, but only about 3 frames a second. Other cars have no textures except wheels. (Gruntfuggly)&lt;br /&gt;
|Orange&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F7BE81&amp;quot;&lt;br /&gt;
|Sonic Adventure (US)&lt;br /&gt;
|Alpha&lt;br /&gt;
|Classic&lt;br /&gt;
|4.04.00.03&lt;br /&gt;
|1.55&lt;br /&gt;
|900 Mhz&lt;br /&gt;
|Menu's mostly black but you can get around and runs at decent speeds. In game though, very few textures load and it's pretty slow. Game crashes after the first fight with Chaos. &lt;br /&gt;
|Orange&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F7BE81&amp;quot;&lt;br /&gt;
|Ikaruga (JP)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.03.00.02&lt;br /&gt;
|1.55&lt;br /&gt;
|1000 Mhz&lt;br /&gt;
|Very slow in certain cinematics (slideshow), faster in actual game, but sometimes the bullets don't even appear and some animations are glitchy. Promising, but not really playable at this stage because of these issues. &lt;br /&gt;
|Orange&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F7BE81&amp;quot;&lt;br /&gt;
|Rez&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|default&lt;br /&gt;
|default&lt;br /&gt;
|1000 Mhz&lt;br /&gt;
|In the Game you see the player character and enemys but the rest have extremely graphical errors!&lt;br /&gt;
|Orange&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F7BE81&amp;quot;&lt;br /&gt;
|Soldier of Fortune (US)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1Ghz&lt;br /&gt;
|4.10.00.01&lt;br /&gt;
|1.60&lt;br /&gt;
|1200 Mhz&lt;br /&gt;
|Very slow Gameplay. Sound glitching all the time.&lt;br /&gt;
|Orange&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F78181&amp;quot;&lt;br /&gt;
|The House of the Dead 2 (US &amp;amp; EU)&lt;br /&gt;
|Alpha&lt;br /&gt;
|Classic&lt;br /&gt;
|Default&lt;br /&gt;
|1.55&lt;br /&gt;
|1000 Mhz&lt;br /&gt;
|Crashes at Start.&lt;br /&gt;
|Red&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F78181&amp;quot;&lt;br /&gt;
|South Park Rally (US)&lt;br /&gt;
|Alpha&lt;br /&gt;
|Classic&lt;br /&gt;
|Default&lt;br /&gt;
|1.55&lt;br /&gt;
|1000 Mhz&lt;br /&gt;
|Hangs on white screen after BIOs for about 1 minute, then you can hear the music of the game but the screen is still white and frozen.&lt;br /&gt;
|Red&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F78181&amp;quot;&lt;br /&gt;
|Sega Rally 2 (US)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.03.00.02&lt;br /&gt;
|1.55&lt;br /&gt;
|1000 Mhz&lt;br /&gt;
|Crashes at Start. &lt;br /&gt;
|Red&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F78181&amp;quot;&lt;br /&gt;
|Skies of Arcadia (US)&lt;br /&gt;
|Alpha&lt;br /&gt;
|Classic&lt;br /&gt;
|Default&lt;br /&gt;
|1.55&lt;br /&gt;
|1000 Mhz&lt;br /&gt;
|Crashes at start.&lt;br /&gt;
|Red&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F78181&amp;quot;&lt;br /&gt;
|Resident Evil 2 (US)&lt;br /&gt;
|Alpha&lt;br /&gt;
|1GHz&lt;br /&gt;
|4.03.00.02&lt;br /&gt;
|1.55&lt;br /&gt;
|1000 Mhz&lt;br /&gt;
|Crashes at Start. &lt;br /&gt;
|Red&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F78181&amp;quot;&lt;br /&gt;
|Frogger 2: Swampy's Revenge (US)&lt;br /&gt;
|Alpha&lt;br /&gt;
|Classic&lt;br /&gt;
|4.04.00.03&lt;br /&gt;
|1.55&lt;br /&gt;
|900 Mhz&lt;br /&gt;
|Hangs on white screen after BIOs.&lt;br /&gt;
|Red&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background: #F78181&amp;quot;&lt;br /&gt;
|Shenmue 2&lt;br /&gt;
|Alpha&lt;br /&gt;
|1Ghz&lt;br /&gt;
|Default&lt;br /&gt;
|Default&lt;br /&gt;
|1000 Mhz&lt;br /&gt;
|Slow Intro with Stutters and then crashes in the Game&lt;br /&gt;
|Red&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=File:Icontrolpad-small.jpg&amp;diff=8971</id>
		<title>File:Icontrolpad-small.jpg</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=File:Icontrolpad-small.jpg&amp;diff=8971"/>
		<updated>2011-07-10T10:01:09Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo used with permission. Source: [http://www.gadgetoid.com/2011/07/09/icontrolpad-review/ Gadgetoid.com iControlPad Review]&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=File:Icontrolpad-small.jpg&amp;diff=8969</id>
		<title>File:Icontrolpad-small.jpg</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=File:Icontrolpad-small.jpg&amp;diff=8969"/>
		<updated>2011-07-10T09:58:49Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Talk:MogsVsDogs&amp;diff=6693</id>
		<title>Talk:MogsVsDogs</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Talk:MogsVsDogs&amp;diff=6693"/>
		<updated>2011-03-07T19:06:23Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is currently a game concept and it's hoped it will spur a community effort to bring these ideas to fruition.&lt;br /&gt;
:Guys, you have to add categories and link to this article from other articles in the wiki, otherwise no-one will know it exists... I'm going to do that now... [[User:Esn|Esn]] 09:16, 16 July 2010 (MEST)&lt;br /&gt;
&lt;br /&gt;
I disagree with the deletion of this page. It was not spam, and even if the project was abandoned, the page should have been preserved for historical reasons. [[User:Esn|Esn]] 06:36, 2 March 2011 (MET)&lt;br /&gt;
&lt;br /&gt;
I don't think it was abandoned so much as delayed for two months. It's hard to bring a concept to fruition if one doesn't even have a Pandora!  (Gadgetoid... aka:) [[User:Wodeh|Wodeh]] 20:05, 7 March 2011 (MET)&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Talk:MogsVsDogs&amp;diff=6692</id>
		<title>Talk:MogsVsDogs</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Talk:MogsVsDogs&amp;diff=6692"/>
		<updated>2011-03-07T19:05:47Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is currently a game concept and it's hoped it will spur a community effort to bring these ideas to fruition.&lt;br /&gt;
:Guys, you have to add categories and link to this article from other articles in the wiki, otherwise no-one will know it exists... I'm going to do that now... [[User:Esn|Esn]] 09:16, 16 July 2010 (MEST)&lt;br /&gt;
&lt;br /&gt;
I disagree with the deletion of this page. It was not spam, and even if the project was abandoned, the page should have been preserved for historical reasons. [[User:Esn|Esn]] 06:36, 2 March 2011 (MET)&lt;br /&gt;
&lt;br /&gt;
I don't think it was abandoned so much as delayed for two months. It's hard to bring a concept to fruition if one doesn't even have a Pandora! --[[User:Wodeh|Wodeh]] 20:05, 7 March 2011 (MET)&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Talk:MogsVsDogs&amp;diff=6691</id>
		<title>Talk:MogsVsDogs</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Talk:MogsVsDogs&amp;diff=6691"/>
		<updated>2011-03-07T19:05:04Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is currently a game concept and it's hoped it will spur a community effort to bring these ideas to fruition.&lt;br /&gt;
:Guys, you have to add categories and link to this article from other articles in the wiki, otherwise no-one will know it exists... I'm going to do that now... [[User:Esn|Esn]] 09:16, 16 July 2010 (MEST)&lt;br /&gt;
&lt;br /&gt;
I disagree with the deletion of this page. It was not spam, and even if the project was abandoned, the page should have been preserved for historical reasons. [[User:Esn|Esn]] 06:36, 2 March 2011 (MET)&lt;br /&gt;
&lt;br /&gt;
I don't think it was abandoned so much as delayed for two months. It's hard to bring a concept to fruition if one doesn't even have a Pandora!&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Pandora&amp;diff=5361</id>
		<title>Pandora</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Pandora&amp;diff=5361"/>
		<updated>2011-02-05T11:27:57Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: /* Availability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IntroNote | This Wiki is an unofficial community project, and Open Pandora Ltd. is not responsible for its content. Neither is the Wiki an official source of information about your device. &amp;lt;br/&amp;gt;We can always use more help, look [[Getting_involved#The_Wiki | here]] to find out how you can get involved.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:PandoraFrontNew.jpg|right|thumb|320px|The Pandora.]] &lt;br /&gt;
The Pandora is a combination of a seventh-generation handheld game console and miniature computer. It is the spiritual successor to other open handheld consoles such as the GP32 and GP2X. The device is open, meaning you can use it however you like and there are no restrictions or fees placed on developers, so anyone can write and release software for it. It runs a custom distribution of Linux based on [http://www.angstrom-distribution.org/ Ångström] and is currently the most powerful handheld gaming console available.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
On September 30, 2008, 3000 units were made available for pre-order. Later on, this number was increased to 4000. The release of the Pandora was delayed several times until May 2010, when mass production and shipping of the Pandora began. A [[Production timeline]] page describes the process.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
[[Image:Pandora-newrender.jpg|left|thumb|220px|A render of the Pandora.]]&lt;br /&gt;
&lt;br /&gt;
For the first batch, 4000 units were made available to be pre-ordered for $330 USD each. Currently (as of September 2010) these are being assembled and shipped out to customers. &lt;br /&gt;
&lt;br /&gt;
A second batch of 4000 was made available for pre-order in July 2010. The price of the second batch is $349 USD. [http://www.gp32x.com/board/index.php?/topic/54958-just-had-my-2nd-batch-pre-order-email/]&lt;br /&gt;
&lt;br /&gt;
During fulfillment of the first batch, a limited but unspecified number of &amp;quot;Instant&amp;quot; Pandoras were made available at $500 and promised to be shipped in 7 days.  [http://boards.openpandora.org/index.php?/topic/1294-instant-pandoras-the-summary-read-first/]&lt;br /&gt;
&lt;br /&gt;
==Capabilities==&lt;br /&gt;
&lt;br /&gt;
The Pandora is a unique device. Currently, there is no other device available that has dedicated gaming controls (including two analog nubs) and a QWERTY keyboard. It was developed primarily as a game console, specifically, a device to emulate older systems (see [[Emulator list]]) and run native games (see [[Games]]). It can also be used as a handheld computer. You can use it to do many of the tasks you would on any other computer, such as browsing the Internet (with a full-featured web browser), listening to music, watching movies and shows, using instant messaging applications, etc. (see [[Software projects]])&lt;br /&gt;
&lt;br /&gt;
There are also a few things it can't do. Specifically, it can't run software that is only available for Windows, though if the source code is available there is a possibility it could be ported to run on the Pandora. Also, most proprietary Linux applications won't run without a port (as they were made to run on the x86 architecture while the Pandora is ARM-based).&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
&lt;br /&gt;
===Core Hardware===&lt;br /&gt;
&lt;br /&gt;
*Texas Instruments OMAP3530 system-on-chip (SoC): [http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=38155&amp;amp;view=findpost&amp;amp;p=562133] [http://www.gp32x.com/board/index.php?showtopic=39172&amp;amp;st=160#] ''Specifications can be found at this link: [http://focus.ti.com/pdfs/wtbu/ti_omap3430.pdf] ''&lt;br /&gt;
*PowerVR SGX GPU (OpenGL ES 2.0, several million polygons per second). ''OpenGL ES demonstrated: [http://www.imgtec.com/powervr/insider/powervr-demos.asp] ''&lt;br /&gt;
*256MB DDR SDRAM in consumer units (early developer units had 128MB).&lt;br /&gt;
*Real-time clock (RTC) built in, to keep track of time: [http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=38155&amp;amp;view=findpost&amp;amp;p=568882]&lt;br /&gt;
*512MB internal flash memory ([[NAND]]) for consumer Pandoras (early developer boards had 256MB).&lt;br /&gt;
*Is &amp;quot;unbrickable&amp;quot;, thanks to a ROM bootloader.&lt;br /&gt;
*Dimensions: 140 x 83 x 27 mm (See [[Size Comparisons]]).&lt;br /&gt;
*Mass: 320g [http://openpandora.ca/] (0.739 lbs).&lt;br /&gt;
&lt;br /&gt;
===Display===&lt;br /&gt;
&lt;br /&gt;
*4.3-inch (93.6 x 56.2 mm), 800x480 widescreen (5:3), touchscreen TFT-LCD. [http://www.gp32x.com/board/index.php?showtopic=38044]&lt;br /&gt;
*Brightness: 300 cd/m&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, Contrast ratio: 450:1, Response time: tr+tf=30ms. [http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=39741&amp;amp;view=findpost&amp;amp;p=573484]&lt;br /&gt;
*TV-out included in hardware, A/V-OUT Port (similar in appearance to a large USB OTG port) has Composite and S-Video outputs and 3.5mm headphone output and microphone input.&lt;br /&gt;
**Separate TV-out signals, picture-in-picture capabilities. [http://www.gp32x.com/board/index.php?showtopic=38044]&lt;br /&gt;
*Powerful 2D and 3D hardware acceleration, see above. [http://www.gp32x.com/board/index.php?showtopic=38044]&lt;br /&gt;
&lt;br /&gt;
===Sound===&lt;br /&gt;
&lt;br /&gt;
*Has a high-quality audio DAC and an ADC.&lt;br /&gt;
*A pair of stereo speakers are built into the sides of the display. &lt;br /&gt;
*The hardware volume control is a wheel.&lt;br /&gt;
*Built-in microphone. [http://www.gp32x.com/board/index.php?act=findpost&amp;amp;pid=568882]&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
&lt;br /&gt;
*Buttons, keyboard, microphone, and touchscreen. [http://www.gp32x.com/board/index.php?showtopic=38044]&lt;br /&gt;
*Directional pad (D-pad). [http://www.gp32x.com/board/index.php?showtopic=38044]&lt;br /&gt;
*Two real, custom-designed, plastic analog nubs.&lt;br /&gt;
*QWERTY keyboard (cellphone-like, but larger). [http://www.gp32x.com/board/index.php?showtopic=38044]&lt;br /&gt;
&lt;br /&gt;
===Connectivity===&lt;br /&gt;
&lt;br /&gt;
*802.11b/g (Wi-Fi) included.&lt;br /&gt;
*Integrated Bluetooth 2.0 + EDR (3Mbps). [http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=42344&amp;amp;view=findpost&amp;amp;p=613832] &lt;br /&gt;
*[[USB_reference|USB]] &lt;br /&gt;
**Fully powered (500 mA) standard-A USB host port.&lt;br /&gt;
**USB OTG mini-AB port.&lt;br /&gt;
**You can use anything that has the appropriate drivers. [http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=38155&amp;amp;view=findpost&amp;amp;p=568882] Some devices need to first go through a powered USB hub.&lt;br /&gt;
*RS-232 included, but a level converter is needed for the UART. [http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=38155&amp;amp;view=findpost&amp;amp;p=568882]&lt;br /&gt;
*Two SDIO-capable SDHC slots.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
&lt;br /&gt;
*Lithium-polymer battery, ~4000mAh.&lt;br /&gt;
*Up to 10-14 hours battery life under reasonable load, 8.5 hours under max CPU load, ~17 hours playing music with the display off ([[Power_modes#Times|source]]) (up to 100 hours claimed to be possible with further optimization [http://www.gp32x.com/board/index.php?showtopic=40823&amp;amp;st=80&amp;amp;p=595336&amp;amp;#entry595336])&lt;br /&gt;
*Can charge through an AC adapter or USB. [http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=40659&amp;amp;view=findpost&amp;amp;p=587802]&lt;br /&gt;
*Advanced power management capabilities: only need to set a max clock speed; when the CPU is not doing anything it automatically HALTs and does nothing to save power. [http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=38155&amp;amp;view=findpost&amp;amp;p=574380]&lt;br /&gt;
*Eventually will be able to suspend to RAM or suspend to disk for longer battery life and faster start up. See [[Power modes]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2078</id>
		<title>MogsVsDogs</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2078"/>
		<updated>2010-01-19T20:12:41Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: /* Possible stages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mogs Versus Dogs is a game concept envisioned by regular haunts in the #OpenPandora channel Gadgetoid and JayFoxRox and echoed in #maemo.&lt;br /&gt;
&lt;br /&gt;
==The Concept==&lt;br /&gt;
&lt;br /&gt;
The idea of the game is heavily based on the iPhone/N900 commercial title [http://www.angrybirds.com Angry Birds], but the idea is to re-envision this title as a battle between Mogs and Dogs where players challenge each other by building or knocking down wooden forts amongst other things.&lt;br /&gt;
&lt;br /&gt;
The game will draw from Little Big Planet, sharing the 2.5d take on graphics and user-centric content creation.&lt;br /&gt;
&lt;br /&gt;
===Gameplay changes===&lt;br /&gt;
&lt;br /&gt;
*Physical properties such as fire, ice, water&lt;br /&gt;
*Powerups that alter the properties of your Mog or Dog, grenades for them to explode on demand/on impact, jet pack to indirectly affect their motion&lt;br /&gt;
*Objects which will kill / split your projectile (Mog / Dog)&lt;br /&gt;
*Addition of Multiplayer play with fort building&lt;br /&gt;
*A stunt mode where you have to kill your actor in the most destructive way possible or flip your actor in the most spectacular way&lt;br /&gt;
*Party modes like shooting a moving target for score or destroying a structure within a certain time limit&lt;br /&gt;
&lt;br /&gt;
===Random additions and changes===&lt;br /&gt;
&lt;br /&gt;
*Addition of a scripting system for custom modes&lt;br /&gt;
*The game should have some gore in it to make the scenes more impressive and adding some sort of irony (Contrast: childish look, gore)&lt;br /&gt;
*A replay should be shown after a successful attack, possibly using action cameras, additional effects&lt;br /&gt;
*Optional addition of replay saving&lt;br /&gt;
&lt;br /&gt;
===Possible stages===&lt;br /&gt;
&lt;br /&gt;
*Classroom, each kid brought their pet with them, a fight broke out&lt;br /&gt;
*Rooftops, mogs and dogs try to show who the king of the neighbourhood really is&lt;br /&gt;
*Temple, make liberal use of fire from nearby torches to really mess things up&lt;br /&gt;
*Alleyway, battle from trash can to discarded CRT, and watch out for those annoyingly parked cars&lt;br /&gt;
*Downtown, fight on city streets, avoid those hotdog stand grills, and cause havoc with fire hydrants&lt;br /&gt;
&lt;br /&gt;
==Implementation==&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
*The graphics will probably be based on a selfmade renderer&lt;br /&gt;
*The main idea is to go for a style like in LittleBigPlanet ([http://www.witchguard.ch/uploaded_images/LittleBigPlanet-744028.bmp Reference image]), possibly a bit more cartoonish&lt;br /&gt;
*Each scene consists of a background, an active layer (where the &amp;quot;player&amp;quot; is moving above) and a possible foreground.&lt;br /&gt;
*Back- and foreground will be blurred out but still be rendered in 3D&lt;br /&gt;
*The foreground should be transparent towards the center of the screen&lt;br /&gt;
*The whole scene will be motion blurred&lt;br /&gt;
*Anything is presented in a bright light to create a friendly atmosphere&lt;br /&gt;
&lt;br /&gt;
===Physics===&lt;br /&gt;
&lt;br /&gt;
*The physics will be based on Box2D probably&lt;br /&gt;
*Use ragdolls for the active actors (Mogs / Dogs)&lt;br /&gt;
*Any actor should have a fixed depth value so they can't flee the 2D playfield&lt;br /&gt;
&lt;br /&gt;
==Versus==&lt;br /&gt;
&lt;br /&gt;
In a versus game, each player is challenged to build a fort (or load one from pre built forts) and has available a pre determined amount of resources: Wood, Metal, Concrete and Class with different physical properties. Walls/blocks/ceilings and other elements can be constructed and rotated arbitrarily within certain limitations. For example, you could make a 1x1 concrete square, or a 1x10 wall, rotate it and it becomes a root, angle it and it becomes structural support. The system is simple, but the combinations are endless.&lt;br /&gt;
&lt;br /&gt;
The parts of the fort are unconnected and must be knocked down by the opposing player in order to hit targets, all of which must be destroyed for a win. Their physical properties come into play, with Glass slowing down impacts and absorbing energy, Metal being tough but easy to displace, Concrete being of medium strength but hard to move, and Wood being weak and easy to move but great for bracing stronger materials.&lt;br /&gt;
&lt;br /&gt;
A concrete wall braced with wood, fronted with sheet metal, and shielded with glass, for example, would be very resistant to a front-on attack but easy to destroy by arcing projectiles over the top.&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
&lt;br /&gt;
*Concrete - Tough, durable, heavy, immovable but vulnerable to explosives and sustained front-on attacks&lt;br /&gt;
*Glass - Shock absorbing, can be used tentatively to brace structures and dampen explosions/impacts&lt;br /&gt;
*Steel - More durable than concrete but light and easy to displace, good vs explosives&lt;br /&gt;
*Wood - Good for structure/bracing but not much else, vulnerable to fire&lt;br /&gt;
&lt;br /&gt;
==Single Player==&lt;br /&gt;
&lt;br /&gt;
In single player you are simply tasked to load a players fort and attempt to destroy it. Forts could be built around various items which need to be defended, and built on various levels with differing terrain and hazards.&lt;br /&gt;
&lt;br /&gt;
===Single Player Modes===&lt;br /&gt;
&lt;br /&gt;
*Destruction - Destroy a fort in the least time/with the least shots/power-ups&lt;br /&gt;
*Challenge - Complete a certain task under various conditions- destroy all 6 towers in 60 seconds, set 5 targets on fire&lt;br /&gt;
*Insanity - Kill your Mog or Dog in the most spectacular way&lt;br /&gt;
*Construction - Build a fort and test its durability in free play, practise for multiplayer/doubles as a level builder&lt;br /&gt;
&lt;br /&gt;
==Scores/Networking==&lt;br /&gt;
&lt;br /&gt;
A website and online service should back the game, tracking high scores and allowing players to upload/share levels and challenge others with their creations. In addition to simple points scoring the amount of destruction inflicted players times will also be logged, along with the number of shots and other vital stats about their performance in a given level. This should provide multiple aspects of competitiveness and a high replay value&lt;br /&gt;
&lt;br /&gt;
*Save and share forts online&lt;br /&gt;
*Save your party-mode scores, or challenge scores for others players to beat&lt;br /&gt;
*Compete directly with players in a fort to fort battle&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2077</id>
		<title>MogsVsDogs</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2077"/>
		<updated>2010-01-19T19:52:09Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: /* Possible stages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mogs Versus Dogs is a game concept envisioned by regular haunts in the #OpenPandora channel Gadgetoid and JayFoxRox and echoed in #maemo.&lt;br /&gt;
&lt;br /&gt;
==The Concept==&lt;br /&gt;
&lt;br /&gt;
The idea of the game is heavily based on the iPhone/N900 commercial title [http://www.angrybirds.com Angry Birds], but the idea is to re-envision this title as a battle between Mogs and Dogs where players challenge each other by building or knocking down wooden forts amongst other things.&lt;br /&gt;
&lt;br /&gt;
The game will draw from Little Big Planet, sharing the 2.5d take on graphics and user-centric content creation.&lt;br /&gt;
&lt;br /&gt;
===Gameplay changes===&lt;br /&gt;
&lt;br /&gt;
*Physical properties such as fire, ice, water&lt;br /&gt;
*Powerups that alter the properties of your Mog or Dog, grenades for them to explode on demand/on impact, jet pack to indirectly affect their motion&lt;br /&gt;
*Objects which will kill / split your projectile (Mog / Dog)&lt;br /&gt;
*Addition of Multiplayer play with fort building&lt;br /&gt;
*A stunt mode where you have to kill your actor in the most destructive way possible or flip your actor in the most spectacular way&lt;br /&gt;
*Party modes like shooting a moving target for score or destroying a structure within a certain time limit&lt;br /&gt;
&lt;br /&gt;
===Random additions and changes===&lt;br /&gt;
&lt;br /&gt;
*Addition of a scripting system for custom modes&lt;br /&gt;
*The game should have some gore in it to make the scenes more impressive and adding some sort of irony (Contrast: childish look, gore)&lt;br /&gt;
*A replay should be shown after a successful attack, possibly using action cameras, additional effects&lt;br /&gt;
*Optional addition of replay saving&lt;br /&gt;
&lt;br /&gt;
===Possible stages===&lt;br /&gt;
&lt;br /&gt;
*Classroom, each kid brought their pet with them, a fight broke out&lt;br /&gt;
*Rooftops, mogs and dogs try to show who the king of the neighbourhood really is&lt;br /&gt;
*Temple, make liberal use of fire from nearby torches to really mess things up&lt;br /&gt;
*Alleyway, battle from trash can to discarded CRT, and watch out for those annoyingly parked cars&lt;br /&gt;
&lt;br /&gt;
==Implementation==&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
*The graphics will probably be based on a selfmade renderer&lt;br /&gt;
*The main idea is to go for a style like in LittleBigPlanet ([http://www.witchguard.ch/uploaded_images/LittleBigPlanet-744028.bmp Reference image]), possibly a bit more cartoonish&lt;br /&gt;
*Each scene consists of a background, an active layer (where the &amp;quot;player&amp;quot; is moving above) and a possible foreground.&lt;br /&gt;
*Back- and foreground will be blurred out but still be rendered in 3D&lt;br /&gt;
*The foreground should be transparent towards the center of the screen&lt;br /&gt;
*The whole scene will be motion blurred&lt;br /&gt;
*Anything is presented in a bright light to create a friendly atmosphere&lt;br /&gt;
&lt;br /&gt;
===Physics===&lt;br /&gt;
&lt;br /&gt;
*The physics will be based on Box2D probably&lt;br /&gt;
*Use ragdolls for the active actors (Mogs / Dogs)&lt;br /&gt;
*Any actor should have a fixed depth value so they can't flee the 2D playfield&lt;br /&gt;
&lt;br /&gt;
==Versus==&lt;br /&gt;
&lt;br /&gt;
In a versus game, each player is challenged to build a fort (or load one from pre built forts) and has available a pre determined amount of resources: Wood, Metal, Concrete and Class with different physical properties. Walls/blocks/ceilings and other elements can be constructed and rotated arbitrarily within certain limitations. For example, you could make a 1x1 concrete square, or a 1x10 wall, rotate it and it becomes a root, angle it and it becomes structural support. The system is simple, but the combinations are endless.&lt;br /&gt;
&lt;br /&gt;
The parts of the fort are unconnected and must be knocked down by the opposing player in order to hit targets, all of which must be destroyed for a win. Their physical properties come into play, with Glass slowing down impacts and absorbing energy, Metal being tough but easy to displace, Concrete being of medium strength but hard to move, and Wood being weak and easy to move but great for bracing stronger materials.&lt;br /&gt;
&lt;br /&gt;
A concrete wall braced with wood, fronted with sheet metal, and shielded with glass, for example, would be very resistant to a front-on attack but easy to destroy by arcing projectiles over the top.&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
&lt;br /&gt;
*Concrete - Tough, durable, heavy, immovable but vulnerable to explosives and sustained front-on attacks&lt;br /&gt;
*Glass - Shock absorbing, can be used tentatively to brace structures and dampen explosions/impacts&lt;br /&gt;
*Steel - More durable than concrete but light and easy to displace, good vs explosives&lt;br /&gt;
*Wood - Good for structure/bracing but not much else, vulnerable to fire&lt;br /&gt;
&lt;br /&gt;
==Single Player==&lt;br /&gt;
&lt;br /&gt;
In single player you are simply tasked to load a players fort and attempt to destroy it. Forts could be built around various items which need to be defended, and built on various levels with differing terrain and hazards.&lt;br /&gt;
&lt;br /&gt;
===Single Player Modes===&lt;br /&gt;
&lt;br /&gt;
*Destruction - Destroy a fort in the least time/with the least shots/power-ups&lt;br /&gt;
*Challenge - Complete a certain task under various conditions- destroy all 6 towers in 60 seconds, set 5 targets on fire&lt;br /&gt;
*Insanity - Kill your Mog or Dog in the most spectacular way&lt;br /&gt;
*Construction - Build a fort and test its durability in free play, practise for multiplayer/doubles as a level builder&lt;br /&gt;
&lt;br /&gt;
==Scores/Networking==&lt;br /&gt;
&lt;br /&gt;
A website and online service should back the game, tracking high scores and allowing players to upload/share levels and challenge others with their creations. In addition to simple points scoring the amount of destruction inflicted players times will also be logged, along with the number of shots and other vital stats about their performance in a given level. This should provide multiple aspects of competitiveness and a high replay value&lt;br /&gt;
&lt;br /&gt;
*Save and share forts online&lt;br /&gt;
*Save your party-mode scores, or challenge scores for others players to beat&lt;br /&gt;
*Compete directly with players in a fort to fort battle&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2076</id>
		<title>MogsVsDogs</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2076"/>
		<updated>2010-01-19T19:49:12Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: /* The Concept */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mogs Versus Dogs is a game concept envisioned by regular haunts in the #OpenPandora channel Gadgetoid and JayFoxRox and echoed in #maemo.&lt;br /&gt;
&lt;br /&gt;
==The Concept==&lt;br /&gt;
&lt;br /&gt;
The idea of the game is heavily based on the iPhone/N900 commercial title [http://www.angrybirds.com Angry Birds], but the idea is to re-envision this title as a battle between Mogs and Dogs where players challenge each other by building or knocking down wooden forts amongst other things.&lt;br /&gt;
&lt;br /&gt;
The game will draw from Little Big Planet, sharing the 2.5d take on graphics and user-centric content creation.&lt;br /&gt;
&lt;br /&gt;
===Gameplay changes===&lt;br /&gt;
&lt;br /&gt;
*Physical properties such as fire, ice, water&lt;br /&gt;
*Powerups that alter the properties of your Mog or Dog, grenades for them to explode on demand/on impact, jet pack to indirectly affect their motion&lt;br /&gt;
*Objects which will kill / split your projectile (Mog / Dog)&lt;br /&gt;
*Addition of Multiplayer play with fort building&lt;br /&gt;
*A stunt mode where you have to kill your actor in the most destructive way possible or flip your actor in the most spectacular way&lt;br /&gt;
*Party modes like shooting a moving target for score or destroying a structure within a certain time limit&lt;br /&gt;
&lt;br /&gt;
===Random additions and changes===&lt;br /&gt;
&lt;br /&gt;
*Addition of a scripting system for custom modes&lt;br /&gt;
*The game should have some gore in it to make the scenes more impressive and adding some sort of irony (Contrast: childish look, gore)&lt;br /&gt;
*A replay should be shown after a successful attack, possibly using action cameras, additional effects&lt;br /&gt;
*Optional addition of replay saving&lt;br /&gt;
&lt;br /&gt;
===Possible stages===&lt;br /&gt;
&lt;br /&gt;
*Classroom, each kid brought their pet with them, a fight broke out&lt;br /&gt;
*Rooftops, mogs and dogs try to show who the king of the neighbourhood really is&lt;br /&gt;
&lt;br /&gt;
==Implementation==&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
*The graphics will probably be based on a selfmade renderer&lt;br /&gt;
*The main idea is to go for a style like in LittleBigPlanet ([http://www.witchguard.ch/uploaded_images/LittleBigPlanet-744028.bmp Reference image]), possibly a bit more cartoonish&lt;br /&gt;
*Each scene consists of a background, an active layer (where the &amp;quot;player&amp;quot; is moving above) and a possible foreground.&lt;br /&gt;
*Back- and foreground will be blurred out but still be rendered in 3D&lt;br /&gt;
*The foreground should be transparent towards the center of the screen&lt;br /&gt;
*The whole scene will be motion blurred&lt;br /&gt;
*Anything is presented in a bright light to create a friendly atmosphere&lt;br /&gt;
&lt;br /&gt;
===Physics===&lt;br /&gt;
&lt;br /&gt;
*The physics will be based on Box2D probably&lt;br /&gt;
*Use ragdolls for the active actors (Mogs / Dogs)&lt;br /&gt;
*Any actor should have a fixed depth value so they can't flee the 2D playfield&lt;br /&gt;
&lt;br /&gt;
==Versus==&lt;br /&gt;
&lt;br /&gt;
In a versus game, each player is challenged to build a fort (or load one from pre built forts) and has available a pre determined amount of resources: Wood, Metal, Concrete and Class with different physical properties. Walls/blocks/ceilings and other elements can be constructed and rotated arbitrarily within certain limitations. For example, you could make a 1x1 concrete square, or a 1x10 wall, rotate it and it becomes a root, angle it and it becomes structural support. The system is simple, but the combinations are endless.&lt;br /&gt;
&lt;br /&gt;
The parts of the fort are unconnected and must be knocked down by the opposing player in order to hit targets, all of which must be destroyed for a win. Their physical properties come into play, with Glass slowing down impacts and absorbing energy, Metal being tough but easy to displace, Concrete being of medium strength but hard to move, and Wood being weak and easy to move but great for bracing stronger materials.&lt;br /&gt;
&lt;br /&gt;
A concrete wall braced with wood, fronted with sheet metal, and shielded with glass, for example, would be very resistant to a front-on attack but easy to destroy by arcing projectiles over the top.&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
&lt;br /&gt;
*Concrete - Tough, durable, heavy, immovable but vulnerable to explosives and sustained front-on attacks&lt;br /&gt;
*Glass - Shock absorbing, can be used tentatively to brace structures and dampen explosions/impacts&lt;br /&gt;
*Steel - More durable than concrete but light and easy to displace, good vs explosives&lt;br /&gt;
*Wood - Good for structure/bracing but not much else, vulnerable to fire&lt;br /&gt;
&lt;br /&gt;
==Single Player==&lt;br /&gt;
&lt;br /&gt;
In single player you are simply tasked to load a players fort and attempt to destroy it. Forts could be built around various items which need to be defended, and built on various levels with differing terrain and hazards.&lt;br /&gt;
&lt;br /&gt;
===Single Player Modes===&lt;br /&gt;
&lt;br /&gt;
*Destruction - Destroy a fort in the least time/with the least shots/power-ups&lt;br /&gt;
*Challenge - Complete a certain task under various conditions- destroy all 6 towers in 60 seconds, set 5 targets on fire&lt;br /&gt;
*Insanity - Kill your Mog or Dog in the most spectacular way&lt;br /&gt;
*Construction - Build a fort and test its durability in free play, practise for multiplayer/doubles as a level builder&lt;br /&gt;
&lt;br /&gt;
==Scores/Networking==&lt;br /&gt;
&lt;br /&gt;
A website and online service should back the game, tracking high scores and allowing players to upload/share levels and challenge others with their creations. In addition to simple points scoring the amount of destruction inflicted players times will also be logged, along with the number of shots and other vital stats about their performance in a given level. This should provide multiple aspects of competitiveness and a high replay value&lt;br /&gt;
&lt;br /&gt;
*Save and share forts online&lt;br /&gt;
*Save your party-mode scores, or challenge scores for others players to beat&lt;br /&gt;
*Compete directly with players in a fort to fort battle&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2075</id>
		<title>MogsVsDogs</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2075"/>
		<updated>2010-01-19T19:47:40Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: /* Single Player */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mogs Versus Dogs is a game concept envisioned by regular haunts in the #OpenPandora channel Gadgetoid and JayFoxRox and echoed in #maemo.&lt;br /&gt;
&lt;br /&gt;
==The Concept==&lt;br /&gt;
&lt;br /&gt;
The idea of the game is heavily based on the iPhone/N900 commercial title [http://www.angrybirds.com Angry Birds], but the idea is to re-envision this title as a battle between Mogs and Dogs where players challenge each other by building or knocking down wooden forts.&lt;br /&gt;
&lt;br /&gt;
===Gameplay changes===&lt;br /&gt;
&lt;br /&gt;
*Physical properties such as fire, ice, water&lt;br /&gt;
*Powerups that alter the properties of your Mog or Dog, grenades for them to explode on demand/on impact, jet pack to indirectly affect their motion&lt;br /&gt;
*Objects which will kill / split your projectile (Mog / Dog)&lt;br /&gt;
*Addition of Multiplayer play with fort building&lt;br /&gt;
*A stunt mode where you have to kill your actor in the most destructive way possible or flip your actor in the most spectacular way&lt;br /&gt;
*Party modes like shooting a moving target for score or destroying a structure within a certain time limit&lt;br /&gt;
&lt;br /&gt;
===Random additions and changes===&lt;br /&gt;
&lt;br /&gt;
*Addition of a scripting system for custom modes&lt;br /&gt;
*The game should have some gore in it to make the scenes more impressive and adding some sort of irony (Contrast: childish look, gore)&lt;br /&gt;
*A replay should be shown after a successful attack, possibly using action cameras, additional effects&lt;br /&gt;
*Optional addition of replay saving&lt;br /&gt;
&lt;br /&gt;
===Possible stages===&lt;br /&gt;
&lt;br /&gt;
*Classroom, each kid brought their pet with them, a fight broke out&lt;br /&gt;
*Rooftops, mogs and dogs try to show who the king of the neighbourhood really is&lt;br /&gt;
&lt;br /&gt;
==Implementation==&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
*The graphics will probably be based on a selfmade renderer&lt;br /&gt;
*The main idea is to go for a style like in LittleBigPlanet ([http://www.witchguard.ch/uploaded_images/LittleBigPlanet-744028.bmp Reference image]), possibly a bit more cartoonish&lt;br /&gt;
*Each scene consists of a background, an active layer (where the &amp;quot;player&amp;quot; is moving above) and a possible foreground.&lt;br /&gt;
*Back- and foreground will be blurred out but still be rendered in 3D&lt;br /&gt;
*The foreground should be transparent towards the center of the screen&lt;br /&gt;
*The whole scene will be motion blurred&lt;br /&gt;
*Anything is presented in a bright light to create a friendly atmosphere&lt;br /&gt;
&lt;br /&gt;
===Physics===&lt;br /&gt;
&lt;br /&gt;
*The physics will be based on Box2D probably&lt;br /&gt;
*Use ragdolls for the active actors (Mogs / Dogs)&lt;br /&gt;
*Any actor should have a fixed depth value so they can't flee the 2D playfield&lt;br /&gt;
&lt;br /&gt;
==Versus==&lt;br /&gt;
&lt;br /&gt;
In a versus game, each player is challenged to build a fort (or load one from pre built forts) and has available a pre determined amount of resources: Wood, Metal, Concrete and Class with different physical properties. Walls/blocks/ceilings and other elements can be constructed and rotated arbitrarily within certain limitations. For example, you could make a 1x1 concrete square, or a 1x10 wall, rotate it and it becomes a root, angle it and it becomes structural support. The system is simple, but the combinations are endless.&lt;br /&gt;
&lt;br /&gt;
The parts of the fort are unconnected and must be knocked down by the opposing player in order to hit targets, all of which must be destroyed for a win. Their physical properties come into play, with Glass slowing down impacts and absorbing energy, Metal being tough but easy to displace, Concrete being of medium strength but hard to move, and Wood being weak and easy to move but great for bracing stronger materials.&lt;br /&gt;
&lt;br /&gt;
A concrete wall braced with wood, fronted with sheet metal, and shielded with glass, for example, would be very resistant to a front-on attack but easy to destroy by arcing projectiles over the top.&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
&lt;br /&gt;
*Concrete - Tough, durable, heavy, immovable but vulnerable to explosives and sustained front-on attacks&lt;br /&gt;
*Glass - Shock absorbing, can be used tentatively to brace structures and dampen explosions/impacts&lt;br /&gt;
*Steel - More durable than concrete but light and easy to displace, good vs explosives&lt;br /&gt;
*Wood - Good for structure/bracing but not much else, vulnerable to fire&lt;br /&gt;
&lt;br /&gt;
==Single Player==&lt;br /&gt;
&lt;br /&gt;
In single player you are simply tasked to load a players fort and attempt to destroy it. Forts could be built around various items which need to be defended, and built on various levels with differing terrain and hazards.&lt;br /&gt;
&lt;br /&gt;
===Single Player Modes===&lt;br /&gt;
&lt;br /&gt;
*Destruction - Destroy a fort in the least time/with the least shots/power-ups&lt;br /&gt;
*Challenge - Complete a certain task under various conditions- destroy all 6 towers in 60 seconds, set 5 targets on fire&lt;br /&gt;
*Insanity - Kill your Mog or Dog in the most spectacular way&lt;br /&gt;
*Construction - Build a fort and test its durability in free play, practise for multiplayer/doubles as a level builder&lt;br /&gt;
&lt;br /&gt;
==Scores/Networking==&lt;br /&gt;
&lt;br /&gt;
A website and online service should back the game, tracking high scores and allowing players to upload/share levels and challenge others with their creations. In addition to simple points scoring the amount of destruction inflicted players times will also be logged, along with the number of shots and other vital stats about their performance in a given level. This should provide multiple aspects of competitiveness and a high replay value&lt;br /&gt;
&lt;br /&gt;
*Save and share forts online&lt;br /&gt;
*Save your party-mode scores, or challenge scores for others players to beat&lt;br /&gt;
*Compete directly with players in a fort to fort battle&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2074</id>
		<title>MogsVsDogs</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2074"/>
		<updated>2010-01-19T19:44:33Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: /* Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mogs Versus Dogs is a game concept envisioned by regular haunts in the #OpenPandora channel Gadgetoid and JayFoxRox and echoed in #maemo.&lt;br /&gt;
&lt;br /&gt;
==The Concept==&lt;br /&gt;
&lt;br /&gt;
The idea of the game is heavily based on the iPhone/N900 commercial title [http://www.angrybirds.com Angry Birds], but the idea is to re-envision this title as a battle between Mogs and Dogs where players challenge each other by building or knocking down wooden forts.&lt;br /&gt;
&lt;br /&gt;
===Gameplay changes===&lt;br /&gt;
&lt;br /&gt;
*Physical properties such as fire, ice, water&lt;br /&gt;
*Powerups that alter the properties of your Mog or Dog, grenades for them to explode on demand/on impact, jet pack to indirectly affect their motion&lt;br /&gt;
*Objects which will kill / split your projectile (Mog / Dog)&lt;br /&gt;
*Addition of Multiplayer play with fort building&lt;br /&gt;
*A stunt mode where you have to kill your actor in the most destructive way possible or flip your actor in the most spectacular way&lt;br /&gt;
*Party modes like shooting a moving target for score or destroying a structure within a certain time limit&lt;br /&gt;
&lt;br /&gt;
===Random additions and changes===&lt;br /&gt;
&lt;br /&gt;
*Addition of a scripting system for custom modes&lt;br /&gt;
*The game should have some gore in it to make the scenes more impressive and adding some sort of irony (Contrast: childish look, gore)&lt;br /&gt;
*A replay should be shown after a successful attack, possibly using action cameras, additional effects&lt;br /&gt;
*Optional addition of replay saving&lt;br /&gt;
&lt;br /&gt;
===Possible stages===&lt;br /&gt;
&lt;br /&gt;
*Classroom, each kid brought their pet with them, a fight broke out&lt;br /&gt;
*Rooftops, mogs and dogs try to show who the king of the neighbourhood really is&lt;br /&gt;
&lt;br /&gt;
==Implementation==&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
*The graphics will probably be based on a selfmade renderer&lt;br /&gt;
*The main idea is to go for a style like in LittleBigPlanet ([http://www.witchguard.ch/uploaded_images/LittleBigPlanet-744028.bmp Reference image]), possibly a bit more cartoonish&lt;br /&gt;
*Each scene consists of a background, an active layer (where the &amp;quot;player&amp;quot; is moving above) and a possible foreground.&lt;br /&gt;
*Back- and foreground will be blurred out but still be rendered in 3D&lt;br /&gt;
*The foreground should be transparent towards the center of the screen&lt;br /&gt;
*The whole scene will be motion blurred&lt;br /&gt;
*Anything is presented in a bright light to create a friendly atmosphere&lt;br /&gt;
&lt;br /&gt;
===Physics===&lt;br /&gt;
&lt;br /&gt;
*The physics will be based on Box2D probably&lt;br /&gt;
*Use ragdolls for the active actors (Mogs / Dogs)&lt;br /&gt;
*Any actor should have a fixed depth value so they can't flee the 2D playfield&lt;br /&gt;
&lt;br /&gt;
==Versus==&lt;br /&gt;
&lt;br /&gt;
In a versus game, each player is challenged to build a fort (or load one from pre built forts) and has available a pre determined amount of resources: Wood, Metal, Concrete and Class with different physical properties. Walls/blocks/ceilings and other elements can be constructed and rotated arbitrarily within certain limitations. For example, you could make a 1x1 concrete square, or a 1x10 wall, rotate it and it becomes a root, angle it and it becomes structural support. The system is simple, but the combinations are endless.&lt;br /&gt;
&lt;br /&gt;
The parts of the fort are unconnected and must be knocked down by the opposing player in order to hit targets, all of which must be destroyed for a win. Their physical properties come into play, with Glass slowing down impacts and absorbing energy, Metal being tough but easy to displace, Concrete being of medium strength but hard to move, and Wood being weak and easy to move but great for bracing stronger materials.&lt;br /&gt;
&lt;br /&gt;
A concrete wall braced with wood, fronted with sheet metal, and shielded with glass, for example, would be very resistant to a front-on attack but easy to destroy by arcing projectiles over the top.&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
&lt;br /&gt;
*Concrete - Tough, durable, heavy, immovable but vulnerable to explosives and sustained front-on attacks&lt;br /&gt;
*Glass - Shock absorbing, can be used tentatively to brace structures and dampen explosions/impacts&lt;br /&gt;
*Steel - More durable than concrete but light and easy to displace, good vs explosives&lt;br /&gt;
*Wood - Good for structure/bracing but not much else, vulnerable to fire&lt;br /&gt;
&lt;br /&gt;
==Single Player==&lt;br /&gt;
&lt;br /&gt;
In single player you are simply tasked to load a players fort and attempt to destroy it. Forts could be built around various items which need to be defended, and built on various levels with differing terrain and hazards.&lt;br /&gt;
&lt;br /&gt;
==Scores/Networking==&lt;br /&gt;
&lt;br /&gt;
A website and online service should back the game, tracking high scores and allowing players to upload/share levels and challenge others with their creations. In addition to simple points scoring the amount of destruction inflicted players times will also be logged, along with the number of shots and other vital stats about their performance in a given level. This should provide multiple aspects of competitiveness and a high replay value&lt;br /&gt;
&lt;br /&gt;
*Save and share forts online&lt;br /&gt;
*Save your party-mode scores, or challenge scores for others players to beat&lt;br /&gt;
*Compete directly with players in a fort to fort battle&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2073</id>
		<title>MogsVsDogs</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2073"/>
		<updated>2010-01-19T19:44:07Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: /* Versus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mogs Versus Dogs is a game concept envisioned by regular haunts in the #OpenPandora channel Gadgetoid and JayFoxRox and echoed in #maemo.&lt;br /&gt;
&lt;br /&gt;
==The Concept==&lt;br /&gt;
&lt;br /&gt;
The idea of the game is heavily based on the iPhone/N900 commercial title [http://www.angrybirds.com Angry Birds], but the idea is to re-envision this title as a battle between Mogs and Dogs where players challenge each other by building or knocking down wooden forts.&lt;br /&gt;
&lt;br /&gt;
===Gameplay changes===&lt;br /&gt;
&lt;br /&gt;
*Physical properties such as fire, ice, water&lt;br /&gt;
*Powerups that alter the properties of your Mog or Dog, grenades for them to explode on demand/on impact, jet pack to indirectly affect their motion&lt;br /&gt;
*Objects which will kill / split your projectile (Mog / Dog)&lt;br /&gt;
*Addition of Multiplayer play with fort building&lt;br /&gt;
*A stunt mode where you have to kill your actor in the most destructive way possible or flip your actor in the most spectacular way&lt;br /&gt;
*Party modes like shooting a moving target for score or destroying a structure within a certain time limit&lt;br /&gt;
&lt;br /&gt;
===Random additions and changes===&lt;br /&gt;
&lt;br /&gt;
*Addition of a scripting system for custom modes&lt;br /&gt;
*The game should have some gore in it to make the scenes more impressive and adding some sort of irony (Contrast: childish look, gore)&lt;br /&gt;
*A replay should be shown after a successful attack, possibly using action cameras, additional effects&lt;br /&gt;
*Optional addition of replay saving&lt;br /&gt;
&lt;br /&gt;
===Possible stages===&lt;br /&gt;
&lt;br /&gt;
*Classroom, each kid brought their pet with them, a fight broke out&lt;br /&gt;
*Rooftops, mogs and dogs try to show who the king of the neighbourhood really is&lt;br /&gt;
&lt;br /&gt;
==Implementation==&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
*The graphics will probably be based on a selfmade renderer&lt;br /&gt;
*The main idea is to go for a style like in LittleBigPlanet ([http://www.witchguard.ch/uploaded_images/LittleBigPlanet-744028.bmp Reference image]), possibly a bit more cartoonish&lt;br /&gt;
*Each scene consists of a background, an active layer (where the &amp;quot;player&amp;quot; is moving above) and a possible foreground.&lt;br /&gt;
*Back- and foreground will be blurred out but still be rendered in 3D&lt;br /&gt;
*The foreground should be transparent towards the center of the screen&lt;br /&gt;
*The whole scene will be motion blurred&lt;br /&gt;
*Anything is presented in a bright light to create a friendly atmosphere&lt;br /&gt;
&lt;br /&gt;
===Physics===&lt;br /&gt;
&lt;br /&gt;
*The physics will be based on Box2D probably&lt;br /&gt;
*Use ragdolls for the active actors (Mogs / Dogs)&lt;br /&gt;
*Any actor should have a fixed depth value so they can't flee the 2D playfield&lt;br /&gt;
&lt;br /&gt;
==Versus==&lt;br /&gt;
&lt;br /&gt;
In a versus game, each player is challenged to build a fort (or load one from pre built forts) and has available a pre determined amount of resources: Wood, Metal, Concrete and Class with different physical properties. Walls/blocks/ceilings and other elements can be constructed and rotated arbitrarily within certain limitations. For example, you could make a 1x1 concrete square, or a 1x10 wall, rotate it and it becomes a root, angle it and it becomes structural support. The system is simple, but the combinations are endless.&lt;br /&gt;
&lt;br /&gt;
The parts of the fort are unconnected and must be knocked down by the opposing player in order to hit targets, all of which must be destroyed for a win. Their physical properties come into play, with Glass slowing down impacts and absorbing energy, Metal being tough but easy to displace, Concrete being of medium strength but hard to move, and Wood being weak and easy to move but great for bracing stronger materials.&lt;br /&gt;
&lt;br /&gt;
A concrete wall braced with wood, fronted with sheet metal, and shielded with glass, for example, would be very resistant to a front-on attack but easy to destroy by arcing projectiles over the top.&lt;br /&gt;
&lt;br /&gt;
=Materials=&lt;br /&gt;
&lt;br /&gt;
*Concrete - Tough, durable, heavy, immovable but vulnerable to explosives and sustained front-on attacks&lt;br /&gt;
*Glass - Shock absorbing, can be used tentatively to brace structures and dampen explosions/impacts&lt;br /&gt;
*Steel - More durable than concrete but light and easy to displace, good vs explosives&lt;br /&gt;
*Wood - Good for structure/bracing but not much else, vulnerable to fire&lt;br /&gt;
&lt;br /&gt;
==Single Player==&lt;br /&gt;
&lt;br /&gt;
In single player you are simply tasked to load a players fort and attempt to destroy it. Forts could be built around various items which need to be defended, and built on various levels with differing terrain and hazards.&lt;br /&gt;
&lt;br /&gt;
==Scores/Networking==&lt;br /&gt;
&lt;br /&gt;
A website and online service should back the game, tracking high scores and allowing players to upload/share levels and challenge others with their creations. In addition to simple points scoring the amount of destruction inflicted players times will also be logged, along with the number of shots and other vital stats about their performance in a given level. This should provide multiple aspects of competitiveness and a high replay value&lt;br /&gt;
&lt;br /&gt;
*Save and share forts online&lt;br /&gt;
*Save your party-mode scores, or challenge scores for others players to beat&lt;br /&gt;
*Compete directly with players in a fort to fort battle&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2072</id>
		<title>MogsVsDogs</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2072"/>
		<updated>2010-01-19T19:42:04Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: /* Random additions and changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mogs Versus Dogs is a game concept envisioned by regular haunts in the #OpenPandora channel Gadgetoid and JayFoxRox and echoed in #maemo.&lt;br /&gt;
&lt;br /&gt;
==The Concept==&lt;br /&gt;
&lt;br /&gt;
The idea of the game is heavily based on the iPhone/N900 commercial title [http://www.angrybirds.com Angry Birds], but the idea is to re-envision this title as a battle between Mogs and Dogs where players challenge each other by building or knocking down wooden forts.&lt;br /&gt;
&lt;br /&gt;
===Gameplay changes===&lt;br /&gt;
&lt;br /&gt;
*Physical properties such as fire, ice, water&lt;br /&gt;
*Powerups that alter the properties of your Mog or Dog, grenades for them to explode on demand/on impact, jet pack to indirectly affect their motion&lt;br /&gt;
*Objects which will kill / split your projectile (Mog / Dog)&lt;br /&gt;
*Addition of Multiplayer play with fort building&lt;br /&gt;
*A stunt mode where you have to kill your actor in the most destructive way possible or flip your actor in the most spectacular way&lt;br /&gt;
*Party modes like shooting a moving target for score or destroying a structure within a certain time limit&lt;br /&gt;
&lt;br /&gt;
===Random additions and changes===&lt;br /&gt;
&lt;br /&gt;
*Addition of a scripting system for custom modes&lt;br /&gt;
*The game should have some gore in it to make the scenes more impressive and adding some sort of irony (Contrast: childish look, gore)&lt;br /&gt;
*A replay should be shown after a successful attack, possibly using action cameras, additional effects&lt;br /&gt;
*Optional addition of replay saving&lt;br /&gt;
&lt;br /&gt;
===Possible stages===&lt;br /&gt;
&lt;br /&gt;
*Classroom, each kid brought their pet with them, a fight broke out&lt;br /&gt;
*Rooftops, mogs and dogs try to show who the king of the neighbourhood really is&lt;br /&gt;
&lt;br /&gt;
==Implementation==&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
*The graphics will probably be based on a selfmade renderer&lt;br /&gt;
*The main idea is to go for a style like in LittleBigPlanet ([http://www.witchguard.ch/uploaded_images/LittleBigPlanet-744028.bmp Reference image]), possibly a bit more cartoonish&lt;br /&gt;
*Each scene consists of a background, an active layer (where the &amp;quot;player&amp;quot; is moving above) and a possible foreground.&lt;br /&gt;
*Back- and foreground will be blurred out but still be rendered in 3D&lt;br /&gt;
*The foreground should be transparent towards the center of the screen&lt;br /&gt;
*The whole scene will be motion blurred&lt;br /&gt;
*Anything is presented in a bright light to create a friendly atmosphere&lt;br /&gt;
&lt;br /&gt;
===Physics===&lt;br /&gt;
&lt;br /&gt;
*The physics will be based on Box2D probably&lt;br /&gt;
*Use ragdolls for the active actors (Mogs / Dogs)&lt;br /&gt;
*Any actor should have a fixed depth value so they can't flee the 2D playfield&lt;br /&gt;
&lt;br /&gt;
==Versus==&lt;br /&gt;
&lt;br /&gt;
In a versus game, each player is challenged to build a fort (or load one from pre built forts) and has available a pre determined amount of resources: Wood, Metal, Concrete and Class with different physical properties. Walls/blocks/ceilings and other elements can be constructed and rotated arbitrarily within certain limitations. For example, you could make a 1x1 concrete square, or a 1x10 wall, rotate it and it becomes a root, angle it and it becomes structural support. The system is simple, but the combinations are endless.&lt;br /&gt;
&lt;br /&gt;
The parts of the fort are unconnected and must be knocked down by the opposing player in order to hit targets, all of which must be destroyed for a win. Their physical properties come into play, with Glass slowing down impacts and absorbing energy, Metal being tough but easy to displace, Concrete being of medium strength but hard to move, and Wood being weak and easy to move but great for bracing stronger materials.&lt;br /&gt;
&lt;br /&gt;
A concrete wall braced with wood, fronted with sheet metal, and shielded with glass, for example, would be very resistant to a front-on attack but easy to destroy by arcing projectiles over the top.&lt;br /&gt;
&lt;br /&gt;
==Single Player==&lt;br /&gt;
&lt;br /&gt;
In single player you are simply tasked to load a players fort and attempt to destroy it. Forts could be built around various items which need to be defended, and built on various levels with differing terrain and hazards.&lt;br /&gt;
&lt;br /&gt;
==Scores/Networking==&lt;br /&gt;
&lt;br /&gt;
A website and online service should back the game, tracking high scores and allowing players to upload/share levels and challenge others with their creations. In addition to simple points scoring the amount of destruction inflicted players times will also be logged, along with the number of shots and other vital stats about their performance in a given level. This should provide multiple aspects of competitiveness and a high replay value&lt;br /&gt;
&lt;br /&gt;
*Save and share forts online&lt;br /&gt;
*Save your party-mode scores, or challenge scores for others players to beat&lt;br /&gt;
*Compete directly with players in a fort to fort battle&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2071</id>
		<title>MogsVsDogs</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2071"/>
		<updated>2010-01-19T19:40:44Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: /* Gameplay changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mogs Versus Dogs is a game concept envisioned by regular haunts in the #OpenPandora channel Gadgetoid and JayFoxRox and echoed in #maemo.&lt;br /&gt;
&lt;br /&gt;
==The Concept==&lt;br /&gt;
&lt;br /&gt;
The idea of the game is heavily based on the iPhone/N900 commercial title [http://www.angrybirds.com Angry Birds], but the idea is to re-envision this title as a battle between Mogs and Dogs where players challenge each other by building or knocking down wooden forts.&lt;br /&gt;
&lt;br /&gt;
===Gameplay changes===&lt;br /&gt;
&lt;br /&gt;
*Physical properties such as fire, ice, water&lt;br /&gt;
*Powerups that alter the properties of your Mog or Dog, grenades for them to explode on demand/on impact, jet pack to indirectly affect their motion&lt;br /&gt;
*Objects which will kill / split your projectile (Mog / Dog)&lt;br /&gt;
*Addition of Multiplayer play with fort building&lt;br /&gt;
*A stunt mode where you have to kill your actor in the most destructive way possible or flip your actor in the most spectacular way&lt;br /&gt;
*Party modes like shooting a moving target for score or destroying a structure within a certain time limit&lt;br /&gt;
&lt;br /&gt;
===Random additions and changes===&lt;br /&gt;
&lt;br /&gt;
*Addition of a scripting system for custom modes&lt;br /&gt;
*The game should have some gore in it to make the scenes more impressive and adding some sort of irony (Contrast: childish look, gore)&lt;br /&gt;
*A replay should be shown after a successful attack, possibly using action cameras, additional effects&lt;br /&gt;
&lt;br /&gt;
===Possible stages===&lt;br /&gt;
&lt;br /&gt;
*Classroom, each kid brought their pet with them, a fight broke out&lt;br /&gt;
*Rooftops, mogs and dogs try to show who the king of the neighbourhood really is&lt;br /&gt;
&lt;br /&gt;
==Implementation==&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
*The graphics will probably be based on a selfmade renderer&lt;br /&gt;
*The main idea is to go for a style like in LittleBigPlanet ([http://www.witchguard.ch/uploaded_images/LittleBigPlanet-744028.bmp Reference image]), possibly a bit more cartoonish&lt;br /&gt;
*Each scene consists of a background, an active layer (where the &amp;quot;player&amp;quot; is moving above) and a possible foreground.&lt;br /&gt;
*Back- and foreground will be blurred out but still be rendered in 3D&lt;br /&gt;
*The foreground should be transparent towards the center of the screen&lt;br /&gt;
*The whole scene will be motion blurred&lt;br /&gt;
*Anything is presented in a bright light to create a friendly atmosphere&lt;br /&gt;
&lt;br /&gt;
===Physics===&lt;br /&gt;
&lt;br /&gt;
*The physics will be based on Box2D probably&lt;br /&gt;
*Use ragdolls for the active actors (Mogs / Dogs)&lt;br /&gt;
*Any actor should have a fixed depth value so they can't flee the 2D playfield&lt;br /&gt;
&lt;br /&gt;
==Versus==&lt;br /&gt;
&lt;br /&gt;
In a versus game, each player is challenged to build a fort (or load one from pre built forts) and has available a pre determined amount of resources: Wood, Metal, Concrete and Class with different physical properties. Walls/blocks/ceilings and other elements can be constructed and rotated arbitrarily within certain limitations. For example, you could make a 1x1 concrete square, or a 1x10 wall, rotate it and it becomes a root, angle it and it becomes structural support. The system is simple, but the combinations are endless.&lt;br /&gt;
&lt;br /&gt;
The parts of the fort are unconnected and must be knocked down by the opposing player in order to hit targets, all of which must be destroyed for a win. Their physical properties come into play, with Glass slowing down impacts and absorbing energy, Metal being tough but easy to displace, Concrete being of medium strength but hard to move, and Wood being weak and easy to move but great for bracing stronger materials.&lt;br /&gt;
&lt;br /&gt;
A concrete wall braced with wood, fronted with sheet metal, and shielded with glass, for example, would be very resistant to a front-on attack but easy to destroy by arcing projectiles over the top.&lt;br /&gt;
&lt;br /&gt;
==Single Player==&lt;br /&gt;
&lt;br /&gt;
In single player you are simply tasked to load a players fort and attempt to destroy it. Forts could be built around various items which need to be defended, and built on various levels with differing terrain and hazards.&lt;br /&gt;
&lt;br /&gt;
==Scores/Networking==&lt;br /&gt;
&lt;br /&gt;
A website and online service should back the game, tracking high scores and allowing players to upload/share levels and challenge others with their creations. In addition to simple points scoring the amount of destruction inflicted players times will also be logged, along with the number of shots and other vital stats about their performance in a given level. This should provide multiple aspects of competitiveness and a high replay value&lt;br /&gt;
&lt;br /&gt;
*Save and share forts online&lt;br /&gt;
*Save your party-mode scores, or challenge scores for others players to beat&lt;br /&gt;
*Compete directly with players in a fort to fort battle&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2070</id>
		<title>MogsVsDogs</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2070"/>
		<updated>2010-01-19T19:39:59Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: /* Scores/Networking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mogs Versus Dogs is a game concept envisioned by regular haunts in the #OpenPandora channel Gadgetoid and JayFoxRox and echoed in #maemo.&lt;br /&gt;
&lt;br /&gt;
==The Concept==&lt;br /&gt;
&lt;br /&gt;
The idea of the game is heavily based on the iPhone/N900 commercial title [http://www.angrybirds.com Angry Birds], but the idea is to re-envision this title as a battle between Mogs and Dogs where players challenge each other by building or knocking down wooden forts.&lt;br /&gt;
&lt;br /&gt;
===Gameplay changes===&lt;br /&gt;
&lt;br /&gt;
*Physical properties such as fire, ice, water&lt;br /&gt;
*Objects which will kill / split your projectile (Mog / Dog)&lt;br /&gt;
*Addition of Multiplayer play with fort building&lt;br /&gt;
*A stunt mode where you have to kill your actor in the most destructive way possible or flip your actor in the most spectacular way&lt;br /&gt;
*Party modes like shooting a moving target for score or destroying a structure within a certain time limit&lt;br /&gt;
&lt;br /&gt;
===Random additions and changes===&lt;br /&gt;
&lt;br /&gt;
*Addition of a scripting system for custom modes&lt;br /&gt;
*The game should have some gore in it to make the scenes more impressive and adding some sort of irony (Contrast: childish look, gore)&lt;br /&gt;
*A replay should be shown after a successful attack, possibly using action cameras, additional effects&lt;br /&gt;
&lt;br /&gt;
===Possible stages===&lt;br /&gt;
&lt;br /&gt;
*Classroom, each kid brought their pet with them, a fight broke out&lt;br /&gt;
*Rooftops, mogs and dogs try to show who the king of the neighbourhood really is&lt;br /&gt;
&lt;br /&gt;
==Implementation==&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
*The graphics will probably be based on a selfmade renderer&lt;br /&gt;
*The main idea is to go for a style like in LittleBigPlanet ([http://www.witchguard.ch/uploaded_images/LittleBigPlanet-744028.bmp Reference image]), possibly a bit more cartoonish&lt;br /&gt;
*Each scene consists of a background, an active layer (where the &amp;quot;player&amp;quot; is moving above) and a possible foreground.&lt;br /&gt;
*Back- and foreground will be blurred out but still be rendered in 3D&lt;br /&gt;
*The foreground should be transparent towards the center of the screen&lt;br /&gt;
*The whole scene will be motion blurred&lt;br /&gt;
*Anything is presented in a bright light to create a friendly atmosphere&lt;br /&gt;
&lt;br /&gt;
===Physics===&lt;br /&gt;
&lt;br /&gt;
*The physics will be based on Box2D probably&lt;br /&gt;
*Use ragdolls for the active actors (Mogs / Dogs)&lt;br /&gt;
*Any actor should have a fixed depth value so they can't flee the 2D playfield&lt;br /&gt;
&lt;br /&gt;
==Versus==&lt;br /&gt;
&lt;br /&gt;
In a versus game, each player is challenged to build a fort (or load one from pre built forts) and has available a pre determined amount of resources: Wood, Metal, Concrete and Class with different physical properties. Walls/blocks/ceilings and other elements can be constructed and rotated arbitrarily within certain limitations. For example, you could make a 1x1 concrete square, or a 1x10 wall, rotate it and it becomes a root, angle it and it becomes structural support. The system is simple, but the combinations are endless.&lt;br /&gt;
&lt;br /&gt;
The parts of the fort are unconnected and must be knocked down by the opposing player in order to hit targets, all of which must be destroyed for a win. Their physical properties come into play, with Glass slowing down impacts and absorbing energy, Metal being tough but easy to displace, Concrete being of medium strength but hard to move, and Wood being weak and easy to move but great for bracing stronger materials.&lt;br /&gt;
&lt;br /&gt;
A concrete wall braced with wood, fronted with sheet metal, and shielded with glass, for example, would be very resistant to a front-on attack but easy to destroy by arcing projectiles over the top.&lt;br /&gt;
&lt;br /&gt;
==Single Player==&lt;br /&gt;
&lt;br /&gt;
In single player you are simply tasked to load a players fort and attempt to destroy it. Forts could be built around various items which need to be defended, and built on various levels with differing terrain and hazards.&lt;br /&gt;
&lt;br /&gt;
==Scores/Networking==&lt;br /&gt;
&lt;br /&gt;
A website and online service should back the game, tracking high scores and allowing players to upload/share levels and challenge others with their creations. In addition to simple points scoring the amount of destruction inflicted players times will also be logged, along with the number of shots and other vital stats about their performance in a given level. This should provide multiple aspects of competitiveness and a high replay value&lt;br /&gt;
&lt;br /&gt;
*Save and share forts online&lt;br /&gt;
*Save your party-mode scores, or challenge scores for others players to beat&lt;br /&gt;
*Compete directly with players in a fort to fort battle&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2069</id>
		<title>MogsVsDogs</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=MogsVsDogs&amp;diff=2069"/>
		<updated>2010-01-19T19:38:36Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: /* Gameplay changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mogs Versus Dogs is a game concept envisioned by regular haunts in the #OpenPandora channel Gadgetoid and JayFoxRox and echoed in #maemo.&lt;br /&gt;
&lt;br /&gt;
==The Concept==&lt;br /&gt;
&lt;br /&gt;
The idea of the game is heavily based on the iPhone/N900 commercial title [http://www.angrybirds.com Angry Birds], but the idea is to re-envision this title as a battle between Mogs and Dogs where players challenge each other by building or knocking down wooden forts.&lt;br /&gt;
&lt;br /&gt;
===Gameplay changes===&lt;br /&gt;
&lt;br /&gt;
*Physical properties such as fire, ice, water&lt;br /&gt;
*Objects which will kill / split your projectile (Mog / Dog)&lt;br /&gt;
*Addition of Multiplayer play with fort building&lt;br /&gt;
*A stunt mode where you have to kill your actor in the most destructive way possible or flip your actor in the most spectacular way&lt;br /&gt;
*Party modes like shooting a moving target for score or destroying a structure within a certain time limit&lt;br /&gt;
&lt;br /&gt;
===Random additions and changes===&lt;br /&gt;
&lt;br /&gt;
*Addition of a scripting system for custom modes&lt;br /&gt;
*The game should have some gore in it to make the scenes more impressive and adding some sort of irony (Contrast: childish look, gore)&lt;br /&gt;
*A replay should be shown after a successful attack, possibly using action cameras, additional effects&lt;br /&gt;
&lt;br /&gt;
===Possible stages===&lt;br /&gt;
&lt;br /&gt;
*Classroom, each kid brought their pet with them, a fight broke out&lt;br /&gt;
*Rooftops, mogs and dogs try to show who the king of the neighbourhood really is&lt;br /&gt;
&lt;br /&gt;
==Implementation==&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
*The graphics will probably be based on a selfmade renderer&lt;br /&gt;
*The main idea is to go for a style like in LittleBigPlanet ([http://www.witchguard.ch/uploaded_images/LittleBigPlanet-744028.bmp Reference image]), possibly a bit more cartoonish&lt;br /&gt;
*Each scene consists of a background, an active layer (where the &amp;quot;player&amp;quot; is moving above) and a possible foreground.&lt;br /&gt;
*Back- and foreground will be blurred out but still be rendered in 3D&lt;br /&gt;
*The foreground should be transparent towards the center of the screen&lt;br /&gt;
*The whole scene will be motion blurred&lt;br /&gt;
*Anything is presented in a bright light to create a friendly atmosphere&lt;br /&gt;
&lt;br /&gt;
===Physics===&lt;br /&gt;
&lt;br /&gt;
*The physics will be based on Box2D probably&lt;br /&gt;
*Use ragdolls for the active actors (Mogs / Dogs)&lt;br /&gt;
*Any actor should have a fixed depth value so they can't flee the 2D playfield&lt;br /&gt;
&lt;br /&gt;
==Versus==&lt;br /&gt;
&lt;br /&gt;
In a versus game, each player is challenged to build a fort (or load one from pre built forts) and has available a pre determined amount of resources: Wood, Metal, Concrete and Class with different physical properties. Walls/blocks/ceilings and other elements can be constructed and rotated arbitrarily within certain limitations. For example, you could make a 1x1 concrete square, or a 1x10 wall, rotate it and it becomes a root, angle it and it becomes structural support. The system is simple, but the combinations are endless.&lt;br /&gt;
&lt;br /&gt;
The parts of the fort are unconnected and must be knocked down by the opposing player in order to hit targets, all of which must be destroyed for a win. Their physical properties come into play, with Glass slowing down impacts and absorbing energy, Metal being tough but easy to displace, Concrete being of medium strength but hard to move, and Wood being weak and easy to move but great for bracing stronger materials.&lt;br /&gt;
&lt;br /&gt;
A concrete wall braced with wood, fronted with sheet metal, and shielded with glass, for example, would be very resistant to a front-on attack but easy to destroy by arcing projectiles over the top.&lt;br /&gt;
&lt;br /&gt;
==Single Player==&lt;br /&gt;
&lt;br /&gt;
In single player you are simply tasked to load a players fort and attempt to destroy it. Forts could be built around various items which need to be defended, and built on various levels with differing terrain and hazards.&lt;br /&gt;
&lt;br /&gt;
==Scores/Networking==&lt;br /&gt;
&lt;br /&gt;
A website and online service should back the game, tracking high scores and allowing players to upload/share levels and challenge others with their creations. In addition to simple points scoring the amount of destruction inflicted players times will also be logged, along with the number of shots and other vital stats about their performance in a given level. This should provide multiple aspects of competitiveness and a high replay value&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Talk:PXML_specification&amp;diff=1861</id>
		<title>Talk:PXML specification</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Talk:PXML_specification&amp;diff=1861"/>
		<updated>2009-12-30T19:04:53Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Translations'''&lt;br /&gt;
&lt;br /&gt;
The separation of title/description tags seems fundamentally wrong to my semi experienced eye. As they both depend on the language attribute and are thus displayed in pairs, they should be grouped as such. EG:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;translation language=&amp;quot;en&amp;quot; region=&amp;quot;GB&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;title&amp;gt;This is a title&amp;lt;/title&amp;gt;&lt;br /&gt;
    &amp;lt;description&amp;gt;This is a description&amp;lt;/description&amp;gt;&lt;br /&gt;
&amp;lt;/translation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This also has the benefit of extensibility and conveys appropriate meaning to human observers- in otherwords it's clear that these things are related and that this is a translation. Additional strings for translation can then be added when necessary.&lt;br /&gt;
&lt;br /&gt;
'''Categories'''&lt;br /&gt;
&lt;br /&gt;
The use of Category/Subcategory elements is also bizarre, seemingly incorrect and plainly not extensible. The parent of Subcategory, and the mere fact it's a sub category is implied by it being nested within another category tag. Therefore category classification should work as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;categories&amp;gt;&lt;br /&gt;
    &amp;lt;category name=&amp;quot;Games&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;category name=&amp;quot;Action&amp;quot;&amp;gt;&lt;br /&gt;
             &amp;lt;category name=&amp;quot;Shooter&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/category&amp;gt;    &lt;br /&gt;
    &amp;lt;/category&amp;gt;&lt;br /&gt;
&amp;lt;/categories&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is, of course, if it's necessary for PXML to even be capable of producing arbitrary category structures. These should be very strictly controlled so as to avoid classification of the same thing under subtly different categories (first person shooter/fps) for example, or different languages.&lt;br /&gt;
&lt;br /&gt;
I would, personally, store only category IDs in the XML at most and distribute a second XML file detailing structure and category names/heirachy in multiple different languages which could also be user editable.&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Talk:PXML_specification&amp;diff=1860</id>
		<title>Talk:PXML specification</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Talk:PXML_specification&amp;diff=1860"/>
		<updated>2009-12-30T18:44:53Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The separation of title/description tags seems fundamentally wrong to my semi experienced eye. As they both depend on the language attribute and are thus displayed in pairs, they should be grouped as such. EG:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;translation language=&amp;quot;en&amp;quot; region=&amp;quot;GB&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;title&amp;gt;This is a title&amp;lt;/title&amp;gt;&lt;br /&gt;
    &amp;lt;description&amp;gt;This is a description&amp;lt;/description&amp;gt;&lt;br /&gt;
&amp;lt;/translation&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This also has the benefit of extensibility and conveys appropriate meaning to human observers- in otherwords it's clear that these things are related and that this is a translation. Additional strings for translation can then be added when necessary.&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Talk:PXML_specification&amp;diff=1859</id>
		<title>Talk:PXML specification</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Talk:PXML_specification&amp;diff=1859"/>
		<updated>2009-12-30T18:44:05Z</updated>

		<summary type="html">&lt;p&gt;Wodeh: New page: The separation of title/description tags seems fundamentally wrong to my semi experienced eye. As they both depend on the language attribute and are thus displayed in pairs, they should be...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The separation of title/description tags seems fundamentally wrong to my semi experienced eye. As they both depend on the language attribute and are thus displayed in pairs, they should be grouped as such. EG:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translation language=&amp;quot;en&amp;quot; region=&amp;quot;GB&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;title&amp;gt;This is a title&amp;lt;/title&amp;gt;&lt;br /&gt;
    &amp;lt;description&amp;gt;This is a description&amp;lt;/description&amp;gt;&lt;br /&gt;
&amp;lt;/translation&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This also has the benefit of extensibility and conveys appropriate meaning to human observers- in otherwords it's clear that these things are related and that this is a translation. Additional strings for translation can then be added when necessary.&lt;/div&gt;</summary>
		<author><name>Wodeh</name></author>
		
	</entry>
</feed>