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Ars Moriendi: Back from the dead
Ars Moriendi: Back from the dead
| Name: | Michael Perry | ![]() |
|---|---|---|
| Date Posted: | Oct 13, 2006 | |
| Rating: | 4.0 out of 5 | |
| Public: | NO | |
| Comments: | YES | |
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| Profile Page: | View profile page for Michael Perry |
Blog post
The title of this plan has to contain one of the worst puns used on this site. I've decided to post my new project as a plan so I can get preliminary feedback from the GG community. The first section is the first thing I posted on GG three years ago when I started my academic final project for Full Sail's Game Design program. Oh, Ars Moriendi is latin for "The Art of Dieing." Feel free to flame me for the plan title.
Malignant Entertainment, an academic team, is developing a Multiplayer Survival Horror using TGE. Players can work cooperatively, or use each other to their liking in order to survive the chaos resulting from an initial undead invasion. Combative players will utilize a limited supply of ranged fire arms and melee weapons to fend off enemies when escape isn\'t an option. More evasive game play is complimented via barricading doors and diverting enemy aggravation. More details to come. . .
8/29/06 I\'ve decided to resurrect this project. There have been so many improvements in Torque since I was a member of Malignant Entertainment. We received a decent grade for our project, but the game lacked the atmosphere and game play common in survival horror games. We had terrible lighting (too bright), an all too revealing camera system, and our zombie AI was actually dumber than an automatic door at the grocery store. I\'m going to start on a new plan right now. Check back for updates in the future.
10/13/06 I'm currently on the edge of my seat waiting for TGE 1.5 to be released, since reading the rumor that it will be available next week. I've already begun a list of features that should be added into Ars Moriendi, but I'll wait until 1.5 is released before I start hitting the code. I've managed to recruit another team member and a few beta testers. The addition to the team is my best friend Justin. He and I were in the same class when I worked on Ars Moriendi, but in separate teams. He has agreed to jump on the project for design purposes only, due to the fact that Full Sail killed his desire to become a programmer. I recruited the beta testers in a chat room I frequent in the mornings. I'll also release the demo on GG, since I know I'll receive the best feedback here. So, here's my preliminary time table:
11/01/06: Get TGE 1.5 and port Ars Moriendi over
11/15/06: Clean-up design doc and update it to suit new tech
11/30/06: Begin implementation of new features
12/01/06: Get stinkin' hammered for birthday
12/02/06: Try to locate computer and clothes lost the night before (12/01/06)
12/30/06: Will be in Seymour, CT. Take opportunity to go over final design and
demo game play with Justin.
1/30/07: Release demo to beta testers
2/28/07: Acquire final content packs (modern weapons, medieval weapons, Aste
Aste, Aste.
3/30/07: Implement bug fixes and feedback from beta testers
4/01/07: Release demo to GG community (God help me)
4/02/07: Apologize to GG community for providing link to genital herpes website
instead of file download URL, poor taste for April Fool's joke.
4/03/07: Draw up new outline and schedule for final development milestone
including new levels and game play.
[EDIT] Grammar, dates, and this NOTE: There is a demo of Ars Moriendi from 2003, but I'd rather not post pictures or a link due to its.....atrocity.....[/EDIT]

Malignant Entertainment, an academic team, is developing a Multiplayer Survival Horror using TGE. Players can work cooperatively, or use each other to their liking in order to survive the chaos resulting from an initial undead invasion. Combative players will utilize a limited supply of ranged fire arms and melee weapons to fend off enemies when escape isn\'t an option. More evasive game play is complimented via barricading doors and diverting enemy aggravation. More details to come. . .
8/29/06 I\'ve decided to resurrect this project. There have been so many improvements in Torque since I was a member of Malignant Entertainment. We received a decent grade for our project, but the game lacked the atmosphere and game play common in survival horror games. We had terrible lighting (too bright), an all too revealing camera system, and our zombie AI was actually dumber than an automatic door at the grocery store. I\'m going to start on a new plan right now. Check back for updates in the future.
10/13/06 I'm currently on the edge of my seat waiting for TGE 1.5 to be released, since reading the rumor that it will be available next week. I've already begun a list of features that should be added into Ars Moriendi, but I'll wait until 1.5 is released before I start hitting the code. I've managed to recruit another team member and a few beta testers. The addition to the team is my best friend Justin. He and I were in the same class when I worked on Ars Moriendi, but in separate teams. He has agreed to jump on the project for design purposes only, due to the fact that Full Sail killed his desire to become a programmer. I recruited the beta testers in a chat room I frequent in the mornings. I'll also release the demo on GG, since I know I'll receive the best feedback here. So, here's my preliminary time table:
11/01/06: Get TGE 1.5 and port Ars Moriendi over
11/15/06: Clean-up design doc and update it to suit new tech
11/30/06: Begin implementation of new features
12/01/06: Get stinkin' hammered for birthday
12/02/06: Try to locate computer and clothes lost the night before (12/01/06)
12/30/06: Will be in Seymour, CT. Take opportunity to go over final design and
demo game play with Justin.
1/30/07: Release demo to beta testers
2/28/07: Acquire final content packs (modern weapons, medieval weapons, Aste
Aste, Aste.
3/30/07: Implement bug fixes and feedback from beta testers
4/01/07: Release demo to GG community (God help me)
4/02/07: Apologize to GG community for providing link to genital herpes website
instead of file download URL, poor taste for April Fool's joke.
4/03/07: Draw up new outline and schedule for final development milestone
including new levels and game play.
[EDIT] Grammar, dates, and this NOTE: There is a demo of Ars Moriendi from 2003, but I'd rather not post pictures or a link due to its.....atrocity.....[/EDIT]

Recent Blog Posts
| List: | 07/11/08 - MAJOR Documentation Announcement 1 05/15/08 - What do you think about Documentation? 03/21/08 - What is Ars Moriendi? (images) 03/14/08 - Big News, and New Documentation 01/24/08 - New Resources and AFX Creator Demo 07/18/07 - Torque School Instructor 06/20/07 - afxWeapon Design Blog #2: Fire Sword 06/20/07 - afxWeapon Effect Design Blog #1 |
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Submit your own resources!| Paul /*Wedge*/ DElia (Oct 13, 2006 at 21:05 GMT) Resource Rating: 5 |
| Eric Forhan (Oct 13, 2006 at 21:58 GMT) |
| Stephan (viKKing) Bondier (Oct 14, 2006 at 10:52 GMT) |
Would you mind sharing more on your project with me. See my email in my profile.
STef
| Alan Hembra (Oct 15, 2006 at 03:12 GMT) |
Sounds cool. Good luck!
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