Engine Based Design II
Welcome to the MediaWiki page for Engine Based Games I (36-2510).
Here you will be able to find links to various required or handy documents, plus some other stuff.
Be sure to check back here often for updates or changes.
Class One Homework
- make a copy of barebones and modify it to:
*removie AI character through script *make a trigger that teleports player *make a trigger that damages player *make the 1st trigger only teleport if the player has been damaged
- once done, make a folder in your z:\ drive called ebd2, and a folder in that called class1_torque_review
- Place your starter.fps folder in they day1_torque_review folder so I can grade it
- Read Co, Chapters 1‐2 and Group 1 readings from below
Class Seven Homework - First Draft of Mission in World Builder
- go to your existing z:\EBD2\ folder, and make a new folder called class7_world_builder
- put your mission files and any necessary constructor files, and everything I need to play your map, in z:\EBD2\class7_world_builder
- if there are technical problems with your map please document them in a text file in the class7_world_builder folder.
Class Nine Homework - Rough Draft of Scripting
- Rough draft scripting was actually do this week, but I forgot I have to hold your kids' hands through this.
- For the Rough draft of your scripting, it still has to be actual scripting in an actual mission file. Nothing less will be accepted.
- Place your mission in z:\EBD2\class9_scriptingRough
- make sure you give me any .dif files, jpgs, and paths I will need to run the level on my computer
- THIS IS DUE BEFORE CLASS STARTS on the 14th
- You know the drill, one eval for yourself, and one eval for each team member.
Constructor Wiki (Garage Games login required)
Material taken from GarageGames TDN site is available to students only on the Engine Based Design II class folder. (The ClassFolders directory is mapped as a Network drive when you logon to a computer on the IAM network. Alternativly, logging onto the IAM website, iam.colum.edu, will allow you to browse ClassFolders content on the web.)
GROUP ONE Beginning Level Design, Part 1: Level Design Theory Beginning Level Design Part 2: Rules to Design By and Parting Advice Three Inspirations for Creative Level Design Where's the Design in Level Design?, Part One Where's the Design in Level Design?, Part Two
GROUP TWO An Architect's Perspective On Level Design Pre-Production The Architecture of Level Design
GROUP FOUR Multiplayer Level Design In-Depth, Part 1: The Specific Constraints of Multiplayer Level Design Multiplayer Level Design In-Depth, Part 2: The Rules of Map Design Multiplayer Level Design In-Depth, Part 3: Technical Constraints and Accessibility