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	<title>Comments on: Home stretch</title>
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	<link>http://www.luminance.org/blog/gruedorf/2009/07/30/home-stretch</link>
	<description>Programming and Game Development - Kevin Gadd&#039;s Blog</description>
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		<title>By: Kael</title>
		<link>http://www.luminance.org/blog/gruedorf/2009/07/30/home-stretch/comment-page-1#comment-834</link>
		<dc:creator>Kael</dc:creator>
		<pubDate>Wed, 24 Mar 2010 06:48:46 +0000</pubDate>
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		<description>&lt;blockquote cite=&quot;#comment-body-831&quot;&gt;
&lt;strong&gt;&lt;a href=&quot;#comment-831&quot; rel=&quot;nofollow&quot;&gt;nothingxs&lt;/a&gt; :&lt;/strong&gt;
                  &lt;div class=&quot;avatar&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://www.gravatar.com/avatar/ec375f317fae2c3d19eac2f789264f42?s=64&amp;d=identicon&amp;r=PG&quot; class=&quot;avatar avatar-64 photo&quot; height=&quot;64&quot; width=&quot;64&quot;/&gt;&lt;/div&gt;
         
         
         &lt;p&gt;Where were you drawing your inspiration from when you designed your combo system?  The rules behind it seem rather interesting in how they are timing-based to cancel.  It reminds me a little bit of Killer Instinct actually — I can’t think of a side-scroller quite like it.&lt;/p&gt;
         &lt;a id=&quot;comment-reply-831&quot; rel=&quot;nofollow&quot;&gt;&lt;/a&gt;
       &lt;/blockquote&gt;I don&#039;t remember the exact inspiration anymore, but it&#039;s inspired by the sort of timing sensitive combat you see in modern action games. Bayonetta&#039;s combo and evasion mechanics are actually almost exactly what I was aiming for (though I didn&#039;t hit my target).</description>
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<strong><a href="#comment-831" rel="nofollow">nothingxs</a> :</strong></p>
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<p>Where were you drawing your inspiration from when you designed your combo system?  The rules behind it seem rather interesting in how they are timing-based to cancel.  It reminds me a little bit of Killer Instinct actually — I can’t think of a side-scroller quite like it.</p>
<p>         <a id="comment-reply-831" rel="nofollow"></a>
       </p></blockquote>
<p>I don&#8217;t remember the exact inspiration anymore, but it&#8217;s inspired by the sort of timing sensitive combat you see in modern action games. Bayonetta&#8217;s combo and evasion mechanics are actually almost exactly what I was aiming for (though I didn&#8217;t hit my target).</p>
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		<title>By: nothingxs</title>
		<link>http://www.luminance.org/blog/gruedorf/2009/07/30/home-stretch/comment-page-1#comment-831</link>
		<dc:creator>nothingxs</dc:creator>
		<pubDate>Tue, 23 Mar 2010 13:59:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=645#comment-831</guid>
		<description>Where were you drawing your inspiration from when you designed your combo system?  The rules behind it seem rather interesting in how they are timing-based to cancel.  It reminds me a little bit of Killer Instinct actually -- I can&#039;t think of a side-scroller quite like it.</description>
		<content:encoded><![CDATA[<p>Where were you drawing your inspiration from when you designed your combo system?  The rules behind it seem rather interesting in how they are timing-based to cancel.  It reminds me a little bit of Killer Instinct actually &#8212; I can&#8217;t think of a side-scroller quite like it.</p>
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