{"id":167,"date":"2019-10-03T18:27:28","date_gmt":"2019-10-03T22:27:28","guid":{"rendered":"http:\/\/cassel.immtcnj.com\/thesis_fall_19\/?p=167"},"modified":"2019-10-03T18:39:14","modified_gmt":"2019-10-03T22:39:14","slug":"chad-mathern-revised-concept","status":"publish","type":"post","link":"http:\/\/cassel.immtcnj.com\/thesis_fall_19\/2019\/10\/03\/chad-mathern-revised-concept\/","title":{"rendered":"Chad Mathern Revised Concept"},"content":{"rendered":"\n<p>Revised Concept<\/p>\n\n\n\n<p>Intro<\/p>\n\n\n\n<p>My idea is a first-person shooter that incorporates unique\nfreeform movement using Unity\u2019s physics engine. It was inspired by games like\nQuake, Sub Rosa, and doom. These kinds of games stand as pillars to an early\nera of first-person shooters and I have spent hours in them. I wish to capture\nthe same energy of these games that focus on movement, skill, and exploration.\nI believe games should show the players rather than tell them. I don\u2019t believe\ngames that hold the players hand, and sacrifice rewarding gameplay for\nexposition and storytelling. I have enjoyed working on small projects in Unity\nand I hope to one day be involved in the development of videogames that people\nwill remember forever. I believe others would be interested in this project because\nit captures a certain essence of the gaming world that has been forgotten in\nfavor of flashy visuals, hand-holding narrative, and accessibility. I think this\nproject could be useful to others because, I believe we are in a time period\nwhere smaller games that try and avoid the trappings of AAA games are seeing a resurgence.\nIn order to bring back these unforgettable gaming experiences through games\nthat reward player ingenuity and trust their audiences enough to let them get a\nlittle lost, to let them fail, and to let them derive a sense of accomplishment\nwhen they finally succeed. Those who enjoy working hard for their rewards and\nlove to get immersed in games that show them the lore of the land instead of holding\ntheir hand\u2019s will hopefully enjoy this game.<\/p>\n\n\n\n<p>Context<\/p>\n\n\n\n<p>My project will take the basic rules established by arena\nshooter types (focus on mobility and multiple different weapons available at\nonce + non regenerating health or mini map) and enhance the options for\nmobility even further. This will hopefully lead to higher skill ceilings and\nallow for amazing gameplay for those willing to master the movement\/combat. <\/p>\n\n\n\n<p>Technical Strategy<\/p>\n\n\n\n<p>I will probably exclusively use unity and maybe a few unknown external programs for modeling\/sound\/misc. things. I bring the knowledge of creating FPS games and am very familiar with scripts and settings required to lay the framework for a basic first-person shooter. I will need to acquire knowledge of level design and minimal visual art aspects. I want to be able to design compelling levels that utilize the characters mobility to it\u2019s fullest without overwhelming the players. I will also need basic visual art skills to make distinguished elements (but beyond that the game will be pretty minimalist visually due to the complete lack of digital visual arts experience).<\/p>\n\n\n\n<p>Aesthetic Strategy<\/p>\n\n\n\n<p>My lack of digital visual arts experience will unfortunately\nleave the game looking minimal. I hope to change this into its own unique\naesthetic, but I plan on running into issues on this front. The game will have\nto be interesting to look at somehow. The feel will be 1:1, as the sensitivity\nof control will allow a direct connection between the player and avatar. For\nexample, certain jumps will unlock a certain camera axis and allow the player\nto rotate their avatar with their mouse freely. Players will feel complete\nvisceral control of their avatar.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Revised Concept Intro My idea is a first-person shooter that incorporates unique freeform movement using Unity\u2019s physics engine. It was inspired by games like Quake, Sub Rosa, and doom. These kinds of games stand as pillars to an early era of first-person shooters and I have spent hours in them. I wish to capture the&hellip; <a href=\"http:\/\/cassel.immtcnj.com\/thesis_fall_19\/2019\/10\/03\/chad-mathern-revised-concept\/\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">Chad Mathern Revised Concept<\/span><\/a><\/p>\n","protected":false},"author":46,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[4],"tags":[],"class_list":["post-167","post","type-post","status-publish","format-standard","hentry","category-revised_concept"],"_links":{"self":[{"href":"http:\/\/cassel.immtcnj.com\/thesis_fall_19\/wp-json\/wp\/v2\/posts\/167","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/cassel.immtcnj.com\/thesis_fall_19\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/cassel.immtcnj.com\/thesis_fall_19\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/cassel.immtcnj.com\/thesis_fall_19\/wp-json\/wp\/v2\/users\/46"}],"replies":[{"embeddable":true,"href":"http:\/\/cassel.immtcnj.com\/thesis_fall_19\/wp-json\/wp\/v2\/comments?post=167"}],"version-history":[{"count":1,"href":"http:\/\/cassel.immtcnj.com\/thesis_fall_19\/wp-json\/wp\/v2\/posts\/167\/revisions"}],"predecessor-version":[{"id":168,"href":"http:\/\/cassel.immtcnj.com\/thesis_fall_19\/wp-json\/wp\/v2\/posts\/167\/revisions\/168"}],"wp:attachment":[{"href":"http:\/\/cassel.immtcnj.com\/thesis_fall_19\/wp-json\/wp\/v2\/media?parent=167"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/cassel.immtcnj.com\/thesis_fall_19\/wp-json\/wp\/v2\/categories?post=167"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/cassel.immtcnj.com\/thesis_fall_19\/wp-json\/wp\/v2\/tags?post=167"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}