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Showing posts from November, 2018

Unity Free Tutorials

These are the videos I watch for this week. I didn't have any problems giving these video a try. The first video I watch was about making the cube move on your commands. There was a lot of different videos of how to do this but this was the only video that was easy and simple. Other videos I watched had lots of difficult coding, even when they explain it to me it was still confusing and didn't think there was a point for me adding that code in. Even when I did the same way as they done it, there was always a problem telling Unity3D there is an error. This video I watch was about adding a timer in for my game. At first, I thought it was going to be difficult to do but it wasn't. This was the only video I watched to make a timer. I did want it to count down a certain minute but decided to leave it as counting how long you can complete this level. The last video I watch was about making a cube move by itself. This one was also simple, I think this was the seco

Game Stories

Another week, another reading blog. Level 8 Introduction and Readings  was one of the articles I read this week. It talks briefly about the diversion to go into the whole "can games be art?" thing. There are 4 reasons why waste our time retreading old ground. The concept of Fun and how to make games more enjoyable. Fun is not the only purpose of game design and in fact that some games can be successful in their design goals even if they are not fun in the way that games are. It is a debate that has been going on for ages. It comes up in conversation among designers from time to time.  Art games that are made primarily for the purpose of artistic expression are reaching a critical mass. A lot of art games are very simple and small in scope, it is made by a single person in a short period of time.  Know enough about the art history and art criticism to be dangerous. Into the Woods: A Practical Guide to the Hero's Journey  articles was about making a story to

First Playable

For this blog post, I will talk about the first playable version of the game. I have been working on the gates of the zoo and the cage where the animals are trapped in. I couldn't get a person to be the zookeeper, well I can be they couldn't walk and it looked dumb so instead, I used a cube and change the size of it because I didn't want it to look the same as the animals. I didn't know how to add in a model of a key so I used one of the gems we got when watching the tutorials of Jimmy Vegas. My past project blog post, I wanted to collect the key then free the animals with them following you behind. I felt that was too difficult to do so I decided that once you collect the key/gem you then have to go and get the animals. Once you collect all the animals on that level and didn't die when you touched the zookeeper, there will be an open gate and outside the gate, there is a box just outside the gate. You go there and that will stop the timer, which tells you t

Week 8 Progress

For this post, it will be about my review on my class progress in general. For this week, I felt that there is too much work to do in such a short time. I know I can get through it but I also know I am going to be tired and need that Christmas break that is coming up. I am okay with the progress I am doing for all the modules, I also have a weekly routine. Some modules routine is different but for this module I usually do work every Monday, Tuesday, Thursday and whatever is left over the weekend. For group project, I do all my work during the class. For website design, I do work during lab time or on Wednesday. The rest of the module I just work on them when I have the time or the weekend. Out of all the class assignments, I enjoy the website one because I know what I am doing and it is not too much work because I can do it during lab time. Other than that, I don't think I like any other assignment that was given because it was given to us in since a short notice. The extra

Week 8 Comments and Feedback

Here is about blog about comments and feedback, I will be talking about what I think about the blog commenting and project feedback assignments. The comments and feedback that I got from other students from this course, it was really good and helpful. Most of the comments was giving me tips on what I can do to improve on my game and it was something I didn't think about or I forgot about the features they mentioned to me in the comments. Since I was given them tips I kept in mind to use them for the game and wrote it down on where I leave all my notes for all the different modules so I know I would and can go back on it if I every feel like I am forgetting to add something. The comments and feedback I am giving to other students from this course, I like to think they are helping and doesn't sound too mean. I hope I gave them some tips like the other students did to me for the game project. What I found would be a good feedback strategies is that if we are going to say somet

Week 8 Reading and Writing

This week is review week, so for this blog and this week I will be going back to my last blog post and give you my thoughts on them. Looking back at my Reading blogs, at the start I put some effort in and we continue on doing this every week I wasn't putting as much effort I did at the start. I don't know about you guys but I am getting tired and bored doing the same thing every week. For me, I don't like writing and reading that much. I like reading but I only like it when it's something I am interested in. Yeah I like to play games but I don't care about how it was made but it was also interesting to know the different games and the different elements when making a game. I just didn't think it was useful for me since I didn't want to be a game designer. Reading the notes did help me when designing the game for this module assignment. It was useful when I read about the different elements and MDA. My favourite reading was either the Game Elements  o

Prototype

For this project blog, we have been asked to create a prototype of our game. This is the start of making the game I want, a game called "Zoobe". I named it "Zoobe" because the animals will be in the shape of a cube and the location is at the zoo. I realised that having the animals as a cube was difficult. The Unity Assets store had what I want but I had to pay for it so instead I created my own material and add in the animal's face. This is what the animals will look like; I watched different videos while doing my game. In my last Unity Tutorial blog, I showed the videos I watched. The main menu page looks like this: Like I said in my last blog, using the TextMesh Pro didn't work for me so I left that out and used the normal text. What I am planning is that the game would somewhat look like a zoo and have the animals in the cages.  It is going to be difficult but I hope by the end of this assignment I will have the game I enjoy playing and

Unity Free Tutorials

For now on unity tutorials will be about what I am going to add in for my game. Watching tutorials video will help me create the game I want to make.  I already have a problem with my menu page. I follow everything from the video but it says I have an error. This is one of the reasons why I don't want to become a game designer.  I don't like coding, it just confusing and I don't really get what is going on but hopefully, over time I know the basic coding. The video below, I had a problem adding in the TextMesh Pro. TextMesh Pro is just making the text clearer. Since I am having a problem with add that in I decided to leave it out. Other than that, the tutorial helped. This was another tutorial video I watched.

Game Fun

This week reading blog is about the Game Fun. "Fun" is just another word for "learning". Putting players in a flow state is where this elusive "fun" comes from. The first article I read was  Level 7: Kinds of Fun , it was about the different kinds of fun and how they considered in video game development to create a fun game to play. It references back to the article  MDA Framework , we know there are different fun and an MDA Framework needs the rules of the game, description of how to play the game and what would the player experience. To make a game fun you will need: Sensation -  A game that considers the audio and video "eye candy" of the video game. Fantasy -  Games can provide a make-believe world that is more interesting than the real world. Narrative - A game needs a story, either of the embedded kind that designers put there or the emergent kind that is created through player action. Challenge - Some games either an arcade gam

Tech Tip: Blogger Template

For this blog post, I will be about how I changed the design from Emporio to Notable. I changed the theme to Notable because it was the only design I liked out of the rest. I was getting bored with the theme Emporio and thought it would be nice to have a new style for my blog. Old design; New design;

Final GDD

My GDD document didn't have enough detail to hand it over to someone like a programmer and for them to be able to create the game I wanted. So I updated my  DunDoc . All my information for my game will be in my GDD DunDoc.

Unity Tutorial 05

This week Unity Tutorial, I had some problems with some of the things in the video. It was difficult but I got it working the same way as the video. I would've to go back and watch it a few times because it wasn't working and I didn't know what I did wrong. I still don't know what I did wrong, so I had to redo a few things. It was getting annoying after a while, I'm just happy that I got it done and it worked. Other than that, I now have more knowledge and a few ideas that I would like to do for my game. Some of the things I learned how to do it would be usefully for my game and hopefully, I can use it for my game and it would work. Screenshot from Unity3D

Games Decisions

The reading for this week is about the interactivity between players and systems that sets games apart from most other traditional media. Discussing the decision making and flow theory for games. Being a systems designer, you will have to deal with these when making a game. The article,  Cozy Game  by Daniel Cook was one of the articles I read for this week was written for an audience of interaction designers to explain what productivity applications can learn from games. In the process, it also happens to touch on some core concepts of game design and the nature of "fun" which is one of the topics we discuss. I learn that coziness refers to how strongly a game evokes the safety, abundance and softness. Safety:  A cozy game shouldn't have any danger and risk. There isn't any loss or threat for a cozy game. Abundance:  A cozy game should have a sense of quality. Nothing is lacking, pressing or imminent. Softness:  A cozy game uses strong aesthetic signals that