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About Me Member Graphic Designer vortexgabeMale/United States Recent Activity Deviant for 2 Years
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488 Pageviews

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New found talents!

Fri Nov 14, 2008, 8:32 PM
  • Mood: Daily Needs
  • Listening to: ...you mean synthesizing... music
  • Reading: ...you mean writing... Real-Play Concept
  • Watching: ...you mean designing... "r'tard" websho
  • Playing: ...you mean making... Video games
  • Eating: ...you mean cooking... Food
  • Drinking: ...you mean blending... Smoothies
And yes, all of the above is true. I am more of a maker than a user.

Well, hope you like it... Copyright by the way, I have been putting my, extremely prone to detonate, mind to good use. After being totally pissed at windows and unexperienced in all the programs I've been trying to wrap my mind around, I decided to take a better approach in expressing my creativity. I've been writing pretty much everything that ferments in my head, such as: game concepts, architectural design, web design, and storylines for games and show, alike. I'll be doing a upload-arama for you guys soon, k?

Recently, I've been looking at macs and how, gaming wise, pitiful they are, but what great potential they have to change that. I decided to lend a hand; so now I am putting all my effort into designing effective ways of making a game. "The story is only half the game; yeah... don't forget 'bout kick-ass multiplayer." Anyway I am designing what will, pretty much, end up to be how my game works, Real-Play. (What? no copyright yet, you'd think that was already taken)

Real-play will be made up of 3-4 modules that work together to form "THE MOST AWESOMERIFIC" gaming experience thad be of appropriate measure among items of the apple brand. This is basically how the game will perform, separate from the graphical standpoint. And again, I made that for apple because:
1. I pity apple's game deficiency
2. I am starting to really hate windows
3. Apple is worthy

Here is an out-line to Real-Play

REAL-PLAY

* Basic Control Configuration--> How REAL-PLAY will work
-Movement & Common Gestures --> Common Stuff (keyboard configs)
-Possible Hardware configurations --> Possible REAL-Play Hardware

* Contact Control Interface (CCI) [complete!] --> How Multi-touch plays in
- Target Based Interfacing --> How to use touch effectively in a FPS
- Interaction based on touch (ibot) <-wtf? --> How interaction takes place

* SPC's (Semi-player Character Animation) --> For Multi-player & Co-op
- Correlation Smoothing --> Animation for Co-player characters
- Di-sided Cinematics --> For cutscenes in co-op gameplay

I have yet to think of a fourth section, but I'm getting there. As you probably noticed, I'd probably be an ass to think I wouldn't need to learn C++ or coding in general, for that matter. So, you guessed it, That Is on my priorities list!

There you have it.

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Devious Info

  • Current Residence: Orlando, FL
  • Interests: Game Design, Architecture, Sci-Fi Plot Conseption
  • Favourite movie: The Dark Night, Get Smart
  • Favourite genre of music: Techno, smooth jazz, metallica
  • Favourite artist: FlyingDebris
  • Favourite style of art: anime
  • Operating System: Vista
  • Favourite game: Doom 3
  • Favourite gaming platform: PC
  • Favourite cartoon character: Mr. Hat n' Clogs (BLEACH)
  • Personal Quote: My indifference continues.
  • Tools of the Trade: Maya, Zbrush, Source SDK, Google

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Comments


:icondimensional-phantom:
Thanks for the +fav man!
:iconegeusz:
Thanks for the FAVE
:icondjehuti:
Thanks for the fave :D

--
:dance: Left-handed people are the only people in their right minds! :dance:
:iconappophylite:
Thanks for the Fav!

--
Time Flies Like An Arrow; Fruit Flies Like A Banana
:iconteemunkle:
thank you for watching.

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________
" Dry land is not just our destination, it is our destiny! ".Atticus Finch.
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