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	<title>Game Design and Appreciation Club &#187; Projects</title>
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	<link>http://cppgamedesign.com</link>
	<description>Cal Poly Pomona IGDA Student Chapter</description>
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		<title>Project for Imagine Cup 2010</title>
		<link>http://cppgamedesign.com/archives/505</link>
		<comments>http://cppgamedesign.com/archives/505#comments</comments>
		<pubDate>Tue, 20 Oct 2009 23:05:41 +0000</pubDate>
		<dc:creator>Koray</dc:creator>
				<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://cppgamedesign.com/?p=505</guid>
		<description><![CDATA[Our Round 2 demo is in progress and will be released soon]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;">
<p style="text-align: center;">
<p style="text-align: center;"><strong>- Demo coming November 2oth, 2009</strong> -</p>
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		<title>A 72 Hour Game</title>
		<link>http://cppgamedesign.com/archives/378</link>
		<comments>http://cppgamedesign.com/archives/378#comments</comments>
		<pubDate>Tue, 21 Jul 2009 06:09:52 +0000</pubDate>
		<dc:creator>DefendMyCause</dc:creator>
				<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://cppgamedesign.com/?p=378</guid>
		<description><![CDATA[A game made by Robert Muller in 72 hours.]]></description>
			<content:encoded><![CDATA[<p>In Fear is a simple strategy/survival game that was made for a 72 hour game programming contest called TINS &#8216;07 using the Allegro game library.</p>
<table border="1">
<tbody>
<tr>
<td><strong>Full Game Download: <a href="http://www.csupomona.edu/~rdmuller/Tins07Entry/Tins%2007%20-%20In%20Fear.zip"> Click to Download</a></strong></td>
</tr>
</tbody>
</table>
<p>The entire game, from design to  artwork to implementation of the game was done withing the 72 hour period. It features push/pop game-states, particles, sound, graphics and implements constant time! At the start of the contest the following set of requirements were generated:</p>
<table border="1">
<tbody>
<tr>
<th>Rule-o-Matic</th>
</tr>
<tr>
<td><em>genre requirement</em></p>
<p><em> </em><span style="text-decoration: underline;">There will be 1 genre rule</span></p>
<p><strong>genre rule #43<br />
theme: garbage</strong></p>
<p>Comment:<br />
Garbage, Debris, Filth, Junk, Refuse, Trash, Rubble, Sewage, Garbage can, Garbage Disposal, Garbage man, Garbage collection, Recycling, Land fill, Sewage pipes, &#8230;<br />
Artistic requirement</p>
<p><span style="text-decoration: underline;">There will be 1 artistical rule</span></p>
<p><strong>artistical rule #54<br />
news events: use current news events</strong></p>
<p>Comment:<br />
news.google.com</p>
<p>It&#8217;s up to you how you involve this in your game. You can single out a particular recent event and use that as a theme in the game, or you can do something clever with several news items at once. Try to pick world news, something that all participants will be able to relate to.<br />
technical requirements</p>
<p><span style="text-decoration: underline;">There will be 2 technical rules</span></p>
<p><strong>technical rule #61<br />
smoke effects</strong></p>
<p><strong>technical rule #35<br />
must use flame fx (such as in exflame.c) or explosion fx</strong></p>
<p>Comment:<br />
A cool fire effect can be achieved by creating random hotspots that slowly fade and scroll up (This was quite the thing back in the days of the demo scene) There is a short tutorial here: http://www.qzx.com/pc-gpe/fire.txt. I&#8217;m sure more info can be found online. Variations of this effect that are not really fire (e.g. explosions, or some kind of magical ice fire) are allowed too, as long as the graphics are generated on the fly.</p>
<p>Smoke fx can be generated using some sort of particle engine, or using blending. The smoke can be combined with the fire fx rule to display a really awesome realistic bonfire, or they can be separate. Extra kudoes if you can make the smoke part of the gameplay in interesting ways.<br />
bonus</p>
<p><span style="text-decoration: underline;">There are no bonus rules</span></p>
<p><strong>Comment:<br />
No bonus rule this year, unfortunately.</strong></p>
<p>That was is it far as the additional requirements are concerned. Below are all the regular rules.</td>
</tr>
</tbody>
</table>
<p>It was tough, but a lot of fun and a great learning experience! Speedhacks are a great way to learn how games work and gave me the motivation to keep pursuing game programming. Just do it!</p>
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		<item>
		<title>Project for CS499 in Spring 2009</title>
		<link>http://cppgamedesign.com/archives/98</link>
		<comments>http://cppgamedesign.com/archives/98#comments</comments>
		<pubDate>Sun, 05 Jul 2009 05:33:06 +0000</pubDate>
		<dc:creator>Koray</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[CS499]]></category>
		<category><![CDATA[PHASE]]></category>
		<category><![CDATA[Project]]></category>

		<guid isPermaLink="false">http://cppgamedesign.com/?p=98</guid>
		<description><![CDATA[A 3D physics-based puzzle game made from scratch using OpenGL, OpenAL, and C++.]]></description>
			<content:encoded><![CDATA[<table border="1">
<tbody>
<tr>
<td><strong>Full Game Download: <a href="http://www.korayhagen.com/PHASE/Game%20Download/PHASE.rar"> Click to Download</a></strong></td>
</tr>
</tbody>
</table>
<p><strong>PHASE </strong>is a 3D game that was developed for a senior level game development course. It was created my Mike Dulog, Koray Hagen, Robert Muller, and David Young; and was easily one of the largest game-related projects we have completed.</p>
<p>The game is a puzzle game akin to other titles such as Portal. In <strong>PHASE</strong> you have standard 3D FPS movement but with a slight twist. The player can alter his collision properties with the world by clicking the left mouse button. For example, if you come across a solid colored object, you can stand and jump on it at your discretion, however if you <em>phase </em>yourself, the object might become transparent &#8212; in which case  you will not collide with that object at all. Consider that an insider tip, and try out the game!</p>
<table border="1">
<tbody>
<tr>
<th>Modes</th>
<th>Engine</th>
</tr>
<tr>
<td>Single Player</td>
<td>A realistic physics engine</td>
</tr>
<tr>
<td>Multiplayer</td>
<td>Simple geometry graphics engine</td>
</tr>
<tr>
<td>Kiosk</td>
<td>Real-time collision detection and handling</td>
</tr>
<tr>
<td></td>
<td>Keyboard and mouse input</td>
</tr>
<tr>
<td></td>
<td>Game sound and music handling</td>
</tr>
<tr>
<td></td>
<td>Lua scripting</td>
</tr>
<tr>
<td></td>
<td>And a modular game-state system</td>
</tr>
</tbody>
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<table border="1">
<tbody>
<tr>
<th colspan="3">Conceptual Documents</th>
</tr>
<tr>
<td><strong><a href="http://www.korayhagen.com/PHASE/Conceptual%20documents/Storyboard%20Level%201.pdf">Storyboard 1<br />
</a></strong></td>
<td><strong><a href="http://www.korayhagen.com/PHASE/Conceptual%20documents/Storyboard%20Level%202.pdf">Storyboard 2<br />
</a></strong></td>
<td><strong><a href="http://www.korayhagen.com/PHASE/Conceptual%20documents/Model%20List.pdf">In-Game Model List<br />
</a></strong></td>
</tr>
</tbody>
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<tbody>
<tr>
<th colspan="3">Screenshots</th>
</tr>
<tr>
<td><a href="http://cppgamedesign.com/wp-content/uploads/2009/07/phase1.jpg"><img class="aligncenter size-thumbnail wp-image-253" title="phase1" src="http://cppgamedesign.com/wp-content/uploads/2009/07/phase1-150x150.jpg" alt="phase1" width="150" height="150" /></a></td>
<td><a href="http://cppgamedesign.com/wp-content/uploads/2009/07/phase2.jpg"><img class="aligncenter size-thumbnail wp-image-255" title="phase2" src="http://cppgamedesign.com/wp-content/uploads/2009/07/phase2-150x150.jpg" alt="phase2" width="150" height="150" /></a></td>
<td><a href="http://cppgamedesign.com/wp-content/uploads/2009/07/phase4.jpg"><img class="aligncenter size-thumbnail wp-image-261" title="phase4" src="http://cppgamedesign.com/wp-content/uploads/2009/07/phase4-150x150.jpg" alt="phase4" width="150" height="150" /></a></td>
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<th>In-Game Video</th>
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<td><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="600" height="400" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/jZ1JMuAP0LU&amp;hl=en&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="600" height="400" src="http://www.youtube.com/v/jZ1JMuAP0LU&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></td>
</tr>
</tbody>
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<th>Credits</th>
</tr>
<tr>
<td><strong>Developed by</strong> Mike Dulog, Koray Hagen, Robert Muller, and David Young.</td>
</tr>
<tr>
<td><strong>Original game mechanics</strong> <strong>by</strong> Robert Muller and Eliot Lash.</td>
</tr>
<tr>
<td><strong>Music composed by</strong> Espen Gätzschmann.</td>
</tr>
</tbody>
</table>
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