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Lunar Quest: Developer's Diary

Tuesday, April 22, 2008. Closing in on Phase 1 End-O-Development. Since this year winter's GDC. And Peter Smith's presentation at IMGDC. Team has been hard at work finalizing the Beta release of Lunar. Platform. In order to reach our research and testing deadline and at the suggestion of our Game Designer, Tim Holt, we have adopted the Scrum structure of rapid, iterative development. As a new Scrum Master, I find the process to be helpful and hopefully it will be successful! Posted by Rachel J. Came, was...

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Lunar Quest: Developer's Diary | lunarquest.blogspot.com Reviews
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Tuesday, April 22, 2008. Closing in on Phase 1 End-O-Development. Since this year winter's GDC. And Peter Smith's presentation at IMGDC. Team has been hard at work finalizing the Beta release of Lunar. Platform. In order to reach our research and testing deadline and at the suggestion of our Game Designer, Tim Holt, we have adopted the Scrum structure of rapid, iterative development. As a new Scrum Master, I find the process to be helpful and hopefully it will be successful! Posted by Rachel J. Came, was...
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1 the lunar quest
2 quest
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Lunar Quest: Developer's Diary | lunarquest.blogspot.com Reviews

https://lunarquest.blogspot.com

Tuesday, April 22, 2008. Closing in on Phase 1 End-O-Development. Since this year winter's GDC. And Peter Smith's presentation at IMGDC. Team has been hard at work finalizing the Beta release of Lunar. Platform. In order to reach our research and testing deadline and at the suggestion of our Game Designer, Tim Holt, we have adopted the Scrum structure of rapid, iterative development. As a new Scrum Master, I find the process to be helpful and hopefully it will be successful! Posted by Rachel J. Came, was...

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lunarquest.blogspot.com lunarquest.blogspot.com
1

Lunar Quest: Developer's Diary: The Whiteboard.... It works

http://lunarquest.blogspot.com/2008/04/whiteboard-it-works.html

Wednesday, April 16, 2008. The Whiteboard. It works. Not really an amazing discovery, but, Skype has a really awesome white board plugin called WhiteBoardMeeting. Check out our incredible drawing that relates to LunarQuest in a very obscure way. Ok, so. it's not such a productive image. BUT. it will provide us with some really useful collaboration abilities in the future! Posted by Kyle Farris. CaptnRachel aka Tha Pizza Cutta. How much for moon shoes good sire? April 16, 2008 at 1:06 PM.

2

Lunar Quest: Developer's Diary: February 2008

http://lunarquest.blogspot.com/2008_02_01_archive.html

Wednesday, February 13, 2008. Flash meet Lunar Quest; Lunar Quest. meet Flash. A system has officially been devised that will effectively communicate between the Flash minigames and the Lunar Quest system. By the end of the week, the system should be 100% functional and the badges you receive for completing the games will show up in your inventory. Posted by Kyle Farris. Posted by Kyle Farris. Monday, February 11, 2008. Introducing the Space Communicator 2000. Friday, February 8, 2008. I have finished th...

3

Lunar Quest: Developer's Diary: Closing in on Phase 1 End-O-Development

http://lunarquest.blogspot.com/2008/04/closing-in-on-phase-1-end-o-development.html

Tuesday, April 22, 2008. Closing in on Phase 1 End-O-Development. Since this year winter's GDC. And Peter Smith's presentation at IMGDC. Team has been hard at work finalizing the Beta release of Lunar. Platform. In order to reach our research and testing deadline and at the suggestion of our Game Designer, Tim Holt, we have adopted the Scrum structure of rapid, iterative development. As a new Scrum Master, I find the process to be helpful and hopefully it will be successful! Posted by Rachel J.

4

Lunar Quest: Developer's Diary: Slash Commands

http://lunarquest.blogspot.com/2008/02/lunar-questin-never-restin.html

Friday, February 8, 2008. I've just finished working on a new feature for Lunar Quest! In the console, try typing some of these commands:. Me (followed by whatever text you want your avatar to be doing). Click on your friends and try these out! In fact, DON'T click on your friends and try these out! As long as someone's close enough, they'll see them on their screens too. Subscribe to: Post Comments (Atom). Lunar Quest: Developer's Diary. Flash meet Lunar Quest; Lunar Quest. meet Fla. Welcome to our Blog!

5

Lunar Quest: Developer's Diary: Space-Communicator2000

http://lunarquest.blogspot.com/2008/02/space-communicator2000.html

Monday, February 11, 2008. Introducing the Space Communicator 2000. This electronic device is the most advanced long range audio visual broadcasting communicator. Paired up with a MWD, (Massive Wave Dish) the space communicator 2000 can transmit signals from and too any place on the lunar terrain. I really love that model. The colors and overall design is excellent. Great job Julian! February 13, 2008 at 9:27 PM. Subscribe to: Post Comments (Atom). Lunar Quest: Developer's Diary. Welcome to our Blog!

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Lunar Quest

http://lunarquest.ucfretrolab.org/production.php

Video game Physics pedagogy = Lunar Quest! Produced by Retro Laboratory). How to design an engaging educational game while still providing effective pedagogy? Our MMOG design methodology started with the concept that an engaging multiplayer game can serve as an effective adjunct to traditional teaching methods resulting in improved learning of targeted materials and enhanced motivation to remain in science and engineering. Where to Get Lunar Quest. This work is funded by the National Science Foundation.

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Lunar Quest

http://lunarquest.ucfretrolab.org/index.php

Video game Physics pedagogy = Lunar Quest! Produced by Retro Laboratory). From Development on to Research. Following production, Lunar Quest journeyed to The Behrend College. Come See Us at the 2008 Game Developer's Conference in San Francisco, CA. Before checking us out in the Expo, try to catch our own Peter Smith as he lectures on serious games with Ben Swayer during the Serious Games Summit. On Monday (2/18) and Tuesday (2/19). Serious MMOG, check our new blog. See you in San Francisco! The latest ma...

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Lunar Quest: Developer's Diary

Tuesday, April 22, 2008. Closing in on Phase 1 End-O-Development. Since this year winter's GDC. And Peter Smith's presentation at IMGDC. Team has been hard at work finalizing the Beta release of Lunar. Platform. In order to reach our research and testing deadline and at the suggestion of our Game Designer, Tim Holt, we have adopted the Scrum structure of rapid, iterative development. As a new Scrum Master, I find the process to be helpful and hopefully it will be successful! Posted by Rachel J. Came, was...

lunarquest.ucfretrolab.org lunarquest.ucfretrolab.org

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