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Brian Finelli GD2014

Friday, November 14, 2014. A few days ago we added a couple more tasks which I'm also working on now, mostly on weapon models and models for hubs. Thursday, November 6, 2014. We'll definitely be using music and other sound effects to subtly control the player's behavior. Generally we want a sense of urgency for the player, so fast paced music will be used when the player is in the middle of a wave of enemies and they also have to find the hub locations. Friday, October 24, 2014. 1 Our main user interface...

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Brian Finelli GD2014 | brianfinelligd2014.blogspot.com Reviews
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Friday, November 14, 2014. A few days ago we added a couple more tasks which I'm also working on now, mostly on weapon models and models for hubs. Thursday, November 6, 2014. We'll definitely be using music and other sound effects to subtly control the player's behavior. Generally we want a sense of urgency for the player, so fast paced music will be used when the player is in the middle of a wave of enemies and they also have to find the hub locations. Friday, October 24, 2014. 1 Our main user interface...
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Brian Finelli GD2014 | brianfinelligd2014.blogspot.com Reviews

https://brianfinelligd2014.blogspot.com

Friday, November 14, 2014. A few days ago we added a couple more tasks which I'm also working on now, mostly on weapon models and models for hubs. Thursday, November 6, 2014. We'll definitely be using music and other sound effects to subtly control the player's behavior. Generally we want a sense of urgency for the player, so fast paced music will be used when the player is in the middle of a wave of enemies and they also have to find the hub locations. Friday, October 24, 2014. 1 Our main user interface...

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brianfinelligd2014.blogspot.com brianfinelligd2014.blogspot.com
1

Brian Finelli GD2014: HW 13

http://www.brianfinelligd2014.blogspot.com/2014/11/hw-13.html

Thursday, November 6, 2014. Visual design will come into play when we try to direct the player to explore the motherboard and find the hub locations as well as engage with the enemies. The book talks about lines on the floor being a visual cue to follow. We'll probably be able to do the same thing because our terrain will be designed with colored lines on the floor, implying where the player is able to or should go. Subscribe to: Post Comments (Atom). Game design class 2014. View my complete profile.

2

Brian Finelli GD2014: Update

http://www.brianfinelligd2014.blogspot.com/2014/10/update.html

Friday, October 24, 2014. Subscribe to: Post Comments (Atom). Game design class 2014. View my complete profile. Watermark template. Powered by Blogger.

3

Brian Finelli GD2014: HW 11

http://www.brianfinelligd2014.blogspot.com/2014/10/hw-11.html

Friday, October 24, 2014. 1 Our main user interface will be with the keyboard and mouse. The user will be able to control the movement in 3D space using the keyboard and the movement of the camera using the mouse. The user can also attack using the mouse buttons. The screen will also display useful information like amount of ammo, health, time remaining until a new round, and if time allows we may implement a mini-map. 5 The player should feel powerful in our game. The player controls the most powerf...

4

Brian Finelli GD2014: Update

http://www.brianfinelligd2014.blogspot.com/2014/11/update.html

Thursday, November 6, 2014. Subscribe to: Post Comments (Atom). Game design class 2014. View my complete profile. Watermark template. Powered by Blogger.

5

Brian Finelli GD2014: HW 9

http://www.brianfinelligd2014.blogspot.com/2014/10/hw-9.html

Sunday, October 12, 2014. Our game is going to be asymmetric. We're having the defensive side of the game completely different from the offensive side. The defensive hero will have powers that the offensive side does not have and the offensive side will have numbers that the defensive side does not. Either side will have separate goals but we'll work hard to make them balanced. I think we'll be able to minimize the amount of chance that governs our game. Enemies will probably attack with a random num...

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Game Design Blog: November 2014

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

Thursday, November 13, 2014. In the tasks assigned to me for the group, so far I am up to date with them. I had the story and motherboard terrain due in two weeks and the music for the game in 4 weeks. The music library is steadily growing as I have been searching and choosing the music and sound effects for the game. So far alerts for wave attacks and some of the music I have already chosen and just need to finish screening what I have downloaded. Thursday, November 6, 2014. This week I have continued t...

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Game Design Blog: August 2014

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

Saturday, August 30, 2014. Games that I like. Http:/ www.ign.com/games/grandia/ps-12007. Http:/ www.ign.com/games/final-fantasy-viii/ps-3847. Http:/ www.ign.com/games/final-fantasy-viii/ps-3847. Art Therapy Projects (Image assignment). This picture is about a mandala group project that was made by the whole class as an attempt to work together to make one piece of art. It worked pretty well as everyone adapted to their neighbors work and the work started to flow. Subscribe to: Posts (Atom).

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Game Design Blog: Weekly update

http://2014fsugd.blogspot.com/2014/11/weekly-update.html

Thursday, November 6, 2014. This week I have continued to work on the music and story line of the game. Adding more to the story lines and aligning them with the levels. I also brought up some few minor details to go with the story to the team as names and project titles for the game. Subscribe to: Post Comments (Atom). View my complete profile. Awesome Inc. template. Powered by Blogger.

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Game Design Blog: September 2014

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

Thursday, September 25, 2014. This week when we meet we all came up with ideas that we wrote in the google doc. for the team. Also I contributed to the team by starting to make a list of possible sound tracks that can be used for the game. Link: https:/ www.dropbox.com/s/cokv2qaunv68e6t/Assignment%206.blend? Thursday, September 18, 2014. Https:/ www.dropbox.com/s/utnc6ichleqqgyd/Assignment%205.blend? Thursday, September 11, 2014. Group Meeting Outline(Assignment 2). Subscribe to: Posts (Atom). Group Meet...

chettyharish.blogspot.com chettyharish.blogspot.com

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,...

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 Blog: This weeks contribution

http://2014fsugd.blogspot.com/2014/10/this-weeks-contribution.html

Thursday, October 23, 2014. This week I have been working on various story lines that the group might agree upon for the game. Subscribe to: Post Comments (Atom). View my complete profile. Awesome Inc. template. Powered by Blogger.

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Brian Finelli GD2014

Friday, November 14, 2014. A few days ago we added a couple more tasks which I'm also working on now, mostly on weapon models and models for hubs. Thursday, November 6, 2014. We'll definitely be using music and other sound effects to subtly control the player's behavior. Generally we want a sense of urgency for the player, so fast paced music will be used when the player is in the middle of a wave of enemies and they also have to find the hub locations. Friday, October 24, 2014. 1 Our main user interface...

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