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Showing posts with the label Project

Alpha

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 Week 09 Project Alpha It is coming up to the final weeks of the project and I have to say that I am making decent progress, this week I mainly tied up some loose ends with my game such as making the enemies this week spawn randomly others would be: Giving grid boundaries so that the enemies spawn within the play area. Making Box Colliders to each the enemies as well as the player character and the fireballs. Arranging the dragon and fireball prefabs in my game. Creating random spawn generation for the dragon enemies. Box Colliders This was really confusing for me throughout this week's work because I couldn't find why they weren't showing and then I found out that I didn't have the button "Box Editor" selected, I wasted so much time trying to find out what was wrong with it. When they were showing up they weren't following the player, but again I was looking at the one in the hierarchy but the prefab one was. I added a destroy-on collision rule so that wh...

First Playable

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 Week 08 First Playable This week, the work with my project had its ups and downs, I had a bit of trouble with the assets where I kept deleting the different prefab folders and this made my entire scene disappear and it was a huge shock, I thought I wasn't able to get it back but I went onto the unity assets page and was able to import it again, I was so relieved you don't even know.  Other than that things were going good this week The two main things I did this week were: Moving Background: I managed to get the background city to repeat itself to give the illusion of the player on an endless level. It took a couple of tries before I could get the transition perfect but I got there in the end.  I had it so that the whole scene would move towards the player and then it would slingshot back to the start looking like this. It was surprisingly easy, there wasn't a lot of code that went into it.  Fire-Ball Projectiles: I added a sphere shape to the front of the dragon ch...

Prototype

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 Week 07 Project Prototype This week we will be starting the initial phase of our projects this is an exciting time but is also quite daunting to me, we've spent all this time thinking about how we are going to go about it and kind of forgot that we actually start it at some point and that time is now. I'm going to start with looking up assets for my game like dragon sprites and people that can be brought over from the unity assets store. Unity Assets Store: Toon Dragon $9.90 I think this is the perfect dragon sprite that fits the art style I'm going for in this project the only thing about this is that it costs $9.90 this isn't too bad but id prefer to make this project without spending too much money  From the things that I've seen on this, the animations are just what I'm looking for in this and this would be my first option when it comes to finding a dragon design for the game. The next big thing I need in terms of assets is a scene somewhere where the playe...

Game Design Document

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 Week 06 Game Design Document This weeks project task was designing our own Game Design Document it was an interesting task I thought it was insightful and helpful in understanding more about the process and about how my game works, It was relatively easy to learn because the template was such a great guide. Here is the link to my GDD enjoy :] https://www.dundoc.com/project/7848/game-design-document-adam-elder

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...

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 foll...

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 hea...