First off, the link for my “officially completed” UT3 level:
This was a bit of a relief in that I was finally able to wrap things up. As I mentioned in my previous post, being able to test on a separate machine was, indeed, very handy. And, it’s also one of the biggest pains as a game developer — getting playtesters and ways to beta test your work. In this case, not having a separate computer to test on really slowed me down. Consider: if I was not able to test the game at work, I would have had to wait for either someone from the forums to download and test, or one of my friends. in both cases, that could take weeks, if it happens at all. Being able to “cook” the map last night and upload it to the file site, then come in this morning and really quick test it on my work machine was sooooo much better.
This has also been hanging around my “To Do” list since the summer; I last really worked on it during October of last year. Boy, that feels good to strike it down! Smote the sucker! Boom!
Anyway.
I have ideas for a couple of other maps, but I think I might hold off starting anything until I wrap up a number of other creative projects that are floating around; like, for example, the Madness board game. There’s another thing that needs playtesters to fully complete, and hence, that’s why it’s be so friggin’ slow at moving forward.
This was my final project in the Digital Boot Camp session that many of my fellow students and I were required to take before we started Grad School proper. We had about 2 weeks to put it together, and you can see a lot of influence from my earlier work, “Road Stop.” The biggest difference was that here, the player sees all scenes, as very short 10 second snippets. Again, though, the idea is to let the user figure out what had happened.
This is an Interactive Narrative piece that I made in 2004, partly just to teach myself a bit more about Actionscript, but also because it was an I idea I had back during my undergrad years that I never got around to fully exploring. (I am the type of person you hates to leave ideas on the table; even if it means hanging on to it for years, I will eventually get it done.) The goal behind it was that the user would actually go through the story a few times, choosing different conversations to listen on, and be able to piece together the actual story on their own. There are actually a number of plotlines going on, as well as some red herrings.
For one of my Parsons classes, my friend and fellow classmate Linh teamed up to run an ARG. It was mainly for a small group of fellow students, but did attract some additional players from other parts of the world. At the end of the project, we presented this video to help explain what it was all about.