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Showing posts from November, 2020

Tech Task Sidebar Box

 Hey guys! Just added a new html widget to my sidebar, a few words of wisdom 😂go check it out!

Unity Tutorial 08

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(image describing lesson 4.4,  source ) This week for our Unity Tutorials, I completed lesson 4.4. and had a shot at Challenge 4 In lesson 4.4 I started off by writing a for-loop to spawn 3 enemies as to challenge the player more and also gave it a parameter so that the number of enemies can increase as game goes on. I then wrote up some code to destroy enemies when they fall off and spawn a new wave once a wave is destroyed. I then increased the enemyCount so that the amount of enemies increase with each wave. To finalize the game I spawned powerups with each new wave to help the player. For challenge 4 I was given broken code for a game where the player controls a ball and has to get other balls in your net. Here are the problems with the code which I had to fix: - Hitting an enemy sends it back towards you - A new wave spawns when the player gets a powerup - The powerup never goes away - 2 enemies are spawned in every wave - The enemy balls are not moving anywhere I definitely feel

Review Week Comments and Feedback

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  (image showing comment boxes,  source ) Reading through the feedback I have received through my blog comments I am quite happy and there is a lot of good quality in them! I find the comments that make me question more aspects of my game and also give me ideas. Reading through the comments I was inspired to add some things to my game like changing it up from subway surfers with a storm/tornado theme while also making the game winnable instead of just a high score. I also found it interesting that a few people are making a similar endless runner game and I'm happy to hear that some of the links and resources I've posted in my blog was helpful to them :) When it comes to me giving out feedback I believe I've done well so far and gave useful feedback. I really enjoy using the TAG method to give feedback where I tell, ask and give. I find it to be a great method as I can first appreciate something my colleagues have made and then also make them question aspects of their game a

Unity Tutorial 07

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(image showing Unit 4 - Gameplay Mechanics tutorial details,  source )   In this weeks unity tutorial I started the Unit 4 tutorials where we go over gameplay mechanics and make an arcade style sumo battle where the player has to knock enemies off a floating island. In lesson 4.1 I first created the project and opened the scene. I then set up the player and added a texture to the player. I then created a focal point for the camera and coded it so that the player can rotate the focal point of the camera. I then gave the player a forward and backward force and set it to move in the direction of the focal point.  In lesson 4.2 I added an enemy and gave it a physics material to make it bounce away. I then created a script so that the enemy will follow the player. I then also made a spawn manager for the enemies and set their span point randomly.  In lesson 4.3 I chose and prepared a powerup for the player. I set it so that the powerup gets destroyed on collision with the player and then te

Prototype

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  (image of character pack on unity,  source ) This week I started on my prototype and I first went looking for some assets I could use in my game. I found the above free character pack in unity which also includes the animations I need for the game like running and jumping. I also looked for a map that I can keep repeating in the game. I found something which works but I'm not sure if it will be my final map I use for the game. It is found at this  link . Another thing I found in the asset store was an Endless Runner sample game that is completed and I got that asset so I can use it as a point of inspiration and help if I get stuck in the future. The game asset is found at this  link . I then wanted to focus on my player movements and I found a tutorial that went over the movements of a character in an endless runner. It is found at this  link . I made the character run, jump, go left and right which as the movements he'll need in the game. I took my time with it so I can get

Unity Tutorial 06

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  (image of lesson 3.4 on my unity editor) For my Unity tutorials this week I completed lesson 3.4 and also tried challenge 3. I was quite happy with this weeks tutorials and learned a few interesting things. For lesson 3.4 I learned how to add particles and sound effects. I first added an explosion particle for when the player collides with an object and also customized the particle. I then added a dirt splatter particle for when the player runs and also got it to play only when the player is on the ground and stop when he jumps or dies. I then added some music in the background and also declared variables for Audio clips for my sound effects. I then added sound effects for when the player jumps and also when the player collides with an object to add to the explosion effect. With all those steps completed I was finally finished this game too! For Challenge 3 had to fix a game with similar components to the lessons. The problems with this game where that:      The player can't cont

Games Decisions

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  (image depicting flow theory,  source ) 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 techniqu

Game Design Document

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  (image of my Dundoc design model) This week I started to create my Game Design Document and have wrote up some of the basic things I need to include in it. Starting off I was a bit lost on what to write but I was able to get through it by using a template on Dundoc and looking at other examples to get a better understanding. having to write the Game Design Document gave me a clearer end goal and direction to my game where I was able to define things such as the characters back story and some more way to add a twist to the game such as actually being able to win the game if you get far enough from the tornado. The link to my Game Design Document can be found  here .

Unity Tutorial 05

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  (image of my unity editor at the start of lesson 3) This week for my unity tutorials I started and completed lesson 3.1, 3.2 and 3.3. In these lessons I started to create a new game. I found them to be fun tutorials and enjoyed completing them and learning new things. In lesson 3.1 I was introduced to the game and what I would accomplish by the end. I created a new prototype folder in my create with code folder and got started. I chose and set up my character giving it a rigid body and a box collider while also making a player control script. I then made the character jump at the start and whenever the player presses spacebar. I then tweaked the jump force and gravity to make the jump look better and more realistic. I also added a condition to stop the player from double jumping. I then made an obstacle and a spawn manager to spawn them at random intervals. In lesson 3.2 I learned how to make the world zoom/whiz by. I first created a script to repeat the background and then I reset t

Games GDD

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  (Vector image showing game design,  source ) 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