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Showing posts from November, 2020

Games Stories

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  A collage of different games ( Source ) What are game stories? A good video game narrative should involve a mix of elements which contributes to the concept and which would give gamers everywhere an immersive and engaging experience. What makes a good game story? There's no magic recipe for a strong video game plot, there's no narrative tool there. One video game will take on the duration of the turn-based battle, taking more than 100 hours, and the player will have no choice but to play it the way it was designed For all these variations, there is also one aspect that any video game has and must consider—a complex player-character. No matter what you want a good video game takes note of this particular dynamic, the dynamics that inform you both the audience, and the main actor, but you can't encourage the main character to do something that the player does not think they're going to do. In other words, the player plays a video game – over a movie, so they want to fee

Review Week Comments and Feedback

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    Feedback Looking back at the comments I have received on my blog during the past couple of weeks if I hand to completely honest I am quite happy with the overall quality of the comment I receive in general, most of the comments were very pleasant to read. the majority of the comment I also got extremely constructive crissum on some of my project blogs really helped highlight the weakest area in my project that still needed some work on. The comments that were must useful were one that helped outline the minor issue that I originally looked over and also recommend areas I should potentially consider. In terms of the comment, I left on other people. I would definitely say that I left a good mix of comments in general, I definitely tried to give honest constructive feedback and also trying to also give suggestions on how to improve and develop their idea. The strategy that I tried to implement was the WOW technique or my version of it, I would start by highlighting what happened in th

Week 9 Reading and Writing

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 Looking Back This week we were tasked to look back and reflect reading on previous reading and writing about the impact it has had, in general, I believe the reading tasks have greatly improved the knowledge of games and allowed me to gain a better understanding the fundamental of what makes a game and the processes involved making a game. All the blog so far greatly helped me greatly in terms of helping me understand the mechanics and systems that are needed in a game and the different types of methods the can be implemented to make the game. I have definitely have learnt a lot from engaging each week, learning about different strategies that I found myself utilising in future projects. I am extremely happy with my game project, i think I've made good progress overall and the i found my concept is strong and i have a good direction in mind. The image i decided to choose was i sceenshot i took from the start of my game, the reason i gravitated towards this particular image was the

First playable

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  This week we were tasked to make a first playable version of our games, at first I totally panicked as I didn't believe I was anywhere close to that goal yet, but as I started to add more and more small things I quickly realized that had already achieved a great amount and my game was actually coming along better I had anticipated. The things that I focused on this week were expanding my game road map, I added obstacles and added raged body physics and box colliders so that each element can interact with each other. in terms of the player controller I added a player controller script so the play can control the car. I also added a soundtrack of some old-school retro music. Overall I think that my game is kind of playable in lose terms, I still have a lot of stuff that needs to be implemented. Things that still need to be added are: A spawn manager to control the spawning of the vehicle and object obstacles. Refine the car controls and remove the ability to move the car forward an

Game Fun

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  An image with the text "Game Fun" ( Source ) 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. This deconstructed concept is illustrated in figure 1 below. 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

Prototype

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  A screenshot is taken from my unity project  This week I began to design my prototype for my game, I wanted to start by organising and compiling all the potential assets that I might need for this project, I spent some time in the unity asset store looking through all the textures and character/ object assets. I  downloaded a wide range of these assets and began to arrange these packs to determine what elements I would use from each to help develop the game. once I had everything organised, I started to roughly lay everything into place, the main overlining goal was that I wanted to try to and get everything imported and in the right place. A screenshot is taken from my unity project   After I had everything organised, I placing some objects into the scene in order to be to have a skeleton of the game, using basic assets I was able to come up with an essential scene and movement of my game, there is still much work left but I'm overall pleased with what I have done so far in term

Games Decisions

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  An image of a retro Game ( 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 technique f

Game Design Document

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   A screenshot of from my Dundoc I created a Dundoc to help outline my overall direction and vision for my game "Retro Racing Acadia", you can find all the information and details in the link below. https://www.dundoc.com/project/6895/k5ute2iyiw

Unity Tutorial 05

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  An image of Mario jumping ( source ) In this weeks unity tutorial, we had to make a character jump over certain gaming obstacles with spawn in with various speeds, the player has to use the spacebar to execute the command that makes the character jump up avoiding the upcoming obstacles. Overall I found this weeks unity tutorial very insightful as if has loads of elements that I could potentially use in my own games in the future such as the spawn manager and the characters controls.

Games GDD

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  An image of a yellow book on a red background ( source ) For what function is GDD?  A Game Design Document (GDD) is a blueprint for a game's design and development.  The GDD is a way to be imaginative and record the approach to the game's development. Gonzale (1999 ) notes that before jumping into production, the important thing is to have something that explains your game project (or any other project for that matter) before jumping into production. (Gamasutra) The game should be prepared. While it is recommended that the GDD should be brief, it needs to be sufficiently comprehensive to allow game developers and artists to independently manage the production of the game while also retaining the design.  The GDD is a blueprint similar to a mind map for how the game is going to be planned and developed. In conclusion, in order to explain your game project, the game design document is essential for creating a game and it is necessary to have it. How do we produce one? There are