The abandoned factories of Episode 2 were inspired by the world of the S.T.A.L.K.E.R. series of video games, which takes place in an alternative reality version of Ukraine; Szymanski said that Dusk was initially to be set in Ukraine as a nod to S.T.A.L.K.E.R., prior ing how video games shape cognitive development and learning. In one of the first books on the psychology of video games, Loftus and Loftus () focused on players’ moti-vations, exploring what makes video games “fun.” Relying largely on behaviorist theories, Loftus and Loftus pointed out that in video games, rewards or successes Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, a
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Dusk stylized in all caps is a retro -styled first-person shooter created by American developer David Szymanski [1] and published by New Blood Interactive for Microsoft WindowsmacOSLinuxand Nintendo Switch. Dusk takes place in and around the fictitious rural town of Dusk, Pennsylvania.
Military personnel and scientists establish research labs and factories in the town in an attempt to harness the magic of the ruins. Much of the research team soon video game research paper victim to a series of demonic possessions and industrial disasters, which force the remnants of the team out of the town. A large perimeter wall is built around the town, sealing it off from the outside world.
The player takes the role of a nameless treasure hunter "DuskDude" [6] or "The Intruder"who's heard rumors that hidden riches exist within the sealed town. The Foothillsthe first episode, is largely set in the country outskirts around Dusk's perimeter wall. After the treasure hunter escapes from the farmhouse, he travels across a variety of rural environments such as swamps, barnyards, cornfields, and sawmills.
After breaching the perimeter wall and entering the town, the protagonist uncovers an underground passageway, which ultimately leads him to an industrial zone on the outskirts of the city. In the second episode, The Facilitiesthe player character fights through the remnants of the possessed military and science personnel, who guard an array of occult machines within the industrial zone.
In the penultimate level of the episode, it's revealed that the machines extract power from the minced remains of slaughtered humans. Deep in the ruins of the industrial complex, the treasure hunter finds an otherworldly portal, which he activates and walks through. In the third and final episode, The Nameless Citythe treasure hunter finds himself in an alternate reality.
After passing through a cathedral, the treasure hunter travels through various locations, with eventually him being forced into a trial that takes place within a corrupted version of the treasure hunter's memories. In the end, the treasure hunter confronts and defeats the cult's leader, named Jakob, who in turn is killed by his followers. The treasure hunter then is confronted by the godlike being responsible for the events taking place in the town, referred to as Nyarlathotepand defeats it as well.
However, before the treasure hunter is able to deal the killing blow, Nyarlathotep claims the treasure hunter to be "worthy" and gives him an unknown power, presumably corrupting the treasure hunter in the process and taking Jakob's place as leader of the cult. Nyarlathotep then places the treasure hunter in a kind of stasis "until [Nyarlathotep] has need of [him] again". The object of Dusk' s gameplay is to reach the exit of the level, while surviving all hazards on the way.
Such hazards include hostile enemies such as robed cultists, demonic livestock, sentient scarecrows, and possessed soldiers. The player has access to a variety of weapons, video game research paper dual-wielded sickles, dual pistols, single and double-barrel shotguns, an assault rifle, a hunting rifle, a magic crossbow, a mortar, a magic sword, and a weapon called the "Riveter" that shoots exploding rivets.
A unique mechanic of Dusk is the unlocked y-axis, allowing the player an additional degree of rotation whilst in midair, which grants the ability to perform front and back-flips. The multiplayer component of Dusktitled Video game research paperfeatures an online deathmatch mode which supports up to 16 players. Dusk inherits many design staples from s first-person shooters, such as non-regenerating health, greater emphasis on movement and speed, and the ability to carry a large number of weapons at once.
The earliest concepts for what would eventually become Dusk were conceived in the mid s by lead developer David Szymanski. At the time, Szymanski only had access to computers with low-end hardware, which precluded him from playing recent video game releases; instead, he played older first-person shooters such as Half-Life and Doom.
These games would ultimately become major inspirations for Dusk' s gameplay. Dusk' s development began invideo game research paper, stemming from a series of tests Szymanski created in the Unity game engine. In an attempt to emulate the visual style of QuakeSzymanski modeled a low- polygon shotgun and fixed it to a camera; from that point, development on Dusk began in earnest.
The visuals of Dusk were crafted to be evocative of s first-person shooters. Through deliberate design, textures are low-resolution and have a limited palette, and both models and map geometry feature a lower amount of polygons than contemporary 3D games.
Szymanski initially experienced difficulties adhering to the graphic limitations of s shooters, as Unity engine continually introduced undesirable visual improvements throughout development: "[The] biggest challenge is just convincing Unity to stop doing things that make the game look better," Szymanski commented. The artistic direction of Dusk drew inspiration from several sources.
The rural farmhouse setting of Episode 1 was inspired by the film The Texas Chainsaw Massacrethe video game Redneck Rampageand Szymanski's own experiences of living in rural Pennsylvania. The abandoned factories of Episode 2 were inspired by the world of the S. series of video games, which takes place in an alternative reality version of Ukraine ; Szymanski said that Dusk was initially to be set in Ukraine as a nod to S.
In designing Dusk' s levels, Szymanski video game research paper cues from John Romero's level design in both Video game research paper and Quakeemphasizing non-linearity and abstract geometry.
Pre-orders for Dusk opened in August In a nod to the episodic shareware releases of s first person shooters like Doom and Quakepre-orderers gained immediate access to the first episode of DuskThe Foothillsin advance of the full game's release.
A closed beta for DuskWorldvideo game research paper, Dusk' s multiplayer component, opened in December to selected volunteering participants. Dusk released into early access on January 11,video game research paper, containing both DuskWorld video game research paper the first two episodes of the singleplayer campaign, video game research paper.
Dusk fully released out of early access on December 10,on the 25th anniversary of it's inspiration, Doom. The Switch port was released on October 28, On April 1,New Blood Interactive released a seeming April Fools joke video game research paper the form of screenshots of a 2D roguelike version of Dusk. Dusk '82 ULTIMATE EDITION was released on October 22 for Halloween The early access release of Dusk received generally positive reviews, video game research paper.
Significant praise was directed towards the authenticity of Dusk' s gameplay in relation to its s progenitors, with Gaming Nexus commenting: "Dusk is not some pretender, desperately trying after the crown of 90s FPS while sneering behind a faux-confident, pixelated façade, video game research paper. Dusk is an earnest love letter to 90s shooters, mixing all their best elements into an intoxicating, gothic tribute. Dusk has too much energy to fall into that trap. PC Gamer praised the level design of Duskstating that the game "is both an ode to and evolution of the greatest era of FPS level design.
The Switch port was praised as a faithful conversion and "a nigh-on flawless iteration of an excellent game". From Wikipedia, the free encyclopedia, video game research paper. Redirected from DUSK video game. Microsoft Windows December 10, macOS, Linux February 6, Nintendo Switch October 28, Retrieved February 9, Retrieved August 18, Retrieved November 7, Retrieved January 29, Retrieved January 18, video game research paper, Retrieved March 14, Bloody Disgusting.
Retrieved June 17, Rock, Paper, Shotgun. Retrieved December 19, Retrieved October 31, April 8, Video game research paper Disgusting!
PC Gamer. Retrieved October 23, Game Informer. Hardcore Gamers. Retrieved January 17, Rock Paper Shotgun. Retrieved May 1, video game research paper, Categories : video games Cthulhu Mythos games First-person shooters Linux games MacOS games Multiplayer and single-player video games Nintendo Switch games Retro-style video games Video games based on works by H.
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, time: 9:15Video game development - Wikipedia

Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, a ing how video games shape cognitive development and learning. In one of the first books on the psychology of video games, Loftus and Loftus () focused on players’ moti-vations, exploring what makes video games “fun.” Relying largely on behaviorist theories, Loftus and Loftus pointed out that in video games, rewards or successes Video game development is the process of developing a video blogger.com effort is undertaken by a developer, ranging from a single person to an international team dispersed across the blogger.compment of traditional commercial PC and console games is normally funded by a publisher, and can take several years to reach completion. Indie games usually take less time and money and can be produced by
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