Thesis Paper PDF

The final version of my thesis paper may be downloaded here:

Generating Challenge: Game Design for Procedural Spaces (PDF 1.51 MB)

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Thesis Presentation Video

My official thesis presentation was last night. I greatly appreciate the support of my colleagues and committee members in attendance!

If you weren’t able to attend, the recorded session is now available for viewing:

Generating Challenge: Game Design for Procedural Spaces

Considering that none of us had any prior experience with conducting an online thesis defense, I think it went fairly smoothly. The audio quality is a bit less than ideal, but I feel fortunate to have not had any other technical issues.

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Game Video

Here is a short video of the game:

Easy Money? Normal Game Video

And this is the supplementary video from my presentation:

Variables Exposed Demo Video

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Final Version of the Game

The final thesis version of Easy Money? is playable here.

Enjoy!

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More Game Tweaks

A few details added today:

  • The bubble now explodes into a burst of sparkles and money if it runs into a mine.
  • There is a level complete dialog that shows the bonus earned for each level.
  • Improved the graphics quality output.

Archive Version

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Adjustments and New Offline Version

Some adjustments have been pushed live. Here is the new archive version:

Offline Build

The offline version will not log high scores or have any social features, but you can play without a Facebook account.

Changes include adjustments to difficulty variables, updates to the bubble model and help screen, and other subtle sorts of details.

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Phase II – Offline Version

If you don’t have Facebook but would still like to help out with testing, please feel free to play an offline version of the latest build and share your thoughts.

Phase II Offline Build

The offline build does not include high score tables or any social functionality, so you will be greeted “Welcome OFFLINE.”

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Testing: Phase II

After a huge push, the Phase II testing build went live today, complete with more art, as well as the debut of sound, and additional design adjustments.

Firstly, the game is now capped at 25 levels, with difficulty ramped at a quadruple pace as compared to Phase I. Additional design tweaks have been made, such as a speed boost from collecting funds, plus reduced minimap and downsize costs. A healthy serving of bugs have been vanquished.

There’s still a great deal to do, but I’ll be backing off from the game a bit to focus on the other major portions of the thesis work. For example, I will be giving my presentation via Adobe Connect Sunday, May 20th at 8pm EST.

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Offline Version

If you don’t have Facebook but would still like to try the game, I’ve uploaded a new offline build, which does not have high score functionality through Facebook, so you will be greeted “Welcome OFFLINE.”

This particular version is sort of in limbo between the previous version and the upcoming release for Phase II testing, so never mind the missing art! What I’m looking for is feedback on the game interactions, most notably your impressions on difficulty.

Offline Build

Please don’t forget to click the Feedback button on the game over page, and if possible, let me know you played the offline version in the comments of the feedback survey. Thank you!

I’ll release a new offline build in a subsequent post when Phase II testing goes live.

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More Mines

Following a popular feedback item, I’ve scaled up the chance of seeing mines earlier in the game. While I had previously been starting out with zero chance of mines in the first level, in the interest of letting new players get their bearings, it has been communicated that it’s a bit too easy. Hopefully this adjustment increases player enjoyment and challenge.

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