micromissions.blogspot.com micromissions.blogspot.com

micromissions.blogspot.com

Micro Missions

Thursday, September 5, 2013. I finally added a small sub-menu to the game which lets you select between the "control" and "test" versions of the story. It also provides very brief explanations of what each mode entails. The "control" mode is a simplified, linear version of the story, and there are no side quests. This might be a good version to start with, especially if you are already confused by Micro Missions in general! Also: the sailing adventure is hard. You've been warned. From the doc: Future work.

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Micro Missions | micromissions.blogspot.com Reviews
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Thursday, September 5, 2013. I finally added a small sub-menu to the game which lets you select between the control and test versions of the story. It also provides very brief explanations of what each mode entails. The control mode is a simplified, linear version of the story, and there are no side quests. This might be a good version to start with, especially if you are already confused by Micro Missions in general! Also: the sailing adventure is hard. You've been warned. From the doc: Future work.
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Micro Missions | micromissions.blogspot.com Reviews

https://micromissions.blogspot.com

Thursday, September 5, 2013. I finally added a small sub-menu to the game which lets you select between the "control" and "test" versions of the story. It also provides very brief explanations of what each mode entails. The "control" mode is a simplified, linear version of the story, and there are no side quests. This might be a good version to start with, especially if you are already confused by Micro Missions in general! Also: the sailing adventure is hard. You've been warned. From the doc: Future work.

INTERNAL PAGES

micromissions.blogspot.com micromissions.blogspot.com
1

Micro Missions: May 2012

http://www.micromissions.blogspot.com/2012_05_01_archive.html

Monday, May 21, 2012. The almost kind of close to final game. Our capstone presentation is on Wednesday, and our game is pretty much done(except for bug fixes, minor changes, etc.) For my research hypothesis, I am once again looking for people to play the game and fill out a survey. There are actually two versions that I am comparing, so please remember what your "Test Number" is! It pops up after you start Story Mode. Oh yeah, the mode I'm testing is Story Mode. Amp;lt;p&gt;Loading&lt;/p&gt;. Warrioware...

2

Micro Missions: "Dynamic" story?

http://www.micromissions.blogspot.com/2012/01/dynamic-story.html

Tuesday, January 24, 2012. If we knew what we were doing, it wouldn't be called 'research', would it? Commonly attributed to Einstein. A story] is nothing more than a sequence of events that someone relates to someone else.". Jesse Schell, The Art of Game Design. It's pretty easy to define what a "dynamic story" is not. It's not a static, pre-determined, pre-written, pre-recorded, unchangeable story. The story is told by the game to the player. I have encountered, several times, the point of view that al...

3

Micro Missions: From the doc: Post-mortem: What went wrong

http://www.micromissions.blogspot.com/2013/09/from-doc-post-mortem-what-went-wrong.html

Wednesday, September 4, 2013. From the doc: Post-mortem: What went wrong. Although ActionScript is a convenient, flexible high-level language, it also has its share of quirks that trip up the rapid development process. Flash’s handling of variable scope in anonymous functions created some very interesting bugs that took a while to diagnose and fix. Random quests and interactions seemed to use completely wrong characters for no good reason whatsoever. Game is still confusing. Micro Missions is a hectic an...

4

Micro Missions: From the doc: Motivations and Goals (more on "a qualitative sense of progression")

http://www.micromissions.blogspot.com/2013/09/from-doc-motivations-and-goals-more-on.html

Wednesday, September 4, 2013. From the doc: Motivations and Goals (more on "a qualitative sense of progression"). The primary motivation behind the design of Micro Missions was to create a game that emphasizes moment-to-moment fun and variety rather than a constant grind to progress and go just one step further. At the same time, the connected nature of the games and the idea of acquiring and exploring a variety of content provide the sense of progress and improvement. Subscribe to: Post Comments (Atom).

5

Micro Missions: December 2012

http://www.micromissions.blogspot.com/2012_12_01_archive.html

Monday, December 10, 2012. I just realized (well, ok, someone told me) that the game embedding has stopped working. I was hosting the game on my RIT home page, but since I graduated from RIT, the home page must have gotten removed. I will fix it shortly, after I find a good way of hosting a flash game distributed into multiple .swfs. And I'll also make a new clean final build of the game). Subscribe to: Posts (Atom). Simple template. Powered by Blogger.

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Micro Missions

Thursday, September 5, 2013. I finally added a small sub-menu to the game which lets you select between the "control" and "test" versions of the story. It also provides very brief explanations of what each mode entails. The "control" mode is a simplified, linear version of the story, and there are no side quests. This might be a good version to start with, especially if you are already confused by Micro Missions in general! Also: the sailing adventure is hard. You've been warned. From the doc: Future work.

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