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Showing posts from October, 2018

Game Design Considerations (Week 5 Reading)

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Game Design Considerations  This weeks reading was on different components of game design and a few things that should be kept in mind. Using components  to put your game together is very important, they can be basic or relatively advanced depending on the game and desired outcome but they have to be thought about carefully and integrated well. These design components cant be used to help the player understand what is going on and help identify what is what and where it is. An example of this could be using different colors to identify different spaces of the land or map and those colors could be to display a different effect. Game design elements should be carefully decided on to entice the player to play and also attract their eye, you want the game to be designed well and pleasing to the eye but also mechanically sound and understood. Another example of important game design could be timing, such as how long a text box should appear. The box needs to be there long enough fo

Unity Tutorial 03

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week 4 (Unity Clock Tutorial) This weeks Unity Work was challenging and took me many attempts. The goal was to create a fully working clock in Unity. This was divided up into two sections building the clock using objects and then using C# to code them to work like clock arms. The first section of building the clock model took me a few tries but I eventually construed it and moved onto the coding. The coding is where i struggled. It was all going well with no errors up until about the last 4 steps where I got a bunch of errors and had no idea how to fix them. Perhaps I need to try it a few more times. Although i failed at getting the final product to work, it helped me gain a better understanding of basic code and how it is combined with Unity . Although the program told me the errors i have tried and was unable to fix them. I think my best course of action now would be to try practice this one more time with friends or others struggling with it to try and logically figure it o

week 4 Project ( Game Vision Statement)

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Vision Statement  Vision Image Genre The genre of game I have decided to work on is a challenging 3D platformer. This will be a game that will be simple at the core but very difficult to complete. In the age we live in now there are more video games being created than ever before, thanks to tools like unity and stream we have access to play just about anything with ease. The 3D platforming genre is no different there are many games under this genre some good and some not.  A good example of inspiring examples I have decided to develop a 3D platformer through this project as I see so many inspiring games and would like to add my own taste and attempt to the list. I love this genre as it can be as basic or advanced as one can make it. Charm and character can also be added either through a linear story or subtly through observations of the landscape, characters, and items.   Gameplay This 3D platformer will aim to be both challenging and satisfying. I aim for this g

MDA Framework

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MDA are extremely important elements that go into both establishing and developing any game. Mechanics: The games rules and how the games functions, What is in the game, what they do, what impact they have, how does the game play and what is the end objective of the game. Dynamics: The rules and design that shape the game to be played by the user, this directly forms strategies and a general understanding of how to go about achieving your objective. Aesthetics: This is the general feel of the game. Is the game fun and work as it should, or is is broken and a bad experience. This also relates to the style of the game, is the game social, solo, emotional or challenging. When thinking about a games aesthetics we have to remember that different genres can have a fitting aesthetic such as a linear based narrative style should have a sense of exciting drama and gripping characters and events and or a challenge game should be difficult and have well developed tight contro

Unity Tutorial 02

Unity Tutorial 2 As I continue trough the tutorials found online I find myself becoming more interested in the idea of creating a game for the first time. The videos   The creator of the tutorials has a very good way of visually explaining and presenting information in a way that is easy to follow and not be overwhelming, which is very good as I am someone who can easily get lost with multiple step activities. I am getting an understanding to the core working of a game such as elements, sounds and triggers, and the very important UI. Sound and triggers I thought that the basic sounds and triggers to activate the sounds were fairly easy to follow and get working.  Working with the Gem was easy and I felt a sense of accomplishment when i finally heard that ding and seen it disappear. UI I did have a lot of trouble with my UI as i couldn't get the elements to work or be visible. After failing to create a working cursor in my first file i decided to open a new file and s

Unity Tutorial 01

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After watching a few Unity tutorials I am impressed with the software and look forward to using it and developing a better understanding of how to use it. I think it is impressive that anyone can start getting into the world of game design by starting off in Unity. Unity is the is one of the most used game engine and development pieces of software and it is easy to see why. Unity provides a large array of settings and options to allow you to set up just about anything you would need for a game you have in mind, with a large number of free assists ready for you to use provided by more experienced workers it is easy to get into it and start messing around with different tools and features.                                                                           Game Objects Assist  Through my time spent, I have been looking at the terrain, objects and different elements such as textures and lighting, just by setting up a small terrain it is easy to apply texture