This is my rambling cohort of misfits and scalawags who've been rejected by society and have no choice but to come test for me.
Hardcore Gamers/Metal Fans
James Melville
age: 26
hardcore cred: Glitching 7 million gamer points on Xbox Live/Got a blood clot
from not moving enough due to video games.
metal cred: Stands in the middle of mosh pits and doesn't get hit because
everyone is scared of him.
Richard Gutierrez
age: 21
hardcore cred: Hitting Prestige mode within a week of Call of Duty 4's release
metal cred: Lives at Starland Ballroom, doesn't own a t-shirt without a metal
band on it.
Patrick Forgione
age: 25
hardcore cred: Defeating 5 guys in a row on Guitar Hero while playing In
Flames on expert
metal cred: Metal is the only music genre that can keep him suitably calm
Hardcore Gamers/Non-Metal Fans
Sloat Levine
age: 21
hardcore cred: Owns every Castlevania game ever produced
Ashton Merritt
age: 25
hardcore cred: Working at Gamestop specifically to influence opinions and
trends of fellow gamers.
Casual Gamers/Non-Metal Fans
Kunal Patel
age: 25
gamer cred: Playing every DDR machine in 3 out of the 5 boroughs
Non-Gamers
Alana Debiase
age: 24
gamer cred: Being forced by me to learn to use Netflix on the Xbox
Sunday, September 20, 2009
Monday, September 14, 2009
Who what why where when on Mosh Pit
Lawrence
1.Audience? The audience is the casual gamer, ages 16-30 and people of same age interested in heavy metal music. Someone who has played games before but not a lot of them. Not a lot of time to invest in learning a huge control scheme. People who play web-based or mobile games.
2.Where? Online or on a mobile device. Would be found through game portals.
3.When? Requires full attention when being played
4.Why? Users want to hear good music. Work out their frustrations. Why would you play a first person shooter? Visceral experience of violence against your fellow man.
5.What aspect of the project? The controls the whole game. Gameplay is everything.
1.Audience? The audience is the casual gamer, ages 16-30 and people of same age interested in heavy metal music. Someone who has played games before but not a lot of them. Not a lot of time to invest in learning a huge control scheme. People who play web-based or mobile games.
2.Where? Online or on a mobile device. Would be found through game portals.
3.When? Requires full attention when being played
4.Why? Users want to hear good music. Work out their frustrations. Why would you play a first person shooter? Visceral experience of violence against your fellow man.
5.What aspect of the project? The controls the whole game. Gameplay is everything.
Bibliography
Rules of Play
by Katie Salen and Eric Zimmerman
This is a great general primer to the world of games. It's good for getting things I didn't think of.
Game Feel: A Game Designer's Guide to Virtual Sensation
by Steve Swink
This has been my bible in order to make my game have the proper feel. If the controls fail then the game fails with it.
A Theory of Fun for Game Design
by Raph Koster
Another good primer that makes sure I don't miss anything in the core game. Especially the learned behavior bits.
Creating Emotion in Games: The Craft and Art of Emotioneering
by by David E. Freeman
The game has a story that I'll need to express so it's best that I figure out how to do that well.
Foundation Game Design with Flash
by Rex van der Spuy
This has some good formulas in it.
Beginning Java Game Programming Second Edition
by Johnathan S Harbour
If and when I move to the Iphone I'll be needing this.
Foundation Actionscript 3.0 Animation: Making Things Move!
by Keith Peters
This has some great formulas in it.
Programming Game AI by Example
by Mat Buckland
This was a huge weak point in the first prototype so now I'm going to learn how to do it right.
Behavioral Mathematics for Game AI
by Dave Mark
See above. I love the smell of mathematics in the morning.
by Katie Salen and Eric Zimmerman
This is a great general primer to the world of games. It's good for getting things I didn't think of.
Game Feel: A Game Designer's Guide to Virtual Sensation
by Steve Swink
This has been my bible in order to make my game have the proper feel. If the controls fail then the game fails with it.
A Theory of Fun for Game Design
by Raph Koster
Another good primer that makes sure I don't miss anything in the core game. Especially the learned behavior bits.
Creating Emotion in Games: The Craft and Art of Emotioneering
by by David E. Freeman
The game has a story that I'll need to express so it's best that I figure out how to do that well.
Foundation Game Design with Flash
by Rex van der Spuy
This has some good formulas in it.
Beginning Java Game Programming Second Edition
by Johnathan S Harbour
If and when I move to the Iphone I'll be needing this.
Foundation Actionscript 3.0 Animation: Making Things Move!
by Keith Peters
This has some great formulas in it.
Programming Game AI by Example
by Mat Buckland
This was a huge weak point in the first prototype so now I'm going to learn how to do it right.
Behavioral Mathematics for Game AI
by Dave Mark
See above. I love the smell of mathematics in the morning.
Labels:
bibliography
Sunday, September 13, 2009
Let's Talk Music in Mosh Pit
Solo Mode
Every song in Mosh Pit has a solo and during that solo the screen will fill with easy enemies to smash. In later levels a few very powerful enemies will be scattered in giving more of a challenge.
The stage music order will go like this:
Purposely Terrible Country song for the training level (with extra banjo cause I'm that fucking cool.)
70s Black Sabbath style song
90s Metallica song aka Metalesqua
Metalcore style song with influences by All That Remains/Killswitch Engage (This is the song that will easily blow my voice for a few days)
Death Metal style song with faux classical layering I.E. lots of cellos, violins, a giant chorus etc. etc.
Boss fights will have a looping hardcore track without vocals
\m/
Every song in Mosh Pit has a solo and during that solo the screen will fill with easy enemies to smash. In later levels a few very powerful enemies will be scattered in giving more of a challenge.
The stage music order will go like this:
Purposely Terrible Country song for the training level (with extra banjo cause I'm that fucking cool.)
70s Black Sabbath style song
90s Metallica song aka Metalesqua
Metalcore style song with influences by All That Remains/Killswitch Engage (This is the song that will easily blow my voice for a few days)
Death Metal style song with faux classical layering I.E. lots of cellos, violins, a giant chorus etc. etc.
Boss fights will have a looping hardcore track without vocals
\m/
Monday, September 7, 2009
Animation Precedent: Shank
http://www.gametrailers.com/video/pax-09-shank/55492
It has to be done with the model broken into pieces then slightly drawn over on each frame.
It has to be done with the model broken into pieces then slightly drawn over on each frame.
Mosh Pit - Movement Diagram
How you'll be using the mouse to move in the game. Hope this clears things up.
The character follows a few paces behind any move the player makes and mimics it exactly till he's thrown. When thrown he takes on the curve of the throw if it exists.
Enjoy.

The character follows a few paces behind any move the player makes and mimics it exactly till he's thrown. When thrown he takes on the curve of the throw if it exists.
Enjoy.

Sunday, September 6, 2009
Random Collission Idea
I was watching rams battle for dominance on the discovery channel.
There needs to be a function in the game where when a player or an enemy of equal momentum collide you have to rapidly tap the action button in order to win the engagement or keep moving. That'd be so sweet.
There needs to be a function in the game where when a player or an enemy of equal momentum collide you have to rapidly tap the action button in order to win the engagement or keep moving. That'd be so sweet.
Labels:
collisions,
Mosh Pit
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