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Adam Lauzier - FSU Game Design Fall 2014

Adam Lauzier - FSU Game Design Fall 2014. Tuesday, December 2, 2014. Https:/ docs.google.com/document/d/1xTl8h sln6lNIF6xntCVOW5gmJQVczoLmN-RNi-4Jyg/edit? This first person interactive horror game places the player in the body of Sara, moments after her death, and is sent to the realm of Purgatory. The player’s objective as Sara is simple - find her way out, and save her soul. Players of all skill levels, from novice to advanced, are welcome to play as the game is balanced to appropriately reward every l...

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Adam Lauzier - FSU Game Design Fall 2014 | al11f-fsugd.blogspot.com Reviews
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Adam Lauzier - FSU Game Design Fall 2014. Tuesday, December 2, 2014. Https:/ docs.google.com/document/d/1xTl8h sln6lNIF6xntCVOW5gmJQVczoLmN-RNi-4Jyg/edit? This first person interactive horror game places the player in the body of Sara, moments after her death, and is sent to the realm of Purgatory. The player’s objective as Sara is simple - find her way out, and save her soul. Players of all skill levels, from novice to advanced, are welcome to play as the game is balanced to appropriately reward every l...
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1 final game document
2 usp=sharing
3 purgatory
4 game design document
5 overview
6 introduction
7 control scheme
8 game document
9 desired game experience
10 game objective
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final game document,usp=sharing,purgatory,game design document,overview,introduction,control scheme,game document,desired game experience,game objective,story,level by level,sara,elsar,melsebu,items/powers,weapons,puzzle discovery,winning strategies,maps
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Adam Lauzier - FSU Game Design Fall 2014 | al11f-fsugd.blogspot.com Reviews

https://al11f-fsugd.blogspot.com

Adam Lauzier - FSU Game Design Fall 2014. Tuesday, December 2, 2014. Https:/ docs.google.com/document/d/1xTl8h sln6lNIF6xntCVOW5gmJQVczoLmN-RNi-4Jyg/edit? This first person interactive horror game places the player in the body of Sara, moments after her death, and is sent to the realm of Purgatory. The player’s objective as Sara is simple - find her way out, and save her soul. Players of all skill levels, from novice to advanced, are welcome to play as the game is balanced to appropriately reward every l...

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Adam Lauzier - FSU Game Design Fall 2014: Homework 4

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Adam Lauzier - FSU Game Design Fall 2014. Thursday, September 18, 2014. 1 Forgetting about the game, think about your player. What are the experience(s) you want your player to have. 2 What are the essential element(s) of that experience. Suggest a few ways your game might capture those experiences. Discuss a few ways in which you might include surprise in your game. How will your game be fun? Discuss the goals of your game (as it stands now). The problems the player should be motivated into solving are ...

2

Adam Lauzier - FSU Game Design Fall 2014: Contributions

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Adam Lauzier - FSU Game Design Fall 2014. Agreed to take on programming and sound design duties. Word doc w/sound and music resources. Added two Blender models to Google Drive. Added two more Blender models to Google Drive. Finally got it together. Added a .zip archive to the Drive containing some sound effects to potentially use in the game. Subscribe to: Posts (Atom). Simple template. Template images by nico blue.

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Adam Lauzier - FSU Game Design Fall 2014: Homework 7

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Adam Lauzier - FSU Game Design Fall 2014. Monday, October 20, 2014. I had this assignment about 70% done before I rebooted my computer. However, I foolishly believed what I had entered was automatically saved to my drafts, and when I pulled up the fraft everything I'd put into it was gone. This version will be a much more brief do-over. 1 Is the space in your game discrete or continuous? 2 How many dimensions does your space have? 3 What are the boundaries of your space? What are these objects? Walking (...

4

Adam Lauzier - FSU Game Design Fall 2014: Final Game Document

http://www.al11f-fsugd.blogspot.com/2014/12/final-game-document.html

Adam Lauzier - FSU Game Design Fall 2014. Tuesday, December 2, 2014. Https:/ docs.google.com/document/d/1xTl8h sln6lNIF6xntCVOW5gmJQVczoLmN-RNi-4Jyg/edit? This first person interactive horror game places the player in the body of Sara, moments after her death, and is sent to the realm of Purgatory. The player’s objective as Sara is simple - find her way out, and save her soul. Players of all skill levels, from novice to advanced, are welcome to play as the game is balanced to appropriately reward every l...

5

Adam Lauzier - FSU Game Design Fall 2014: October 2014

http://www.al11f-fsugd.blogspot.com/2014_10_01_archive.html

Adam Lauzier - FSU Game Design Fall 2014. Wednesday, October 29, 2014. And create interesting situations. Looking at our idea through the "Lens of Fairness", we want to provide an interesting challenge for all players. I knew that as soon as we decided we would make a horror game that this was a concept I wanted to make extensive use of. Balancing the games rewards will be one of the most important components to making it fun. And Five Nights at Freddy's. Monday, October 20, 2014. Similar to how the text...

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Game Design: October 2014

http://chettyharish.blogspot.com/2014_10_01_archive.html

Tuesday, October 21, 2014. Homework 12/ team tasks. Pick a Name (Oct 31). Write dialogue, menu news blurbs, and other in game written material. Create survey for play testers. Create and design final dungeon map. Work movement and actions of the main character (stealth, run, walk, pick up, smash, use gun, talk). Work movement and actions of the monster (navigation, sound and light sensors/threshold, sight). Work use cell phone animation and menu (make sure to add battery and light sensors). Ability to na...

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Game Design: HW 15 / Project Status

http://chettyharish.blogspot.com/2014/11/hw-15-project-status.html

Friday, November 14, 2014. HW 15 / Project Status. List of things implemented by me :. 90 Buildings with Textures. I have got almost all my jobs done (Needs more finesse though) and would try to make the game work better for now. 1] The major problem was that NURBS path can sometimes go away from the normal, making path tracing impossible. 2] Objects on NURB path tended not to merge, needed to recalculate normals. This is the status of the project:. Pick a Name (Oct 31). Write dialogue, menu news blurbs,...

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Create a Great Video Game: September 2014

http://createagreatvideogame.blogspot.com/2014_09_01_archive.html

Create a Great Video Game. Thursday, September 25, 2014. In this assignment, I upgraded the world of Purgatory, and add lights, realistic UV Textures and new more complex elements that would interact with the main character Sara. I made additional objects of my own creation and modify other objects so my team could also use them for the game. I created a scene incorporating the following parameters:. Collisions between two moving objects. Ability to add and delete objects from the scene. Purgatory is a g...

chettyharish.blogspot.com chettyharish.blogspot.com

Game Design: November 2014

http://chettyharish.blogspot.com/2014_11_01_archive.html

Friday, November 14, 2014. HW 15 / Project Status. List of things implemented by me :. 90 Buildings with Textures. I have got almost all my jobs done (Needs more finesse though) and would try to make the game work better for now. 1] The major problem was that NURBS path can sometimes go away from the normal, making path tracing impossible. 2] Objects on NURB path tended not to merge, needed to recalculate normals. This is the status of the project:. Pick a Name (Oct 31). Write dialogue, menu news blurbs,...

chettyharish.blogspot.com chettyharish.blogspot.com

Game Design: Homweork 9 / Balance

http://chettyharish.blogspot.com/2014/10/homweork-9-balance.html

Thursday, October 9, 2014. Homweork 9 / Balance. 2) Challenge vs. Success. The challenge is to survive, the success is surviving the map. The game's difficulty is formulated depending on how the player approaches the game. Aggressiveness is met with a very aggressive dragon, but a very slow approach would cause the player loose time. Triangularity is maintained by how the player uses his resources. The way he uses the resources always determines how the game turns out in the future. The game is more abou...

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Game Design: August 2014

http://chettyharish.blogspot.com/2014_08_01_archive.html

Sunday, August 31, 2014. My awesome facebook cover pages. I have decided to add two of my cover pages which were created by me by putting together various other images. The first one was a tribute to my all time favorite wrestler Chris Jericho on his return to WWE in 2007 after a long break. I loved his return advertising, especially the use of cryptic sequences and matrix like effects to signal his coming! Fallout 3 and Fallout New Vegas tribute! The video just portrays a small part of the entire game.

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Game Design: September 2014

http://chettyharish.blogspot.com/2014_09_01_archive.html

Thursday, September 25, 2014. Homework 6/ Near and Disappear! Link to project : https:/ www.dropbox.com/s/fjszz5tctr9mlbq/HW6.blend? This project is a showcase of different sensors and also the animation effect. Here I am opening the door using animation which is activated via the near sensor. The buildings also fall down when the cube is near them. The door and the buildings have sound effects also controlled by the near sensor. How I would use it for the game? Thursday, September 18, 2014. Here I am us...

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Game Design: Homework 13 / Game Document

http://chettyharish.blogspot.com/2014/11/homework-13-game-document.html

Thursday, November 6, 2014. Homework 13 / Game Document. Since it was a team document and not an individual post, Here's the link for the document of the team member:. Http:/ greatdesignogames.blogspot.com/2014/11/hw-13-game-doc.html. Subscribe to: Post Comments (Atom). View my complete profile. HW 15 / Project Status. Homework 14 / Indirect Control. Homework 13 / Game Document. Picture Window template. Powered by Blogger.

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Game Design: Homework 10/ Scores

http://chettyharish.blogspot.com/2014/10/homewrok-10-scores.html

Thursday, October 9, 2014. Link: https:/ www.dropbox.com/s/rfvxw187t19lqn3/HW8.blend? The project is to make a menu for the game. Since the game is about horror survival, I have tried to give the Menu a scary background ( the background is of a cracked floor signifying the beast's impact). Both the "Play" and "Exit" buttons are animated and the game scene is activated when the Play button is clicked on. Contributions this week :. Subscribe to: Post Comments (Atom). View my complete profile.

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Adam Lauzier - FSU Game Design Fall 2014

Adam Lauzier - FSU Game Design Fall 2014. Tuesday, December 2, 2014. Https:/ docs.google.com/document/d/1xTl8h sln6lNIF6xntCVOW5gmJQVczoLmN-RNi-4Jyg/edit? This first person interactive horror game places the player in the body of Sara, moments after her death, and is sent to the realm of Purgatory. The player’s objective as Sara is simple - find her way out, and save her soul. Players of all skill levels, from novice to advanced, are welcome to play as the game is balanced to appropriately reward every l...

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