Displaying posts published in

December 2012

Archon Final Presentation

This is post is intend to be a project wrap up for team Archon and a overview of the points we discussed in our final presentation. Contents: Part 1: What we were able to do Part 2: What we didn’t do Part 3: What we would change if we could do it all over again […]

Team Donkey- Final Presentation Notes

Hello! This is David Chi from Team Donkey providing a post-project summary and review.

Team Shadowstalker: Final Presentation Materials

This includes our presentation, video, and document.

Personal Space Invaders Final Presentation

A Reflection on Decisions Past Space Escape by Personal Space Invaders David Garcia, Trevor Radcliffe, Westley Schrack When we planned to make Space Escape we envisions a fun top down shooter where the player must escape from the level by completing various objectives.  The two things we wanted in a game before I even began […]

Acorn Ace Final Project Discussion

The development of “Acorn Ace” over the past few weeks has been a dynamic, yet fun and rewarding project. After many changes, iterations, and hours of work, we are proud of the game we’ve developed and are considering continuing work on it and publishing it on the App Store as a game for mobile phones […]

Final Presentation Stack Overflow : Escape the Death Chamber

Powerpoint Presentation Final Write-up Original Design Document

StackOverflow – Final Log (11/26 – 12/2)

What was planned: Refine power-ups / boost / barrel-roll as necessary Refine level based on Playtesting feedback What was done: Power-ups now give indications when when collected Boost and barrel rolls were left unchanged Level design was improved/made harder with sideways pillars and other changes to the level design. We added a few tweaks to […]

Archon Weekly Log 11/26 – 12/03

This week showed a ton of refinement for Archon. Monday night had us preparing our play testing scene which brought in some polish and bug fixing. After Tuesday play testing, a large number of issues were brought to light and many substantial changes to combat, polish and game play were pursued until the final build. Game performance was greatly improved and […]

Final Projects Are Up!

It’s been a great semester, and the final game projects for each group are now posted.  Unlike previous semesters, the final project was 6 weeks from pitch to final demonstration, which is a very small amount of time to build a game prototype (when you consider this is only one of many classes everyone is […]

Boost Junkie Final Build

A Fast-paced 3D shooter. Destroy as many enemies as possible while surviving as long as you can!

DROP TABLE *: Final Build

RECOMMENDATION: PLAY IN FULLSCREEN This is our final build for the game Prismatic. The player must reach the end goal (represented by a ring of light) as fast as possible. The player can use four powers. Touching a Red Portal allows the player to double jump for a short time. Blue Portals allow the player to run […]

Archon Final Build

This the final build for Archon. Objective: Use your arsenal of mechanized warriors to defend yourself (the archon orb) from waves of enemy mechs. Survive all the waves or destroy an enemy fortress to achieve victory.

Colored Spaghetti Final Build: Ghost Hunt