Skip to main content

Week 9: Reading and Writing


Firstly, the "Readings" overall have been a tremendous amount of help especially when coming up to our prototype. The morning lectures where we all went over the "Readings" together was especially useful and helped with time-management so most of the year and myself didn't spend too much time on the articles. 

My favorite one so far was the "Game Design Document" or "GDD" this is where we discussed about the importance of a "Game Design Document" and how it provides help before starting on your game prototype. This excited me the most because it was the beginning in creating our own games. I looked at articles and videos about "GDD's" first on finding a good template or creating your own, then putting your game design idea onto the document such as:

1. A summary of what the game is about.
2. A description of the layout of the game.
3. Who is the games target audience e.g. kids, teenagers, adults.
4. Where the game is set e.g. in space, another planet etc.
5. The controls and mechanics of the game.
6. What platform it will be used on PC, XBOX, Playstation.

Source: Myself


For many weeks I didn't do most of the readings and tasks and honestly didn't think I'd catch up I missed quite a few but caught up during the mid-term and was able to be on the same level as everyone else in my year. The project itself I have been on top of my game is turning out really well the first person controller I discussed about in my previous "Prototype" blog has been working perfectly and I now move onto the NPC's of my game. Although I have implemented quite a few assets from the asset store into my prototype and I hope to change that with the terrain sequence and the overall look of my character and world.

The tutorials themselves were really helpful, I do believe I did spend a good bit of my time when doing them which kind of unmotivated me to all of them together on a certain day which would then pile up with other assignments. I do understand most of the code that comes with a C# script as it was explained in these videos but I had to do a lot of recap when looking back at the codes and what each role they had towards the game working.

Throughout this module, my interest in game design as risen exponentially especially in Unity; the final outcome of a completed game is a great feeling after the hard work and timing but into it. Although the tutorials were there to help, I hope in my prototype I will show off my own unique design in my solely designed game.

The feedback on applications on Slack and Twitter have been great and so useful one thing I didn't take on before the mid-term was the one to one meetings; when I did one set up after the break it helped me immensely in catching up. This module became my most enjoyed one in this year cause of the help and feedback. 




Comments

Popular posts from this blog

Tutorial 6

  Unity Tutorial 6 In this tutorial, I had to create a health-bar for Ruby, this was really a interesting way to learn how health-bars are made on Unity and creating one that came out really well was even better as it was in-sync with the c# script "RubyController" and "UIHealthBar" from the beginning. The use of a UI or User Interface was another experience, very difficult but helps the game stand out. Next what I had to do was create an NPC, a frog who ruby would talk to by coming up to them and pressing "X" and then a dialog box which was created using UI~ Canvas~ Text to display a message warning Ruby about the robot.  It was cool to learn how to interact with NPC's and allow them to speak to you or send a message. The method known as raycasting which is basically a collider lets this happen.

Tutorial 2

   Unity Tutorial 2: World Design For the second tutorial of the Unity tasks, after creating the tilemaps by splicing them and laying down the ground and the pavements in the games world, it was now time to decorate it. Using all the sprites provided, I laid the land out with trees, grass, metal boxes etc.  The physics system as it was suggested in the tutorials was the force of the movements from the characters within the game and controlling the gravity which pulls it down, the force applied from pushing and friction when moving on the ground. In this part, I mainly fixed the way in how Ruby moved throughout the world and what boundaries she couldn't move through. My favorite part was adding the tilemap collision, by selecting the tilemaps with water on them I was able to create a box collider without selecting them all individually and preventing Ruby from walking on water. I didn't struggle as much throughout these tasks I rather enjoyed them.

My Favorite Game

Main logo for Red Dead Redemption 2 (2019) My Favorite Game that I have ever played since owning a console was Red Dead Redemption 2. This ought to be the best game of the decade and was also voted as the number 1 game of 2019 and has been labeled the best video game of  ALL TIME ! The game was able for all gaming consoles Xbox and PS4 and later came out on PC with a higher FPS and better graphics then the consoles a month later. Although the game itself was popular; many found the game demeaning, sexist and even racist at times but the game was set in the late 19th century where there was many of these acts committed. I guess the company that made the game "Rockstar Games" just wanted to capture what it was like to live during the golden age and end of gunslingers and law-breakers.  You play as Arthur Morgan, a old gunslinger along with his gang of criminals who are running away from the federal police who are keen on killing him and his crew and finally ending the...