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Monster Rampage - Flash Game

2/28/2012

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   I made this game as a sort of homage to Rampage. The object of this game was to make a simple catching game. I thought that making a game where you're a happy farmer catching apples in a bucket was kind of lame. I figured that monsters would be the best way to go. I spent a few weeks on code alone and about a week on the monster design and art. The game was made in Flash using ActionScript 3.

  My highest scores are as follows:
Irsalla - 46,000
K-Rex - 96,400
Webster - 27,000

  I played a lot when I was testing it. Unfortunately there is no leader board or anything so you're going to have to trust me. Feel free to post your high scores in the comments section.

How to play

 - To choose your monster click on it using your mouse.
- Use the left and right arrow keys to move your monster left or right.
- Eat the falling guys for points. Each guy is worth one hundred points.
- Avoid eating the flaming debris!
- The game ends when you run out of health!
- Health can regained by eating the falling guys.

The Monsters

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Irsalla: She is the product of a fast food salad experiment gone wrong. Fueled by vengeance she attacks the city to avenge her fellow vegetables. When she is on the field her vines can protect her from falling debris. She is the slowest of the three monsters and gains the least amount of hit points back (10 hp). 

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K-Rex: The K stands for Kill! He is a hyper predator from an earth that never was. Due to some weird science he is running amok in the present. When he is on the field he brings with him deadly palm trees. His movement speed is slightly better compared to Irsalla but He never closes his mouth! He can easily catch a lot of prey but can also eat a lot of debris. Being a meat eater he gains 20 hit points back.

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Webster: A super intelligent space spider from the darkest reaches of space! Webster came to earth through his cosmic web. Webster is the fastest of the three monsters but he takes twice as much damage. His jaws are small so it can be tricky for him to catch prey. His cosmic web allows him to move side to side quickly. He gains 15 hit points back from eating humans.

- Danny Q
@Dannylv100
​

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Hammer to Fall: Gears of War PC Mod

2/25/2012

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Intro

   During the final cycle of Freeze-E Frosty's I was taking my second portfolio class for the Art Institute. For my class project I began working on a Gears of War mod to demonstrate my knowledge of the Unreal Engine as well as my understanding of third person shooter level design and Mechanics.

    I started this ambitious project at a very bad time. Only a week before I was in starting on the plans for a boss fight. The same boss fight that would become the Freeze-E Frosty's boss fight. At this stage in production we were nearing the end and we still had to get so much done. We finally had the art done for the boss and it was ultimately on me to complete. Weeks into the boss fight I wasn't making enough progress. I had a few things working inside of the Gears editor but I decided that my time would be best spent focusing on Frosty's. I abandoned working on the Gears project and instead used the Frosty's boss battle. It turned out to be a wise choice. The boss battle came out great and was a great addition to a game that benefited our whole team. Continuing to work on the Gears project would of just benefited me and would of lead to a very phoned in boss battle.
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   I was very excited to get my hands on the Gears editor. The Gears of War franchise is one of my favorite franchises. Ever since I played it I wanted to work inside of it. I found a lot of what UDK had to offer to be limiting. The Gears editor gave me access to everything the Gears universe had to offer. It had actual Ai, a variety of weapons and cover mechanics.

   I spent a weekend learning how to spawn enemies and get the cover nodes to work. I had spend a lot of time playing Gears of War 1 and 2 and began to deconstruct the levels. I studied heavily the basic game play elements in Gears. I found out that cover is always within reach, always within view. It takes the player 3-5 seconds to get from one piece of cover to another. I had a solid understanding of what I had to do to get everything done.
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Chainsawing wretches = FUN!
   I began to sketch out ideas for a campaign level. I wanted this level to be big, I didn't want it to simply be a multiplayer map, I wanted it to fit into the Gears of War Universe. The story I came up took Delta Squad to a desolate weapons manufacturing plant that had been abandoned during the Hammer of Dawn strikes and the Locust invasion. The factory is home to blueprints and schematics for much of the COG arsenal. Intel shows that Locust forces are in the area and are en route tot he factory. The higher ups in the COG want to launch a large scale Hammer of Dawn attack on that location to keep them from gaining control of the factory, but they also want the schematics and blueprints. Delta Squad is sent in to recover whatever files they can before the factory is destroyed.

    I am quite aware that my story sounds like a very bad fan fiction. But that was the story I came up with. The level was going to be broken up into three separate acts.

Story

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Act 1: Delta Squad (Marcus, Dom, Cole and Baird) being sent into infiltrate the factory before it is destroyed by the Hammer of Dawn. While investigating the factory they encounter Locust forces. Delta Squad is able to retrieve the files they needed and escape to the sewers as the Hammer strike destroys the factory.


Act 2: Delta squad is trying to find a way out of the sewers to reestablish contact with command. While in the sewers they discover that the locust gained access to the factory by using the factory's sewer system. While in the sewers they deal with heavy Locust resistance as they try and find a way out. As they reach they exit they are pursued by a Berserker.
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Goggles Drone is my favorite drone.
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Early top down of the final Berserker encounter.
Act 3: After escaping the sewers through a large runoff pipe Delta Squad ends up in a stranded camp located under a freeway overpass. They radio in a King Raven for pick but as it lands they are ambushed by Locust and in the process many stranded are killed. As Delta is about to board the King Raven The Berserker that was chasing them emerges from the run off pipe and strikes the King Raven. Marcus Falls out of the helicopter. Marcus must now search for a Hammer of Dawn amongst the bodies.

Gameplay

    The first act was going to take place inside the factory. The player would have to fight against small Locust squads at first until they reach the manufacturing floor. This part of the level would have the player being pinned down by a manned enemy turret. The player would have to take cover and advance slowly. To make things a bit more challenging the player would have to contend with a wave of wretches that would force them to move out of cover, exposing them to turret fire.
PictureThe shotgun in Gears is legendary.
    Once the player has disabled the turret they will then man the turret so they can turn it against a wave of enemies. This wave of enemies will be a mix of snipers, drones, boomers and wretches. Once theay are done with that they make their way into the engineering area where they must guard Jack (the robot) from another waves of enemies. This wave would be made up of drones, grenadiers, wretches and be led by a Theron guard.

   As they leave the factory they radio in to COG command and let them know that the Hammer Strike is good to go. They then make there way toward the sewer until they are stopped by another squad of enemy troops. This squad includes a pair of reavers (which fly in from a hole in the ceiling), Snipers and drones. Once the enemies have been defeated they make their way into the sewers.
   The first minute of act 2 would involve Delta Squad losing radio contact with COG command. They they venture into the sewers expecting little resistance. At first they encounter just a few wretches but as they start to lose their way in the sewers they realize that the Locust have been merging their tunnels with the sewer systems so that they may have easy access to attack human cities.
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BOOM head shot!
   The player then engages in a few shootouts with a small assortment of Locust squads. Enemies here are mostly grenadiers, drones with a few Theron guards thrown about. Before the player reaches the exist they fight off two boomers and a wave of wretches. Once that wave has been defeated the player would then begin heading toward the exit. Suddenly a Berserker appears from behind them and chases them through the sewer. The players need to run and vault over debris until the reach the exit.
    The third act starts with a sequence where Delta Squad walking through a stranded camp. The camp would be in a large man made river near an overpass. During this sequence Marcus is able to radio in for a helicopter. Just as they make their way into the middle of the camp they encounter enemy drones from the top of the over pass. They begin to fire indiscriminately into the crowd. The player would fight of three waves of drones.
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   The waves are repelled but there are many casualties amongst the stranded. The helicopter arrives and Delta Squad boards it. Marcus and the squad look back and feel sorry for having to leave the people behind. Just as Marcus is to board the Helicopter the Berserker that was chasing them in the sewers runs out from the run off pipe and charges the helicopter. A cog soldier aims the hammer of down at it but Marcus moves it aside. The Helicopter lifts up into the air just as the Berserker swipes at it. It rocks back and forth. It wobbles into the air, the pilot tries to maintain control but the unnamed cog soldier falls out as does Marcus. Marcus is now left to run around the stranded camp trying to find the Hammer of Dawn amongst the debris and bodies of the dead.
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    The player would then run from body to body in an attempt to try and find the Hammer of Dawn. The player would approach a body and use the “E” key to flip it over. The stranded camp will have a few different cog soldiers lying around. The Berserker would chase the player around as the helicopter would fire at it in an effort to distract it. Once the player gets the Hammer they can then use it to defeat the Berserker.

  The Berserker is defeated and the stranded camp is sadly destroyed. Delta Squad leaves in the helicopter and the level is over.
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Conclusion

  I had a lot of this planned out in my mind and on paper. One of the problems I saw with this level overall was the pacing. The player would be spending time moving in between action sequences. Each firefight led to another one. The reason for this was because the idea of creating cut scenes was possible but it would have been very time consuming. When I first started the project I had a crazy idea of going through all the sound clips from the editor and somehow editing them together inside of matinee so I could make new dialogue. That however was a very something that alone would have taken hours.

 http://www.youtube.com/watch?v=Y8ARsCDKpbU
   Even though I only spent a few weeks working on some prototypes in the editor it did not go to waste. Many of the skills and mechanics I learned went into designs for another project I have been working on. At first we wanted to build a game inside the Gears editor, the problem with that was the availability. The only people that can play a mod or a game in the editor are people that own the PC game. If we were to develop the game inside of UDK it greatly expands the number of people we could reach.

- Danny Q
@Dannylv100
​

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    Dannylv100

       I am an Indie Game and Level designer, Consultant and host of Divercast.

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