Watch the viedo: watch?v=5xbkrH-EJd4
2D Jungle Pack
This package is using Ferr2D Terrain Tool . In order to create terrain you NEED to have Ferr2D! Remaining assets are performing correctly regardless of the editor.
Package DOES NOT include Ferr2D terrain, you must create it on your own. Package contains everything you will need in order to do it. This is only art and textures package. Package does not contain demo scenes.
Package includes around 400 hand-painted textures in high resolution. Perfect choice for creating platform games as well as endless runners.
– 39 bushes
– 30 palms
– 99 floral elements
– 70 mushrooms
– 30 addons (lava, water, clouds, etc.)
– 9 backgrounds
– 12 particle systems
Additionally package includes PDF tutorial.
Contact email: firstname.lastname@example.org
Feng Zhu’s students’ final projects:
In a February 2010 presentation, Jane McGonigal, game designer and research and development director at the Institute for the Future, stated that “World of Warcraft” players have spent 5.93 billion years playing, solving problems in their virtual environment. McGonigal explained her goal to harness the focus of such gamers to solve important real-world problems. She describes gamers as becoming the ideal versions of themselves within a game, with the ability to focus their enjoyment and confidence to resolve conflicts in the game environment. McGonigal believes that if people worldwide could play more, not less, in the right game scenario, their experience could help solve some of the world’s biggest problems like hunger, poverty and global conflict.
TED Talks It’s been 25 years since the first PC virus (Brain A) hit the net, and what was once an annoyance has become a sophisticated tool for crime and espionage. Computer security expert Mikko Hyppönen tells us how we can stop these new viruses from threatening the internet as we know it.
Watch the video…
Whenever a big budget title enters the first phases of development it has to go through a great deal of scrutiny. It needs to prove before square one that it will make back the tens of millions of dollars its going to cost to make (movies and TV are guilty of this too). The developer has to use things like Metacritc scores and game sales to prove saleability to publishers or financiers in order to get the funding they need to make the game. Understandably publishers and money people are in the business of spending money to make money and don’t want to take risks on anything they don’t think can make a profit for them. To be palatable for consideration, games frequently have to be boiled down to “it’s like Bioshock in space”, or “think Farmville with guns”, or some other mash-up of proven successful titles. This practice of circling around established ideas to create the new content of tomorrow ultimately suffocates creativity at its heart. It inadvertently paints the picture that if something hasn’t been done before it can’t be done, or if it’s been done badly then the genre is a failure. Just because a genre hasn’t been well represented before, or because an idea hasn’t been attempted, doesn’t mean the idea can’t be a hit when made correctly. Yet if a game concept strays too far from the established examples provable through review scores and sales numbers, it frequently makes the game prohibitively difficult to fund even if the ideas fit the game design perfectly. There’s no way around it, but the good games you love will naturally and inadvertently destroy creativity for games to come.