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Showing posts from October, 2021

Games GDD

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 Week 06 Games GDD What is a game design document? Game Design Documents are made to structure your game so you yourself and the others viewing the document can understand the ins and outs of how the game is going to be. The great thing about game design documents is that it helps you with structuring your game ideas so that you have it clear on what you want to do with the idea. Game design documents only work when the document is formatted properly and use the right concept template. Here are some other reasons why having a game design document is very useful: Memory aid:  When a group of people or even just one person is making a game there is a lot of information to keep track of and so much material to cover, from mechanics of the game to settings and the things that happen in the story of the game and overall lore. These documents cover all the details for these people to come back to  Communication tool: Since your bringing this game document to people who are going to critique

Unity Tutorial 04

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 Reading Week Unity Tutorial 04 This week's tutorials were pretty difficult, I felt that the challenge one was way harder than the other two although the other two took way longer. The challenge exercise helped me recall my knowledge but it was frustrating at times. This task was called Collision Decisions, in this exercise, we were learning about box colliders and how we could control what happens when two prefabs with box colliders on them, In this case, we made them both disappear the moment they collided. This tutorial was pretty straightforward and I enjoyed it too! This task was the hardest of them all, The whole idea of this task was to make you download a faulty project and get it working perfectly by the end. It took me a lot shorted to finish it in the end but, I felt like this challenge was better for study purposes going forward, it made me think of solutions to the problems I was given and made me use the knowledge that I had gathered from the other tutorials. I did st

Unity Tutorial 03

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 Week 05 Unity Tutorial 03 After completing all the tutorials this week I can say that this was the one that I had the most trouble with. In these tutorials, we had to make a piece of land and put our characters and animals on it. We then set the boundaries of the character for moving side to side, I think this would be useful to learn because it would be something that I would need in the game I'm making. Then I took a food item as an asset added a move forward script to it. Then I learned about prefabs and turning this projectile into one so that my character could throw the food at the animals constantly without having to make so many of them. I assigned this shoot button to the spacebar in my Script, so that I could rapidly throw them at the animals as a "food fight". Since there were so many projectiles being spawned I needed to destroy them as they went off-screen so I added a line of code to state that they will destroy when they have gone a certain distance. The a

Game Vision Statement

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 Week 05 Game Vision Statement This is the third post on my game project, This project post is about selling my game concept as if I was pitching this idea to a big games developer.  Introduction: My Game idea is a Dragon endless flight simulator called "Dragon Flight" this involves soring through the sky and over the magical land that is known as "Asdrift". This game is a dynamic flying game that offers the players to fly their own dragons around the magical islands trying to get their best scores and reaching the end of each of the levels as well as offering an endless mode so players can compete for the highest scores.  This game is targeted to be a 3D endless runner but could also be a 2D depending on what version is better looking and ends up being more smooth. I cant wait to see where this game concept goes the thing that's going to set this game apart from the others is the customization and personalization, this way the player will be able to be free wit

Games MDA

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 Week 02 Games MDA I was researching the meaning behind MDA when it come to gaming. I found that it stands for Mechanics Dynamics and Aesthetics is a tool that is often used in game design to break games into those three categories. Mechanics, mechanics are the base of any game, they are the foundation you lay when planning on making any game these days mechanics can range anywhere from a simple walking forward motion or jumping or sliding or looking around at the world in the game to something much more complex like a skill like using equipment in a game to find or detect things and having something to with the world or environment affect the player or character in the game. Once you find out these mechanics that you want to use in the game and put them together and this creates a dynamic within the game itself. "Dynamics are the behaviors and side effects that emerge from playing the game or gameplay when the mechanics are put into use". I really like this quote by the game

Feedback Strategies

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Week 04 Feedback Strategies There are loads of different types of feedback and strategies to feedback, these can help spark a new train of thought or change how we go about working and our attitude towards working. "The difference between praise and feedback" One of the articles of strategies I would like to talk about today is "The difference between praise and Feedback"  This is an interesting topic as this impacts many people's lives and outlook on situations and challenges. Praising process Some of the most prominent psychologists behind this whole idea of the effects of praise, Both Dweck and Deci are theorists of human motivation, but they emphasize very different perspectives on praise. Dweck's studies have shown us that the effect of "progress praise" is praising the effort the person has put in which is a lot more healthy and important an example would be that "you must have worked very hard to get where you are now". This is dif

Game Idea Research

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 Week 04 Game Idea Research This week we are to choose an idea from our last week's post. I'm going to choose the Dragon Flight game and mix it with the endless runner as I think it would be a perfect fit for both of them.  So here is how it's going to work, The dragon is going to be flying on three grids, these grids will have obstacles and ways to switch between them so that the player can dodge through the course and achieve a high score.  For any game idea to grow and actually become something, it needs a set of rules or better yet, Mechanics! What are Mechanics in video games? Mechanics are aspects of the game which define the rules in which the player follows within the world the player is put in. These dictate how the player players the game and how the game is played. There is more about the meaning of mechanics here: shorturl.at/sEP78 There are two types of game mechanics and some examples for them: Player Mechanics - a rule that could happen when the player follow

Unity Tutorial 02

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 Week 04 Unity Tutorial 02 This week's task was to make the car drive around the obstacles in lesson 1.4. I found this to be the most fun in the car tutorial series. This lesson was all about making the car rotate and look like an actual car moving.  This started my making the vehicle move left and right to start with. This was done by adding "public float turnSpeed;" variable and in the void update "transform.Translate(Vector3.right * Time.deltaTime * turnSpeed); Then we went and put a new public float horizontalInput and then assign that to the get axis and see it in the inspector, this will allow you to move the car in all directions. We were now going to make it so we could control the speed by going forward and backward motion by applying the same principal but for the forwardInput and then put in the get axis in too. Although this made the car drive in all directions, the only problem we had was that the car was looking forward the whole time, so I added the ro

Game Elements

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 Week 04 Game Elements This week we're learning more about what makes a game a game and looking at the key things about a game. There are so many factors that make up a game it's hard to define what strictly makes a game. Let's look at the formal elements of a game, they're called formal not in the sense that they're fancy and wear a suit and a tie but because they are formal in a mathematical or a scientific sense and are things that are explicitly defined by the game. There's a book on amazon that covers this whole topic from a fun and informative perspective, Its is called "Challenges for Gamers" shorturl.at/mruBQ What are the Atomic Elements of Games There are many different forms of classifying the schemes and the elements of a game, There are so many different kinds of games, and the ideas you come up with in games cant be contained, creativity cant have a set amount of rules or guidelines. Although most games all have some factors in common some

Feedback Thoughts

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 Week 03 Project Feedback Thoughts A Fixed mindset is holding you back For this week's tasks, we were assigned to make a blog post on two topics in articles that we have read. The first topic that I read and would like to discuss is "A fixed mindset could be holding you back". I find this topic very interesting as it's something that applies to everything in life but is really relevant to people who are in school or learning new things or skills.  How someone can develop this mindset: Ever since you were a child the actions or the way you are treated can affect you for the rest of your life. The way your parents raise you is very important, by parents trying to make their child feel a certain way by making them believe they're amazing and praising them too much can lead to a child who everything to them is supposed to be positive and haven't properly been hit with reality and later down the line they won't be able to deal with or face negativity or anythin

Game Brainstorm

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 Week 03 Game Brainstorm There has been a couple of ideas I thought of since the start of this module but here are the four that I think are most reasonable.  Bartendar Simulator: This was my first idea, the plan was to make a game where you would pour drinks at the bar and control the pressure and the tilt, then you serve them to the customers, depending on how well it is done you will get a good score. It would start with you getting a request from the customer with a certain drink or service, then you go and pick the glass up, bring it to the tap and start pouring the drink for the customer, in this process you'll have to make adjustments to the pressure using the valve, tilting the glass and judging the distance the glass is to the nozzle and the tilt on the glass, after that you'll have your character pick up the glass and bring it over to the other side of the bar and place it down beside the customer, here is where the customer could complain about not having enough head

Unity Tutorial 01

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 Week 03 Unity Tutorial 01 In this weeks list of tasks we were asked to complete the beginner lessons on unity, this was to make a car go forward and crash over obstacles on the roadway. It was called the high speed chase It was a bit overwhelming to see all the action in unity but as I watched the tutorials it helped me realize that its isn't too complicated. We started off by downloading the assets It was as simple as clicking and dragging them onto the screen. We also had to drag a car onto the road. So that we would have one obstacle one car and one road. This is where we started messing around with the x, y and z axis to see where we would like to position our vehicle and obstacles etc. So now we wanted to make the car drive forward, so we made a scripts folder inside the assets folder, from there we created a C# script. I downloaded Visual studio to code the C# for the car. We also need script for the camera to follow the car when it was moving the problem I had was that the

Twitter Shortened links

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 Week 02 Game Developers There has recently been a lot of releases for gamers recently, Epic Games released unreal engine 5 this introduces their all new lumen and nanite technology it will give the future games be best fidelity possible.  Unreal Engine 5 is now available in early access!! check out their blog if you're interested in making a little gaming https://t.co/comz5qVigt — Adam Elder (@Elder_Scr0lls) October 2, 2021 Insomniac Games have also got a new Spiderman Game In the works and is set to come out in 2023, this will be using next gen software to create the game, I'm really excited to see how it plays out with the story having the two Spider-men in the one game as well as the iconic anti-hero Venom. With great power comes exaggerated swagger, Spider-Man 2 by Insomniac Games https://t.co/9c4T3QmDq8 — Adam Elder (@Elder_Scr0lls) October 2, 2021

Game Design

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 Reading Week 03 Game Design In this reading week I was looking at loads of different views and perspectives on how games are developed and viewed in the eyes of the public and the eyes of the creators.  Some Sources from various people believe that a game has "ends and means" an objective and outcome and a set of rules to get there (David Parlett) In my opinion Games are meant to be enjoyed and not forced, for example there should be no mandatory missions needed to progress through the main story of the game they should be voluntary and give the player and choice, options like that would make it a better experience for everyone. I believe that most games need an end goal or a conclusion to satisfy the player and leave them with everything closed and all the build up conveyed in one final chapter to the story, some games can get away with not adding a proper ending like sandbox games where the story is yours to choose like Minecraft for example. Elements that Games should hav