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<Discussion contentIssues="false" id="9689" kind="general" url="https://my3.my.umbc.edu/groups/gdc/discussions/9689">
<Title>GDC 2013 Projects - General Information</Title>
<Body>
<![CDATA[
    <div class="html-content">I didn't see a post on this, so here I go. The following is a list of information regarding this year's projects:<div><br></div>
    <div>
    <ul>
    <li>EMT Merci - 3D</li>
    <ul>
    <li>Repository: <a href="https://bitbucket.org/thinkingonpause/emt-merci/" rel="nofollow external" class="bo">https://bitbucket.org/thinkingonpause/emt-merci/</a>
    </li>
    <li>Design Lead: <span>Eliot Carney-Seim, Paul Tschirgi(?)</span>
    </li>
    <li><span>Programming Lead: Eliot Carney-Seim</span></li>
    <li><span>Art Lead: Calvin Kumagai</span></li>
    </ul>
    <li>Project Jack - 2D</li>
    <ul>
    <li>Repository: <a href="https://github.com/RabidJellyfish/Project-Jack" rel="nofollow external" class="bo">https://github.com/RabidJellyfish/Project-Jack</a>
    </li>
    <li>Design Lead: <span>Cory Lemons</span>
    </li>
    <li><span>Programming Lead: Tad Cordle</span></li>
    <li><span>Art Lead: Erin Williams</span></li>
    </ul>
    <li>Zombie - 2D</li>
    <ul>
    <li>Repository: <a href="https://code.google.com/p/zombie-survival-game/" rel="nofollow external" class="bo">https://code.google.com/p/zombie-survival-game/</a>
    </li>
    <li><span>Design Lead: Austin Pagano</span></li>
    <li><span>Programming Lead: Zach Dzielinski (MIA, Timothy Rice taking role?)</span></li>
    <li><span>Art Lead: Tristan Adams</span></li>
    </ul>
    <li>LeEK Engine - 3D Engine</li>
    <ul>
    <li>Repository: <span><a href="https://code.google.com/p/gdc-leek/" rel="nofollow external" class="bo">https://code.google.com/p/gdc-leek/</a></span>
    </li>
    <li>Design Lead: <span>Michael Leung</span>
    </li>
    <li><span>Programming Lead: Jonathan Engbert</span></li>
    </ul>
    </ul>
    <div>Email me at <a href="mailto:leumi1@umbc.edu">leumi1@umbc.edu</a> or post a comment if any new info comes up!</div>
    </div>
    </div>
]]>
</Body>
<Summary>I didn't see a post on this, so here I go. The following is a list of information regarding this year's projects:      EMT Merci - 3D   Repository: https://bitbucket.org/thinkingonpause/emt-merci/...</Summary>
<Tag>game</Tag>
<Tag>info</Tag>
<Tag>project</Tag>
<Group token="gdc">UMBC Game Developers Club</Group>
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<Sponsor>Game Developer's Club</Sponsor>
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<PostedAt>Sun, 13 Oct 2013 23:12:59 -0400</PostedAt>
</Discussion>

<Discussion contentIssues="false" id="9386" kind="general" url="https://my3.my.umbc.edu/groups/gdc/discussions/9386">
<Title>LeEK Engine</Title>
<Tagline>A 02' Honda Civic with Wood Spoilers and Under-Car Lights</Tagline>
<Body>
<![CDATA[
    <div class="html-content">The LeEK engine (<strong>Le</strong>ung <strong>E</strong>ngine... uh, is the <strong>K</strong>ing) is an attempt to make a custom 3D engine for the Game Developers Club, in the manner of the ancient wizard-seniors of five years ago. If the engine is fully functional by the end of the fall semester, we will also attempt to make an actual game using the engine, hopefully with enough time to make it really fun to play.<div><br></div>
    <div>At present, there's three major pieces of functionality missing from the engine:</div>
    <div>
    <ul>
    <li>A scene graph to organize the objects in the game world; we have a couple of books we can turn to for that (Eberly's books, Game Coding Complete), and I'm thinking of using an octree (<a href="http://www.altdevblogaday.com/2011/08/01/loose-octrees-for-frustum-culling-part-1/" rel="nofollow external" class="bo">http://www.altdevblogaday.com/2011/08/01/loose-octrees-for-frustum-culling-part-1/</a>, <a href="http://www.flipcode.com/archives/Octrees_For_Visibility.shtml" rel="nofollow external" class="bo">http://www.flipcode.com/archives/Octrees_For_Visibility.shtml</a>) to cut out unnecessary render calls.</li>
    <li>A scripting system, so fairly normal people that aren't insane can use this engine to actually do things. The plan is to use <a href="http://www.lua.org/about.html" rel="nofollow external" class="bo">Lua</a> along with the <a href="http://luaplus.org/" rel="nofollow external" class="bo">LuaPlus helper library</a> to integrate scripting, and create some system of class/subclassing functionality if people need object-oriented programming structures. Again, we have a book for that (Game Coding Complete talks about this a lot).</li>
    <li>An audio system. This is less clear; there's cross-platform solutions, but they cost big people money. There's free solutions, but they're often platform-dependent or just really weird. I'm thinking of making this another module like the rendering system, and just let the OS module decide what to load. I'm definitely open to suggestions on this; under Windows, I'm planning on just using <a href="http://en.wikipedia.org/wiki/DirectSound" rel="nofollow external" class="bo">DirectSound</a> (MSDN articles <a href="http://msdn.microsoft.com/en-us/library/windows/desktop/ee416964(v=vs.85).aspx" rel="nofollow external" class="bo">here</a>) because nobody's really explained <a href="http://msdn.microsoft.com/en-us/library/windows/desktop/ee415813(v=vs.85).aspx" rel="nofollow external" class="bo">XAudio2</a> to me.</li>
    </ul>
    <div>The repository is at <span><a href="https://code.google.com/p/gdc-leek/" rel="nofollow external" class="bo">https://code.google.com/p/gdc-leek/</a>; note that it uses Git, so if you use frontends you'll want to download either Sourcetree or Git Extensions.</span><span> Attached is the Powerpoint, which may help you understand the aim of this project.</span>
    </div>
    </div>
    </div>
]]>
</Body>
<Summary>The LeEK engine (Leung Engine... uh, is the King) is an attempt to make a custom 3D engine for the Game Developers Club, in the manner of the ancient wizard-seniors of five years ago. If the...</Summary>
<AttachmentKind>Presentation</AttachmentKind>
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<Tag>3d</Tag>
<Tag>comedy</Tag>
<Tag>engine</Tag>
<Tag>game</Tag>
<Tag>gold</Tag>
<Tag>oculus</Tag>
<Tag>optimus</Tag>
<Tag>programming</Tag>
<Group token="gdc">UMBC Game Developers Club</Group>
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<Sponsor>Game Developer's Club</Sponsor>
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<PostedAt>Wed, 18 Sep 2013 17:19:26 -0400</PostedAt>
<EditAt>Wed, 18 Sep 2013 23:28:53 -0400</EditAt>
</Discussion>

<Discussion contentIssues="false" id="9402" kind="general" url="https://my3.my.umbc.edu/groups/gdc/discussions/9402">
<Title>Project CUP - Computers Understanding Puzzles</Title>
<Tagline>Puzzles, mansions, and keys?  Oh my!</Tagline>
<Body>
<![CDATA[
    <div class="html-content">
    <strong>Overview</strong><br>Project CUP (<strong>C</strong>omputers <strong>U</strong>nderstanding <strong>P</strong>uzzles)
     is a 2D adventure and horror game.  The player is tasked with trying to
     escape a house of roughly three or more rooms and is impeded by 
    randomly generated puzzles.  Such puzzles can include locked doors, 
    riddles, and various other interactive puzzles.  Completing puzzles will
     reward the player with additional information in regards to other 
    puzzles, items, and so on.  As a stretch goal, we may be able to include
     rudimentary combat with a single, reoccurring, enemy.<br>
    <br><div>In terms of mechanics, the player is capable of moving in
     four directions on a pre-compiled grid.  Rooms are always to the left 
    or right, and objects of interest in each room can be examined; items on
     the floor can be picked up, furniture can be checked, doors can be 
    opened, and so forth.  The game uses a "split view" similar to older 
    style PC games; the game takes place on 60% of the screen, while a 
    status bar on the bottom of the screen presents the player with 
    information such as the current puzzle being interacted with, the 
    player's inventory, single-sentence descriptions, and so on.  If combat 
    is implemented, it will also display the player's health and current 
    ammunition.</div>
    <br><strong>History<br></strong>Project CUP is an off-shoot of another project I am working outside of the club, Project <em>CUL</em>.  Project CUL is a commerical game idea that revolves around dynamically generated stories -- one component of the game is to have randomized puzzles that will impede the player.   Project CUP will serve as a "test base" for me to work with the randomized puzzle mechanic, while focusing considerably less on combat, story telling, and animation.<br><br><strong>Goal and Scope<br></strong>To create a game that has complex, randomized puzzles, and plays like an otherwise "complete" video game.<br><div><br></div>
    <strong>Technical<br></strong>Project CUP will be written for Windows.  Despite being developed in Java, Linux and Mac support is not planned, as that would require debugging for both operating systems, and require programmers to have a copy of said OS's.  The game is closed-source, will use LWJGL as the underlying platform, and Slick2D as a middle-ware engine.<br><br>Artists must have some experience with either Gimp or Photoshop.  Those painting backgrounds must have a basic understanding of lighting, color theory, and various painting techniques.  Background designers <em>must</em> have Photoshop Extended, as the backgrounds for the game will be made with pre-rendered 3D models that will be painted on top of.  Obviously, anyone with 3D architectural modeling experience might be advised to aid with background art.<br><br>The current plan with sprite art, is to hand draw the line art, then digitize and color it with either Easy Paint Tool SAI, or Gimp.<br>
    </div>
]]>
</Body>
<Summary>Overview Project CUP (Computers Understanding Puzzles)  is a 2D adventure and horror game.  The player is tasked with trying to  escape a house of roughly three or more rooms and is impeded by...</Summary>
<Tag>2d</Tag>
<Tag>breeden</Tag>
<Tag>game</Tag>
<Tag>gdc</Tag>
<Tag>joey</Tag>
<Tag>projectcup</Tag>
<Tag>wale</Tag>
<Group token="gdc">UMBC Game Developers Club</Group>
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<Sponsor>Game Developer's Club</Sponsor>
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<PostedAt>Thu, 19 Sep 2013 14:00:03 -0400</PostedAt>
</Discussion>

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