Friday blog day all you need to know.
Topic equals Explore your Knowledge Community and find a research link you find helpful from another student's blog. Write a post explaining why this is a useful resource, link back to the blog of the student who originally posted it, and add the link to your blogroll. If you can't find anything of use from your peers' blogrolls, do some research and suggest a new resource that you found on your own.
Didn't find one so here's my resource : http://www.gamedev.net/reference/start_here/ THis is Game design for beginers it teaches you step by step to make games iot's quite the handy tool well my times up for the week Feliz Día de los muertos. Happy Halloween
~ZeroHeroes23~
Friday, October 29, 2010
Friday, October 15, 2010
Blogging
Friday, Blog day all you need to know.Well you might need the topic so:
Creating scenes in a sequence helps game designers tell the "story" of their game through a narrative. How are you using visual storytelling through your sequence of scenes to help players learn about your topic? What are examples of games you played in the Playing to Learn topic that use storytelling to teach a concept well? How have other narrative games influenced your game?
We have not really done a story any more than go from point A to point B while doing scientific notation questions. I suppose ZeitGeist would suffice for the visual story telling but it's not really the best example. Our original idea for our game was greatly inspired by ZeitGeist and Fallout 3 and now its it's own original project well that's it Bye.
~ZeroHeroes23~
References:
http://www.google.com/
Creating scenes in a sequence helps game designers tell the "story" of their game through a narrative. How are you using visual storytelling through your sequence of scenes to help players learn about your topic? What are examples of games you played in the Playing to Learn topic that use storytelling to teach a concept well? How have other narrative games influenced your game?
We have not really done a story any more than go from point A to point B while doing scientific notation questions. I suppose ZeitGeist would suffice for the visual story telling but it's not really the best example. Our original idea for our game was greatly inspired by ZeitGeist and Fallout 3 and now its it's own original project well that's it Bye.
~ZeroHeroes23~
References:
http://www.google.com/
Friday, October 1, 2010
Whatever you want this to be titled
Friday, so those that actually read this blog should know this is blog day so let's get to the topic. How has this assignment (Paper prototyping) helped you think more clearly about your game idea? Has it caused you to modify your ideas or approach? Why or why not? In order, let's rock this thing.
Paper prototyping has allowed me to get the basic outline of our game and made us actually think on whats up and what's down in our game. We have what our character looks like, what the enemies look like, we even have a rough design of the final boss.
It changed our entire gameplay scheme. Before your character was controlled like how you would imagine a Mario game but now your character stands still with a grenade cannon (which we dub the Bill Nye Bomber) and shoots at robots who have flash drives on their deactivated bodies. All in all it will hopefully be a good game.
~ZeroHeroes23~
References:
stories I've written
Paper prototyping has allowed me to get the basic outline of our game and made us actually think on whats up and what's down in our game. We have what our character looks like, what the enemies look like, we even have a rough design of the final boss.
It changed our entire gameplay scheme. Before your character was controlled like how you would imagine a Mario game but now your character stands still with a grenade cannon (which we dub the Bill Nye Bomber) and shoots at robots who have flash drives on their deactivated bodies. All in all it will hopefully be a good game.
~ZeroHeroes23~
References:
stories I've written
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