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BeauPrime's Capstone Blog

Views from NeverYear Games' Lead Engineer. Sunday, March 15, 2015. Lots Accomplished, Lots to Do (S2W9). Monday, March 9, 2015. Prelude to "break" (S2W8). This week was a bit odd in terms of work, since it sits on top of two industry events and right next to our spring break. GDC and PAX poached some of our members from campus (myself included! So we mostly planned out everything we need to get done for the alpha milestone, which is incredibly close. Sunday, March 1, 2015. 160; We also added in a system ...

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BeauPrime's Capstone Blog | capstone.beauprime.com Reviews
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Views from NeverYear Games' Lead Engineer. Sunday, March 15, 2015. Lots Accomplished, Lots to Do (S2W9). Monday, March 9, 2015. Prelude to break (S2W8). This week was a bit odd in terms of work, since it sits on top of two industry events and right next to our spring break. GDC and PAX poached some of our members from campus (myself included! So we mostly planned out everything we need to get done for the alpha milestone, which is incredibly close. Sunday, March 1, 2015. 160; We also added in a system ...
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BeauPrime's Capstone Blog | capstone.beauprime.com Reviews

https://capstone.beauprime.com

Views from NeverYear Games' Lead Engineer. Sunday, March 15, 2015. Lots Accomplished, Lots to Do (S2W9). Monday, March 9, 2015. Prelude to "break" (S2W8). This week was a bit odd in terms of work, since it sits on top of two industry events and right next to our spring break. GDC and PAX poached some of our members from campus (myself included! So we mostly planned out everything we need to get done for the alpha milestone, which is incredibly close. Sunday, March 1, 2015. 160; We also added in a system ...

INTERNAL PAGES

capstone.beauprime.com capstone.beauprime.com
1

BeauPrime's Capstone Blog: Smelly Code, Dissatisfaction (S2W3)

http://capstone.beauprime.com/2015/02/smelly-code-dissatisfaction-s2w3.html

Views from NeverYear Games' Lead Engineer. Sunday, February 1, 2015. Smelly Code, Dissatisfaction (S2W3). Subscribe to: Post Comments (Atom). I'm BeauPrime, game developer and programmer extraordinaire. I enjoy crafting unique, often challenging, experiences for my players, trusting them to think for themselves. View my complete profile. Simple template. Powered by Blogger.

2

BeauPrime's Capstone Blog: Where are we? (S2W5)

http://capstone.beauprime.com/2015/02/where-are-we-s2w5.html

Views from NeverYear Games' Lead Engineer. Sunday, February 15, 2015. The team is drifting in confusion. May 7, 2016 at 9:55 AM. The capstone project ideas for information technology. Tells us that it have anything about medical things it have. It is just an amazing and a prime programmer. Subscribe to: Post Comments (Atom). I'm BeauPrime, game developer and programmer extraordinaire. I enjoy crafting unique, often challenging, experiences for my players, trusting them to think for themselves.

3

BeauPrime's Capstone Blog: Making a Plan (S2W4)

http://capstone.beauprime.com/2015/02/making-plan-s2w4.html

Views from NeverYear Games' Lead Engineer. Sunday, February 8, 2015. Making a Plan (S2W4). This week was a nice change from last, as we managed to draw up a plan taking us to the end of the mid-term milestone. We're planning on bringing this to PAX East in March. An exciting and terrifying prospect for the project. Luckily we're only showing off the local multiplayer, which so far is the most solid, testable element. Subscribe to: Post Comments (Atom). View my complete profile.

4

BeauPrime's Capstone Blog: Progress, but not without communication (S2W7)

http://capstone.beauprime.com/2015/03/progress-but-not-without-communication.html

Views from NeverYear Games' Lead Engineer. Sunday, March 1, 2015. Progress, but not without communication (S2W7). What a weird, uncomfortable week this was. We also added in a system for saving and loading player progress and profile data. It stores its data hierarchically and is much simpler than I initially had planned it to be. It's also a lot easier to extend in case we add more missions in some later expansion. Subscribe to: Post Comments (Atom). I'm BeauPrime, game developer and programmer extraord...

5

BeauPrime's Capstone Blog: Lots Accomplished, Lots to Do (S2W9)

http://capstone.beauprime.com/2015/03/lots-accomplished-lots-to-do-s2w9.html

Views from NeverYear Games' Lead Engineer. Sunday, March 15, 2015. Lots Accomplished, Lots to Do (S2W9). Subscribe to: Post Comments (Atom). I'm BeauPrime, game developer and programmer extraordinaire. I enjoy crafting unique, often challenging, experiences for my players, trusting them to think for themselves. View my complete profile. Simple template. Powered by Blogger.

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guardianforge.blogspot.com guardianforge.blogspot.com

The Game Forge: Dueling Game Tech Demo

http://guardianforge.blogspot.com/2015/12/dueling-game-tech-demo.html

Game Design And Other Works. Friday, December 4, 2015. Dueling Game Tech Demo. The dungeon crawler is not dead, have no fear, but as I've been grappling with its combat system for a while now, I decided to take a break from it and do some smaller trials of combat systems. One of them may end up getting used for the dungeon crawler, or at the least the experience should help me refine the dungeon crawler's combat system. Https:/ www.dropbox.com/s/0k4bugvjquqh8z7/Tech%20Demo%2012-04-15%20v2.zip? Lead Engin...

guardianforge.blogspot.com guardianforge.blogspot.com

The Game Forge: Update 9/23/2015

http://guardianforge.blogspot.com/2015/09/update-9232015.html

Game Design And Other Works. Wednesday, September 23, 2015. Shorter post today, with a longer set of posts to follow soon. I'm planning on getting the next inside the dungeon post up when I get the chance, but I'm also going to make a post explaining some of the revisions to the combat system (yes, it has changed again). Guardian Soul (Charles S.). Subscribe to: Post Comments (Atom). Neveryear Games Member's Blogs. Level Designer: Timothy Landy. AI Engineer: Robert Bethune. Co-lead Designer: John Cotto.

guardianforge.blogspot.com guardianforge.blogspot.com

The Game Forge: Itch.io!

http://guardianforge.blogspot.com/2015/12/itchio.html

Game Design And Other Works. Saturday, December 12, 2015. I feel like I say "just a quick update" far too often, and most of the time they're not that short anyway, but I truly do just have a quick update this morning. I have an itch.io account now (found here. And that, surprisingly, is it! Have a good morning everyone,. Guardian Soul (Charles S.). Subscribe to: Post Comments (Atom). Neveryear Games Member's Blogs. Level Designer: Timothy Landy. AI Engineer: Robert Bethune. Co-lead Designer: John Cotto.

guardianforge.blogspot.com guardianforge.blogspot.com

The Game Forge: Dungeon Crawler

http://guardianforge.blogspot.com/p/project-2.html

Game Design And Other Works. Well, the old description of the game is quite out of date. I'm working on a series of posts (look for ones that start with "Inside the Dungeon") to better explain my current plans for the game, and will compile them into something smaller and put it here once the series is finished. For now, the mission statement, so to speak, for the game is as follows:. Oh, and I'm happy to say that the following still very much applies:. The below text is obsolete. As the player progresse...

guardianforge.blogspot.com guardianforge.blogspot.com

The Game Forge: Inside the Dungeon: Engaging Combat

http://guardianforge.blogspot.com/2015/09/inside-dungeon-engaging-combat.html

Game Design And Other Works. Saturday, September 5, 2015. Inside the Dungeon: Engaging Combat. To start, I'm going to be tackling the first goal of the game: changing and engaging combat scenarios. My plan here breaks down into three points: providing the player with more information each turn, changing the combat space each turn, and eliminating single-choice combat scenarios. I'll hit each point in turn, but first a short explanation of how the combat in game works. Providing the Player Information.

guardianforge.blogspot.com guardianforge.blogspot.com

The Game Forge: Still Doing Things

http://guardianforge.blogspot.com/2016/10/still-doing-things.html

Game Design And Other Works. Thursday, October 13, 2016. Just a short post (which is something of a running joke at this point maybe) to say that I'm still around and doing design-y things. Been dealing with personal stuff, which isn't relevant to this post, but suffice it to say that I'm doing well, for what it's worth, and will be attempting to get some hours into the long stagnant projects. Or new ones, which is just as likely honestly. Guardian Soul (Charles S.). Subscribe to: Post Comments (Atom).

guardianforge.blogspot.com guardianforge.blogspot.com

The Game Forge: Update 3/29/2015

http://guardianforge.blogspot.com/2015/03/update-3292015.html

Game Design And Other Works. Sunday, March 29, 2015. Guardian Soul (Charles S.). Labels: We Love Nuclear Armageddon. Subscribe to: Post Comments (Atom). I'm Charles, also known as Guardian Soul, a game designer and recent graduate from Champlain College in Vermont. You can contact me at CCS210@Aol.com. I'm working on a few projects right now, one of them being finding work in the game design industry, but the focus of this blog is the (still woefully unnamed) dungeon crawler I've been working on.

guardiancharles.com guardiancharles.com

Charles Stone's Portfolio | We Love Nuclear Armageddon

http://www.guardiancharles.com/wlna

Game Design And Other Works. Charles Stone's Portfolio. We Love Nuclear Armageddon. We Love Nuclear Armageddon. We Love Nuclear Armageddon (WLNA). Level Designer: Timothy Landy. AI Engineer: Robert Bethune. Co-lead Designer: John Cotto. Co-lead Designer/Producer: John Mancino. Lead Artist: Michael Taranto. Lead Engineer: Alexander Beauchesne. Systems/Narrative Designer – designing unique building upgrades for the three factions. Red Faction Upgrades: Giga Drill. Red Faction Upgrades: Delay Bomb.

blog.beauprime.com blog.beauprime.com

BeauPrime's Nook: Scripting Languages, Bytecode, and Feature Creep (Project Postmortem)

http://blog.beauprime.com/2015/04/scripting-languages-bytecode-and.html

Game development and other tidbits. April 29, 2015. Scripting Languages, Bytecode, and Feature Creep (Project Postmortem). At the beginning of this semester I embarked on a small project to create a ZZT-OOP style language for my Console Programming class. For several reasons, this did not work as intended, but the experience was still worthwhile. Subscribe to: Post Comments (Atom). We Love Nuclear Armageddon. View my complete profile.

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BeauPrime's Capstone Blog

Views from NeverYear Games' Lead Engineer. Sunday, March 15, 2015. Lots Accomplished, Lots to Do (S2W9). Monday, March 9, 2015. Prelude to "break" (S2W8). This week was a bit odd in terms of work, since it sits on top of two industry events and right next to our spring break. GDC and PAX poached some of our members from campus (myself included! So we mostly planned out everything we need to get done for the alpha milestone, which is incredibly close. Sunday, March 1, 2015. 160; We also added in a system ...

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