Last Update: 4/4/07
Beyond Empirical
The game features one set of armor, two swords, and a bow.
iii. The level is set in a mystical world that is comprised of three areas. The freshly green forest (now Keeria’s home and starting point), the barren lands, and the dieing forest.
iv. In the starting area there are three huts, in each hut there are pickups for your armor. The crates outside drop jewls when you run over them, the barrels drop health when you run over them. The first sword is up the stairs in the house you start in.
v. The second sword is in the green forest, you can follow the dirt path and some flashing lights to it, although it may still have a bug in it and may eject the player up into the air never stopping.
vi. The bow pickup is near the red stream of particles going up to the floating castle.
b. Second Level Game Features
i. The player spawns in a castle.
ii. The sword and bow pickups are at the top of each flight of stairs. There are crates and barrels that spawn jewl and health pickups. There is a bot that spawns and runs in a circle.
This game was developed by Shane Davis for the Advanced Game Programming course with instructor Dev Jana for the Winter 2007 term at Brown College.
iii. The level is set in a mystical world that is comprised of three areas. The freshly green forest (now Keeria’s home and starting point), the barren lands, and the dieing forest.
iv. In the starting area there are three huts, in each hut there are pickups for your armor. The crates outside drop jewls when you run over them, the barrels drop health when you run over them. The first sword is up the stairs in the house you start in.
v. The second sword is in the green forest, you can follow the dirt path and some flashing lights to it, although it may still have a bug in it and may eject the player up into the air never stopping.
vi. The bow pickup is near the red stream of particles going up to the floating castle.
b. Second Level Game Features
i. The player spawns in a castle.
ii. The sword and bow pickups are at the top of each flight of stairs. There are crates and barrels that spawn jewl and health pickups. There is a bot that spawns and runs in a circle.
This game was developed by Shane Davis for the Advanced Game Programming course with instructor Dev Jana for the Winter 2007 term at Brown College.
Publisher: None/Unknown






