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Showing posts with the label week 7

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 in...