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FSU Game Design

Thursday, October 2, 2014. This is a simple animation of a ball bouncing around a spinning table. This animates both location and rotation using two different objects. This could be used for one of our scenes containing our main character and one of the many auxiliary characters on the table. The space in our game is discrete. The arcade is basically our board and the different games or events are the fixed spaces where our character can move. The operative actions of our game will be moving around, fixi...

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FSU Game Design | nmfsugd.blogspot.com Reviews
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Thursday, October 2, 2014. This is a simple animation of a ball bouncing around a spinning table. This animates both location and rotation using two different objects. This could be used for one of our scenes containing our main character and one of the many auxiliary characters on the table. The space in our game is discrete. The arcade is basically our board and the different games or events are the fixed spaces where our character can move. The operative actions of our game will be moving around, fixi...
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FSU Game Design | nmfsugd.blogspot.com Reviews

https://nmfsugd.blogspot.com

Thursday, October 2, 2014. This is a simple animation of a ball bouncing around a spinning table. This animates both location and rotation using two different objects. This could be used for one of our scenes containing our main character and one of the many auxiliary characters on the table. The space in our game is discrete. The arcade is basically our board and the different games or events are the fixed spaces where our character can move. The operative actions of our game will be moving around, fixi...

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1

FSU Game Design: HW#3

http://www.nmfsugd.blogspot.com/2014/09/hw3.html

Thursday, September 18, 2014. Subscribe to: Post Comments (Atom). Http:/ fsugdcolby.blogspot.com/ - Colby http:/ harrisonfsugd.blogspot.com/ -Harrison http:/ genaroheredia.blogspot.com/ -Geno. View my complete profile. Home Made Pictures By Nolan. Playing Smite With a Voiceover. Awesome Inc. template. Powered by Blogger.

2

FSU Game Design: September 2014

http://www.nmfsugd.blogspot.com/2014_09_01_archive.html

Thursday, September 18, 2014. Forgetting about the game, think about your player. What are the experiences you want your player to have. I would love for the player to have an emotional time playing the game. This could range from feeling sad due to the story, angry due to the difficulty, or even amused at the animation. What are the essential elements of that experience? Suggest a few ways your game might capture those experiences. Discuss a few ways in which you might include a surprise in your game.

3

FSU Game Design: October 2014

http://www.nmfsugd.blogspot.com/2014_10_01_archive.html

Thursday, October 2, 2014. This is a simple animation of a ball bouncing around a spinning table. This animates both location and rotation using two different objects. This could be used for one of our scenes containing our main character and one of the many auxiliary characters on the table. The space in our game is discrete. The arcade is basically our board and the different games or events are the fixed spaces where our character can move. The operative actions of our game will be moving around, fixi...

4

FSU Game Design: Homework #2 ~Questions

http://www.nmfsugd.blogspot.com/2014/09/homework-2-questions.html

Thursday, September 11, 2014. 1) Our team took the time to meet each other this Wednesday on the bottom floor of Dirac to discuss our Game. 2)We discussed the story, characters, level design, and ultimate goal of our Game. 3)We all took notes in our notebook to keep track of the ideas that everyone was pitching. We took the notes so that we wouldn't forget anything anyone had said. 4)I did not transfer the contents to the computer. We agreed to reconvene after a week to pitch more ideas at each other.

5

FSU Game Design: My Current Tastes

http://www.nmfsugd.blogspot.com/2014/09/httpwww.html

Monday, September 1, 2014. Http:/ www.hirezstudios.com/smite. This is the game that was in my first post. What I like about it:. Better control of combat and champions(when compared to DOTA2 and LOL). Theme of characters(All gods from polytheistic beliefs). Variation of Game Types(Single lane 5v5 randoms and 3v3, 5v5 open arena matches, then standard lane matches). Http:/ www.divinityoriginalsin.com/. If you Like RPG's then you'll like divinity: original Sin. What I like about it:.

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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,...

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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 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...

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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.

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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...

chettyharish.blogspot.com chettyharish.blogspot.com

Game Design: Homework 13 / Game Document

http://chettyharish.blogspot.com/2014/11/homework-13-game-document.html

Thursday, November 6, 2014. Homework 13 / Game Document. Since it was a team document and not an individual post, Here's the link for the document of the team member:. Http:/ greatdesignogames.blogspot.com/2014/11/hw-13-game-doc.html. Subscribe to: Post Comments (Atom). View my complete profile. HW 15 / Project Status. Homework 14 / Indirect Control. Homework 13 / Game Document. Picture Window template. Powered by Blogger.

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Game Design: October 2014

http://chettyharish.blogspot.com/2014_10_01_archive.html

Tuesday, October 21, 2014. Homework 12/ team tasks. Pick a Name (Oct 31). Write dialogue, menu news blurbs, and other in game written material. Create survey for play testers. Create and design final dungeon map. Work movement and actions of the main character (stealth, run, walk, pick up, smash, use gun, talk). Work movement and actions of the monster (navigation, sound and light sensors/threshold, sight). Work use cell phone animation and menu (make sure to add battery and light sensors). Ability to na...

chettyharish.blogspot.com chettyharish.blogspot.com

Game Design: Homework 12/ team tasks

http://chettyharish.blogspot.com/2014/10/homework-12-team-tasks.html

Tuesday, October 21, 2014. Homework 12/ team tasks. Pick a Name (Oct 31). Write dialogue, menu news blurbs, and other in game written material. Create survey for play testers. Create and design final dungeon map. Work movement and actions of the main character (stealth, run, walk, pick up, smash, use gun, talk). Work movement and actions of the monster (navigation, sound and light sensors/threshold, sight). Work use cell phone animation and menu (make sure to add battery and light sensors).

chettyharish.blogspot.com chettyharish.blogspot.com

Game Design: Homework 11/ Interfaces

http://chettyharish.blogspot.com/2014/10/homework-11-interfaces.html

Tuesday, October 21, 2014. 1) Describe the user interface in your game. It's a First Person RPG with mouse control for rotation and keyboard controls for translation. The player can move forward/backward/left and right using W/S/A and D respectively. He also gains ability to see 2Pi radians in all the 3 axis. There are also special keys binded (not selected yet) which will be used for interactions with the game environment. 2) What role will the interface play in your game. How could this be improved?

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FSU Game Design

Thursday, October 2, 2014. This is a simple animation of a ball bouncing around a spinning table. This animates both location and rotation using two different objects. This could be used for one of our scenes containing our main character and one of the many auxiliary characters on the table. The space in our game is discrete. The arcade is basically our board and the different games or events are the fixed spaces where our character can move. The operative actions of our game will be moving around, fixi...

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