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Burger Shop 2


In Burger Shop, you successfully created a universal chain of restaurants and found fame and
fortune... Until one day, you found yourself in a dumpster with a bump on your head, your
restaurants boarded up, and no memory of how any of it happened. Now, in Burger Shop 2, you mustrebuild your restaurant empire by using your Time Management skills, adding new twists to yourmenu to entice new customers, while uncovering the truth about what happened to your originalrestaurant chain!

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The Elder Scrolls III: Morrowind

The Elder Scrolls III Morrowind  elj-games.blogspot.com
Elder Scrolls 3: Morrowind
  • Publisher: Bethesda Softworks
  • Developer: Bethesda Softworks
  • Release Date: May 7, 2002
  • Genre: First-Person RPG

About This Game
The Elder Scrolls III: Morrowind is an epic, open-ended single-player roleplaying game set in a gigantic 3D world where you create and play any kind of character you can imagine. Be the noble hero embarking on an epic quest, or an insidious thief rising to leadership of his guild. Be a malevolent sorcerer developing the ultimate spell of destruction, or a reverent healer searching for the cure to a plague. Your actions define your character, and your gameplay changes and evolves in response to your actions. Confront the assassins' guild, and they take out a contract on you. Impress them, and they try to recruit you instead. No two sagas are the same in the world of Morrowind.
Minimum System Requirements
  • OS: Windows 98/ME/2000/XP
  • Processor: Pentium 3 @ 500 MHz
  • Memory: 256 MB
  • Hard Drive: 1.1 GB Free
  • Video Memory: 32 MB
  • Sound Card: DirectX Compatible
  • DirectX: 8.1
  • Keyboard & Mouse
  • CD/DVD Rom Drive
Recommended System Requirements
  • OS: Windows 98/ME/2000/XP
  • Processor: Pentium 3 @ 800 MHz
  • Memory: 256 MB
  • Hard Drive: 1.1 GB Free
  • Video Memory: 32 MB
  • Sound Card: DirectX Compatible
  • DirectX: 8.1
  • Keyboard & Mouse
  • CD/DVD Rom Drive
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The Elder Scrolls III: Morrowind – Mediafire Links
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Obstacles continued

In this post I would like to expand on some of the things that where brought up in the last post on obstacles. I am going to go through some of the steps involved in coming up with an obstacles and problems encountered.

Normally what we start with is having some kind of general journey for player. This could be something like this (a lit more detailed though):

The player starts at the pirate island and must then steal a ship to get the jungle and rescue his loved one.

This is then built upon step by step and ends up as detailed designs of each level. Now lets say that I now have to design the levels inside the skull castle on pirate island. Because of story reasons I now need to fit in the following levels:
  • Treasure chamber
  • Torture room
  • Drinking hall
  • Fencing hall
When trying to fit these levels together I can do it in various ways. It could be a linear progression like:
Treasure chamber -> Torture room -> etc...
Or I could use some kind of hub structure. A way to do this is by having a great hall (acting as a hub) that all of levels connect to.

Designing the basics for these levels are by far easiest in the linear progression. Here one can have an obstacle blocking the path between the current and next level or it could be as simple as just reaching the end of the level. Adding an obstacle is easy because there are no real constraints and just about any type of puzzle fits as solution.

In the hub structure things get more complicated. Here there must be some obstacle in the great hall that require the player to visit all of the levels it connects to. A way to solve this is by spreading the solution to all of the levels, like a door that needs four keys. Another solution would be to have the levels relying on each other, for example to enter the torture room the golden spear from the treasure room is required.

In terms of gameplay experience these two solutions varies a quite a bit. The linear progression gives a very, uhm, linear feel, but allows for a more fine-tuned and scripted experience. The hub structure gives more freedom for the player to explore and a less linear experience, it is also harder to script. In the Penumbra games we use a mix of these two types, to give the game some variation and try to use the strengths of both types.

Coming up with puzzles for overcoming the obstacles also vary from the different types. In the linear progression it is simple to add multiple solutions, and it can be possible to let the player complete the puzzle without exploring the entire level. For hub structures it is much harder to do some kinds puzzles, like those having multiple solutions. If the player can solve the puzzle in the great hall without visiting any of the levels, a lot of story and gameplay might be skipped. Coming up with one puzzle that requires the contents from all levels is hard enough, so you mostly have to live with having one unique solution to these puzzles. This also puts further constraints on the obstacle, as it is not very good if the player can come up with many alternate solutions that would overcome it. In that event the obstacle will seem too artificial and immersion is broken.

Note that there can of course be sub-obstacles blocking the path for the different parts of the great hall puzzle. For example the player might need get to a golden hook from a pirate frog in the treasure chamber and this puzzle have far less restrictions. That does not take away the problem with the puzzle in the hub though.

Hopefully this has given some insight into how we (or at least I) go about creating levels and the problems with obstacles encountered.

What are your thoughts on these problems? Know any more problems that might arise or perhaps any more solutions?

The Da Vinci Code

The Da Vinci Code
elj-games.blogspot.com
The Da Vinci Code
  • Publisher: 2K Games
  • Developer: The Collective
  • Release Date: May 19, 2006
  • Genre: Action

About This Game
The Da Vinci Code revolves around secret societies, ancient cover-ups and calculated vengeance in an action-oriented suspense experience. While attempting to solve a murder, Harvard professor Robert Langdon and brilliant French cryptographer Sophie Neveu uncover a 2000-year-old conspiracy through clues encoded in paintings by Leonardo Da Vinci. The Da Vinci Code takes you on a heart-pounding non-stop race through Paris and through time to find the truth and protect a secret that could shake the world.
Minimum System Requirements
  • OS: Windows 2000/XP
  • Processor: Pentium 4 @ 1.6 GHz or Equivalent
  • Memory: 512 MB
  • Hard Drive: 3 GB Free
  • Video Memory: 64 MB
  • Sound Card: DirectX Compatible
  • DirectX: 9.0c
  • Keyboard & Mouse
  • CD/DVD Rom Drive
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The Da Vinci Code – Mediafire Links



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I Spy Spooky Mansion - 258 mb installer


Discover a collection of intriguing picture riddles and games while locked inside a dark,
mysterious house. Reveal hundreds of hidden objects and thrilling secrets as you uncover three
different and surprising ways out. Decode a puzzling message, make your own ghosts, unveil a
secret room, and more!

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http://rapidshare.com/files/260036125/ISPSp.part1.rar
http://rapidshare.com/files/260037463/ISPSp.part2.rar


Men of Valor

Men Of Valor
elj-games.blogspot.com Men of Valor
  • Publisher: VU Games
  • Developer: 2015
  • Release Date: October 26, 2004
  • Genre: First-Person Shooter

About This Game
From the creators of the award-winning Medal of Honor: Allied Assault comes Men of Valor: Vietnam, 2015's historical first-person shooter that portrays infantry combat during the Vietnam War. Combining the latest Unreal technology with the gameplay expertise of 2015, Men of Valor immerses you in the humid jungles of Southeast Asia in the most controversial conflict of the modern era. Battle your way through dangerous scenarios, from search and destroy missions around Danang airbase to the Tet offensive and the counterattack on Hue, or challenge friends in various multiplayer modes, which allow you to view the war from the perspective of the Viet Cong guerillas as well as U.S. forces.
Minimum System Requirements
  • OS: Windows 98/ME/2000/XP
  • Processor: 1.3 GHz
  • Memory: 256 MB
  • Hard Drive: 3 GB Free
  • Video Memory: 64 MB
  • Sound Card: DirectX Compatible
  • DirectX: 9.0c
  • Keyboard & Mouse
  • CD/DVD Rom Drive
elj-games.blogspot.com
Men of Valor – Mediafire Links
www.elj-games.blogspot.com

I Spy Junior Puppet Playhouse - 124 mb - unrar & play


Inside the Puppet Playhouse, you'll find charming puppets, fascinating games, and rhyming riddlesto solve. Playing make-believe has never been so fun! The game is based on the award-winning andbest-selling I SPY book series.

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Instructions to play this game:

you will see "DATA" folder after unrar, just copy it to your C drive ( it should look C:\Data )
and return the game folder click on
ISPY_PUPPET.exe to play the game