<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>ismail's blog</title><link>https://blog.ismailbennani.fr/</link><description>Recent content on ismail's blog</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Wed, 22 Apr 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://blog.ismailbennani.fr/index.xml" rel="self" type="application/rss+xml"/><item><title>The workflow I'm trying</title><link>https://blog.ismailbennani.fr/series/dofousse-duels/001-the-workflow-im-trying/</link><pubDate>Wed, 22 Apr 2026 00:00:00 +0000</pubDate><guid>https://blog.ismailbennani.fr/series/dofousse-duels/001-the-workflow-im-trying/</guid><description>&lt;h2 id="the-workflow-im-trying">The workflow I&amp;rsquo;m trying&lt;/h2>
&lt;p>This is the first post in a series about building Dofousse Duels.&lt;/p>
&lt;p>Dofousse Duels is a combat-only slice of Dofus, a tactical MMORPG I&amp;rsquo;ve played on and off for 20 years. Previous
attempts to reimplement it stalled — once on the server side, once on the client side (I hate UI work). This time
the scope is deliberately tiny: just combat, server and client, as a testbed for the game engine I&amp;rsquo;ve been writing.&lt;/p></description></item></channel></rss>