Engine Based Design II
esse quam videri
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.
SYLLABUS
Engine-Based Design II Spring 2008 Syllabus
TORQUE REFERENCE DOCS and LINKS
Material taken from GarageGames TDN site is available to students only on the Engine Based Design I class folder. (The ClassFolders directory is mapped to you Z drive on login.)
Day 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 day1_torque_review
*Z:\ebd2\day1_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
RELATED READINGS
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 THREE Great Expectations: Building a Player Vocabulary Level Design - Secrets of the Sages
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
GROUP FIVE Spatial Principles of Level-Design in Multi-Player First-Person Shooters