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Showing posts from November, 2019

Unity Free Tutorial

1. So, first of all, this tutorial that I decided to follow was a tutorial called 'moving objects to specific places'. I came up with this idea from a comment that I received on a blog post of my Alpha. The commenter stated that it might be a good idea to implement moving obstacles into the maze to make the levels a bit more exciting as you progress. I thought this was a great idea, so I practiced a tutorial and now (while I have a week off of a project upload) I hope to introduce the same technique into the game in some parts. (Screenshot) The tutorial shows how to make an object bounce from one place to another. https://youtu.be/TJCOC0gcU4k 2. The second tutorial will be repeated from my previous post. I included three tutorials previously, underestimated the workload, and never got the complete the timer into my game. So this has been repeated in order to refresh my memory and get it into the game as soon as I can. https://www.youtube.com/watch?v=D

Game Stories

This week's readings are introduced with a little bit of an introductory mentioning that up until this point, we have discussed games as systems with sets of rules. From now on, we will be looking at an emotional, story side to games. This was really exciting to read as understanding why something like a game can be so memorable, is extremely interesting. Unfortunately, the first two provided links didn't go to the related readings, so I had a look at the additional ones instead; "Stories and Games". The author states three reasons as to why "Can games be art?" discussion as part of their specific syllabus: 1. The author wants to make it clear that fun is not the only purpose of game design, and some might think this. They state that some games have received good critiques even though they are not necessarily 'fun'. 2. 'Can games be art?' is a huge debate that has been circulating throughout game design for a long time, so they want

Alpha

So, I've managed to complete the three levels that I hoped to complete. I have added a skybox to the levels also, and have changed the color of the text on-screen (the coin-counter) from black to white, as the black text blended in with the background. My Own Screenshot Of The Updated First Level One issue I'm having is with the materials and textures. I have no idea what's happening with them. All materials are now showing up as the default plain white (they have a pink hue in the screenshot due to the skybox), and it won't allow me to add the textures or materials that I intended to use, and that were used in my first playable. Also, when you play the game, and progress to another level, this happens: My Own Screenshot Of Level 2 For some reason, the hue then changes to kind of a beige color. This only happens when you begin on a certain level and progress to another one during gameplay. If I were to begin gameplay on Level 2, for exampl

Week 9 Progress

Hello! In this blog post, I will be discussing my progress to date with this module along with a few other topics. Looking back My progress so far is definitely not something to be fully proud of. I have had a couple of bumps along the road that definitely put a strain on my progress, but in regards to where I am now, I'm quite happy as I feel like I've caught up, I know what I did wrong, and I most definitely will not be making the same mistakes as I did.  My weekly routine wasn't the best, It definitely got thrown around the place when pother big deadlines got in the way. I know now that the reason for this is because I didn't make a schedule for any other modules, so my time management was not up to par. My favorite class assignments are probably blog comments. It's nice to see other people's work and be able to connect with others. I also used a few extra credit assignments after my little 'bumps in the road' to catch up. I will also nee

Review Week Comments and Feedback

Hello! This week I will be thinking back on the blog commenting and feedback project assignments. Feedback In First of all, I haven't gotten much feedback at all. This is, of course, a fault of my own (as I've discussed before) due to me missing out on a couple of project-related uploads and documents, I obviously wouldn't be able to get feedback from other students. Although, the little feedback that I did get, in my opinion, wasn't necessarily 'feedback'. The comments I received were great, but they weren't constructive nor critical. They were all complements which left me in the same exact position. Feedback Out Personally, I believe all of my feedback and comments were quite detailed and helpful. I did complement work, but I also suggested specific ways to improve. Also, a couple of times where I was giving feedback I noticed certain writing techniques (on the likes of notes, etc) that I thought would help me a lot so I look forward to taking these n

Week 9 Reading and Writing

Hello! Today is a little look back on all the readings that I've completed this semester and discussing a few points in relation to them. Looking Back: Overall, I find some of the readings very interesting to read. They can offer a lot of insight into the amount of thought and work behind game development. This was also a small downside, as some of the terminologies, for example, was extremely complex and sometimes confusing. It took a lot to understand them fully. My favorite part so far has been 'Game Fun'. Getting to see the psychology behind different players and how they experience fun in different ways was so interesting to me. You never really think about these things even though they're right in front of your face, so getting to learn about this was exciting. Personally I, unfortunately, haven't made a lot of connections between the readings and my game. I've made some, but not a lot. Especially the likes of reading about MMO's. I did still e

First Playable

Hi! So, I've caught up on what I could on Unity. I've completed the necessary tutorials and have my first playable level complete! So the 'Maze Game' as it is, is quite basic as it's only the first level of the game, but I've successfully completed all of the mechanics that were needed in order for my game to function and from here on out it will be a lot easier to create more challenging levels as I have completed the hard parts, so I only need to expand the levels from now on. My own screenshot of my first playable. This is where the playable begins. The capsule is the 'player' and the objective is to collect all of the coins. The coins spin to signify that they are an item to be collected.  My own screenshot of my first playable. The counter at the top of the screen reduces the number as the coins are collected. I thought a counter would be a better option than a score as it shows completion. My own screenshot of my f

Unity Free Tutorials

It took me some time to try and find the right tutorials that I wanted to use, but in the end, it was worth it as I found the perfect ones! So, first of all, I've been (and still am) extremely behind on the project aspect of this module. I took a week off of uploads due to other priorities in different modules building up too much, and that was a huge mistake, it then began to build up more and was too daunting and I felt like I couldn't move on without going back to do it all. But, here I am now, trying my best to do what I can. A little update on what my actual idea is: The idea I decided to go for (if you read my game decisions blog) was the maze game. I felt like this was the most realistic to execute with the skills and knowledge that I have. Considering that I decided to practice unity away from the weekly tutorials in my own time, and this is the most I could achieve, I think my other ideas were a bit far-fetched. There were a lot of errors that I had no idea how to

Game Fun

Today I read some of "Clubs, Diamonds, Hearts, Spades: Players who suit MUD's" The first thing that I learned is 'MUD' is an outdated term and is a precursor to today's 'MMO' Multiplayer Game Meme https://gaming.ebaumsworld.com/pictures/funny-gaming-memes-for-the-gamers-amongst-us/86042157/ Reading this article is quite confusing. It uses language that is difficult to decipher immediately while reading, it takes some time to understand what it's actually saying. I definitely believe they could have used simpler English as all of this is just unnecessary. I browsed through the article and found one part particularly interesting is the Player's Interactions section (noted that these types are stereotypical and it is normal for a player to fit into traits of two or more types): (I have decided to only cover the traits against each other as there are too many variations, this way I can still cover all traits)  Achievers vs Achi

Tech Tip: Blogger Template

This week I decided my blog needed a bit of a change. This is what It has looked like up until now: And now its current layout (just in case I decide to change it in the future): I love the look of this theme because the layout is so clean and my favorite part is the search bar on the top with the sidebar. I feel like it has a more professional feel to it. I chose this color just because that shade of blue is my favorite.

Unity Tutorial 06

This week we learned about several things. One of them being skybox's (how to get them and to import them). The sky usually takes up a lot of the screen in a game so they are quite important. They can also give the player a certain 'feel' that relates to the genre of the game. (e.g. for my 'darker' or more mysterious game idea a sky that's less bright and cheerful would be more fitting. The skyboxes seem to also affect the lighting on the map, which is a really cool feature and can help, again, to create a mood. A moody sky "Dark sky"   by  theseanster93  is licensed under  CC BY-SA 2.0  We also learned about the wind-zones which are a good feature as it helps make the game a bit more realistic. For another section in the tutorials, we learn about fade screens. In the beginning, he discusses an ax, and unfortunately, I missed a section of the tutorials so I was a bit confused with this part. Also, the C# is still something other-worldl

Games Decisions

An MMO (Massively Multiplayer Online) Game is known to be difficult to build due to many technical issues and also  server scaling, as well as design issues involving scaling economics, politics, level design, pacing, persistence, and progression. A  common assumption about MMO's is that bigger player numbers are better and worth pursuing. This may not be the case as costs rise along with the number of players. Human-scale game design is about creating strong relationship bonds between individuals. (Friendships) Creating these bonds is a recipe of four ingredients. These are Proximity, Similarity, Reciprocity, and Disclosure. Proximity In order to create a friendship, players need to have close proximity. This allows interactions. Similarity It is more likely for players to become friends if they are similar. Their perceptions of one another need to be similar to their perceptions of themselves. Reciprocity Players must engage in escalating back-and-forth interac