Showing posts with label Week 7. Show all posts
Showing posts with label Week 7. Show all posts

Sunday, 10 November 2019

Prototype

The player enters the clinic from the right, they then turn the corner to see the enemy STIs 

The player must use the arrow keys to avoid the enemy. They can also jump over the enemy and slide as the game progresses on each level.


I have begun by searching the internet for tutorials on building an environment similar to my ideas but have yet to find any. I have also been looking for assets and yet again nothing.

I need to backtrack and finish my GDD as it is not detailed enough to create my game, although I do know what I want to do. The thing I find most difficult is navigating the Unity application to find what I need to make my game. This is halting the progression of the actual game development as I have spent the last 4 hours trying to get a grip of it without much progression. But tomorrow is a new day and this blog post is due tonight.

my lack of progression


This strange video is the closest thing I could find to a Unity tutorial on how to build a clinic like environment: https://www.youtube.com/watch?v=ymxfsmgQgXg

Thursday, 7 November 2019

Unity Tutorial 5

Image result for frazzled

I've had to play a little game of catchup due to missing some unity tutorials over the last few weeks. This week good old Jimmy was back with another of his world-class tutorials. He started off with a skybox, lighting and wind zones, I know some really invigorating stuff! 

The skybox refers to what the player sees in the sky around their world. I used the same TGU Skybox Pack that Jimmy used in his tutorial just so I could follow him the way he was teaching. I used the NewDawn1 skybox as it was my favourite.

I enjoyed playing with the lighting settings, giving it an orange hue to make my world look as if it is set at dusk. I found it quite humorous giving the wind zone a high setting and watching the trees freak out.

I was a bit confused with Jimmy's explanation of making the axe an object that you can pick up, but after a while, I got the hang of it. Jimmy's ways of explaining how to do things are a tad long-winded and overly complicated, it usually takes me 3-4 times of rewatching a certain part of the video to understand what he's actually saying.

I need to apply myself more in this module as I find myself falling behind and struggling with all this new information. A lot of the actual scriptwriting for the objects is also confusing but I can only blame myself ;).

Tuesday, 5 November 2019

Games Decisions


Heya Huns,

This week we read 'Social Design Practices for Human-Scale Online Games' by Daniel Cook. In the article Cook explains how to make an MMO (Massively Multiplayer Online) game. An MMO is an online game that supports hundreds to thousands of players at one time.

MMO games can be a platform for users to make friends and socialise whilst playing the game. Users can create groups of players from all around the world to then play the game. Cook explains that there is a lot of social psychology research that goes into designing these sorts of games.

I personally do not like to play multiplayer games, especially ones that involve player vs player combat as I feel like it takes away from the progression of a user if they are not up to the same standards of combat as others. Games like Fortnite seem unfair as there are players that live and breathe the game and then kill everyone else who may not be as experienced, this for me is off-putting as I like to approach things at my own pace.

Cook also explains the importance of proximity, similarity, reciprocity and disclosure when attempting to make friends through these games. Without these named factors a friendship would be unlikely as the users would seem to have nothing in common.

Dunbar's Layers is the way a person bases their relationships with others, going from close friends to friends that the individual may not see that often. During the 1980s, Robin Dunbar put forward the idea that an individual can have up to 150 separate relationships, the categories being casual, good, best and intimate friends.                                 


Cook then explains the meaning of primary and secondary groups. Primary groups being with individuals that you share a strong bond or a shared sense of purpose with, like family or close friends. Secondary groups are more task-focused like perhaps a team that you work with in order to create a project or presentation. The members of which can come and go without any remorse for the loss of friendship. He further explains group dynamics in the terms of leadership and hierarchy, this can be shown with titles, karma points and a visual flare.

Cook says in the initial design of an MMO, building a large world straight away is not the right way to approach it. He says to visualise your big world, then add the elements that you want to fill it with and then to create the systems that will support your world.

I don't think that this weeks reading really apply to the game I plan to design but I do understand the importance of what Cook is talking about in relation to MMO gaming and i found it very interesting looking at a bit of the psychology behind it.

Thanks for reading :) xxxxxxx