Tuesday, November 28, 2017
Wednesday, February 18, 2015
PURGATORY BETA Vr. 2.0 PC now available !!
PURGATORY BETA Vr. 2.0 PC Is out
free to download here!!
New cinematic cut scenes, and mysterious areas make this game
more fun and scarier than ever !!
Sara needs your help!! Join her in Purgatory and help her in her
journey to reach the gates of heaven.
Please share this game with your friends!!
go to my Facebook like it, and help me promote it !!
Thanks for playing :)
Link:
A new and exiting multidimensional gate to to heaven is now open, awaiting in the farthest region of the maze and for those willing to take the risk!!
free to download here!!
New cinematic cut scenes, and mysterious areas make this game
more fun and scarier than ever !!
Sara needs your help!! Join her in Purgatory and help her in her
journey to reach the gates of heaven.
Please share this game with your friends!!
go to my Facebook like it, and help me promote it !!
Thanks for playing :)
Link:
DOWNLOAD
New redesign controls to help you navigate the world !!
Captivating intro cinematic cut scenes in Full 1080p
Sara now goes to hell if killed in game!! Full 1080p Cinematic cut scene!!
A new and exiting multidimensional gate to to heaven is now open, awaiting in the farthest region of the maze and for those willing to take the risk!!
See you on the other side !!
How to install:
Thursday, November 13, 2014
Homework 15
Assigned: Fri. Nov. 7, 2014
Due: Fri. Nov. 14, 2014
In homework 12, you were asked to:
"present in the "notes" document, a
list of tasks that must be accomplished by the different members of the team in
order to take the game to a state that is "playable". Tasks can
relate to esthetics, mechanics, story, interface, play testing, python, etc.
For each task, assign one or more people, and a time
frame in which the task is expected to be completed. Each person in the team is
to state that they have seen the list and approve of it."
---------------------
Please report for this homework on the result for each
task that you took on for your team's project. Assess the degree of completion,
whether your timeframes were realistic, what you have accomplished, how your
task was incorporated into the game. You will be graded according to the degree
with which your task was accomplished, and whether you self-assessed
realistically. If you tried to accomplish the task but there were roadblocks
that you and your team worked on, that will be viewed in a positive light.
Explain any issues you had (if any).
I worked on Art/Aesthetics/ Story/ plus some python.
I believed the degree of competition I achieved in my assignments
has been a 100 percent. To begin with the poster was done in time allowing the
class to give me feedback for later changes. I then apply the changes updating
a new version which I believed is now stronger than before. I created a game
Hud/score system with a health bar that is being placed in the new version of
the game.
In addition to that, I completely wrote the game document by placing material
that was distilled from previous homework’s and from my team notes document.
The game document possess links, images and videos that help and will continue
helping my team develop the game.
I don’t feel that I hit any road blocks in the process
of accomplishing my duties as I try not assigning the impossible to myself and
my teammates. In addition to this and to make sure everything would go as
planned, I allocated enough time for me and my teammates to complete the tasks.
The only issue I had was from one of my teammates not doing his assignments,
but for reasons of discretion I won’t mention his name, however I knew this was
going to happen and I end up finishing his assignment myself, carrying my team
and moving forward with positive attitude.
Link to new game Doc:
Friday, November 7, 2014
Homework 14: Indirect
Control
Assigned: October 31, 2014
Due: November 7, 2014
For this project, please describe the various ways that your game addresses the issue of indirect control. What elements of your game (characters, interface, scenery, art) contribute to the indirect (or direct) control of the player. The book discusses five categories of indirect control. Please address them, and add any other forms of indirect control that may apply to your game.
Story and Game Structures can be Artfully Merged with
Indirect Control:
The Feeling of Freedom
Indirect Control Method #1: Constraints, giving an answerer to freedom of choice, would definitely
play a big part of our game. For once the choosing between one path to the left
or right can lead to a successful and gratifying ending. The second freedom
would be in the form of choosing potions that could save the player’s life in any
defining moment of risk.
Ultimately players could choose from different combinations!!
Indirect Control Method #2: Goals, design goals is a good reason to
have players care about your game. If a player has two doors they can go
through, don’t really knowing which one leads to a secret area, they would
enter anyway giving them a random chance to find more items and more secrets
even if the second door leads to the same place than the first door at the end.
Indirect Control Method #3: Interface, something else to consider
about the interface is indirect
control because players want
interfaces to be transparent, they don’t really think about the interface, if
they can help it. Limiting the players to a single activity due to a simple
choice of controls is partly about who a player will relate to, but it is also
about implicitly limiting the player’s options. In Purgatory that player would
have the standard w,a,s,d which is been proven to give players plenty of
choices as well as combining a python script for mouse look to give a convincing
look around the avatar.
Indirect Control Method #4: Visual Design, having a controlling effect on were the audience would
look in visual design is a very powerful weapon. As an art student, we are
thought to design keeping a clear and readable image of the focal point, the
most important element in the narrative. This can be achieve by making the
focal point brighter in color than the rest of the elements.
Indirect Control Method #5: Characters, using your storytelling
ability to make the player actually care about the characters, that is
willingly wanting to obey them, protect them, help them, or destroy them is
what suddenly can generate an excellent tool to control what the player will
and will not try to do.
Indirect Control Method #6: Music, designers think of adding music
to a game, they usually think of the
mood they want to create, and the
atmosphere of the game. But music can also have a significant effect on what
players do. After listening to the feedback given in class on game critique
day, my team and I decided to have the avatar heart rate increase as well as
the intensity and pace of the music to influence the player’s reaction and fear
of the game. This would be an attempt to make the game immersive and scarier.
My contributions to my
team game during the past 7-10 days. Has been to design and create the game poster
from scratch, writing the game document, communicating with my team via email as
well as face to face meetings to delegate duties in order to meet the deadlines.
Tuesday, October 28, 2014
Minutes after she died, Sara is sent to Purgatory where she most escape and find her way into heaven. In Purgatory the suffering that poor souls have to experience in order to be completely purified, is a necessary test in order to enter into the Kingdom of Heaven.
The game takes place in a fully accessible and interactive labyrinth. In order to progress, the player must ensure its immediate well-being is intact while avoiding supernatural creatures that lurk in the dark. The goal is to collect prayers scattered across the labyrinth along with other items such as potions that would enhance the player’s powers allowing Sara to find the exit. However, be careful to encounter demons as this can send you straight to Hell.
Purgatory is a single-player exploration horror game
that delivers an immerse experience, capturing the player’s minds with its
astounding visual depth and encompassing music.
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