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Showing posts from January, 2018

Spike Block Programing Test

The spiked block that I was assigned is meant as a test of programing knowledge, with the model itself being "kit bashed," out of existing unity assets.  If you check the video or the blueprint image included in this post, you will see that my block executes its attack after a set "detection" delay, after which the sensors around it change color and the block spins like a drill into the ground, shaking the screen and playing a SFX that alternates based on how many times the spike has collided against the ground (to keep the SFX sounding fresh).  The drilling block also is set to deliver an additional "crunch" sound effect if it kills the player.  The full list of features are as follows: - Movement along the Z axis using Timeline - Rotating Animation - Color changing sensors and spikes - Alternating SFX - Death Specific SFX -Kill zone - Camera Shake

Rough Paper Map- Clone Conundrum

Rough Paper Map Jarod Reizian Frank Basic Story: --------------------------Idea 1: Clone Conundrum Story: You are a clone, trying to escape a facility where other clones are produced. Throughout the level you will use your basic platforming skills to traverse a facility trying to contain you and your brothers while making decisions on whether or not to help rescue others or simply help yourself. Learning objectives: A lot of game design fundamentals, teaching the player a little at a time and then ramping up the difficulty by combining threats. Trying to reach a teaching style similar to Megaman X, instead of with cut scenes or text. I also want to create a super difficult, but optional, boss at the end for the players to face. (But again, it won’t be difficult cause its anything necessarily new, just everything they have learned thus far) Ending: (You standing on a cliff looking out alongside 3 clones) Having escaped the facility, overthrown the br

Megaman X Tutorial Level Analysis

Megaman X Tutorial Level Analysis Jarod Reizian Frank Anyone whose played a Megaman game before knows how well structured and paced the games are, showing small conflicts and minor threats prior to combining them in crazy scenarios to keep things interesting; while simultaneously testing the player’s ability. In classic Megaman fashion the level layout is designed to introduce small obstacles in controlled environments prior to combining threats in challenging manors. You start out in a flat zone with no enemies, allowing you to push buttons and run around on your own. The first flying enemies you encounter are not only slow, but start their attacks nearly off screen from you, giving you plenty of time to see that not only is stage destruction possible, (their attacks crush bits of the floor out) but also that certain enemies are only able to be hit while jumping. And the two mini-bosses crash down and take you to a chasm environment in which you cant get out using just running