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Monte Nichols, Game DesignStudio I Project
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Monte Nichols, Game Design | montenichols.blogspot.com Reviews
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Studio I Project
Monte Nichols, Game Design: Finally, a Playtest!
http://montenichols.blogspot.com/2010/08/finally-playtest.html
Monte Nichols, Game Design. Tuesday, August 17, 2010. Finally, a Playtest! Well it is the 8th week in and finally, after 3 weeks of struggle, a version of the map was posted and played. I got a lot of good feedback. I made a list of things people said while we were playing it, it seemed balanced to everyone, and most people liked it and wanted to see it with more art. Change the scale of some areas. Lighting: certain areas were too dark and needed some more lighting. Also, people wanted landmarks and pro...
Monte Nichols, Game Design: Second Play Test
http://montenichols.blogspot.com/2010/08/second-play-test.html
Monte Nichols, Game Design. Tuesday, August 24, 2010. Well, the second playtest went really well. I got more good feedback, but less of the same types of feedback. The map is almost fully arted and it is fully lit. I also shrunk the map a lot, but it is still big, although it still isn't as big as say, Badlands, or Badwater Basin. Some issues people had:. I need to code in a Stalemate. And everything else was minor, like a texture glitch, a leak in the map, or a badly clipped wall, all easily fixed.
Monte Nichols, Game Design: I'm just tightening up those graphics
http://montenichols.blogspot.com/2010/08/im-just-tightening-up-those-graphics.html
Monte Nichols, Game Design. Monday, August 23, 2010. I'm just tightening up those graphics. So I'm just tightening up the graphics. Getting it ready to be playtested tomorrow. I finally got everything lit, even the outdoor environments, and every light has a corresponding model. I need to figure out some spawnroom code, I wish there was some kind of node editor I could use in order to have the logic relay, instead of just linking names with actions of objects and such. Subscribe to: Post Comments (Atom).
Monte Nichols, Game Design: Post Mortem
http://montenichols.blogspot.com/2010/08/post-mortem.html
Monte Nichols, Game Design. Thursday, August 26, 2010. I have the next two weeks as break and I'm not putting this project down. It will be ready for the world at the end of these next two weeks. After that I will move right into my next one. I can't just do one map and say I've mastered Hammer, I really got to get back in there and practice. My first map is not going to be my best, and I can't wait to try to face the hard design decisions required to make another fully fledged map. Finally, a Playtest!
Monte Nichols, Game Design: July 2010
http://montenichols.blogspot.com/2010_07_01_archive.html
Monte Nichols, Game Design. Saturday, July 31, 2010. ProTip - Incremental Saves. So I then deleted that box in save file 51 and tried to compile. Now it compiles, but dang Hammer can be annoying sometimes. Thursday, July 29, 2010. Also it is important to place patches underneath the pick ups to show where people should wait to pick them up and to help new players find the locations. Friday, July 23, 2010. Player Clipping and Displacement Mapping. Thursday, July 22, 2010. 9- Putting it all Together. I hav...
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Monte Nichols, Game Design
Monte Nichols, Game Design. Thursday, August 26, 2010. I have the next two weeks as break and I'm not putting this project down. It will be ready for the world at the end of these next two weeks. After that I will move right into my next one. I can't just do one map and say I've mastered Hammer, I really got to get back in there and practice. My first map is not going to be my best, and I can't wait to try to face the hard design decisions required to make another fully fledged map. There were some sligh...
Monte Nichols
My name is Monte Nichols and I'm currently pursuing my B.S. in Computer Science at the University of Texas at Dallas. I recently obtained my B.A. in Interactive Design and Game Development from the Savannah College of Art and Design. I am interested in software development, motion planning and pathfinding, 3d environments, and any interactive medium.
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