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	<title>Combat : Special Operations &#187; High-level gameplay</title>
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	<description>        tactical squad-based special forces warfare</description>
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		<title>Back to your regularly scheduled programming</title>
		<link>http://www.combatspecops.com/2009/09/back-to-your-regularly-scheduled-programming/</link>
		<comments>http://www.combatspecops.com/2009/09/back-to-your-regularly-scheduled-programming/#comments</comments>
		<pubDate>Tue, 08 Sep 2009 03:17:36 +0000</pubDate>
		<dc:creator>gekido</dc:creator>
				<category><![CDATA[Combat Spec Ops]]></category>
		<category><![CDATA[High-level gameplay]]></category>
		<category><![CDATA[Operations Room]]></category>

		<guid isPermaLink="false">http://www.combatspecops.com/?p=593</guid>
		<description><![CDATA[Heh, programming...bad nerd pun. Anyways, so now that I have a pretty major milestone figured out with regards to the content browser and modular weapons systems, I figure it's back to finalizing some of the high-level game structure details. At the highest level, the game is structured around the 'Operations Room'. At this level, gameplay [...]


Related posts:<ol><li><a href='http://www.combatspecops.com/2009/09/operations-room-updates/' rel='bookmark' title='Permanent Link: Operations Room updates'>Operations Room updates</a></li>
<li><a href='http://www.combatspecops.com/2009/10/unit-creation-part-2/' rel='bookmark' title='Permanent Link: Unit Creation, part 2'>Unit Creation, part 2</a></li>
<li><a href='http://www.combatspecops.com/2009/10/content-browser-modular-weapons-2/' rel='bookmark' title='Permanent Link: Content Browser, Modular Weapons, etc'>Content Browser, Modular Weapons, etc</a></li>
</ol>]]></description>
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