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Negative Gravity - Production Blog

Written by Kevin Giang

http://negative-gravity.weebly.com/

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Negative Gravity - Production Blog | negative-gravity.weebly.com Reviews
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Written by Kevin Giang
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1 negative gravity
2 production blog
3 team
4 media
5 0 comments
6 new teleportation mechanic
7 conduit teleportation
8 bug squashing
9 overdue progress update
10 updated character controller
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negative gravity,production blog,team,media,0 comments,new teleportation mechanic,conduit teleportation,bug squashing,overdue progress update,updated character controller,level update,ai update,art update,new enemy type,flying fish,adjustable flight speed
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Negative Gravity - Production Blog | negative-gravity.weebly.com Reviews

https://negative-gravity.weebly.com

Written by Kevin Giang

INTERNAL PAGES

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1

Progress Report - Negative Gravity

http://negative-gravity.weebly.com/production-blog/progress-report

Written by Scott Reed. We have fallen behind up to this point due to unforeseen obstacles in the home-life of the artists, so getting really moving on this game has proven to be difficult. Kevin Giang is a Game Designer who's been playing games since he could remember. Scott Reed is a current B.F.A. student at DigiPen Institute of Technology. He is the Producer and Animator for this project. He loves long walks on the beach as well. Create a free website.

2

Blog Archives - Negative Gravity

http://negative-gravity.weebly.com/production-blog/archives/09-2014

Written by Kevin Giang. I have just finished a teleportation mechanic where the player can teleport between 2 points of interest. Still needs polish, of course. Written by Kevin Giang. Kill 1 bug = 1 bug appears. I've been working on a special ability burst mechanic tonight and have been running into 1 bug after another. I eventually ran into animation bug and thought it was funny and worth posting. Written by Kevin Giang. I have made an overhaul on the character controller:. Our AI. developer got so...

3

All Categories - Negative Gravity

http://negative-gravity.weebly.com/production-blog/category/all

Combo System Design and Implementation. Written by Kevin Giang. This is an embedded Microsoft Office. Presentation, powered by Office Online. I knew that I had a large gap in technical design for action games, so I knew I needed to make an action game at some point. I have always thought about how the entire combat system should be implemented for efficiency and easy use, and this is what I came up with. This system has a few modifications to it for Lightmare, but for the most part it is how it works.

4

Game engine updates - Negative Gravity

http://negative-gravity.weebly.com/production-blog/game-engine-updates

Written by Kevin Giang. Our technical director has been busy with developing a dynamic spawning system that allows the user to specify a 3-D region in space to spawn objects in, be it a cube or an ellipsoid. This system has many uses such as specifying a region to spawn enemies in or to spawn multiple particle systems. It will definitely increase level design workflow. Kevin Giang is a Game Designer who's been playing games since he could remember. He loves long walks on the beach as well.

5

Blog Archives - Negative Gravity

http://negative-gravity.weebly.com/production-blog/archives/10-2014

Combo System Design and Implementation. Written by Kevin Giang. This is an embedded Microsoft Office. Presentation, powered by Office Online. I knew that I had a large gap in technical design for action games, so I knew I needed to make an action game at some point. I have always thought about how the entire combat system should be implemented for efficiency and easy use, and this is what I came up with. This system has a few modifications to it for Lightmare, but for the most part it is how it works.

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Negative Gravity - Production Blog

Combo System Design and Implementation. Written by Kevin Giang. This is an embedded Microsoft Office. Presentation, powered by Office Online. I knew that I had a large gap in technical design for action games, so I knew I needed to make an action game at some point. I have always thought about how the entire combat system should be implemented for efficiency and easy use, and this is what I came up with. This system has a few modifications to it for Lightmare, but for the most part it is how it works.

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