This blog encompasses the material both Pierre Medeiros and John L’Estrange have achieved during the second semester of 2007 for our Multimedia Course “Studio 6”. This includes sketches and detailed notes of our progress throughout the semester with side captions to explain further detail. Please note the timing of the blog as all images seen below were truthfully created from start to end of the working semester. More detail into our Game Conflux can be viewed in our Studio 6 Final Reports.
Images below were generated in John's sketch book:
The beginning of our game being fleshed out.

This is the "What We Wanted" section of brainstorming

We decided on a common Theme for the game in which we was indented to be played.

The quick and dirty Timeline of development tasks throughout the semester.
Generally what needed to be complete by important dates.

Small calculation diagrams which were used to implement our aiming method.
The use of (Math) Trigonometry and Radians were applied.

The initial objects of the game were recognized and were given variables pending on their function.
the objects below consist of what functions required settings and variables for each.




the following information depicts what the game's navigation would work and how we imagined the game characters.




The methods below show how our game balancing techniques were theorised and added to the game.



We decided on a common Theme for the game in which we was indented to be played.

The quick and dirty Timeline of development tasks throughout the semester.
Generally what needed to be complete by important dates.

Small calculation diagrams which were used to implement our aiming method.
The use of (Math) Trigonometry and Radians were applied.

The initial objects of the game were recognized and were given variables pending on their function.
the objects below consist of what functions required settings and variables for each.




the following information depicts what the game's navigation would work and how we imagined the game characters.




The methods below show how our game balancing techniques were theorised and added to the game.


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