{"id":1371,"date":"2016-11-07T18:16:59","date_gmt":"2016-11-07T18:16:59","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2016\/?p=1371"},"modified":"2016-11-07T19:02:36","modified_gmt":"2016-11-07T19:02:36","slug":"final-project-proposals-4","status":"publish","type":"post","link":"https:\/\/mycours.es\/gamedesign2016\/2016\/11\/07\/final-project-proposals-4\/","title":{"rendered":"Final Project Proposals"},"content":{"rendered":"<ol>\n<li>&#8220;Fall&#8221;<br \/>\nA 3rd person 3d platformer, the core mechanic being to fall to the bottom of each stage. However, physics keeps changing its rules, with four areas loosely based around the seasons, starting with winter and moving into autumn. Motion and asset creation will all be designed to create a sense of majesty and scale.Inspiration:<br \/>\n<img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-1457\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Video-Game-Shadow-of-the-Colossus-37265-300x225.jpg\" alt=\"video-game-shadow-of-the-colossus-37265\" width=\"300\" height=\"225\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Video-Game-Shadow-of-the-Colossus-37265-300x225.jpg 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Video-Game-Shadow-of-the-Colossus-37265-800x600.jpg 800w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Video-Game-Shadow-of-the-Colossus-37265-768x576.jpg 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Video-Game-Shadow-of-the-Colossus-37265-1024x768.jpg 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Video-Game-Shadow-of-the-Colossus-37265-1200x900.jpg 1200w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Video-Game-Shadow-of-the-Colossus-37265.jpg 1600w\" sizes=\"auto, (max-width: 300px) 85vw, 300px\" \/><\/p>\n<p>&nbsp;<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-1372\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/ginso-tree4-300x169.jpg\" alt=\"ginso-tree4\" width=\"300\" height=\"169\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/ginso-tree4-300x169.jpg 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/ginso-tree4-768x432.jpg 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/ginso-tree4-1024x576.jpg 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/ginso-tree4-1200x675.jpg 1200w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/ginso-tree4.jpg 1280w\" sizes=\"auto, (max-width: 300px) 85vw, 300px\" \/><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-1374\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/8_falldown_reloaded-180x300.jpg\" alt=\"8_falldown_reloaded\" width=\"180\" height=\"300\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/8_falldown_reloaded-180x300.jpg 180w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/8_falldown_reloaded.jpg 240w\" sizes=\"auto, (max-width: 180px) 85vw, 180px\" \/><\/li>\n<li>&#8220;In The Beginning&#8221; (Working title)<br \/>\nA fast-paced survival game. Given a n-body\u00a0simulator, you start on a random body. If you crash into a body of sufficient size (a star), you lose. Your only method of transfer\u00a0from one body to another is to harpoon it as it flies by.<\/li>\n<\/ol>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-1386\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Screen-Shot-2016-11-07-at-1.13.41-PM-300x188.png\" alt=\"screen-shot-2016-11-07-at-1-13-41-pm\" width=\"300\" height=\"188\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Screen-Shot-2016-11-07-at-1.13.41-PM-300x188.png 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Screen-Shot-2016-11-07-at-1.13.41-PM-768x480.png 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Screen-Shot-2016-11-07-at-1.13.41-PM-1024x640.png 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Screen-Shot-2016-11-07-at-1.13.41-PM-1200x750.png 1200w\" sizes=\"auto, (max-width: 300px) 85vw, 300px\" \/> <img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-1387\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Screen-Shot-2016-11-07-at-1.14.00-PM-300x188.png\" alt=\"screen-shot-2016-11-07-at-1-14-00-pm\" width=\"300\" height=\"188\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Screen-Shot-2016-11-07-at-1.14.00-PM-300x188.png 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Screen-Shot-2016-11-07-at-1.14.00-PM-768x480.png 768w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Screen-Shot-2016-11-07-at-1.14.00-PM-1024x640.png 1024w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Screen-Shot-2016-11-07-at-1.14.00-PM-1200x750.png 1200w\" sizes=\"auto, (max-width: 300px) 85vw, 300px\" \/><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-1389\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Twilight-Princess-Figma-Legend-of-Zelda-action-figures-link-DX-claw-shot-300x206.jpg\" alt=\"twilight-princess-figma-legend-of-zelda-action-figures-link-dx-claw-shot\" width=\"300\" height=\"206\" srcset=\"https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Twilight-Princess-Figma-Legend-of-Zelda-action-figures-link-DX-claw-shot-300x206.jpg 300w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Twilight-Princess-Figma-Legend-of-Zelda-action-figures-link-DX-claw-shot.jpg 800w, https:\/\/mycours.es\/gamedesign2016\/files\/2016\/11\/Twilight-Princess-Figma-Legend-of-Zelda-action-figures-link-DX-claw-shot-768x528.jpg 768w\" sizes=\"auto, (max-width: 300px) 85vw, 300px\" \/><\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8220;Fall&#8221; A 3rd person 3d platformer, the core mechanic being to fall to the bottom of each stage. However, physics keeps changing its rules, with four areas loosely based around the seasons, starting with winter and moving into autumn. Motion and asset creation will all be designed to create a sense of majesty and scale.Inspiration: &hellip; <a href=\"https:\/\/mycours.es\/gamedesign2016\/2016\/11\/07\/final-project-proposals-4\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Final Project Proposals&#8221;<\/span><\/a><\/p>\n","protected":false},"author":95,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-1371","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/posts\/1371","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/users\/95"}],"replies":[{"embeddable":true,"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/comments?post=1371"}],"version-history":[{"count":3,"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/posts\/1371\/revisions"}],"predecessor-version":[{"id":1458,"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/posts\/1371\/revisions\/1458"}],"wp:attachment":[{"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/media?parent=1371"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/categories?post=1371"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/tags?post=1371"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}