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Showing posts with the label Week 4

Game Vision Statement

The purpose of this blog post is to create a vision statement for my game, so I can lay out my vision in sufficient detail to implement it. Skeleton Quest  is a first person adventure game made with the Unity 3D engine. You play as the hero Stephen, exploring the vast open world and fighting skeletons and spiders as you collect gems in your quest to clear the world of the undead. It is the second idea in this previous blog post . Genre:  First-Person Adventure Platform: Windows, Mac and Linux. The game will be playable with a keyboard and mouse, with possible adaptation for an Xbox One controller in the future. Gameplay: The game will handle similarly to other first person games like Skyrim, Fallout or Call of Duty. The player will have an open world in which to explore and collect a number of gems to complete the game. The game and controls will be thought to the player through pop up messages. To challenge the player they will need to explore the open w...

Unity Tutorial 03

In this Unity tutorial we learned how to utilise the programming language C# in our games to rotate the arms on a clock that we've made in the Unity Editor. The tutorial was on this page  and it was relatively easy to read through and follow. I started from the start in building the clock face out of a 3D Object in game. In this case I used a cylinder. I flattened the cylinder to create a face and moved on to making the hour indicators . For this I had to use a cube 3D Object, and make it long and narrow. I then learned how to use the hierarchy system in the Unity editor to make multiples of the hour indicator.  Each time I duplicated one I had to increase it's y  rotation by 30 degrees to move it along the clock face's axis. These indicators were then taken from their 'parents' in the hierarchy system and placed as 'children' under the clock object. Moving on I created the arms next, making each of them a parent of their own for the hour, minute and s...

Games MDA

Having completed near an hour of reading I have decided to document my findings on Games MDA (Mechanics, Dynamics & Aesthetics). I started with watching the slide show video which summarised a lot of what LeBlanc, Hunicke and Zabek explored in their publishing of ' MDA Framework '. Mechanics, Dynamics & Aesthetics are defined as the following: 1. Mechanics - describes the particular components of the game, at the level of data representation and algorithms. 2. Dynamics - describes the run-time behaviour of the mechanics acting on player inputs and each others outputs over time. 3. Aesthetics - describes the desirable emotional responses evoked in the player, when she interacts with the game system. The slideshow and article continue to go into detail on each. My understanding of each has improved greatly thanks to it. I understand Mechanics now as being ammunition or spawn points in games, Dynamics as being how a situation develops because of your in-game choi...

Growth Mindset: Quotes

This week for extra credit I decided to try my hand at one of the Growth Mindset tasks. Quote 1 THE DECISION TO TRY "I often fall into the trap of saying good job, awesome when reviewing people's work. It used to be a game in high school to see who could critique "you put the wrong date" so that we could have our one correction out of the way. I definitely will work on being more specific with feedback, as I know how much I dislike non-specific feedback." I picked this quote from the list as I love most feedback I get, positive and negative. The kind of feedback I do not like though is the "good job" and "awesome" or what I hear a lot is "oh yeah, that looks grand". I love to hear constructive criticism, giving me ideas of how I can improve my work. Quote 2 WHY NOT? "The way I would like to use "Why Not?" is in the sense of saying yes. Why not make time to see your friends? Why not make a random ...