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Game Design 3725

Saturday, November 15, 2014. For the game, we have finished:. We completed the the majority of the characters which Ricardo is set to animate soon. We only have the side kick character left, a few more AIs, and to craft a visor for each AI. The city sections have been completed. For the visor, all we have left is to make one that appears on the AIs. The cone sensor has been completed. We are set to begin items this week, although we have objects such as trash cans and such. Textures are mostly finished.

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Game Design 3725 | shelbyjay1019.blogspot.com Reviews
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Saturday, November 15, 2014. For the game, we have finished:. We completed the the majority of the characters which Ricardo is set to animate soon. We only have the side kick character left, a few more AIs, and to craft a visor for each AI. The city sections have been completed. For the visor, all we have left is to make one that appears on the AIs. The cone sensor has been completed. We are set to begin items this week, although we have objects such as trash cans and such. Textures are mostly finished.
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Game Design 3725 | shelbyjay1019.blogspot.com Reviews

https://shelbyjay1019.blogspot.com

Saturday, November 15, 2014. For the game, we have finished:. We completed the the majority of the characters which Ricardo is set to animate soon. We only have the side kick character left, a few more AIs, and to craft a visor for each AI. The city sections have been completed. For the visor, all we have left is to make one that appears on the AIs. The cone sensor has been completed. We are set to begin items this week, although we have objects such as trash cans and such. Textures are mostly finished.

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shelbyjay1019.blogspot.com shelbyjay1019.blogspot.com
1

Game Design 3725: September 2014

http://www.shelbyjay1019.blogspot.com/2014_09_01_archive.html

Thursday, September 25, 2014. Wednesday, September 24, 2014. Quick update for Homework 3. Sunday, September 21, 2014. For this homework, I used the Dalaks, a small gun, a ball, as well as Carl from the youtube videos Llamas with Hats. To work on collisions with Blender. I was able to get two object to somewhat collide however the Dalaks I downloaded are still giving me trouble with movement. Thursday, September 18, 2014. 1) What are the experience(s) you want your player to have. Without giving too much ...

2

Game Design 3725: November 2014

http://www.shelbyjay1019.blogspot.com/2014_11_01_archive.html

Saturday, November 15, 2014. For the game, we have finished:. We completed the the majority of the characters which Ricardo is set to animate soon. We only have the side kick character left, a few more AIs, and to craft a visor for each AI. The city sections have been completed. For the visor, all we have left is to make one that appears on the AIs. The cone sensor has been completed. We are set to begin items this week, although we have objects such as trash cans and such. Textures are mostly finished.

3

Game Design 3725: Homework 13

http://www.shelbyjay1019.blogspot.com/2014/11/homework-13.html

Friday, November 7, 2014. Have very many constraints in the works, due to the fact we want the player to believe they have free will so that the twist at the end will be more intense. Overall for our game, we will rely heavily on indirect control to avoid seeming too controlling about getting our point and premise across to the player. I believe that using methods such as music and scenery, that this will be the only way we can accomplish this. Subscribe to: Post Comments (Atom). View my complete profile.

4

Game Design 3725: Homework 11: Chapter 13

http://www.shelbyjay1019.blogspot.com/2014/10/homework-11-chapter-13.html

Thursday, October 23, 2014. Homework 11: Chapter 13. 1) Describe the user interface in your game. 2) What role will the interface play in your game. The interface will set the mood for the game, without the proper interface our game could fall short or be overly complicated. 3) Intuitive interfaces give a feeling of control. How easy (or hard) is your interface to master? 4) Will your players have a strong influence over the outcome of the game? If not, how can you change this? How could this be improved?

5

Game Design 3725: Weeks contribution

http://www.shelbyjay1019.blogspot.com/2014/10/weeks-contribution.html

Thursday, October 23, 2014. This weeks contributions were reading up on game interface, searching through blendswap for viable items to use in the game, and brainstorming and trials of how to design the comic book style story telling for the game. Subscribe to: Post Comments (Atom). View my complete profile. My Partners in crime:. Homework 11: Chapter 13. Week 10/8 Game update. Watermark template. Powered by Blogger.

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chettyharish.blogspot.com chettyharish.blogspot.com

Game Design: Homework 14 / Indirect Control

http://chettyharish.blogspot.com/2014/11/homework-14-indirect-control.html

Thursday, November 6, 2014. Homework 14 / Indirect Control. Constrains are in terms of navigating through the city. There are a limited number of possible solutions (Though the player can choose any) to escape from the city. To make it slightly easier, the player has access to a visual static map which has an image of the city before the destruction (which might be misleading as stuff has changed). The game provides a sense of direction and path using roads and buildings. Paths generally look the sam...

chettyharish.blogspot.com 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 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 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 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 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...

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.

chettyharish.blogspot.com chettyharish.blogspot.com

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).

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Game Design 3725

Saturday, November 15, 2014. For the game, we have finished:. We completed the the majority of the characters which Ricardo is set to animate soon. We only have the side kick character left, a few more AIs, and to craft a visor for each AI. The city sections have been completed. For the visor, all we have left is to make one that appears on the AIs. The cone sensor has been completed. We are set to begin items this week, although we have objects such as trash cans and such. Textures are mostly finished.

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