wundermint.com Report : Visit Site


  • Ranking Alexa Global: # 14,123,693

    Server:Apache/2.2.14 (Ubunt...
    X-Powered-By:PHP/5.3.2-1ubuntu4.30

    The main IP address: 173.203.101.195,Your server United States,Chicago ISP:Rackspace Cloud Servers  TLD:com CountryCode:US

    The description :blog | games | about | contact | links jump to.. progress potpourri throwing a fit the story so far in the navy blueberry intervention history 2018 q4 : oct ~ ~ q3 : jul aug sep q2 : apr may jun q1 :...

    This report updates in 07-Oct-2018

Created Date:2007-10-16
Changed Date:2018-09-20

Technical data of the wundermint.com


Geo IP provides you such as latitude, longitude and ISP (Internet Service Provider) etc. informations. Our GeoIP service found where is host wundermint.com. Currently, hosted in United States and its service provider is Rackspace Cloud Servers .

Latitude: 41.850028991699
Longitude: -87.650047302246
Country: United States (US)
City: Chicago
Region: Illinois
ISP: Rackspace Cloud Servers

HTTP Header Analysis


HTTP Header information is a part of HTTP protocol that a user's browser sends to called Apache/2.2.14 (Ubuntu) containing the details of what the browser wants and will accept back from the web server.

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DNS

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ipv4:IP:173.203.101.195
ASN:19994
OWNER:RACKSPACE - Rackspace Hosting, US
Country:US

HtmlToText

blog | games | about | contact | links jump to.. progress potpourri throwing a fit the story so far in the navy blueberry intervention history 2018 q4 : oct ~ ~ q3 : jul aug sep q2 : apr may jun q1 : jan feb mar 2017 q4 : oct nov dec q3 : jul aug sep q2 : apr may jun q1 : jan feb mar 2016 q4 : oct nov dec q3 : jul aug sep q2 : apr may jun q1 : jan feb mar 2015 q4 : oct nov dec q3 : jul aug sep q2 : apr may jun q1 : jan feb mar 2014 q4 : oct nov dec q3 : jul aug sep q2 : apr may jun q1 : jan feb mar 2013 q4 : oct nov dec q3 : jul aug sep q2 : apr may jun q1 : jan feb mar 2012 q4 : oct nov dec q3 : jul aug sep q2 : apr may jun q1 : jan feb mar 2011 q4 : oct nov dec q3 : jul aug sep q2 : apr may jun q1 : jan feb mar 2010 q4 : oct nov dec q3 : jul aug sep q2 : apr may jun q1 : jan feb mar 2009 q4 : oct nov dec q3 : jul aug sep q2 : apr may jun q1 : jan feb mar 2008 q4 : oct nov dec q3 : jul aug sep q2 : apr may jun q1 : jan feb mar 2007 q4 : ~ nov dec view recent view all fri, jan 11th 2013, 19:13 progress potpourri this week's post briefly explains a few systems and the recent improvements to them. defense previously, items that gave protection from damage had two relevant values: damage reduction (the amount by which it would reduce incoming damage) and defense (the item's "health"). as an item took damage, both its defense and damage reduction would lower in proportion to each other. after sustaining sufficient damage, it would provide no protection at all. enter the "boolean defense" system. now, an item retains its full damage reduction until its defense is reduced to zero, at which point it is "broken" and no longer provides any protection. while i liked the complexity of the old, slow-deterioration system (which had been in place since the very first prototype!), i don't think it actually suited the game. the new system is much simpler and leads to quicker, smarter decisions. this is good. traits these allow the player to tailor the game to their taste. some are simply stat boosts, but others offer new mechanics or adjusted rules. at the outset, the player selects a few traits that (hopefully) work well together and then begins the game. several traits were revised this week. most of them were related to equipment and how it was used. there are quite a few of these and rather than go through them all, i'll just talk about one as an example. ambidextrous used to allow you to equip two weapons instead of a weapon and a shield. it also granted you two attacks while wielding two weapons, effectively doubling your damage. its utility has been expanded, allowing you to dual-wield shields as well as weapons. it still retains its two attack behavior, but the damage for each attack has been halved to prevent insane damage inflation; any "on attack" effects, however, still benefit from there being two attacks. i also added 9 brand new traits this week, bringing the total up to 63. i don't expect all of them to make the final cut (and certainly many will need to be changed too), but i think it's good to work from a large pool and cull it as needed later. the new traits are a pretty random mix, but they do include 2 traits that build off of the recently implemented throwing weapons, which i really wanted to have. names randomly generated names are used for enemies, items, locations, and some other things. these aren't critical, but they do add a bit of flavor and there's something fun about not seeing the same names every time you play. the old name generator was perfectly adequate, but lacked variety, consistency, and, well, just created too much gobbledygook. so, it has been expanded from 3 "flavors" to 9, and uses a system that is more flexible, expandable, and produces more consistent results. the names are still gibberish, but it's largely pronounceable gibberish. hopefully, this superficial change yields a more consistent and believable game world. 1023 comments sat, dec 8th 2012, 05:14 throwing a fit this week was spent making background changes to some item subsystems and implementing a new type of item. throwing weapons while it has been possible to throw items via the heave trait for a quite a while, i decided it would be worth adding a dedicated class of throwable weapons. enter boomerangs. and shurikens. and, yes, even bombs. these fill the previous void of consumable, offensive items; consumable recovery (food) and utility (potions) items are already well established. because thrown weapons are generated (using materials and quality levels) like equipment, the way an item's throwing starts are calculated needed to be changed. this was a great opportunity to try a new approach to stat calculation that i've been wanting to use. so, the throwing stats were set up using the new system. it worked exactly as intended (yay!) and i went ahead and added it for equippable items as well. old stat approach -- some lazy thing i did at a gamejam previously, items derived their stats by multiplying the different factors of their components (quality, material, etc) together to get a composite value. this works well enough for easily adding a lot of variety to items, but it also produced a lot of "underpowered" items. this is undesirable. junk items should be bad because they don't fit a player's needs / build / playstyle, not because they are numerically inferior. so, rather than just adjusting the component values to create a glut of bland, "balanced" items, the entire system was rebuilt. new stat approach -- items as unit vectors (sort of) individual components are now looked at as a whole and weighted according to what they provide. then the component weights are combined to create a set of percentages that make up the item as a whole. these percentages are then multiplied by a stat-specific scale, yielding the final value. the end result is that items of a given quality will always be on par with other items of the same quality (even if the specific distribution of values isn't useful to the player). in a game that revolves around maximizing the quality of items you receive, this consistency is crucial. without it, the player's success is simply too random. 1261 comments fri, nov 30th 2012, 23:10 the story so far a while back, i started working on a simple game with some rpg elements. it was dubbed roguelite (working title) and i whipped up a quick prototype: since then, i have been slowly improving on it and putting some meat on its bones. i even have proof! here is a screen from the latest version: while it looks largely the same, there's a quite a bit more going on there. not exhaustively and in no particular order: quests traits time status effects scenic locations more of.. everything! there's still a lot of work yet to be done, but it's getting there. so let's touch briefly on the game itself and why i think it's interesting. the standard stuff: you are a hero. you kill monsters. you collect items. the difficulty increases over the course of the game. the quality of items increases to compensate for the increasing difficulty. important details: you have limited recovery options while out adventuring, but returning to town will completely restore your character and items to top condition. inevitably, you must return to town to avoid death. the big wrinkle: returning to town also permanently lowers the quality of items that you find (by a small amount). take too many trips to town and you will find the monsters are outpacing your equipment and you will die. this press-your-luck arrangement exploits your greed and forces you to play outside of your comfort zone. "can you survive another battle? what if it's a werewolf? or a dragon?" also, there is permadeath. so that's it in a nutshell. future posts will address new additions, improvements, existing features that were un(der)explored in this post, and just be more detail-centric in general. 685 comments tue, nov 27th 2012, 20:48 in the navy ben mcgraw recently posted about reviving an old blog pact . i

URL analysis for wundermint.com


http://www.wundermint.com/posts/posts/viewrange/2012_07_01_to_2012_08_01
http://www.wundermint.com/posts/posts/viewrange/2011_01_01_to_2012_01_01
http://www.wundermint.com/posts/posts/viewrange/2011_04_01_to_2011_07_01
http://www.wundermint.com/posts/themes/settheme/cinnamint
http://www.wundermint.com/posts/posts/viewrange/2009_10_01_to_2009_11_01
http://www.wundermint.com/posts/posts/viewrange/2013_08_01_to_2013_09_01
http://www.wundermint.com/posts/posts/viewrange/2017_09_01_to_2017_10_01
http://www.wundermint.com/posts/posts/viewrange/2016_02_01_to_2016_03_01
http://www.wundermint.com/posts/posts/viewrange/2015_09_01_to_2015_10_01
http://www.wundermint.com/posts/posts/viewrange/2014_02_01_to_2014_03_01
http://www.wundermint.com/posts/posts/viewrange/2013_12_01_to_2014_01_01
http://www.wundermint.com/posts/posts/viewrange/2017_01_01_to_2017_02_01
http://www.wundermint.com/posts/posts/viewrange/2010_07_01_to_2010_08_01
http://www.wundermint.com/posts/posts/viewrange/2018_04_01_to_2018_07_01
http://www.wundermint.com/posts/posts/viewrange/2018_10_01_to_2018_11_01

Whois Information


Whois is a protocol that is access to registering information. You can reach when the website was registered, when it will be expire, what is contact details of the site with the following informations. In a nutshell, it includes these informations;

Domain Name: WUNDERMINT.COM
Registry Domain ID: 1280117059_DOMAIN_COM-VRSN
Registrar WHOIS Server: whois.domainsite.com
Registrar URL: http://domainsite.com
Updated Date: 2018-09-20T03:24:53Z
Creation Date: 2007-10-16T19:19:59Z
Registry Expiry Date: 2019-10-16T19:19:59Z
Registrar: DomainSite, Inc.
Registrar IANA ID: 466
Registrar Abuse Contact Email:
Registrar Abuse Contact Phone:
Domain Status: clientTransferProhibited https://icann.org/epp#clientTransferProhibited
Name Server: NS1KSZ.NAME.COM
Name Server: NS2HJL.NAME.COM
Name Server: NS3QTX.NAME.COM
Name Server: NS4HTZ.NAME.COM
DNSSEC: unsigned
URL of the ICANN Whois Inaccuracy Complaint Form: https://www.icann.org/wicf/
>>> Last update of whois database: 2018-10-12T07:14:39Z <<<

For more information on Whois status codes, please visit https://icann.org/epp

NOTICE: The expiration date displayed in this record is the date the
registrar's sponsorship of the domain name registration in the registry is
currently set to expire. This date does not necessarily reflect the expiration
date of the domain name registrant's agreement with the sponsoring
registrar. Users may consult the sponsoring registrar's Whois database to
view the registrar's reported date of expiration for this registration.

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The Registry database contains ONLY .COM, .NET, .EDU domains and
Registrars.

  REGISTRAR DomainSite, Inc.

SERVERS

  SERVER com.whois-servers.net

  ARGS domain =wundermint.com

  PORT 43

  TYPE domain

DOMAIN

  NAME wundermint.com

  CHANGED 2018-09-20

  CREATED 2007-10-16

STATUS
clientTransferProhibited https://icann.org/epp#clientTransferProhibited

NSERVER

  NS1KSZ.NAME.COM 162.88.61.47

  NS2HJL.NAME.COM 162.88.60.47

  NS3QTX.NAME.COM 162.88.61.49

  NS4HTZ.NAME.COM 162.88.60.49

  REGISTERED yes

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