<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss'><id>tag:blogger.com,1999:blog-17246945</id><updated>2009-02-21T01:54:51.562-02:00</updated><title type='text'>Brett's Blog</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://runomuck.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default'/><link rel='alternate' type='text/html' href='http://runomuck.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Brett</name><uri>http://www.blogger.com/profile/15594088638122015513</uri><email>noreply@blogger.com</email></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>17</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-17246945.post-113929584801574752</id><published>2006-02-07T05:03:00.000-02:00</published><updated>2006-02-07T05:04:08.026-02:00</updated><title type='text'>Model Progression</title><content type='html'>&lt;img src="http://studentpages.scad.edu/~bgalla20/images/sanctuary.jpg" /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17246945-113929584801574752?l=runomuck.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://runomuck.blogspot.com/feeds/113929584801574752/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=17246945&amp;postID=113929584801574752&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/113929584801574752'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/113929584801574752'/><link rel='alternate' type='text/html' href='http://runomuck.blogspot.com/2006/02/model-progression.html' title='Model Progression'/><author><name>Brett</name><uri>http://www.blogger.com/profile/15594088638122015513</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='06854800064398845016'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17246945.post-113751897573592032</id><published>2006-01-17T15:26:00.000-02:00</published><updated>2006-01-25T22:50:47.036-02:00</updated><title type='text'></title><content type='html'>&lt;strong&gt;Game Play Revision (Scripting Points - Action Scenarios - Puzzles Defined) Setting the stage:&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;"We have finally arrived." The old man sighs as the steep trail finally ends at the base of steps that ascend to weathered gatehouse. Just beyond the gatehouse, a large structure with religious characteristics rises against the sheer wall of the mountain. "What do we do now?" Louis asked. "That is a very good question my friend, and that is precisely the question I brought you to answer."&lt;br /&gt;&lt;br /&gt;The old man turns and peers at Louis. It had not taken Louis long to question the man's mental stability. Velasquez himself had indicated that he was suffering from a debilitating disease. As they were traveling together, Louis often heard him mumbling to himself. Usually something about running out of time and not remembering. Had Velasquez not paid him an absurd amount of money in advance to secure his services, Louis would not have even considered the Velasquez's proposal. Now Louis was extremely wealthy. He would be even wealthier once he completed this 'archeological' expedition and received his final payment.&lt;br /&gt;&lt;br /&gt;Right now he was in a tremendously advantageous position. He had to endure a number of competitors to obtain the opportunity. He underwent numerous intelligence tests and IQ evaluations. His personal background was completely researched. After making it through the extensive intellectual evaluations, then he found himself surprised to be subjected to a very strenuous physical exam. Many of his competitors were members of the military and professional athletes. Louis exercised on a regular basis and had always enjoyed good health. However, he was almost certain that he could not compete against those that we're in exceptional shape and had undergone tremendous training. Louis was still surprised that he had been selected. In addition, he was not quite sure why physical fitness had anything to do with the expedition. Their journey to the high mountain monastery was not easy by any means, but the old man was the only element that was slowing them down. His pace made it a leisurely excursion for Louis. Regardless of Velasquez's motivations or reasons, they had arrived.&lt;br /&gt;&lt;br /&gt;Somewhere high in the Tibetan Himalayas this monastery had existed for many years. It appeared in many ways what you would expect from an Asian monastery, yet there were other characteristics that did not fit. Something about the architecture seemed out of place. The area overall was very lush and green which Louis found surprising this high. The monks who inhabited the grounds were the very definition of reclusive. Velasquez had said that it was very difficult for him to obtain admittance to the monastery to do his research. Initially the chief monks would not even respond or receive requests for an outsider to have access to their grounds. Velasquez smiled within himself. Everyone has a price, even those who value nothing. Velasquez patted the package tucked safely under his arm.&lt;br /&gt;&lt;br /&gt;They began to ascend the steps to the large wooden doors of the gatehouse. "You my friend have been brought here to help me find the final piece of a puzzle. Alexander the Great made it this far, even a little farther in fact. He just didn't know what to do with what he found." Velasquez began to elaborate. "I have been able to determine, ... years and years lost, searching for what I forgot, what an irony, to know so much and not be able recall it... oh, sorry, what was I saying. Yes, I have been able to determine that what I seek is here. However it is hidden. Those who created it left the key to finding it here, but you have to know what you're looking for to even begin." "What are we looking for?" Louis inquired. Velasquez began to laugh. He cackled enough to make Louis really start questioning his mental stability. He eyes began to echo a look of frenzy. He turned and smiled deviously at Louis while he hissed "What else would an old man like myself be looking for? My mind and body are failing, even more rapidly than is natural. Some well hidden genetic defect. Somehow there always does seem to be a force making sure we get what we deserve. Regardless of that, I've always been able to cheat death. I don't intend for that change now after so many years. Louis, you're going to help me find the fountain of youth." Louis laughed. He stopped when the look in Velasquez's eyes told him that he was serious. "You've got to be kidding me!" Louis gasped. He restrained himself from responding any further. Velasquez had paid him enough for him to pretend that the old man was sane even if he was out his mind. Velasquez laughed under his breath. "Don't worry. I know what you're thinking. I've spent an enormous amount of time and money to find a mythical magic puddle of water. You'll understand soon enough. I may be losing my mind, but I haven't lost it yet. I have no allusions of magic water. You will find the puddle for me though, and then you will understand." Velasquez laughed. "Poor Alexander soaked himself for days. He never figured it out."&lt;br /&gt;&lt;br /&gt;They reached the doors to the gatehouse. Velasquez raised his walking stick and rapped against the large door 3 times. They waited for sometime until finally one of the doors pulled back. A very old monk with a long beard, weathered skin, and drooping eyes stepped from behind the door and pushed it open. Velasquez whispered: "These mountain monks are 'vocally' celibate'. In other words they don't speak. However, their fluency in understanding multiple languages is quite surprising." The monk was flanked by 3 larger monks wearing hooded robes. He stood staring ominously at Velasquez as if waiting for him. Velasquez lifted the package underneath his arm and began to unwrap it gently. He exposed an egg shaped cylinder with curious markings. It appeared to be made of ivory or some sort of ceramic. Whatever it was, it was old. It was a very odd looking container, but its curious characteristics were quickly forgotten as Louis studied the strange electronic device that was attached by metal bands that wrapped around the container in multiple locations and directions. The device itself had a simple LCD that looked to be nothing more than a timer. It read "13:39:02" and was steadily decreasing. Louis did not know for sure, but it looked like some kind of explosive. "As long as things proceed exactly as we agreed upon, we will both obtain what we want... intact." The Monk looked at Louis as if comprehending something. He then looked back at Velasquez. He stared at him for what seemed like an eternity and then bowed his head and then motioned with his hand for them to enter. Louis and Velasquez passed through the doors which lead into what appeared to be a short tunnel. As the passed through the tunnel, a beautiful landscape opened up before them. Lush gardens and well groomed flower beds covered the land before. Louis could hear the rush of water in the distance. There were various waterfalls that seemed to pour from the face of the rock walls. The continuous supply of water undoubtedly fed the foliage that was present everywhere. Flanked by the large court yard was the impressive sanctuary. For its age, it seemed in remarkably good condition. It was apparent that it received continuous attention and maintenance. The surrounding edifices were in a similar pristine state. It appeared to be a miniature paradise in every aspect. There were small gazebos and pavilions through out the garden areas. A few were occupied by monks who were studying and meditating. The gate house spread out behind them. It appeared to be some sort of a make shift barn and corral. There were numerous livestock house in various compartments. They walked in the direction of the sanctuary and stopped after a few feet. Behind them the old monk nodded to the other monks and they dispersed in separate directions. The old monk then stood and stared at Louis for a long time. His eyes were piercing and they seemed to bore into him as if trying to discover something hidden. It made Louis extremely uncomfortable. "We have limited time. I suggest you learn to ignore the monks as they will only serve as distractions." Velasquez said. "They do not want us here. It was more difficult than you can possibly imagine acquiring unlimited access to the grounds. They intentionally prevent anyone from finding what we are about to search for. Although I've negotiated temporary permission for us to look for the water, do not be surprised if they try to thwart our efforts. Now, take this." Velasquez handed Louis a small vinyl pouch attached to a dangling shoulder pack. It was extremely heavy. "Be discreet, but keep it with you. You may need it." Louis lifted the flap of the pouch and saw the sun reflect off the back of a cold steel pistol. "What is this for?!" Louis gasped. "Just in case, just it case Louis. Put it away before you draw attention to it." Louis quickly put the strap over his shoulder and tucked the pouch underneath the base of his coat. "Like I said, we do not have much time. I've brought you to be my hound. You'll be able to see, find, and reach things that I am not capable of. I will direct you and provide you with the information that you need to make progress. You must use all haste. I own you for the next 24 hours. You will not rest, you will not sleep, and you will not do anything except what I ask of you. Is that understood?" Louis nodded. They had been over this before. During the Journey Velasquez had continually reiterated the terms of their agreement. Velasquez was abrasive, but the pay for the job was more than adequate to make it worthwhile. "Just tell me where to start." Louis said void of emotion. "Good. So we begin then. Listen closely. The ancient who built the foundations of this sanctuary left behind a path to guide himself back to our 'fountain of youth.'" Velasquez pulled from a bag an elliptical disk. It reminded Louis of an Aztec Calendar, but the symbols and figures were not Aztec. The disk appeared to be made of some kind of metal. It was discolored and oxidized somewhat, but the characters that existed on both faces were raised. "This brought us here. Now we must pass some sort of test before we gain entrance to the fountain. It is unclear on exactly where to get started, so I'll give you what I have and you will find it. Here is your first piece of the puzzle. Two eggs, a barren sun, a lost root, the beginning."&lt;br /&gt;&lt;br /&gt;To define/finalize:&lt;br /&gt;Preliminary Search&lt;br /&gt;Garden Bell Tower&lt;br /&gt;Sanctuary Archives Gate&lt;br /&gt;Waterfall&lt;br /&gt;Fountain Cavern&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17246945-113751897573592032?l=runomuck.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://runomuck.blogspot.com/feeds/113751897573592032/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=17246945&amp;postID=113751897573592032&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/113751897573592032'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/113751897573592032'/><link rel='alternate' type='text/html' href='http://runomuck.blogspot.com/2006/01/game-play-revision-scripting-points.html' title=''/><author><name>Brett</name><uri>http://www.blogger.com/profile/15594088638122015513</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='06854800064398845016'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17246945.post-113707121569510364</id><published>2006-01-12T11:06:00.000-02:00</published><updated>2006-01-12T15:25:10.516-02:00</updated><title type='text'>Winter Schedule</title><content type='html'>&lt;table cellspacing="0" cellpadding="0" border="1"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;h3&gt;&lt;strong&gt;Class &lt;/strong&gt;&lt;/h3&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;h3&gt;&lt;strong&gt;Date &lt;/strong&gt;&lt;/h3&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;h3&gt;&lt;strong&gt;Activity &lt;/strong&gt;&lt;/h3&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;h3&gt;&lt;strong&gt;Deliverable &lt;/strong&gt;&lt;/h3&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 3&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;January 12 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Begin Modeling Monastery&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;Schedule Calendar&lt;br /&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 4 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;January 17&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Modeling&lt;br /&gt;Revise initial Gameplay&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 5&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;January 19&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;ModelingRevise initial Gameplay&lt;br /&gt;Additional Concept Work&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 6 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;January 24&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Modeling&lt;br /&gt;Revise initial Gameplay&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 7&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;January 26 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Modeling Revise initial Gameplay&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;Preliminary Model&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 8 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;January 31&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Texturing&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;Test in game engine&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 9&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;February 2 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Texturing&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 10&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;February 7&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Texturing&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 11 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;February 9&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Update schedule&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;Core component - Monastery Finished&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17246945-113707121569510364?l=runomuck.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://runomuck.blogspot.com/feeds/113707121569510364/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=17246945&amp;postID=113707121569510364&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/113707121569510364'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/113707121569510364'/><link rel='alternate' type='text/html' href='http://runomuck.blogspot.com/2006/01/winter-schedule.html' title='Winter Schedule'/><author><name>Brett</name><uri>http://www.blogger.com/profile/15594088638122015513</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='06854800064398845016'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17246945.post-113143014002472482</id><published>2005-11-08T04:07:00.000-02:00</published><updated>2006-01-10T15:34:39.160-02:00</updated><title type='text'>Bubble Diagrams</title><content type='html'>&lt;img src="http://studentpages.scad.edu/~bgalla20/images/XfinalBubble.jpg" /&gt;&lt;br /&gt;&lt;img src="http://studentpages.scad.edu/~bgalla20/images/bubblefinal.jpg" /&gt;&lt;br /&gt;&lt;img src="http://studentpages.scad.edu/~bgalla20/images/bubble2.jpg" /&gt;&lt;br /&gt;&lt;img src="http://studentpages.scad.edu/~bgalla20/images/bubble1.jpg" /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17246945-113143014002472482?l=runomuck.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://runomuck.blogspot.com/feeds/113143014002472482/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=17246945&amp;postID=113143014002472482&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/113143014002472482'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/113143014002472482'/><link rel='alternate' type='text/html' href='http://runomuck.blogspot.com/2005/11/bubble-diagrams.html' title='Bubble Diagrams'/><author><name>Brett</name><uri>http://www.blogger.com/profile/15594088638122015513</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='06854800064398845016'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17246945.post-113104182496101155</id><published>2005-11-03T16:13:00.000-02:00</published><updated>2005-11-22T14:48:37.790-02:00</updated><title type='text'>Design Document</title><content type='html'>&lt;ul&gt;&lt;/ul&gt;&lt;p&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;&lt;span style="font-size:100%;"&gt;Rite of Youth/Fountain of Youth&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Introduction&lt;br /&gt;&lt;/strong&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;The purpose of this project is to create a game experience that emerses the player in complex storyline through an extensively interactive environment. My goal is to successfully detach the player from the objective of finishing a level or accomplishing a task and consume them with the developing story line. I want to accomplish this through implementing a high degree of realism incorporated with a complexed, fully-developed, and intriguing storyline. While the genre of first person demands that guidelines be followed to manage the attention span of the user, I want the substance of the storyline to be the driving force behind the player's desire to complete the game. Many games in the last year have been able to accomplish this successfully. Building on what has been done, my hope is to not only match the quality of the interactive experience in contemporary games, but to enrich an environment to a higher level of realism. The end result of the interactive experience that I hope to create would provide the player with the same sense of satisfaction and enjoyment that one experiences when reading a complex and exciting novel.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Background&lt;br /&gt;&lt;/strong&gt;&lt;/span&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;&lt;br /&gt;&lt;/strong&gt;The concept for this game originated from a video game concept I produced while brainstorming in my non-linear story-telling course. I wasn’t planning to use the concept for anything, but I liked the idea so much, developing a board game for the concept could definitely help me to take it a step further.&lt;br /&gt;&lt;br /&gt;The story began with a two scientist studying the afterlife. Using research they had obtained from ancient religions and new technology, they developed a method that they believed would allow them to look into the afterlife. However, on their first attempt to use their new process, the experienced more than they expected. They did succeed in opening a rift into the afterlife, but they did not expect that something would be waiting on the other side. Some form of an ethereal being entered through the rift that they created and stole the very body of one of the scientists. It was not merely a simple possession of the body and soul, the being actually displaced the spirit of the scientist and sent into the world of the dead. Being free with a corporeal form in the real world, the being began to develop its malevolent plans to exist eternally in the living world by feeding on the life force of all humanity. It is in this state that the scientist finds himself in the world of the dead without identity. Fortunately, his former partner uses the same technology that made the rift into afterlife to contact him and together they discover how to find and enter ‘Soul Windows’ with which he can locate certain individuals in the living world and displace their souls to allow him to reenter the world of the living. Once back in the world of the living, the scientist uses the identities of the bodies that he assumes to hunt down the rogue spirit that stole his body. Through re-death and displacement, the scientist eventual tracks down the being and uses a collection of skills and abilities to displace the being back into the world of the dead.&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;Description&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;This scenario begins as the player obtains contract work with a wealthy aging entrepreneur who had sought him out because of his versatile background. The man goes by the name of Velasquez. He has employed the player to assist him in locating the legendary fountain of youth that Alexander the Great sought after in the Arabic legends. Velasquez believes he has located the site in West Asia in a high mountain monastery. The story begins in this location as the player works with Velasquez to find the hidden location of the fountain that he believes is somewhere in the Monastery. &lt;/span&gt;&lt;/p&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;p&gt;&lt;br /&gt;Unknown to the player, Velasquez has brought him along for a very specific purpose. The player will be given cues as the level the progresses that begin to hint that things are not what he expected and there are definitely things that indicate that what they are doing may not have a good ending.&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Key features &lt;/strong&gt;&lt;/p&gt;&lt;strong&gt;&lt;/strong&gt;&lt;p&gt;&lt;br /&gt;This story line deals with two parallel worlds, the living and the dead. In the story, the player will discover through information and personal experience the intricacies of the world of the dead. Among the many discoveries the player will find is that the Sun acts as a gateway to the next life. When a persons dies and they die with a clear conscience, they’re instinctively drawn towards the Sun. Those who do not have a clear conscience have a natural fear of what lies beyond and do everything possible to hide from the sun an the draw that is causes. However, by avoiding the sun, they become vulnerable to becoming absorbed by the earth itself. If their essence comes in contact with RAW soil, their soul can be pulled to the earth’s core where it held indefinitely without possibility of escape in a literal hell of gaseous magma.&lt;br /&gt;&lt;/p&gt;&lt;p&gt;However, one can learn to survive in the world of the dead. Water has properties that protect souls from both the earth and the Sun. Hence the true value of the fountain of youth becomes more apparent and more sinister because its properties actually protect a spirit that has died from passing over or being absorbed. &lt;/p&gt;&lt;p&gt;&lt;br /&gt;The fountain of youth ultimately will be discovered to be just a tool in a process called the soul rend. This process is where a spirit exposes itself to the sun during a solar eclipse where the spirit is effectively torn between the two worlds. This endows the spirit with unique abilities that allow a spirit to enter an individual’s soul window and displace them from their body. The is in fact how youth is maintained by perpetually stealing bodies through out time. The player will begin to comprehend this too late and they discover the real intent of Velasquez.&lt;/p&gt;&lt;p&gt;&lt;/span&gt;&lt;span style="font-family:Verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Genre&lt;/strong&gt; &lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;span style="font-family:Verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;p&gt;&lt;br /&gt;First Person&lt;/p&gt;&lt;p&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:Verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Platform&lt;/strong&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;PC&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;strong&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;Concept Art:&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;&lt;p&gt;&lt;strong&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;/strong&gt; &lt;/p&gt;&lt;p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;&lt;img src="http://studentpages.scad.edu/~bgalla20/images/Xmonastery.jpg" /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17246945-113104182496101155?l=runomuck.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://runomuck.blogspot.com/feeds/113104182496101155/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=17246945&amp;postID=113104182496101155&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/113104182496101155'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/113104182496101155'/><link rel='alternate' type='text/html' href='http://runomuck.blogspot.com/2005/11/design-document.html' title='Design Document'/><author><name>Brett</name><uri>http://www.blogger.com/profile/15594088638122015513</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='06854800064398845016'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17246945.post-113026248192414404</id><published>2005-10-25T15:43:00.000-02:00</published><updated>2005-10-25T15:48:01.936-02:00</updated><title type='text'>Design Document Info</title><content type='html'>More stuff from my prior classes. Definitely going to come in handy.&lt;br /&gt;&lt;br /&gt;Creating a great design document&lt;br /&gt;&lt;a href="http://www.gamasutra.com/features/19970912/design_doc.htm"&gt;http://www.gamasutra.com/features/19970912/design_doc.htm&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Anatomy of a Design Document (Part 1)&lt;br /&gt;&lt;a href="http://www.gamasutra.com/features/19991019/ryan_01.htm"&gt;http://www.gamasutra.com/features/19991019/ryan_01.htm&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Anatomy of a Design Document (Part 2)&lt;br /&gt;&lt;a href="http://www.gamasutra.com/features/19991217/ryan_01.htm"&gt;http://www.gamasutra.com/features/19991217/ryan_01.htm&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Audio Design Document&lt;br /&gt;&lt;a href="http://www.gamasutra.com/features/20000726/zizza_01.htm"&gt;http://www.gamasutra.com/features/20000726/zizza_01.htm&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17246945-113026248192414404?l=runomuck.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://runomuck.blogspot.com/feeds/113026248192414404/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=17246945&amp;postID=113026248192414404&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/113026248192414404'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/113026248192414404'/><link rel='alternate' type='text/html' href='http://runomuck.blogspot.com/2005/10/design-document-info.html' title='Design Document Info'/><author><name>Brett</name><uri>http://www.blogger.com/profile/15594088638122015513</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='06854800064398845016'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17246945.post-113025871521607895</id><published>2005-10-25T14:45:00.000-02:00</published><updated>2005-10-25T15:30:18.876-02:00</updated><title type='text'>Basis for development plan</title><content type='html'>In my level design class, we were given a model for the foundation of level design. I am using this model as the basis for my revised calendar. I will 'skimp' initially on the design document, but since it will ultimately be the basis for my written thesis, I'll continually contribute to it over time. Fortunately my scope will be focused on a single game level initially and brief document may be somewhat appropriate.&lt;br /&gt;&lt;br /&gt;Research - Syncing w/Genre Design Document Level Document&lt;br /&gt;First Study (Post its) (2-3 Days)&lt;br /&gt;Second Study (Bubble Diagrams)(3-4 Days)&lt;br /&gt;Third Study (Drawings) (1 Week) Fourth Study (Enlarge &amp; Detail) (1 Week)&lt;br /&gt;Fifth Study (Massing Models) (1 Week)&lt;br /&gt;&lt;br /&gt;For anyone interested on refreshing their level design memories, here is the link:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamasutra.com/features/20030603/licht_pfv.htm"&gt;http://www.gamasutra.com/features/20030603/licht_pfv.htm&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17246945-113025871521607895?l=runomuck.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://runomuck.blogspot.com/feeds/113025871521607895/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=17246945&amp;postID=113025871521607895&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/113025871521607895'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/113025871521607895'/><link rel='alternate' type='text/html' href='http://runomuck.blogspot.com/2005/10/basis-for-development-plan.html' title='Basis for development plan'/><author><name>Brett</name><uri>http://www.blogger.com/profile/15594088638122015513</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='06854800064398845016'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17246945.post-113025869870827904</id><published>2005-10-25T14:42:00.000-02:00</published><updated>2005-10-25T15:24:03.136-02:00</updated><title type='text'>Revised Development Calendar</title><content type='html'>&lt;table cellspacing="0" cellpadding="0" border="1"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;h3&gt;&lt;strong&gt;Class &lt;/strong&gt;&lt;/h3&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;h3&gt;&lt;strong&gt;Date &lt;/strong&gt;&lt;/h3&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;h3&gt;&lt;strong&gt;Activity &lt;/strong&gt;&lt;/h3&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;h3&gt;&lt;strong&gt;Deliverable &lt;/strong&gt;&lt;/h3&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 12 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;October 25 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Review Finalize Development Plan&lt;br /&gt;(Begin Normal Mapping)&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;Development Plan&lt;br /&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 13 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;October 27 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Begin Bubble Diagrams&lt;br /&gt;(Continue NM)&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;Design Document (Preliminary Thesis)&lt;br /&gt;Level Document&lt;br /&gt;Finished Spatial Studies (Post its)&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 14 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;November 01 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Begin Level Drawings (3rd Study)&lt;br /&gt;(Continue NM)&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;Finished Bubble Diagrams&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 15 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;November 03 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Level Drawings&lt;br /&gt;(Continue NM)&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 16 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;November 08 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Begin Enlarged Spatial Details (4th Study)&lt;br /&gt;(Continue NM)&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;Finished Level Drawings&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 17 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;November 10 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Enlarged Spatial Details&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 18 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;November 15 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Start Massing Models&lt;br /&gt;(Continue NM)&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;Finished Enlarged Spatial Details&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 19 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;November 17 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Massing Models (5th Study)&lt;br /&gt;(Continue NM)&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 20 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;November 22 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Final Class - Work Review&lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;Massing Model/Build Foundation Complete&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17246945-113025869870827904?l=runomuck.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://runomuck.blogspot.com/feeds/113025869870827904/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=17246945&amp;postID=113025869870827904&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/113025869870827904'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/113025869870827904'/><link rel='alternate' type='text/html' href='http://runomuck.blogspot.com/2005/10/revised-development-calendar.html' title='Revised Development Calendar'/><author><name>Brett</name><uri>http://www.blogger.com/profile/15594088638122015513</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='06854800064398845016'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17246945.post-112982679876493156</id><published>2005-10-20T14:33:00.000-02:00</published><updated>2005-10-20T15:07:41.646-02:00</updated><title type='text'>Thesis Concept Analysis</title><content type='html'>My primary deliverable was an anlysis of the concept that I am considering for my thesis. Below are the primary goals or objectives of my thesis at this time.&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;Develop a specialty to a professional level. &lt;/li&gt;&lt;li&gt;Maximize the content and interactivity of virtual environments (In the form of guidelines for maximum content based on hardware limitations that could be applied to varying production cycles to perhaps give an indication of the level of content that will be provided by an individual project).&lt;/li&gt;&lt;li&gt;Develop environment content by perhaps integrating database functionality or use within a particular 3D engine that could employ dynamic capabilities to increase the interactivity, level of detail, and sense of realism in a 3D environment by producing dynamic content that has dynamic attributes. The intent would be further extend a players experience by allowing the imagination to explore beyond traditional barriers and limitations. &lt;/li&gt;&lt;/ol&gt;After reviewing my ideas and concepts for the game concept of 'Soul Windows', I am comfortable in saying that it provides ample working ground for my thesis. Since the focus of my thesis will focus primarily on the level of detail of the environment, I will suspend work on the character development and begin developing a preliminary environment for the thesis. As part of my development plan, I will begin creating models using high detail with respect polygon count and texturing. My first order of business will be to become proficient enough with normal mapping to utilize that process on 'all' models that I create. While I am developing that skill, I will map out and design the environment that will be the basis for the models that I create.&lt;br /&gt;&lt;br /&gt;As a tangent, although I believe it is directly related to what I am trying to accomplish, I want to experiment with the limitations of creating realistic liquid effects. If possible, I would like to find a way to implement realistic liquid effects within a game engine. Currently, the majority of effects are illusions, psuedo-models, or otherwise tricks to produce liquid elements. This is ultimately a fourth objective of my thesis.&lt;br /&gt;&lt;br /&gt;Finally, in summary, I have identified what it is that I want to do. I believe that I have identified a vehicle or idea to serve as the working space to accomplish my objective. However, I am not sure the scope of my project is appropriate at this point. I am comfortable proceding with what I have, but I may limit my focus if I find my rate of progression is not what I hope it will be.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17246945-112982679876493156?l=runomuck.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://runomuck.blogspot.com/feeds/112982679876493156/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=17246945&amp;postID=112982679876493156&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/112982679876493156'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/112982679876493156'/><link rel='alternate' type='text/html' href='http://runomuck.blogspot.com/2005/10/thesis-concept-analysis.html' title='Thesis Concept Analysis'/><author><name>Brett</name><uri>http://www.blogger.com/profile/15594088638122015513</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='06854800064398845016'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17246945.post-112982585964627703</id><published>2005-10-20T14:27:00.000-02:00</published><updated>2005-10-20T14:32:06.546-02:00</updated><title type='text'>Antagonist Revision</title><content type='html'>I noted in my previous post that the 'demonic undead' was not the approach I wanted for my trans-dimensional soul leech (that sounds weird). Anyway, I took another pass and this is what I've come up with so far.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://studentpages.scad.edu/~bgalla20/images/new_leech.jpg" /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17246945-112982585964627703?l=runomuck.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://runomuck.blogspot.com/feeds/112982585964627703/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=17246945&amp;postID=112982585964627703&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/112982585964627703'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/112982585964627703'/><link rel='alternate' type='text/html' href='http://runomuck.blogspot.com/2005/10/antagonist-revision.html' title='Antagonist Revision'/><author><name>Brett</name><uri>http://www.blogger.com/profile/15594088638122015513</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='06854800064398845016'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17246945.post-112982549463630772</id><published>2005-10-20T14:12:00.000-02:00</published><updated>2005-10-20T14:24:54.643-02:00</updated><title type='text'>Original Character Work</title><content type='html'>This is a depiction of the main character or player prior to having experiencing displacement. Nothing special really, I was just toying with the approach of having a regular guy as the main character. I'm sure the wind breaker/slacks combo is really going to work well. Anyway, it was just an idea.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://studentpages.scad.edu/~bgalla20/images/man_good.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;Here is the same character after displacement. The good guy has essential become the bad guy, or rather the bad guy is in the good guy's body. I was going for the sinister effect. Again, the simplicity of the character seems to be working against me.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://studentpages.scad.edu/~bgalla20/images/man_bad.jpg" align="center" /&gt;&lt;br /&gt;&lt;br /&gt;After the player loses his body, his appearance turns to something that has limited form and identity. This is what I came up with.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://studentpages.scad.edu/~bgalla20/images/soul1.jpg" /&gt;&lt;br /&gt;&lt;img src="http://studentpages.scad.edu/~bgalla20/images/soul2.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;Last but not least, here is my bad guy. He resembles some form of the demonic undead, which is not what I was really going for. I was something more alien. The basic idea is to create something that is some kind of soul leech. That is the idea anyway.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://studentpages.scad.edu/~bgalla20/images/orig_leech1.jpg" /&gt;&lt;br /&gt;&lt;img src="http://studentpages.scad.edu/~bgalla20/images/orig_leech2.jpg" /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17246945-112982549463630772?l=runomuck.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://runomuck.blogspot.com/feeds/112982549463630772/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=17246945&amp;postID=112982549463630772&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/112982549463630772'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/112982549463630772'/><link rel='alternate' type='text/html' href='http://runomuck.blogspot.com/2005/10/original-character-work.html' title='Original Character Work'/><author><name>Brett</name><uri>http://www.blogger.com/profile/15594088638122015513</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='06854800064398845016'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17246945.post-112965956326553129</id><published>2005-10-18T15:44:00.000-02:00</published><updated>2005-10-20T14:49:27.266-02:00</updated><title type='text'>Elements to Develop</title><content type='html'>These are elements that I am listing that I will need more depth for the game approach overall. In addition, I think that some of them will be necessary for my preliminary environment. These probably do not make any sense to anyone but be, I just needed to put them somewhere I will not lose them.  :)&lt;br /&gt;&lt;br /&gt;Beginning Story&lt;br /&gt;&lt;br /&gt;Fountain of Youth&lt;br /&gt;&lt;br /&gt;Soul Rend&lt;br /&gt;&lt;br /&gt;Rules of Death&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17246945-112965956326553129?l=runomuck.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://runomuck.blogspot.com/feeds/112965956326553129/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=17246945&amp;postID=112965956326553129&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/112965956326553129'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/112965956326553129'/><link rel='alternate' type='text/html' href='http://runomuck.blogspot.com/2005/10/elements-to-develop.html' title='Elements to Develop'/><author><name>Brett</name><uri>http://www.blogger.com/profile/15594088638122015513</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='06854800064398845016'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17246945.post-112965266756476413</id><published>2005-10-18T14:19:00.000-02:00</published><updated>2005-10-18T15:40:35.180-02:00</updated><title type='text'>Original Concept Material</title><content type='html'>The following is the original concept for the board game called 'Soul Windows'. This will provide the basis for my project. I will adapt the approach to a first person single player game. I have also modified the story line and the depth of the storyline which I will detail in a subsequent post.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img height="378" src="http://studentpages.scad.edu/~bgalla20/images/swboard.jpg" width="378" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a name="_Toc68690796"&gt;&lt;/a&gt;&lt;a name="_Toc72752382"&gt;&lt;strong&gt;Executive Summary&lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Soul Windows is a game that causes players to use their ingenuity to gather information while hindering other players from doing the same. The game will employ an approach that includes game play from the games Clue, Sorry, and Dark Tower. Each player begins in a ‘displaced’ state meaning that they have had their bodies stolen from them. Their objective will be to find sufficient clues to identify the individual who has stolen their body. Once they can identify the host of their body, they can confront them in a final battle/challenge. If they are victorious in this final challenge, they win the game. If not, they must wait until their next turn before attempting again.&lt;br /&gt;&lt;br /&gt;The interesting aspect of Soul Windows is that a player will experience the game in two different states. The two states are living and displaced. As mentioned previously, all players begin in a displaced state. While players are in this state, their objective is to escape the world of the dead by displacing another player or obtaining a body from a non- player character. Players will draw a determined number of cards when it is their turn. The cards will give them the ability to take certain actions. Once a player has found a way into the living state, they can begin to search for clues.&lt;br /&gt;&lt;br /&gt;Each player in the game will also serve as a body thief for one of the other players. At the beginning of the game, they will draw from a set of cards that will determine which one of the other player’s body they have stolen. They have stolen. As players collect information, they will eventually have enough information to challenge whoever has their body. At this time, the players will engage in a die exercise that will represent a final battle. Depending on the outcome of the die exercise, the challenging player will either win the game or experience an in game death in the world of the living in which they send back to the world of the dead or in other worlds, back to the displaced state.&lt;br /&gt;&lt;br /&gt;&lt;a name="_Toc68690797"&gt;&lt;/a&gt;&lt;a name="_Toc72752383"&gt;&lt;strong&gt;Demographics/Audience&lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;This game is intended to have a duration of one half hour to possible to two hours depending on the skill of the players to inhibit other players. Although the game theme deals with the paranormal, the game play is a combination of mystery, strategy, and chance. The game itself is not overly complex and anyone of the age 12 or over who enjoy board games would be able to learn and effectively play the game. Individuals who enjoy science fiction will find that the subject matter and the symbolic game play adds additional appeal.&lt;br /&gt;&lt;br /&gt;&lt;a name="_Toc68690798"&gt;&lt;/a&gt;&lt;a name="_Toc72752384"&gt;&lt;strong&gt;Story/History/Background&lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;The concept for this game originated from a video game concept I produced while brainstorming in my non-linear story-telling course. I wasn’t planning to use the concept for anything, but I liked the idea so much, developing a board game for the concept could definitely help me to take it a step further.&lt;br /&gt;&lt;br /&gt;The story began with a two scientist studying the afterlife. Using research they had obtained from ancient religions and new technology, they developed a method that they believed would allow them to look into the afterlife. However, on their first attempt to use their new process, the experienced more than they expected. They did succeed in opening a rift into the afterlife, but they did not expect that something would be waiting on the other side. Some form of an ethereal being entered through the rift that they created and stole the very body of one of the scientists. It was not merely a simple possession of the body and soul, the being actually displaced the spirit of the scientist and sent into the world of the dead. Being free with a corporeal form in the real world, the being began to develop its malevolent plans to exist eternally in the living world by feeding on the life force of all humanity. It is in this state that the scientist finds himself in the world of the dead without identity. Fortunately, his former partner uses the same technology that made the rift into afterlife to contact him and together they discover how to find and enter ‘Soul Windows’ with which he can locate certain individuals in the living world and displace their souls to allow him to reenter the world of the living. Once back in the world of the living, the scientist uses the identities of the bodies that he assumes to hunt down the rogue spirit that stole his body. Through re-death and displacement, the scientist eventual tracks down the being and uses a collection of skills and abilities to displace the being back into the world of the dead.&lt;br /&gt;&lt;br /&gt;&lt;a name="_Toc72752386"&gt;&lt;strong&gt;Objective&lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;The objective of the game is for each player to find a match to their identity symbols to in effect identify who stole their body. Once players have found their identity, the player to their left serves as their body thief whom they challenge to regain their soul.&lt;br /&gt;&lt;br /&gt;&lt;a name="_Toc72752387"&gt;&lt;strong&gt;Equipment&lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;2 Dice&lt;br /&gt;6 Player Pieces&lt;br /&gt;1 Game Board&lt;br /&gt;9 Envelopes&lt;br /&gt;18 Red Symbol Cards&lt;br /&gt;36 Blue Folder Cards&lt;br /&gt;50 Green Play Cards&lt;br /&gt;&lt;br /&gt;&lt;a name="_Toc72752388"&gt;&lt;strong&gt;Setup&lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Select one player to pass 3 cards to each player from the Red Card deck. Each player views the cards he or she has received. They then put the cards face down in front of them. Each time a player dies or is displaced, they must reveal one of their identity cards to the other players until all of their cards are displayed.&lt;br /&gt;The dealing player will then shuffle and divide up the blue cards evenly between the 9 clue folders representing each of the areas on the game board.&lt;br /&gt;Each player up to 6 players selects a unique playing piece an places it on the corresponding color on the game board making sure that the side of the playing piece representing the displaced or dead state (side with the x) is facing upward. Every player begins in the displaced state.&lt;br /&gt;Once players have positioned their pieces, each player rolls one die. The player with the highest roll begins play. Turn proceeds from the beginning player clockwise around the board.&lt;br /&gt;&lt;br /&gt;&lt;a name="_Toc72752389"&gt;&lt;strong&gt;Begin&lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;When a player’s turn begins, they have two possible actions. The can choose to roll the die to enter the living state if they are on their home space or in the church. If they roll a 1 or a 6 while on their home space, the player becomes living. Once a player enters the living state, they turn their playing piece over so that their piece shows that they are no longer dead. Players can also select from the movement card stack and then play out the instructions written on the card. A card is discarded faced up once it has been played.&lt;br /&gt;&lt;br /&gt;&lt;a name="_Toc72752390"&gt;&lt;strong&gt;Movement&lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Movement in the game is dependent on the state that you are in. If you are dead, you can move in any direction (horizontal, vertical, diagonal) without respect to doors or pathways. In addition, when you draw a movement card, you move your piece double the number of spaces displayed on the card. If you are brought to life for whatever reason, you must move your game piece to the nearest game space or building adjacent to your playing piece. Once alive, you can only move your playing piece along the pathways. In addition, you can only move horizontally or vertically. You must also enter buildings through a marked doorway. If you select a card that provides more spaces to move to than is required to reach your destination, you may move to the destination without moving the excess spaces.&lt;br /&gt;&lt;br /&gt;&lt;a name="_Toc72752391"&gt;&lt;strong&gt;Game Play&lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Players move about the board to the different areas. Each area contains clues. However a player must be living in order to look inside a clue folder in an area. A dead player can occupy a space simultaneously with a living player. If the living player looks inside the clue folder, the dead player can roll a die to see what the living players sees. The dead player must roll a 6. If the player rolls a 6, then the living player must allow him or her to view the card that they viewed. When a player chooses to look inside a clued folder, they view only the top card. If it is a match to one of their identity cards, they retain the card and display the match for all players to see. If the card is not a match, they return the card to the bottom of the folder.&lt;br /&gt;&lt;br /&gt;If a player draws a card to displaces another player, they have the option of stealing one of their visible identity cards. The player must exchange the card with one of their own identity cards. Once a player has obtain 3 complete matching sets, they may make a challenge to regain their soul. If successful, they win the game.&lt;br /&gt;&lt;br /&gt;&lt;a name="_Toc72752392"&gt;&lt;strong&gt;Action/Power Cards&lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;Displace Player: Also player to displace another player and enter the world of the living and optionally exchange one of their identity cards.&lt;br /&gt;Move Cards: (1-9 Spaces) Allows Players to move specified number of spaces. (Double the spaces for players in the displaced state).&lt;br /&gt;Steal Identity Card: Prevent an opponent from obtaining a clue.&lt;br /&gt;Live or Die: Allows player to die or to live.&lt;br /&gt;Go to the graveyard: Go to the graveyard become dead, and lose a turn.&lt;br /&gt;&lt;br /&gt;&lt;a name="_Toc72752393"&gt;&lt;strong&gt;Final Confrontation Mechanics&lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;The player and the body-thief (The person to the left of the player) each roll a 1 die 3 times. The player who rolls the highest score two out of 3 times, wins the battle. If the challenging character wins the battle, they win the game. If not, they are displaced, and must reenter the world of the living to re-challenge to regain their body.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a name="_Toc68690800"&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17246945-112965266756476413?l=runomuck.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://runomuck.blogspot.com/feeds/112965266756476413/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=17246945&amp;postID=112965266756476413&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/112965266756476413'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/112965266756476413'/><link rel='alternate' type='text/html' href='http://runomuck.blogspot.com/2005/10/original-concept-material.html' title='Original Concept Material'/><author><name>Brett</name><uri>http://www.blogger.com/profile/15594088638122015513</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='06854800064398845016'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17246945.post-112855625441789574</id><published>2005-10-05T21:50:00.000-02:00</published><updated>2005-10-05T22:36:38.533-02:00</updated><title type='text'>Concept Research</title><content type='html'>&lt;strong&gt;Level of Detail&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Normal mapping will definitely supplement the increase of content quality and quantity in virtual environments. Additionally, it can indirectly contribute to the level of interactivity of the environment.&lt;br /&gt;&lt;br /&gt;Demands&lt;br /&gt;&lt;a href="http://www.gamasutra.com/gdc2005/features/20050309/postcard-kane.htm"&gt;http://www.gamasutra.com/gdc2005/features/20050309/postcard-kane.htm&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Normal Mapping Tutorial&lt;br /&gt;&lt;a href="http://www.msmiami.com/custom/downloads/3Ds7_Mapping.pdf"&gt;http://www.msmiami.com/custom/downloads/3Ds7_Mapping.pdf&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Normal Mapping Pitfall&lt;br /&gt;&lt;a href="http://bcloward.blogspot.com/2005/05/normal-map-seams-in-3ds-max.html"&gt;http://bcloward.blogspot.com/2005/05/normal-map-seams-in-3ds-max.html&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Normal Mapping Example&lt;br /&gt;&lt;a href="http://cgchat.com/forum/showthread.php?threadid=20424"&gt;http://cgchat.com/forum/showthread.php?threadid=20424&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Content interaction&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Scaling Content&lt;br /&gt;&lt;a href="http://www.gamasutra.com/features/19991124/pallistermacri_pfv.htm"&gt;http://www.gamasutra.com/features/19991124/pallistermacri_pfv.htm&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Substance &amp;amp; Style&lt;br /&gt;&lt;a href="http://www.gamasutra.com/features/20051004/sylvester_01.shtml"&gt;http://www.gamasutra.com/features/20051004/sylvester_01.shtml&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Design Process&lt;br /&gt;&lt;a href="http://www.gamasutra.com/features/20000630/huntsman_01.htm"&gt;http://www.gamasutra.com/features/20000630/huntsman_01.htm&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Half-Life 2 Process&lt;br /&gt;&lt;a href="http://www.gamasutra.com/features/19991210/birdwell_01.htm"&gt;http://www.gamasutra.com/features/19991210/birdwell_01.htm&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17246945-112855625441789574?l=runomuck.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://runomuck.blogspot.com/feeds/112855625441789574/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=17246945&amp;postID=112855625441789574&amp;isPopup=true' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/112855625441789574'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/112855625441789574'/><link rel='alternate' type='text/html' href='http://runomuck.blogspot.com/2005/10/concept-research.html' title='Concept Research'/><author><name>Brett</name><uri>http://www.blogger.com/profile/15594088638122015513</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='06854800064398845016'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17246945.post-112845012420685081</id><published>2005-10-04T15:54:00.000-02:00</published><updated>2005-10-04T16:22:04.210-02:00</updated><title type='text'>Potential Concepts\Focus Ideas</title><content type='html'>When I originally planned to produce my thesis, I intended to simply to create a flag-ship portfolio piece during the duration of my studio and thesis courses. I wanted to use a concept that I developed in an earlier course (titled "Soul Windows") as the substance for the project. This concept was for a board game project. The concept behind the game had tremendous potential in the 3D realm and I developed the storyline further than what I had in the board game to better explain the loose ends in the story line. I also found an untypical environment in the game 'Pain Killer' that gave me an idea to communicate one of the visual/experience elements in the game where the avatar is its 'dead' state.&lt;br /&gt;&lt;br /&gt;While this approach is still something that would do well as my project, once I began our studio 1 course, I found that the actual thesis deliverable needed to have more of a focus. In addition to having focus and purpose (meaning postulating a theorem, investigating its viability, and finally producing a significant output representing the justification of the thesis), I also want to take this space of time to develop a specialty. This may not consist of a group of specialties that contribute to a single focus, but this development period represents an opportunity to bring the trade skills that I use in my project to a professional level.&lt;br /&gt;&lt;br /&gt;One of the concepts that I feel that would help me to accomplish this is to develop a process or criteria to maximize the content and interactivity of virtual environments. Due to limitations of computing and video graphic technologies, the content of virtual environments. In addition, the cost effectiveness of production also contributes to the limitation of developers in the form of production cycles, timelines, and deadlines. I would like to establish guidelines for maximum content based on hardware limitations that could be applied to varying production cycle indications to perhaps give an indication of the level of content that will be provided by an individual project.&lt;br /&gt;&lt;br /&gt;My second potential concept is a related focus where I would like to develop environment content by perhaps integrating database functionality or use within a particular 3D engine that could employ dynamic capabilities to increase the interactivity, level of detail, and sense of realism in a 3D environment by producing dynamic content that has dynamic attributes. The intent would be further extend a players experience by allowing the imagination to explore beyond traditional barriers and limitations.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17246945-112845012420685081?l=runomuck.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://runomuck.blogspot.com/feeds/112845012420685081/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=17246945&amp;postID=112845012420685081&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/112845012420685081'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/112845012420685081'/><link rel='alternate' type='text/html' href='http://runomuck.blogspot.com/2005/10/potential-conceptsfocus-ideas.html' title='Potential Concepts\Focus Ideas'/><author><name>Brett</name><uri>http://www.blogger.com/profile/15594088638122015513</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='06854800064398845016'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17246945.post-112844671950441640</id><published>2005-10-04T15:23:00.000-02:00</published><updated>2005-10-04T16:24:22.700-02:00</updated><title type='text'>Thesis Development Calendar</title><content type='html'>&lt;table cellspacing="0" cellpadding="0" border="1"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;h3&gt;&lt;strong&gt;Class &lt;/strong&gt;&lt;/h3&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;h3&gt;&lt;strong&gt;Date &lt;/strong&gt;&lt;/h3&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;h3&gt;&lt;strong&gt;Activity &lt;/strong&gt;&lt;/h3&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;h3&gt;&lt;strong&gt;Deliverable &lt;/strong&gt;&lt;/h3&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 06 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;October 04 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Concept development &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;Revised Calendar &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 07 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;October 06 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Concept research &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 08 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;October 11 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Concept research &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;Tentative Thesis Concept &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 09 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;October 13 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Research/Test Thesis Concept &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 10 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;October 18 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Research/Test Thesis Concept &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 11 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;October 20 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Begin Development Plan &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;Thesis Concept Analysis &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 12 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;October 25 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Review Finalize Development Plan &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;Development Plan &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 13 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;October 27 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Concept Work &amp; Research &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 14 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;November 01 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Concept Work &amp; Research &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 15 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;November 03 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Concept Work &amp; Research &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;Concept Viability Final Analysis &amp;amp; Group Critique &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 16 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;November 08 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Concept Work &amp; Research &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;Development Plan Update &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 17 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;November 10 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Concept Work &amp;amp; Research &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;Concept Work Review &amp; Group Critique &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 18 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;November 15 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Concept Work &amp;amp; Research &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 19 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;November 17 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Concept Work &amp; Research &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt; &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td valign="top" width="83"&gt;&lt;p&gt;Class 20 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="120"&gt;&lt;p&gt;November 22 &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="180"&gt;&lt;p&gt;Concept Work &amp;amp; Research &lt;/p&gt;&lt;/td&gt;&lt;td valign="top" width="207"&gt;&lt;p&gt;Preliminary Thesis Composition and Concept Work/Group Critique &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17246945-112844671950441640?l=runomuck.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://runomuck.blogspot.com/feeds/112844671950441640/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=17246945&amp;postID=112844671950441640&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/112844671950441640'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/112844671950441640'/><link rel='alternate' type='text/html' href='http://runomuck.blogspot.com/2005/10/thesis-development-calendar.html' title='Thesis Development Calendar'/><author><name>Brett</name><uri>http://www.blogger.com/profile/15594088638122015513</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='06854800064398845016'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-17246945.post-112795551502375934</id><published>2005-09-28T22:56:00.000-02:00</published><updated>2005-09-28T22:58:35.026-02:00</updated><title type='text'>Launch</title><content type='html'>This is the preliminary posting to launch my blog. I'll start posting concepts and focus ideas for my thesis development. Ultimately, I hope it all makes sense. Thanks in advance.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/17246945-112795551502375934?l=runomuck.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://runomuck.blogspot.com/feeds/112795551502375934/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=17246945&amp;postID=112795551502375934&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/112795551502375934'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/17246945/posts/default/112795551502375934'/><link rel='alternate' type='text/html' href='http://runomuck.blogspot.com/2005/09/launch.html' title='Launch'/><author><name>Brett</name><uri>http://www.blogger.com/profile/15594088638122015513</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='06854800064398845016'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry></feed>