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Showing posts from November, 2020

Alpha

 Today I have worked on my game.  I have decided to not make the doors open and close but to leave them opened to I can manage to finish the game mechanics done. I really struggle to do it all as many tutorials use different versions of Unity. As my work today I have added particles to the gun as you shoot and for next week I want to add an animation to the gun as it shoots.  I also added the damage to the shots on the target. As for now, it takes 5 shots to eliminate the target.  I also changed the target as one piece as I really want to finish this game by the end of the semester. I want to have a playable game by the end of the semester. Making your own game is harder and takes so much more time than I anticipated. So to have a playable game I won't achieve my plan and game idea I had at the beginning. This image shows how the particles look when shooting. This is an original image of my work The following image is an image of how the door will be in the game. This is an origina

Unity Tutorial 08

Another week, another Unity tutorial. This week we finished on the game we done last week and done a challenge that was similar to the game. The challenge is a football game where you are the goal keeper. The goal keeper or player is a ball and he/she has to protect the football balls from going in the goal. For the Unity tutorial we have added more enemies and "powerups" to the game. We also wrote a code that multiplies the enemies by 1 each time you eliminate all enemies. The tutorials and challenges are starting to get easier now that I started experiencing game development by myself by creating my own game. I started to find it easier what to do and when to do certain things.  My work of the Unity tutorial . As you see this game is very simple looking but fun none the less. I really enjoyed working on this weeks Unity task. Now I have to work on my personal game so I shall see you later during the week. Thank you for stopping by, Denis.

Week 9 Reading and Writing

 Today I will not talk to you guys about articles or videos. I will talk to you about my experience with this course. This blog will include things like what was my favorite reading, my biggest accomplishment so far in this class and what I think of the reading task. So to start off with my favorite reading this semester. I really enjoyed the reading task from week 3 . Those articles and the video were about what is a game. I really enjoyed this reading task as I found it interesting. It made me understand what a game is made out of, the purpose of a game and how people working in this industry see it.  Moving onto my game project. I have a mixture of feelings about it. Thinking of me making a game and doing the Unity tutorials got me very excited about the idea but actually starting it I wasn't so excited about the idea as I found it harder than I thought and I'm worried about how far I can go with this in the period of time I have. I still want to do the best I can and I won&

First playable

 Continue of creating my game... This week I decided to work more on the map, give the player a gun and start working on the script for the shooting and design my target. This week I found it difficult to find out a script for shooting and working fast. As I'm still learning I'm not the fastest at making games. I find it really hard to get this done in a shorter period of time. I have spend way too much time on little things for example. Original screenshot of my map. As you see I have added a door, a wall on top of the door and boxes. The materials I have used are from this page that is linked from the tutorial I said I will used in a previous post. The link to the website is here . It seems like an easy job to do but it took longer than you think to finish all of this.  Original screenshot of my work. The door was easy to make but it took a little time to place it right. Original screenshot of my work. The gun I have used is from this asset I have found in a tutorial I have

Unity Tutorial 07

 We're back! With another Unity tutorial. This tutorial is very different from the previous ones. This tutorial was by far the most confusing tutorial in my opinion.  Although this was pretty stressful I learned some new things. Such as making the camera rotate, control the play in a different way than we have done before, use Physical Materials to bounce against the enemy, make the enemy follow the player and so on. As you see doing this I learned quite a few things. My favorite part about doing this tutorial was giving the player the "Powerup" which gave the player extra power to send the enemy off the surface. The one part I found hard was keeping up with all the new codes, where they are placed and how they work.  This is a picture of the game This is a screenshot take by me As you see it does look very different from my previous tutorials. Unfortunately doing this tutorial I haven't learned any new code that I could implement in my own game (SMtraining). Although

Game Fun

  Reading Week 8 “Game Fun" Games can be described by the 3 components Mechanics, Dynamics, and Aesthetics (MDA) or otherwise stated as rules – system – “fun” . The three reading selections this week and the synopsis below all address the term “fun” in relation to game design. There are eight types of Fun outlined by the MDA. These eight are both a source of reference and player experience that blend together in many ways, and essentially what makes a game engaging and enjoyable. Figure 1: Eight kinds of Fun Both Oxford and Merrian dictionaries define Fun as an enjoyment, delight but within the context of a game it refers to a form of pleasurable entertainment. MDA papers define the '8 kinds of fun' sensation, fantasy, narrative, challenge, fellowship, discovery, expression, and submission, remain a source of reference and possibly the most popular list of player interactions combining in various forms to attract each player to a particular game. Nicole Lazzaro presents f

Prototype

 SMtraining Today I finally started creating my game. I have to say, this was way harder than it looks. I have made the basic layout and scale of my map. I found it extremely difficult to figure out the right scale for my game.  I had to play around with different scales constantly to find the right size. Finally, I found the right scale after a few hours of playing around. I have used two different assets to create my walls and floor. The links to the two assets will be found here: Yughues Free Concrete Material High Quality Bricks % Walls I have used the Standard Assests  to create my first person player for my game. I haven't added any guns yet. I will continue with my game next week.  Next week I will be adding in the gun for the player and I will add more items to my map. This is an image of what I done so far. Slowly but surly everything will be done and the game will be fully playable.  Thank you for stopping by.  See you next week,  Denis.

Unity Tutorial 06

 Today I have done another tutorial and a challenge.  Screenshot of the Unity Tutorial Doing this tutorial and challenge I have learn to add sound effects and music in the game. I found that really cool as the game did feel slightly dull without it. This tutorial was fairly easy so I wasn't struggling. The challenge on the other hand was what I expected. A challenge that was nerve wrecking at times.  I never thought of adding music to my game and now that I have done it. It really made me think of the different genres I could be choosing from. I need to start looking at gun shot sound effects too. The challenge game was pretty fun too. It reminds me of flappy bird in some way.  Overall I'm really glad I got to do this tutorial as it made me realise of one part of creating my game I have not thought of until this point. Thank you all again for stopping by.  See you later, Denis.

Games Decisions

  Video “In order for the player to be optimally engaged, challenges should be presented at a level equivalent or slightly higher than their current skill. Not too easy, not too hard”( Gigity McD ) The word 'flow state' was coined by Csikszentmihalyi (1975) also known as being “in the zone” This is when the player is fully engaged in the game experience. Csikszentmihalyi put a lot of work into observing and analyzing various groups of people. This theory is focused on the idea of how people should balance their skills and the demands of particular tasks. An example of Flow would be a challenge in a game that interests the player such as a puzzle or a boss battle meant to keep the player interested and not get bored. Csikszentmihalyi also states that flow is related to an ideal psychological condition when a person engages in a challenge-skill activity, often resulting in concentration and a focused emphasis on a task. A practical technique for improving Flow is to look at what

Game Design Document

 Good evening all, unfortunately I miss understood the task for last week so a big amount of information that was meant to be in this week is there. The link to my last weeks blog is here . Anyways, today I have thought further in designing my game.  As this game has to be challenging, I want to have a random spawner of the targets in my game. I really want to include that as I don't want this game to be predictable. I want the player to really work on their reactions as you never know where an opponent  is in a real and competitive FPS game. I'm rethinking the idea of having the targets very visible. If I get the chance to I will change the colours of the targets as you choose a different level.  In terms of the map I want to keep it the same as I think it is very simple yet big enough for the player to explore it. I want to keep the graphics simple as I'm not going to focus on how beautiful the game is but more so the effectiveness of the game. The sort of look I will go

Unity Tutorial 05

 Hi, it's me again! With another Unity tutorial. This week I have done 3 tutorials based on the same game to complete it. In this game you run and try jump over obstacles as you come across them. If you hit one of them, is game over.  I learned some new thing doing this tutorial. Such as adding animations as the player hits off the obstacles, running and jumping. This was really fun to do and pleasing to finish. We had the option to choose the background, player and obstacle. I really like cities so I went with a city background, a construction work and a traffic cone to match the player. This is how my choices looked together. This is an original screenshot of my work I ran into one issue doing this tutorial that I couldn't figure out. That was that the traffic cone is in the air. I couldn't get it to sit on floor level although I followed every step of the tutorial. Overall the tutorial was pretty fun to do but very long and stressful at times. Now I feel ready to get sta

Games GDD

Image Source from Flickr What is the GDD for? A Game Design Document (GDD) is a blueprint for the design and development of a game. The GDD is a way of being creative and documenting the approach to the development of the game. Gonzale (1999) states that “ the important thing is to have something that describes your game project (or any other project for that matter) before jumping into production .( Gamasutra ) It should help to plan out your game. Though it is recommended that the GDD should be short it needs to be detailed enough so as game developers and artists can coordinate the development of the game independently whilst still keeping to the design.  The GDD is a blueprint for how the game is going to be designed and built, similar to a mind map. In conclusion, the game design document is vital to making a game and it is important to have in order to describe your game project. How do we make one? There are a variety of tools that could be used to create a GDD. These include