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Showing posts from October, 2020

Unity Tutorial 04

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    An image of a stickman with challenge accepted text (Image  source ) I found the unity Lesson 2.4 Collision Decisions and Challenge 2 & Quiz Play Fetch ver challenging, the challenge too was ver difficult at first because I couldn't figure out some of the code in som areas but turn out to be very simple as they're was some minor obvious errors in the code I figure out eventually. In conclusion I found the tutorials ver enjoyable to complete and I will be definitely consider implementing  some of the elements I leart today in my future games.

Unity Tutorial 03

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  A gif of a running deer ( Source ) In this weeks tutorial i learnt how to create player boundaries using what if statements, i found this very insightful as i was a feature that i could indefinably see myself utilizing for my future game to keep the player from going out of bound of my game. Overall i found the tutorial straightforward and inattentive to follow and complete.

Game Vision Statement

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  A picture of a retro car ( Source ) Retro racing Acadia is a fast paste racing simulator based on the Unity gaming engine extended to provide players with high energy vivid landscapes with an old school retro 80s  aesthetic vibe. Background. Retro racing Acadia is a game based on the Unity gaming engine, this allows for 2d and 3d elements to be added to the game for access to multiple device integration. The game is based on the 80s disco aesthetic vibe present in that era and will provide a hyper-realistic driving simulation that will captivate the player transporting them into the vivid world. the gaming experience will render any old school racing fan bliss with nostalgia. This fast pace, traffic doughing racing simulation is perfect for those who love the 80 aesthetic  The game takes inspiration from other racing game in its class such as Nintendos " Mario cart" , the highly popular arcade racing game made by Nintendo and released in 1992 for the Super Nintendo Entertai

Games MDA

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  A picture of an old retro game ( source ) I found the MDA: A Formal Approach to Game Design and Game Research paper by Hunicke, R. LeBlanc, M. & Zubek, R. (2004) very insightful on the different aspects of the gaming methodology. in the paper, they discussed the diverse components of the MDA framework. The MDA framework or Mechanics, Dynamics, Aesthetics is the fundamentals of games and refers elements of a game structure. An example, the dynamics represents the data or algorithms in a game. the mechanics describe the behaviour of the mechanics based on the player's inputs and the aesthetics apples to the emotional response that the player undergoes during the interaction of the game. The paper also included ways to accurately describe game aesthetics such as "1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as drama 4. Challenge Game as obstacle course 5. Fellowship Game as social framework 6. Discovery Game as uncharted territ

Feedback Strategies

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  An image of a laptop ( source ) The first article that I read was "The difference between praise and feedback" by mindshift, in the article, it talks about a common issue that most parents encounter in terms of praise and positive feedback and the effects they have on primarily growing kids. Carol Dweck the author of the book mindset states that based on research that based on positive praise, this is the act of was praise is only applied and given to an effort or strategy instead of person praise which puts labels on the individual. In contrast to Dweck and her positive praise method, writers such as Valerie Strauss the author of 12 books about education and human behaviour including The schools are children deserve, she wroth an article in the Washington Post stating that any and all praise is essentially a means to control someone with lesser power and is refers to praise to as a verbal reward. she also states that praise is given out too rapidly and this has conditione

Game Idea Research

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  Game Idea Research An image of a gaming controller ( source ) In last weeks blog, I gave four general game ideas and talked about different aspects such as sitting/ environment that the game will take place, the main goal of the games, the genre they belong to and the outlining obstacles the players will face in the games. The two potential games that were pointed out to me are game idea two and game idea four. For game idea two, I proposed a puzzle type game with the main overlining goal was to solve various grade of puzzles that increased in difficulty as the player progressed more in the game. The setting for this game was a city landscape type environment with the player moving throughout the city with each correct answer moving the player forward and closer to the end of the level. Each puzzle will have a limited time to complete said each puzzle and the period to answer each question shortens each puzzle. Another element I was planning to incorporate into the game was a potent

Unity Tutorial 02

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  A gif of a boy throwing an aeroplane ( source ) The first unity tutorial 1.4 shows how to add user input onto an object, I found the overall lesson straight forward and easy to follow. I learnt that unity has pre-composed inputs that can be called to action by using horizontal input = Input.GetAxis("Horizontal"); to control objects and moves them left or right. the forward input = Input.GetAxis("Vertical"); this controls an object either foreword or backwards . another thing that I learnt was that speed can be changed by from frames per second to meters per second by multiplying the speed variable by Time.deltaTime which allows for finner control. I found this task very interesting and is something that I will be utilizing in future games and projects. The second is a task "challenge 1" was a test to examine the skills developed so far, in this task we were given a completed unity project filled with different errors that had to be solved. the main aim w

Game Elements

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  A picture of a retro game ( source ) What is a game? this is the question that seems to be impossible to answer and even harder to explain if it comes up in conversation. in the german language, It states a game is any activity that is executed for only pleasure and without any conscious purpose as stated in the " what is a game " article. knowing the fundamentals or "atoms" of game design is something that ultimately allows for a better understanding of games. there are a couple general criteria that games follow, these gaming elements are as follows  Players  This refers to players that will be present in a game a determines the interactivity the game offers.   Objectives This is the hypothetical lungs of the game and is very important, this is what is going to make the game playable in terms of giving the play something to aim for. Rules  the rules are important in games, they provide guidelines and keep everything balanced a prevent chaos that would occur Them

Game Brainstorm

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A picture of a light bulb ( source ) Game Brainstorm Game idea 1 The first games take place in a jungle environment, the main goal or promise of the game is to survive waves of enemies as long as possible, The main style and genre of the game are going to be an arcade-type vibe. the main obstacle that the paly will need to overcome is that they won't be allowed to do the same thing twice in a row, in addition at the end of each wave of the enemy the paly will receive a random trump card that will help them in the coming rounds. Game idea 2  The second game takes place in a city environment, the main goal or promise of this game is to complete the puzzles that get more and more difficult, the game will have fit into the puzzle genre and the main obstacle for players will be that there is limited time to complete each puzzle. the game will incorporate colour too in the mechanics Game idea 3   The third game doesn't have a particular environment that it takes place in, the main fo

Unity Tutorial 01

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                                                             A Gif of rapid typing ( source ) Learning Unity I'm going, to be honest, I was dreading learning unity because it seemed like such a complicated software, but getting into in a following the instruction video I found the software very intuitive and straightforward to get the hand of. the tutorial videos were nice, short and very clear. I didn't have any major issues with following along with them. the first lesson thought how to use all the basic tools was very helpful and I got confident using must of tools and made the other two lesson. overall I found all the lessons intuitive and I learn a lot of new tools that will help me with other projects in the future.

Feedback Thoughts

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  I found the article on  " fixed mindset could be holding you back " very enjoyable to read, it talks about the constant praising in order to build a person's self-esteem can have negative effects and result in making that person that person fragile. this is something I agree with and think it very much, I think being constantly being surrounded by only positives does lead having a one-sided perspective. The article also highlights the difference between fit and growth mindset, with people to have a fixed mindset tending believe that intelligence and ability are fixed and can not be changed. it also gives use example of the effects of having this way of thinking for example a doctor and a life or death scenario.                                                      A picture of a drawn head ( image source ) Treating the brain as plastic that can be moulded to adapt to challenges is a new perspective I gain from reading  " how to get past negativity bias " its s

Game Design

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What is a game? Google defines a game as "an activity that one engages in for amusement or fun", in many terms a game cand be classified as an act or a physical activity in which there is a set of rules and a set outcome or end goal to achieve. although these definitions are right in many ways they don't fundamentally state how to make or design a game.  There are may characteristic that needs to be taking into account when discussing games and their development, in terms of making a game, it has to produce a certain set of elements such as (1) having set rules in place, (2) producing a conflict of some sort (3) employ decision-making (4) have a defined outcome. theses elements are vital in making any game successful and are the key fundamentals in the design process, ultimately there isn't any set in sone definition and they all have the flaws. the main goal is to take into consideration all aspects and understand that games are a form of art that can make their own

Time Strategies

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  Gif Source Managing my time, keeping up to date with tasks and deadline has always been an undesirable pain. Especially when you pair it with my laziness and procrastination combo, this makes me the ultimate avenger of inefficiency and is an area that I am trying to greatly improve in ordered to be more productive. the goal for this module is to always be at least one weel ahead o. a couple of tasks ahead, this will give me a comfy cousin to fall back on when I inevitably decide to take a lazy day.  I found the realistic study plans  by  Amanda Collins very interesting, It gave me very helpful tips such as evaluating my time, making a list of all the task that needs to be done and making an estimation of how each one will take so they can be allocated appropriately. Another useful tip I pick up from the article was setting little goals for myself to achieve, this will give me a sense of accomplishment and motivate me to continue. It also told me to ask myself during the time I've

Technology

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Blogger is one of the technology tools that I would be most familiar with since it was part of the requirements for some of the modules last term and I have the most experience with it so far. bookmarking is vital for keeping everything organized and I think is very important to maintain a well-documented bookmark, I have a great knowledge of image editing and tools such as illustrator and photoshop, which I think it'll come in handy for future assignments. Another aspect I'm looking forward to learning more about unity3d. are its an area that I'm not familiar with and I think it will be interesting to explore that aspect and learn more about game design? The online environment has been great so far, although it can be difficult to convey certain this on zoom or Microsoft teams meeting its something everyone is still getting a custom to. I think in terms of other classes are very well balanced, all classes are structured and allows for flexibility for other modules and othe