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	<title>Macguffin Games</title>
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		<title>Update on #5amGameDev</title>
		<link>http://macguffingames.com/2013/update-on-5amgamedev/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=update-on-5amgamedev</link>
		<comments>http://macguffingames.com/2013/update-on-5amgamedev/#comments</comments>
		<pubDate>Thu, 07 Mar 2013 18:06:51 +0000</pubDate>
		<dc:creator>Scott Macmillan</dc:creator>
				<category><![CDATA[Project Quigley]]></category>

		<guid isPermaLink="false">http://macguffingames.com/?p=1091</guid>
		<description><![CDATA[I&#8217;ve taken to calling my morning development sessions #5amGameDev when I post about them on Twitter; I&#8217;ll be calling them that on here as well. Since November, I&#8217;ve been getting up at 5am to do game development work, and it&#8217;s led to great progress on both my current projects.  Nothing like if I were working [...]]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve taken to calling my morning development sessions #5amGameDev when I post about them on Twitter; I&#8217;ll be calling them that on here as well.</p>
<p>Since November, I&#8217;ve been getting up at 5am to do game development work, and it&#8217;s led to great progress on both my current projects.  Nothing like if I were working on things 8 hours a day in terms of code output, but I&#8217;ve actually found myself doing a better job of game design in this kind of format.  My hunch is that only being able to apply myself for an hour or two a day to design problems leaves my subconscious a lot more time to more thoroughly sort things out.</p>
<div id="attachment_1097" class="wp-caption aligncenter" style="width: 310px"><a href="http://macguffingames.com/backend/wp-content/uploads/IMG_1424.jpg"><img class="size-medium wp-image-1097" alt="The workstation." src="http://macguffingames.com/backend/wp-content/uploads/IMG_1424-300x225.jpg" width="300" height="225" /></a><p class="wp-caption-text">The workstation.</p></div>
<p>I ended up spending a lot of time through the end of 2012 working on an iPad game for my son about driving a bus.  It&#8217;s at a point now where the basic features are there &#8211; driving the bus around in 2d, picking up passengers, and dropping them off.  Now I&#8217;m working here and there with an artist friend on turning the game into something we could release in the app store.</p>
<div id="attachment_1095" class="wp-caption aligncenter" style="width: 235px"><a href="http://macguffingames.com/backend/wp-content/uploads/IMG_1416.jpg"><img class="size-medium wp-image-1095" alt="Me and my associate designer." src="http://macguffingames.com/backend/wp-content/uploads/IMG_1416-225x300.jpg" width="225" height="300" /></a><p class="wp-caption-text">Me and my associate designer.</p></div>
<p>In 2013, I&#8217;ve turned my attention mostly to Project Quigley.  I pulled together a paper prototype of the game and started showing it around to some developer friends.  Without getting into what the game is about and where it&#8217;s going, I got some great feedback that has helped hone its focus and direction.  Currently, I&#8217;m working on a revision to the high-level design of the thing.  After that, I&#8217;ll move into doing a code-based prototype in Unity.</p>
<div id="attachment_1096" class="wp-caption aligncenter" style="width: 310px"><a href="http://macguffingames.com/backend/wp-content/uploads/IMG_1419.jpg"><img class="size-medium wp-image-1096" alt="The paper prototype for Project Quigley." src="http://macguffingames.com/backend/wp-content/uploads/IMG_1419-300x225.jpg" width="300" height="225" /></a><p class="wp-caption-text">The paper prototype for Project Quigley.</p></div>
<p>As I noted, I&#8217;ve been talking a lot about doing my 5am development sessions on Twitter and Facebook.  It&#8217;s been surprising &#8211; a lot of folks have told me they&#8217;ve found it inspirational and a bit of a kick in the ass.  Makes me happy to know that.</p>
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		<title>Coding At Five in the Morning</title>
		<link>http://macguffingames.com/2012/coding-at-five-in-the-morning/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=coding-at-five-in-the-morning</link>
		<comments>http://macguffingames.com/2012/coding-at-five-in-the-morning/#comments</comments>
		<pubDate>Tue, 20 Nov 2012 06:05:38 +0000</pubDate>
		<dc:creator>Scott Macmillan</dc:creator>
				<category><![CDATA[Project Quigley]]></category>
		<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://macguffingames.com/?p=1071</guid>
		<description><![CDATA[Since my last update, progress was slow for a while.  Life took a hectic turn in general, but the real killer was the time shift at the end of daylight savings.  Previously, I could get up at 5am and know I had until at least 6am &#8211; maybe 7am &#8211; to work.  The time shift [...]]]></description>
				<content:encoded><![CDATA[<p>Since my last update, progress was slow for a while.  Life took a hectic turn in general, but the real killer was the time shift at the end of daylight savings.  Previously, I could get up at 5am and know I had until at least 6am &#8211; maybe 7am &#8211; to work.  The time shift simultaneously had the kids waking up earlier and me being more tired when they did.  That took a good couple weeks to sort out, but happily things are now starting to work better.  By which I mean, I&#8217;m getting work done.</p>
<p>These mornings look like this:</p>
<ul>
<li>~5am: Our younger of the two children, Tamsin, wakes up and starts fussing.</li>
<li>I get up, get dressed, and take her into the living room.  She gets toys and a playmat, I get a Macbook Pro.  We both get to work.</li>
<li>Between 6am and 7am: Peter wakes up.  I get him set up with something he can do with minimal supervision, and get some more work in.</li>
<li>7am: I wake up my wife, and we get going on the day.</li>
</ul>
<p>This usually has me off and at work between 9 and 9:30am.</p>
<p>There are also the odd evenings where I work, but this arrangement allows me to mostly reserve that time for everything else &#8211; spending time with my wife, household responsibilities, and whatever else comes along.  It&#8217;s a big relief not being forced to decide between those things and game development on a regular basis.</p>
<p>During these sessions, I&#8217;ve been working on two projects &#8211; Project Quigley, and a small game I&#8217;m making for Peter for Christmas.  Peter is a big fan of double decker busses, and I&#8217;m making him a simple Unity game where a tap will move the bus, and it loads and unloads passengers.  Since that is coming along well, I&#8217;ll soon be switching the majority of my attention back to Quigley.  I&#8217;ll have more to say about the bus game soon &#8211; there&#8217;s a chance it will get proper art and sound and go up in the App Store.</p>
<p>Quigley is at a point where I&#8217;m putting out the short vision doc I have for it out to some designer friends and soliciting feedback.  Simultaneously, I&#8217;m starting work on some low-level level features I&#8217;ll need for the game.  First up is the 2d map, which we&#8217;ll be coating in Angband tiles.</p>
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		<title>Updates on&#8230; Project Quigley?</title>
		<link>http://macguffingames.com/2012/updates-on-project-quigley/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=updates-on-project-quigley</link>
		<comments>http://macguffingames.com/2012/updates-on-project-quigley/#comments</comments>
		<pubDate>Fri, 02 Nov 2012 11:00:07 +0000</pubDate>
		<dc:creator>Scott Macmillan</dc:creator>
				<category><![CDATA[All Heroes Die]]></category>
		<category><![CDATA[Project Quigley]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[Dev Blog]]></category>

		<guid isPermaLink="false">http://macguffingames.com/?p=1065</guid>
		<description><![CDATA[Hello, all five blog readers!  I&#8217;m way overdue on an update, so: I&#8217;m in the pre-production phase for Macguffin Games&#8217; next project, which for now we&#8217;ll call Project Quigly.  It&#8217;s not quite a direct successor to All Heroes Die, but it incorporates a couple of the elements I really liked about it &#8211; namely heredity [...]]]></description>
				<content:encoded><![CDATA[<p>Hello, all five blog readers!  I&#8217;m way overdue on an update, so:</p>
<ul>
<li>I&#8217;m in the pre-production phase for Macguffin Games&#8217; next project, which for now we&#8217;ll call Project Quigly.  It&#8217;s not quite a direct successor to All Heroes Die, but it incorporates a couple of the elements I really liked about it &#8211; namely heredity and the AI-picked game events.  As well as a couple other smaller things.</li>
<li>The design is proceeding slowly right now, in large part because life is busy, in small part because XCOM: Enemy Unknown is an incredibly compelling game.</li>
<li>I&#8217;m looking at creating the game in Unity, and it is definitely a top-down tile based map setup.  I recently found <a href="http://pousse.rapiere.free.fr/tome/">David Gervais&#8217; collection of creative commons tile art</a> for his Angband variant, and I&#8217;m likely going to use some of that for the prototype versions.  That art will be swapped out further down the road.</li>
</ul>
<p>One lesson I learned from AHD&#8217;s development is to really nail my design vision, the <a href="https://sakai.rutgers.edu/access/content/group/af43d59b-528f-42d0-b8e5-70af85c439dc/reading/hunicke_2004.pdf">Mechanics-Dynamics-Aesthetics</a> of it, and to get lots of feedback on it.  I&#8217;ve gotten a first round of feedback from my good friend Ichiro Lambe of Dejobaan Games, and have other folks lined up to poke holes in it once I&#8217;m set.</p>
<p>A big issue with doing this while employed full-time and being the father of two is &#8211; as you might guess &#8211; carving out time to work on it.  So far, I&#8217;ve tried working in the evenings on it.  While that can work, there are a lot of things that can get in the way there.  If my son doesn&#8217;t fall asleep for an extra forty minutes, it can cut my working time down a great deal.  Summoning the will and focus to work at eight, nine, or ten at night can also be daunting.</p>
<p>I&#8217;m going to try a new plan of attack, starting next week: get my ass up at the crack of dawn, and work then.  The chance of interruptions is a lot lower, once I&#8217;ve sucked down some coffee I&#8217;m likely to be as focused as I&#8217;ll get, and it&#8217;s nicely bounded by my needing to get to work.  We&#8217;ll see how it goes.</p>
<p>I hope you&#8217;re all doing well, and I&#8217;ll be posting more updates as I go.</p>
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		<title>Restarting Development on All Heroes Die</title>
		<link>http://macguffingames.com/2012/restarting-development-on-all-heroes-die/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=restarting-development-on-all-heroes-die</link>
		<comments>http://macguffingames.com/2012/restarting-development-on-all-heroes-die/#comments</comments>
		<pubDate>Thu, 30 Aug 2012 14:15:38 +0000</pubDate>
		<dc:creator>Scott Macmillan</dc:creator>
				<category><![CDATA[All Heroes Die]]></category>
		<category><![CDATA[AllHeroesDie]]></category>

		<guid isPermaLink="false">http://macguffingames.com/?p=1051</guid>
		<description><![CDATA[Hey folks, long time no posts! I&#8217;m taking a stab at restarting All Heroes Die.  The first step will be to take an honest look at the game and see what will be possible for me to achieve as a solo, part-time developer.  This could include taking the game in a different direction (tactical RPG, [...]]]></description>
				<content:encoded><![CDATA[<p>Hey folks, long time no posts!</p>
<p>I&#8217;m taking a stab at restarting All Heroes Die.  The first step will be to take an honest look at the game and see what will be possible for me to achieve as a solo, part-time developer.  This could include taking the game in a different direction (tactical RPG, anyone?).  One issue that will definitely need to get resolved is the issue of scope with content creation.  It&#8217;s going to be impossible for me to do enough art and game content alone&#8230; I might need to get creative here.</p>
<p>My plan is to recode the game from scratch in Unity.  Support for Linux is coming with Unity&#8217;s 4.0 release, and it does a ton of stuff out of the box that we had to struggle with mightily using BlitzMax.</p>
<p>In terms of timelines &#8211; I have no idea.  These days, I&#8217;m a father of two and my family&#8217;s main breadwinner; AHD has to fit in amongst a lot of other things.  I&#8217;m also planning to do some very small scope, free games over the next year or so&#8230; those will take some of what time remains.  I do, however, plan to post here with how things are progressing.</p>
<p>We&#8217;ll see how it goes!</p>
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		<title>Death of an Indie Studio Slides</title>
		<link>http://macguffingames.com/2011/pax-slides/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=pax-slides</link>
		<comments>http://macguffingames.com/2011/pax-slides/#comments</comments>
		<pubDate>Thu, 24 Mar 2011 17:35:31 +0000</pubDate>
		<dc:creator>Scott Macmillan</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://macguffingames.com/?p=998</guid>
		<description><![CDATA[Sorry for the delay on this, but the slides for my Death of an Indie Studio talk are now up on Slideshare. They may not make a ton of sense if you weren&#8217;t there, since I used the slides as visuals to highlight or counterpoint what I was saying.  I plan to do the talk [...]]]></description>
				<content:encoded><![CDATA[<p>Sorry for the delay on this, but <a href="http://slidesha.re/fJwuqK" target="_blank">the slides for my Death of an Indie Studio talk are now up on Slideshare</a>.</p>
<p>They may not make a ton of sense if you weren&#8217;t there, since I used the slides as visuals to highlight or counterpoint what I was saying.  I plan to do the talk again at Boston Post Mortem at some point, and when I do, I&#8217;ll either get it recorded or update my notes to high enough quality that I can post them.</p>
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		<title>Speaking at PAX East</title>
		<link>http://macguffingames.com/2011/speaking-at-pax-east/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=speaking-at-pax-east</link>
		<comments>http://macguffingames.com/2011/speaking-at-pax-east/#comments</comments>
		<pubDate>Thu, 17 Feb 2011 18:29:31 +0000</pubDate>
		<dc:creator>Scott Macmillan</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://macguffingames.com/?p=988</guid>
		<description><![CDATA[It&#8217;s time again for PAX East!  I&#8217;ll be on three panels (one of which is actually a one-Macguffin show).  Hope to see folks there! Death of an Indie Studio Wyvern Theatre Friday, 3:00pm &#8211; 4:00pm This year, Boston area indie studio Macguffin Games closed its doors. In three years, Scott Macmillan took the studio from [...]]]></description>
				<content:encoded><![CDATA[<p>It&#8217;s time again for PAX East!  I&#8217;ll be on three panels (one of which is actually a one-Macguffin show).  Hope to see folks there!</p>
<p><strong><span style="text-decoration: underline;">Death of an Indie Studio<br />
</span></strong>Wyvern Theatre<br />
Friday, 3:00pm &#8211; 4:00pm</p>
<p>This year, Boston area indie studio Macguffin Games closed its doors. In three years, Scott Macmillan took the studio from a one-man shop to a 4-person startup with paid employees, launched two games (one of them for Facebook), and then finally shut the whole thing down with no regrets. At this talk, he&#8217;ll discuss the big lessons he learned, what worked and what didn&#8217;t, and take lots of questions from the audience.</p>
<p><strong><span style="text-decoration: underline;">Just Because You Have an Idea, You Are Not a Game Designer<br />
</span></strong>Wyvern Theatre<br />
Saturday, 10:30am &#8211; 11:30am</p>
<p>Many of us have worked with some amazing designers over the years, and they are much more than walking idea factories. Passion for concepts is great, but don&#8217;t confuse passion for skill. In this panel we&#8217;ll talk about the characteristics that make a good game designer, and specific skills we look for when hiring on new talent. We&#8217;ll also spend some time to point out the differences between good ideas for projects, theoretically good ideas, and bad ideas that you think are good.</p>
<p>Panelists include: Ichiro Lambe [President, Dejobaan Games], Chris Oltyan [Producer, Dire Wolf Digital], Eitan Glinert [President, Fire Hose Games], Scott Macmillan [President, Macguffin Games]</p>
<p><strong><span style="text-decoration: underline;">Start Your Own Damned Company</span></strong><br />
Cat Theatre<br />
Sunday, 4:30pm &#8211; 5:30pm</p>
<p>Sometimes, people have great ideas for games. We&#8217;re happy for you, we are. But you know what? Our studio isn&#8217;t gonna help you realize your vision, and chances are no other company will. It&#8217;s shocking, but the reason we dove headfirst into the start-up ocean full of shattered dreams and razor blades was because WE ACTUALLY HAVE A GREAT IDEA FOR A GAME TOO! If you really feel passionately about your idea and want nothing more than to see it live then go make it your own damn self, we&#8217;re busy. But we&#8217;ll throw you a bone with this helpful panel full of tidbits on how to get started. Let us regale you with tales of wonder and woe, led by our fearless moderator Ichiro Lambe. Only the brave will survive, no refunds.</p>
<p>Panelists include: Chris Oltyan [Producer, Dire Wolf Digital], Eitan Glinert [President, Fire Hose Games], Scott Macmillan [President, Macguffin Games], Ichiro Lambe [President, Dejobaan Games], Damian Isla [Director of Technology, Moonshot Games] </p>
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		<title>Not quite dead yet&#8230;</title>
		<link>http://macguffingames.com/2011/not-quite-dead-yet/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=not-quite-dead-yet</link>
		<comments>http://macguffingames.com/2011/not-quite-dead-yet/#comments</comments>
		<pubDate>Mon, 24 Jan 2011 16:06:13 +0000</pubDate>
		<dc:creator>Scott Macmillan</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[All Heroes Die]]></category>
		<category><![CDATA[annoucements]]></category>
		<category><![CDATA[Dev Blog]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[Macguffin Games]]></category>

		<guid isPermaLink="false">http://macguffingames.com/?p=979</guid>
		<description><![CDATA[&#8230; but not quite living in the same way. In essence, Macguffin as it was previously &#8211; a four-person full time team of developers &#8211; is no more.  But after looking at ways to wind things down, and taking some time to evaluate what I want to do with my spare time once I have [...]]]></description>
				<content:encoded><![CDATA[<p>&#8230; but not quite living in the same way.</p>
<p>In essence, Macguffin as it was previously &#8211; a four-person full time team of developers &#8211; is no more.  But after looking at ways to wind things down, and taking some time to evaluate what I want to do with my spare time once I have a job, I&#8217;ve decided to keep Macguffin around for my future gaming projects.</p>
<p>One of the big things I&#8217;ve learned in doing the past three or so years of game development is that I really do love creating games, doing the coding and game design.  Since shutting things down and starting to look for a job, I&#8217;ve begun coding and designing again on my own &#8211; and I&#8217;ve been having a blast.  Regardless of where I land I fully plan to keep working on games and blogging about it.  Who knows, perhaps I&#8217;ll even have something for the market someday.</p>
<p>Right now I do not have plans to return directly to <em>All Heroes Die</em>.  I say this for Therlun&#8217;s benefit (I know you&#8217;re out there!).  The two big problems with <em>AHD</em> are the limitations of BlitzMax, and the sheer scope of the endeavor.  Neither of those gets solved by me working on it nights.  The most likely path forward is that at some point I do a game inspired by chunks of <em>AHD</em>, or redo the game with a slimmed down design in another language.</p>
<p>In the meantime, I&#8217;ve been working in Unity using C#, and may have some upcoming posts about how that&#8217;s  been.  It&#8217;s also near time for the IGDA to begin its elections, and if I can get some help, I plan to cover the candidates again.  More on that shortly.</p>
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		<title>Closing Down Macguffin Games</title>
		<link>http://macguffingames.com/2010/closing-down-macguffin-games/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=closing-down-macguffin-games</link>
		<comments>http://macguffingames.com/2010/closing-down-macguffin-games/#comments</comments>
		<pubDate>Fri, 03 Dec 2010 21:47:51 +0000</pubDate>
		<dc:creator>Scott Macmillan</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://macguffingames.com/?p=970</guid>
		<description><![CDATA[So, Macguffin Games is going out of business. Although we gave it a great try with Mustache Mercenaries, we weren&#8217;t able to turn things around fast enough to keep the company going.  We knew that was a risk when we started, and I&#8217;m not unhappy at all with what we accomplished with the time we [...]]]></description>
				<content:encoded><![CDATA[<p>So, Macguffin Games is going out of business.</p>
<p>Although we gave it a great try with Mustache Mercenaries, we weren&#8217;t able to turn things around fast enough to keep the company going.  We knew that was a risk when we started, and I&#8217;m not unhappy at all with what we accomplished with the time we had.  I&#8217;m thinking about doing some post mortem blog posts over the next couple weeks, and if I do, I&#8217;ll delve into some of what went right and wrong.</p>
<p>We&#8217;ll be leaving the <a href="http://www.mustachemercenaries.com" target="_blank"><em>Mustache Mercenaries</em></a> servers up for now, but they&#8217;ll most likely come down in the next week or two.  So play now!</p>
<p>In regards to the Kickstarter &#8211; thank you to everyone that contributed.  In the end, even if we had hit our goal, that alone would not have been enough.  In order to keep the company going, we needed a couple things to break our way on the business side.  Sadly, they did not.</p>
<p>I started Macguffin Games because I love game development and although this company is going away, the people that  brought it to life are not.  We&#8217;re still here and will still be making games.  On my part, I&#8217;m looking forward to having more time to devote to various game projects, as well as to the excellent Boston indie community.  The experience of starting the company and of working on <em>All Heroes Die</em> and <em>Mustache Mercenaries</em> has been an amazing one; I have learned more in three years of doing this than I would have in 10 working at my old job.  I wouldn&#8217;t trade this for anything.</p>
<p>So, to our friends, two things.  One &#8211; thank you.  You&#8217;ve all been fantastic, and we wouldn&#8217;t have accomplished what we did without you.  Two &#8211; don&#8217;t be sad.  There is more and better to come for all of us.</p>
<p>In the meantime, don&#8217;t worry about Macguffin Games.  It was, after all, only a plot device.</p>
]]></content:encoded>
			<wfw:commentRss>http://macguffingames.com/2010/closing-down-macguffin-games/feed/</wfw:commentRss>
		<slash:comments>25</slash:comments>
		</item>
		<item>
		<title>The Turkey Cannon</title>
		<link>http://macguffingames.com/2010/the-turkey-cannon/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=the-turkey-cannon</link>
		<comments>http://macguffingames.com/2010/the-turkey-cannon/#comments</comments>
		<pubDate>Tue, 23 Nov 2010 23:34:56 +0000</pubDate>
		<dc:creator>Scott Macmillan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://macguffingames.com/?p=960</guid>
		<description><![CDATA[Hey folks, We now have our first limited-time only item in the store, the amazing Turkey Cannon!  Available for for the paltry price of 35 coal. It&#8217;s a fowl wind that blows turkeys your way.  Feather or not you like it, the Turkey Cannon is here!]]></description>
				<content:encoded><![CDATA[<p>Hey folks,</p>
<p>We now have our first limited-time only item in the store, the amazing Turkey Cannon!  Available for for the paltry price of 35 coal.</p>
<p>It&#8217;s a fowl wind that blows turkeys your way.  Feather or not you like it, the Turkey Cannon is here!</p>
<p style="text-align: center;"><a href="http://macguffingames.com/2010/the-turkey-cannon/turkey-cannon/" rel="attachment wp-att-961"><img class="size-full wp-image-961 aligncenter" title="Turkey Cannon" src="/assets/Turkey-Cannon.png" alt="" width="456" height="343" /></a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Mustache Mercenaries Video</title>
		<link>http://macguffingames.com/2010/mustache-mercenaries-video/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=mustache-mercenaries-video</link>
		<comments>http://macguffingames.com/2010/mustache-mercenaries-video/#comments</comments>
		<pubDate>Mon, 22 Nov 2010 21:05:08 +0000</pubDate>
		<dc:creator>Scott Macmillan</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://macguffingames.com/?p=947</guid>
		<description><![CDATA[We recorded a little Mustache Mercenaries video to announce the release of the beta.  Hope you enjoy.]]></description>
				<content:encoded><![CDATA[<p>We recorded a little Mustache Mercenaries video to announce the release of the beta.  Hope you enjoy.</p>
<p><iframe width="640" height="360" src="http://www.youtube.com/embed/o-_8IBrpEB4?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
]]></content:encoded>
			<wfw:commentRss>http://macguffingames.com/2010/mustache-mercenaries-video/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

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