This document provides an overview and design details for the game "Play With Fire", in which the player controls a fireball avatar that traverses levels made of different materials which can be set on fire. The player's goal is to ignite a torch on each level by using their fireball to burn supports and platforms. Key aspects of the design include the fireball's ability to jump higher as it gets hotter, spreading fires to ignite more materials, and achieving a high "chain" of simultaneous burning blocks for bonus points. Graphics and controls are kept simple to provide an accessible but engaging puzzle-solving experience across varied levels.
This technical document outlines the design and requirements for a squad-based multiplayer game. It describes the game's levels, user interface, squad units, enemies, camera and movement systems. It also details the general requirements such as supporting a 3D environment, reward/punishment systems, difficulty progression, and audio. Additional graphics requirements are outlined that involve using particles for explosions and custom shaders for animated models and lighting effects. The artificial intelligence requirements involve controlling individual characters, squad groups, and pathfinding algorithms.
Dark Souls is an action RPG published by Namco Bandai and developed by From Software. Like the previous game Demon's Souls, Dark Souls is known for its extreme difficulty that requires players to learn enemy patterns through trial and error without much guidance. The game features an intricate online component where players can leave messages to help or mislead others, as well as invade or assist other players. Dark Souls introduces bonfires that serve as checkpoints but respawn all defeated enemies, increasing the challenge. Players must manage their character stats, equipment, and currency known as souls to progress through the game's dangerous world and defeat deadly enemies and bosses.
The document discusses lighting for digital video, including the attributes of light, types of artificial light sources, and lighting techniques. It defines key lighting concepts like color temperature, intensity, hard vs soft light, and three-point lighting. Three-point lighting uses a key light, fill light, and backlight to properly illuminate a subject and create separation from the background. Outdoor lighting can also be done effectively by using the position of the sun or adding diffusion.
This document is the user manual for Box2D v2.2.0, a 2D rigid body simulation library for games. It introduces core concepts like shapes, bodies, fixtures, constraints, contacts, joints, and worlds. It also covers the Box2D modules, units of measurement, and factories/definitions used to create and destroy simulation objects. Programmers can use Box2D to procedurally animate game objects and make game worlds more interactive.
Lập trình game trên nền HTML5. Tác giả YinYang
Theo dõi update tại Cộng đồng phát triển game Việt http://vietgamedev.net hoặc http://yinyangit.wordpress.com/
This document provides an overview of the gameplay for Super Mario Bros. X, a fan-made Mario game. It discusses the system requirements, controls, screen layout, playable characters like Mario, Luigi and Link, common items like mushrooms and fire flowers, and major enemies like Birdo, Mouser and Bowser. The manual was created by community member "Blue" and provides details on character abilities, item effects, and boss battle strategies to help players experience and enjoy the fan game.
The document provides an overview of the popular battle royale game PlayerUnknown's Battlegrounds (PUBG). It describes the open world map which includes various terrains, structures, and vehicles. It also discusses the first-person shooter gameplay where 100 players battle to be the last surviving player. Players can customize their avatars and loot weapons, armor, and supplies to aid their survival. The goal is to kill other players while avoiding the poisonous blue zone that slowly closes in on the map. PUBG utilizes the Unreal Engine 4 and aims for photorealistic graphics to create an immersive battle royale experience.
This technical document outlines the design and requirements for a squad-based multiplayer game. It describes the game's levels, user interface, squad units, enemies, camera and movement systems. It also details the general requirements such as supporting a 3D environment, reward/punishment systems, difficulty progression, and audio. Additional graphics requirements are outlined that involve using particles for explosions and custom shaders for animated models and lighting effects. The artificial intelligence requirements involve controlling individual characters, squad groups, and pathfinding algorithms.
Dark Souls is an action RPG published by Namco Bandai and developed by From Software. Like the previous game Demon's Souls, Dark Souls is known for its extreme difficulty that requires players to learn enemy patterns through trial and error without much guidance. The game features an intricate online component where players can leave messages to help or mislead others, as well as invade or assist other players. Dark Souls introduces bonfires that serve as checkpoints but respawn all defeated enemies, increasing the challenge. Players must manage their character stats, equipment, and currency known as souls to progress through the game's dangerous world and defeat deadly enemies and bosses.
The document discusses lighting for digital video, including the attributes of light, types of artificial light sources, and lighting techniques. It defines key lighting concepts like color temperature, intensity, hard vs soft light, and three-point lighting. Three-point lighting uses a key light, fill light, and backlight to properly illuminate a subject and create separation from the background. Outdoor lighting can also be done effectively by using the position of the sun or adding diffusion.
This document is the user manual for Box2D v2.2.0, a 2D rigid body simulation library for games. It introduces core concepts like shapes, bodies, fixtures, constraints, contacts, joints, and worlds. It also covers the Box2D modules, units of measurement, and factories/definitions used to create and destroy simulation objects. Programmers can use Box2D to procedurally animate game objects and make game worlds more interactive.
Lập trình game trên nền HTML5. Tác giả YinYang
Theo dõi update tại Cộng đồng phát triển game Việt http://vietgamedev.net hoặc http://yinyangit.wordpress.com/
This document provides an overview of the gameplay for Super Mario Bros. X, a fan-made Mario game. It discusses the system requirements, controls, screen layout, playable characters like Mario, Luigi and Link, common items like mushrooms and fire flowers, and major enemies like Birdo, Mouser and Bowser. The manual was created by community member "Blue" and provides details on character abilities, item effects, and boss battle strategies to help players experience and enjoy the fan game.
The document provides an overview of the popular battle royale game PlayerUnknown's Battlegrounds (PUBG). It describes the open world map which includes various terrains, structures, and vehicles. It also discusses the first-person shooter gameplay where 100 players battle to be the last surviving player. Players can customize their avatars and loot weapons, armor, and supplies to aid their survival. The goal is to kill other players while avoiding the poisonous blue zone that slowly closes in on the map. PUBG utilizes the Unreal Engine 4 and aims for photorealistic graphics to create an immersive battle royale experience.
The document discusses game-based reward systems and proposes ideas for incentivizing user behavior on Yahoo Answers. It outlines different types of rewards, including currency, rank, mechanical, narrative, emotional rewards. It also discusses behavioral reinforcement using positive and negative stimuli. The key points are:
1) Rewards are more effective when distributed using varied intervals rather than fixed intervals.
2) Rewards work best when given based on number of interactions, not time alone.
3) Real-time reward notifications increase transparency and help users optimize their experience.
This document provides an overview and design notes for a level in a video game called "The Escape." It includes 3 scenes that make up the level. Scene 1 introduces the player's starting location and objectives. Scene 2 involves collecting 2 glider parts from structures. Scene 3 plays a cutscene of the player escaping on a repaired glider and transitioning to the next level. The design notes specify elements like barriers, lighting, interactive doors, player controls, and objectives for the level.
This document provides a strategy guide for the multiplayer online first-person shooter game Counter-Strike. It describes the basic gameplay, which pits terrorists against counter-terrorists across various maps with objectives like rescuing hostages or planting bombs. The guide emphasizes the importance of teamwork, strategic thinking, awareness, and anticipating enemy movements. It provides tips for players to smoothly maneuver the maps, aim accurately, think strategically about positioning, and work together as a unit to achieve victory.
1. The document provides instructions for creating a scrolling shooter game called "1945" in Game Maker. It describes creating a scrolling background, adding islands that reappear at the top of the screen, and programming the movement and boundaries of the player's plane.
2. Variables are introduced as a way to track game properties and control timing, such as only allowing the player to shoot every five steps. The document provides examples of setting and checking variable values.
3. The game involves the player controlling a plane to shoot down enemy planes that appear over a scrolling sea background. The goal is to survive as long as possible while destroying enemies.
The game Breach takes place in 2123 after an experimental reactor using a new element called Excidiem caused a meltdown, transforming the planet. The player controls the defensive AI of the Excidiem core aboard an isolation sphere, defending it from enemy "Contagions" by moving along rails and using weapons. The goal is to protect the core as long as possible through increasing difficult levels until the unstable Excidiem explodes. Powerups and upgraded weapons can be earned to aid in defense.
This document provides the design details for the board game "The Not So Great Depression". It includes sections on the game description, designers' intent, developers' log of changes made, materials list, character cards, resource cards, scenario cards, card distribution, game rules, and game mechanics. The goal is for players to strategically survive in a post-financial collapse world by attacking, stealing from, or consuming other players to be the last one standing.
Hello fellow gamers, my name is Adam and I run a gaming site called Gamescroller. I create regular livestreams, reviews, previews, unboxings and indie game showcases for YOU my fellow gamers. I try to help out indie developers where I can and so a lot of my content is based around indie gaming, this particular post is about an Indie game called DinoSystem where you must survive a harsh wilderness of Dinosaurs!I would like to take this opportunity to inform you that Gamescroller is a part of the EotP Gaming Network, a young network of like-minded gamers who want to stream and create content for all gamers and create a vast community where we are all united as one glorious gamer base.So sit back and enjoy as we jump into prehistoric world of DinoSystem!
The document describes the steps taken to develop a 2D side-scrolling shooter game. It details how the developer designed a spaceship sprite for the player, added movement code to move the sprite, created enemies that spawn and shoot lasers, and added powerups, HUD elements, and different enemy types that shoot continuous lasers or homing rockets. The developer iterated on the game design, adding elements like background scrolling, health systems, scoring, and time-based winning conditions to create a complete side-scrolling shooter game.
The document is a user manual for the arcade-style brick breaking game "Tornado Brick Smasher" developed by Clayton Schembri. It contains information about gameplay, controls, levels, powerups, scoring, and winning/losing conditions. The player controls a paddle to hit a ball and break bricks of different colors and point values across 5 levels. Powerups can provide temporary paddle modifications. The goal is to break all bricks in a level before losing all balls.
Rise of the Tomb Raider was released in 2015 and is a sequel to the 2013 Tomb Raider game. It follows Lara Croft's journey to Siberia in search of the legendary city of Kitezh while battling the paramilitary organization Trinity. The game has a third-person perspective and focuses on survival and combat. It features various landscapes and tombs for the player to explore. The terrain includes caves, forests, mountains, and different weather conditions.
The document summarizes the portfolio of work by the author from 2008-2010. It includes designing achievements for the game Rabbids: Alive & Kicking, including defining different achievement types and criteria for unlocking them. It also discusses adapting adventure games Egypt 2 and Atlantis 3 to the iPhone, including simplifying puzzles and level design. Finally, it mentions working on organizing menus for the game Rabbids: Alive & Kicking using Kinect interactions.
The document discusses game-based reward systems and proposes ideas for incentivizing user behavior on Yahoo Answers. It outlines different types of rewards, including currency, rank, mechanical, narrative, emotional rewards. It also discusses behavioral reinforcement using positive and negative stimuli. The key points are:
1) Rewards are more effective when distributed using varied intervals rather than fixed intervals.
2) Rewards work best when given based on number of interactions, not time alone.
3) Real-time reward notifications increase transparency and help users optimize their experience.
This document provides an overview and design notes for a level in a video game called "The Escape." It includes 3 scenes that make up the level. Scene 1 introduces the player's starting location and objectives. Scene 2 involves collecting 2 glider parts from structures. Scene 3 plays a cutscene of the player escaping on a repaired glider and transitioning to the next level. The design notes specify elements like barriers, lighting, interactive doors, player controls, and objectives for the level.
This document provides a strategy guide for the multiplayer online first-person shooter game Counter-Strike. It describes the basic gameplay, which pits terrorists against counter-terrorists across various maps with objectives like rescuing hostages or planting bombs. The guide emphasizes the importance of teamwork, strategic thinking, awareness, and anticipating enemy movements. It provides tips for players to smoothly maneuver the maps, aim accurately, think strategically about positioning, and work together as a unit to achieve victory.
1. The document provides instructions for creating a scrolling shooter game called "1945" in Game Maker. It describes creating a scrolling background, adding islands that reappear at the top of the screen, and programming the movement and boundaries of the player's plane.
2. Variables are introduced as a way to track game properties and control timing, such as only allowing the player to shoot every five steps. The document provides examples of setting and checking variable values.
3. The game involves the player controlling a plane to shoot down enemy planes that appear over a scrolling sea background. The goal is to survive as long as possible while destroying enemies.
The game Breach takes place in 2123 after an experimental reactor using a new element called Excidiem caused a meltdown, transforming the planet. The player controls the defensive AI of the Excidiem core aboard an isolation sphere, defending it from enemy "Contagions" by moving along rails and using weapons. The goal is to protect the core as long as possible through increasing difficult levels until the unstable Excidiem explodes. Powerups and upgraded weapons can be earned to aid in defense.
This document provides the design details for the board game "The Not So Great Depression". It includes sections on the game description, designers' intent, developers' log of changes made, materials list, character cards, resource cards, scenario cards, card distribution, game rules, and game mechanics. The goal is for players to strategically survive in a post-financial collapse world by attacking, stealing from, or consuming other players to be the last one standing.
Hello fellow gamers, my name is Adam and I run a gaming site called Gamescroller. I create regular livestreams, reviews, previews, unboxings and indie game showcases for YOU my fellow gamers. I try to help out indie developers where I can and so a lot of my content is based around indie gaming, this particular post is about an Indie game called DinoSystem where you must survive a harsh wilderness of Dinosaurs!I would like to take this opportunity to inform you that Gamescroller is a part of the EotP Gaming Network, a young network of like-minded gamers who want to stream and create content for all gamers and create a vast community where we are all united as one glorious gamer base.So sit back and enjoy as we jump into prehistoric world of DinoSystem!
The document describes the steps taken to develop a 2D side-scrolling shooter game. It details how the developer designed a spaceship sprite for the player, added movement code to move the sprite, created enemies that spawn and shoot lasers, and added powerups, HUD elements, and different enemy types that shoot continuous lasers or homing rockets. The developer iterated on the game design, adding elements like background scrolling, health systems, scoring, and time-based winning conditions to create a complete side-scrolling shooter game.
The document is a user manual for the arcade-style brick breaking game "Tornado Brick Smasher" developed by Clayton Schembri. It contains information about gameplay, controls, levels, powerups, scoring, and winning/losing conditions. The player controls a paddle to hit a ball and break bricks of different colors and point values across 5 levels. Powerups can provide temporary paddle modifications. The goal is to break all bricks in a level before losing all balls.
Rise of the Tomb Raider was released in 2015 and is a sequel to the 2013 Tomb Raider game. It follows Lara Croft's journey to Siberia in search of the legendary city of Kitezh while battling the paramilitary organization Trinity. The game has a third-person perspective and focuses on survival and combat. It features various landscapes and tombs for the player to explore. The terrain includes caves, forests, mountains, and different weather conditions.
The document summarizes the portfolio of work by the author from 2008-2010. It includes designing achievements for the game Rabbids: Alive & Kicking, including defining different achievement types and criteria for unlocking them. It also discusses adapting adventure games Egypt 2 and Atlantis 3 to the iPhone, including simplifying puzzles and level design. Finally, it mentions working on organizing menus for the game Rabbids: Alive & Kicking using Kinect interactions.