THE ADAPTATION of 3D VIDEO GAME PRODUCTION TECHNIQUES to the 2D GAME PLAY MECHANICS of the BEAT- EM-UP GENRE Donald Roeder Clemson University, [email protected]
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Final Fantasy 7: Remake Jumpchain by U/Guyinthecap and U/Timber-Faolan
Final Fantasy 7: Remake Jumpchain By u/guyinthecap and u/Timber-Faolan Welcome to Gaia; a world of monsters and heroes, where magic and modern technology mix. Your stay here will be marked by corporate domination, fearless rebellions, an ancient legacy, and the dark machinations of the One-Winged Man. This world has plenty of adventure to take part in. The question is, what part will you play? Take these, you’re going to need them. +1000cp Time and Location: Welcome to Midgar, the biggest city in the world. Shaped like two overlapping discs, the vast population of this metropolis is divided between nine districts on the upper “plate,” the slums that rest beneath the city, and the secret labyrinth of sewers and tunnels beneath the city known as Deepground. There is something for everyone in this city, and so you may choose to start anywhere. That said, keep in mind that some folks will be more welcome in certain neighborhoods than others. Shinra Corporation employees and Turks would be welcomed in Shinra’s many facilities, while Resistance Fighters and City Residents may prefer the discretion of the undercity slums. Regardless of your choice, you start your decade-long journey six months before the fateful night that Avalanche and a blonde-haired mercenary attack the mako reactor in Sector 1. Age and Gender: Gaia is full of heroes; men and women, young and old. Anyone can achieve greatness in this world. You may choose your gender, as well as any age between 14 and 74. Alternatively, you can roll for your age and gender to gain +50cp each. -
Res2k Gamelist ATARI 2600
RES2k Gamelist ATARI 2600 Carnival 3-D Tic-Tac-Toe Casino 32 in 1 Game Cartridge Cat Trax (Proto) 2005 Minigame Multicart (Unl) Cathouse Blues A-VCS-tec Challenge (Unl) Cave In (Unl) Acid Drop Centipede Actionauts (Proto) Challenge Adventure Championship Soccer Adventures of TRON Chase the Chuckwagon Air Raid Checkers Air Raiders Cheese (Proto) Air-Sea Battle China Syndrome Airlock Chopper Command Alfred Challenge (Unl) Chuck Norris Superkicks Alien Greed (Unl) Circus Atari Alien Greed 2 (Unl) Climber 5 (Unl) Alien Greed 3 (Unl) Coco Nuts Alien Codebreaker Allia Quest (Unl) Colony 7 (Unl) Alpha Beam with Ernie Combat Two (Proto) Amidar Combat Aquaventure (Proto) Commando Raid Armor Ambush Commando Artillery Duel Communist Mutants from Space AStar (Unl) CompuMate Asterix Computer Chess (Proto) Asteroid Fire Condor Attack Asteroids Confrontation (Proto) Astroblast Congo Bongo Astrowar Conquest of Mars (Unl) Atari Video Cube Cookie Monster Munch Atlantis II Cosmic Ark Atlantis Cosmic Commuter Atom Smasher (Proto) Cosmic Creeps AVGN K.O. Boxing (Unl) Cosmic Invaders (Unl) Bachelor Party Cosmic Swarm Bachelorette Party Crack'ed (Proto) Backfire (Unl) Crackpots Backgammon Crash Dive Bank Heist Crazy Balloon (Unl) Barnstorming Crazy Climber Base Attack Crazy Valet (Unl) Basic Math Criminal Persuit BASIC Programming Cross Force Basketball Crossbow Battlezone Crypts of Chaos Beamrider Crystal Castles Beany Bopper Cubicolor (Proto) Beat 'Em & Eat 'Em Cubis (Unl) Bee-Ball (Unl) Custer's Revenge Berenstain Bears Dancing Plate Bermuda Triangle Dark -
Exploration in a Reverse-RPG
Exploration in a Reverse-RPG Robogeddon, a Casual Real-Time Strategy Game A Major Qualifying Project Report submitted to the Faculty of the Worcester Polytechnic Institute in partial fulfillment of the requirements of the Degree of Bachelor of Science On April 28th, 2010 Submitted By: Riley Brown, Sean Crepeau, Karl Gibson, Adam Pastorello, Philip Tang, and Ian Williams Advised By: Professor Joseph Farbrook, Professor Jennifer deWinter and Professor Joseph Beck Exploration in a Reverse RPG – Robogeddon, a Casual Real-Time Strategy Game Abstract This report discusses the design, implementation, and analysis of Robogeddon, a casual real-time- strategy game for the PC, and was created as a WPI MQP for the computer science, interactive media and game development, and professional writing majors. Players in Robogeddon have the unique experience of taking on the role of an overwhelming agent of destruction, in contrast to the typical heroic archetype of many role-playing-games. Robogeddon incorporates “tried and true” elements from classic RTS games, as well as unique new features to attract more casual gamers. This report details the designers’ vision, in terms of artistic style and theme, as well as gameplay and the player experience. Additionally, the report will describe the approach to implementation and the challenges therein. Finally, the creators of Robogeddon describe the lessons learned from the process, and advice to future teams at WPI and beyond. 2 Exploration in a Reverse RPG – Robogeddon, a Casual Real-Time Strategy Game Acknowledgements We would like to extend our deepest gratitude to Professors Farbrook, deWinter, and Beck for their continual guidance in bringing our vision to life. -
It's Meant to Be Played
Issue 10 $3.99 (where sold) THE WAY It’s meant to be played Ultimate PC Gaming with GeForce All the best holiday games with the power of NVIDIA Far Cry’s creators outclass its already jaw-dropping technology Battlefi eld 2142 with an epic new sci-fi battle World of Warcraft: Company of Heroes Warhammer: The Burning Crusade Mark of Chaos THE NEWS Notebooks are set to transform Welcome... PC gaming Welcome to the 10th issue of The Way It’s Meant To Be Played, the he latest must-have gaming system is… T magazine dedicated to the very best in a notebook PC. Until recently considered mainly PC gaming. In this issue, we showcase a means for working on the move or for portable 30 games, all participants in NVIDIA’s presentations, laptops complete with dedicated graphic The Way It’s Meant To Be Played processing units (GPUs) such as the NVIDIA® GeForce® program. In this program, NVIDIA’s Go 7 series are making a real impact in the gaming world. Latest thing: Laptops developer technology engineers work complete with dedicated The advantages are obvious – gamers need no longer be graphic processing units with development teams to get the are making an impact in very best graphics and effects into tied to their desktop set-up. the gaming world. their new titles. The games are then The new NVIDIA® GeForce® Go 7900 notebook rigorously tested by three different labs GPUs are designed for extreme HD gaming, and gaming at NVIDIA for compatibility, stability, and hardware specialists such as Alienware and Asus have performance to ensure that any game seen the potential of the portable platform. -
Rétro Gaming
ATARI - CONSOLE RETRO FLASHBACK 8 GOLD ACTIVISION – 130 JEUX Faites ressurgir vos meilleurs souvenirs ! Avec 130 classiques du jeu vidéo dont 39 jeux Activision, cette Atari Flashback 8 Gold édition Activision saura vous rappeler aux bons souvenirs du rétro-gaming. Avec les manettes sans fils ou vos anciennes manettes classiques Atari, vous n’avez qu’à brancher la console à votre télévision et vous voilà prêts pour l’action ! CARACTÉRISTIQUES : • 130 jeux classiques incluant les meilleurs hits de la console Atari 2600 et 39 titres Activision • Plug & Play • Inclut deux manettes sans fil 2.4G • Fonctions Sauvegarde, Reprise, Rembobinage • Sortie HD 720p • Port HDMI • Ecran FULL HD Inclut les jeux cultes : • Space Invaders • Centipede • Millipede • Pitfall! • River Raid • Kaboom! • Spider Fighter LISTE DES JEUX INCLUS LISTE DES JEUX ACTIVISION REF Adventure Black Jack Football Radar Lock Stellar Track™ Video Chess Beamrider Laser Blast Asteroids® Bowling Frog Pond Realsports® Baseball Street Racer Video Pinball Boxing Megamania JVCRETR0124 Centipede ® Breakout® Frogs and Flies Realsports® Basketball Submarine Commander Warlords® Bridge Oink! Kaboom! Canyon Bomber™ Fun with Numbers Realsports® Soccer Super Baseball Yars’ Return Checkers Pitfall! Missile Command® Championship Golf Realsports® Volleyball Super Breakout® Chopper Command Plaque Attack Pitfall! Soccer™ Gravitar® Return to Haunted Save Mary Cosmic Commuter Pressure Cooker EAN River Raid Circus Atari™ Hangman House Super Challenge™ Football Crackpots Private Eye Yars’ Revenge® Combat® -
Staying Alive Fallout 76
ALL FORMATS EXCLUSIVE Staying Alive Far Cry 4’s Alex Hutchinson How the British games industry survived its on his “louder, brasher” game turbulent early years Fallout 76 Bethesda, BETA and “spectacular” bugs Issue 1 £3 wfmag.cc 01 72000 GRIS 16 7263 97 Subscribe today 12 weeks for £12* Visit: wfmag.cc/12issues to order * UK Price. 6 issue introductory offer In search of real criticism an games be art? Roger Ebert judge – the critic is a guide, an educator, and an argued that they couldn’t. He was interpreter. The critic makes subtext text, traces C wrong. Any narrative medium themes, and fills in white space. Put another can produce art. But I’m not sure way, the critic helps the audience find deeper we’re producing many examples that meet JESSICA PRICE meaning in a piece of art. Or: the critic teaches that definition. Let’s be honest: everyone keeps Jessica Price is a the audience the rules of the games artists play producer, writer, and talking about BioShock because it had something manager with over a so that they’re on a level ground with the artist. to say and said it with competence and style, decade of experience One only has to compare movie or TV reviews in triple-A, indie, and not because what it had to say was especially tabletop games. in any mainstream publication, in which at least profound. Had it been a movie or a book, I doubt some critical analysis beyond “is this movie it would have gotten much attention. -
Download the Catalog
WE SERVE BUSINESSES OF ALL SIZES WHO WE ARE We are an ambitious laser tag design and manufacturing company with a passion for changing the way people EXPERIENCE LIVE-COMBAT GAMING. We PROVIDE MANUFACTURING and support to businesses both big or small, around the world! With fresh thinking and INNOVATIVE GAMING concepts, our reputation has made us a leader in the live-action gaming space. One of the hallmarks of our approach to DESIGN & manufacturing is equipment versatility. Whether operating an indoor arena, outdoor battleground, mobile business, or a special entertainment OUR PRODUCTS HAVE THE HIGHEST REPLAY attraction our equipment can be CUSTOMIZED TO FIT your needs. Battle Company systems will expand your income opportunities and offer possibilities where the rest of the industry can only provide VALUE IN THE LASER TAG INDUSTRY limitations. Our products are DESIGNED AND TESTED at our 13-acre property headquarters. We’ve put the equipment into action in our 5,000 square-foot indoor laser tag facility as well as our newly constructed outdoor battlefield. This is to ensure the highest level of design quality across the different types of environments where laser tag is played. Using Agile development methodology and manufacturing that is ISO 9001 CERTIFIED, we are the fastest manufacturer in the industry when it comes to bringing new products and software to market. Battle Company equipment has a strong competitive advantage over other brands and our COMMITMENT TO R&D is the reason why we are leading the evolution of the laser tag industry! 3 OUT OF 4 PLAYERS WHO USE BATTLE COMPANY BUSINESSES THAT CHOOSE US TO POWER THEIR EXPERIENCE EQUIPMENT RETURN TO PLAY AGAIN! WE SERVE THE MILITARY 3 BIG ATTRACTION SMALL FOOTPRINT Have a 10ft x 12.5ft space not making your facility much money? Remove the clutter and fill that area with the Battle Cage. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27. -
Fighting Games, Performativity, and Social Game Play a Dissertation
The Art of War: Fighting Games, Performativity, and Social Game Play A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Todd L. Harper November 2010 © 2010 Todd L. Harper. All Rights Reserved. This dissertation titled The Art of War: Fighting Games, Performativity, and Social Game Play by TODD L. HARPER has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Mia L. Consalvo Associate Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT HARPER, TODD L., Ph.D., November 2010, Mass Communications The Art of War: Fighting Games, Performativity, and Social Game Play (244 pp.) Director of Dissertation: Mia L. Consalvo This dissertation draws on feminist theory – specifically, performance and performativity – to explore how digital game players construct the game experience and social play. Scholarship in game studies has established the formal aspects of a game as being a combination of its rules and the fiction or narrative that contextualizes those rules. The question remains, how do the ways people play games influence what makes up a game, and how those players understand themselves as players and as social actors through the gaming experience? Taking a qualitative approach, this study explored players of fighting games: competitive games of one-on-one combat. Specifically, it combined observations at the Evolution fighting game tournament in July, 2009 and in-depth interviews with fighting game enthusiasts. In addition, three groups of college students with varying histories and experiences with games were observed playing both competitive and cooperative games together. -
Drafts April
ACTION ADVENTURE FIRST PERSON SHOOTER THIRD PERSON SHOOTER Star Wars: Jedi Fallen Dragon Quest Wolfenstein: Ace Combat 7: SU 81 Sea of Solitude Metro: Exodus 83 Anthem 61 The Darwin Project Order Builders II Youngblood Ancestors; The Shenmue 3 Devil May Cry 5 88 The Dark Pictures Halo: Infinite Far Cry New Dawn 74 Control The Division 2 83 Human Kind Odyssey Earth Defense Force: Skull and Bones Nioh 2 Skull and Bones The Sinking City Rage 2 Doom Eternal Left Alive 37 Iron Rain Mechwarrior 5: Mechwarrior 5: Remnant Rise From Dying Light 2 The Blackout Club Deep Rock Galactic Generation Zero 49 Gears 5 Mercenaries Mercenaries The Ashes FIGHTING SPORTS RACING STRATEGY Jump Force 58 Mortal Kombat 11 NBA 2K ‘20 NBA Live ‘20 Sonic Team Racing Trials Rising 80 Age of Empires 4 Wargroove 83 Total War Dead or Alive 6 75 Dirt Rally 2.0 83 GTR 3 Conan Unconquered Samurai Shodown NHL ‘20 Madden ‘20 Three Kingdoms Granblue Fantasy Shovel Knight: MLB The Show 19 85 PES 2020 Dangerous Driving Xenon Racer 57 Tropico 6 78 Re-Legion 52 Versus Showdown Them’s Fighting Pro Fishing Monster Energy The Grand Tour KILL la KILL - IF FIFA ‘20 - 73 48 Imperator Rome Phoenix Point Herds Simulator Supercross 2 Game RPG ACTION RPG INDIE & ARCADE GAMES (PICK 2) Indivisible Digimon Survive God Eater 3 73 Kingdom Hearts 3 85 UFO50 Streets of Rage 4 Jenny LeClue Tunche Away: Journey To Town Greedfall Biomutant Code Vein 61 Hyper Jam 74 Toe Jame & Earl:BitG 72 Sayonara Wild Hearts The Unexpected Wasteland 3 Torchlight: Frontiers The Outer Worlds The Surge 2 Moving Out Untitled -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
Detroit: Become Human. Videogioco O Film Interattivo?
Detroit: Become Human. Videogioco o film interattivo? La nostra recensione Dalla parte degli androidi in Detroit: Become Human La console war ormai si gioca sulle esclusive, mentre le potenza “bruta” è relegata a mero strumento. Tra i tanti giochi attesi per la console di casa Sony di questo 2018 sicuramente troviamo Detroit: Become Human. Dietro questo atteso titolo c’è il team di David Cage di Quantic Dream. Prima di procedere con la recensione vera e propria del gioco, dobbiamo introdurre necessariamente il lavoro della software house francese. Quantic Dream tra cinema e avventura Quantic Dream ha prodotto pochi (capo)lavori da quando è stata fondata nel 1997. Omikron: The Nomad Soul è stato il primo timido tentativo di portare azione e regia in un gioco (impensabile tecnicamente per quei tempi). Un taglio cinamtografico che invece riuscirà perfettamente nel 2005 con Fahrenheit, l’avventura che per certi versi è stata il trampolino di lancio mondiale di Quantic Dream. Un affinamento che ha portato poi alle esclusive su Playstation 3 Heavy Rain e Beyond: Two Souls, vere e proprie avventure a pochi passi da film interattivi, ma con un engine grafico in tempo reale. Un salto qualitativo notevole, e veri esempi di cosa poteva fare una Playstation 3 se Detroit: Become Human. Videogioco o film interattivo? La nostra recensione conosciuta a fondo. Detroit: Become Human era un titolo atteso quasi dall’uscita della Playstation 4. Un’altra scommessa per Cage e i suoi ragazzi. I fan e possessori della console di casa Sony attendevano il titolo come una dimostrazione di forza della console.