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Adam Lauzier - FSU Game Design Fall 2014: Final Game Document
http://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...
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Adam Lauzier - FSU Game Design Fall 2014: Homework 2
http://al11f-fsugd.blogspot.com/2014/09/homework-2.html
Adam Lauzier - FSU Game Design Fall 2014. Friday, September 12, 2014. 1) When and where did you meet? The only times we met were immediately after class, in our same classroom. Fridays gave us the most time to discuss due to not having other classes. 2) What did you discuss? 3) Did you take notes? 4) Did you transfer the contents of the discuss to the computer? As mentioned before, we did manage to get some materials up on the Google drive, as well as had a few documents sent to us by e-mail. We started ...
al11f-fsugd.blogspot.com
Adam Lauzier - FSU Game Design Fall 2014: Homework 7
http://al11f-fsugd.blogspot.com/2014/10/homework-7.html
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 (...
al11f-fsugd.blogspot.com
Adam Lauzier - FSU Game Design Fall 2014: October 2014
http://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...
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
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
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...
chettyharish.blogspot.com
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.
chettyharish.blogspot.com
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...