Ars Moriendi: Back from the dead
by Michael Perry · 10/13/2006 (12:39 pm) · 4 comments
Ars Moriendi: Back from the dead
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 sectio...
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
sectio...
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]

to post my new project as a plan so I can get preliminary feedback from the GG community. The first
sectio...
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]

Blog is locked
#2
10/13/2006 (2:58 pm)
Sounds like a cool idea!
#3
Would you mind sharing more on your project with me. See my email in my profile.
STef
10/14/2006 (3:52 am)
Michael: excellent pun. Really. Such puns require a good culture.Would you mind sharing more on your project with me. See my email in my profile.
STef
#4
Sounds cool. Good luck!
10/14/2006 (8:12 pm)
Interesting. This is the 3rd indie zombie game I've heard about in less than 2 weeks.Sounds cool. Good luck!

Torque Owner Paul /*Wedge*/ DElia