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Unity Tutorial 04

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  Learning C# On this week's Unity tutorial, I learned how to make the animals spawn at timed intervals so that the player would't need to press a certain button to just spawn the animals over and over. I also learned how to add hit boxes to the animals and the food which means that once an object collides within an invisible box in the game, the items will disappear, which is also the whole point of the game. I also learned of a feature that prompts a game over message when an animal gets past the player. One thing that keeps scaring me the more and more I go on with learning C# is how in depth and complicated everything gets with it and sometimes I have difficulty wrapping my head around it. At least that was what I experienced when I was doing the challenge. The hardest part for me was making the dogs spawn at intervals as the game wouldn't be fair if you could just spam them. Another thing that I was struggling with as well was trying to remember the code I used to spaw...

Game Vision Statement

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My Game Statement   Bow: To No One is a first person shooter powered by Unity engine which challenges the player to use strategic skill to use the given resources for their bow to strike through their targets in a challenging level system set in a fantasy medieval time. The game doesn't allow you to move around the map, but instead you can move around your perspective as a bowman where you are presented with a target, an ironic target: an apple. You start to learn basic control of the bow and to carefully aim it at the target. You cleanly penetrate the target with no issue, and demonstrated your understanding of the intricacies of the bow, but now, your challenge has truly arrived. Source You have acquired some special fire arrows, capable of destroying any obstacles and luckily there are a few in your way so it will be great to test them out but you only have a limited amount, so make sure that you use them wisely. Upon entering the area, you notice something different. The target...

Unity Tutorial 03

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  The Experience On this unity tutorial I got to learn a lot of interesting new things in unity. I got introduced to prefabs which are basically copies of the game object that you want to use over and over which would be very useful in the game I want to make. I also managed to learn a few things for C# like the 'If' inputs which make it so that if a certain condition is met, the computer will follow the line of code you give it. It certainly adds more difficulty the further I progress but it'll also be good to learn more as I go. One thing that I'm still struggling with with the coding aspect is all the vector and number type of line of codes which is something I'm hoping to wrap my head around soon. I also do feel like I'll be struggling with the 'If' commands further down the line, especially when it comes to adding the 'else if' command which you can use alongside the 'if' command. SO overall with the tutorial, I did learn a decent bi...

Game Idea Research

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  Bow: To No one After presenting my 4 game ideas last week, I decided to go for the bow game as it seems fun to make and more of an idea I leaned towards than the other 3. As I said in my previous post, the game is a level based game where the more you complete the levels, the harder the levels get. There will also be a system in where you can upgrade the bow or you can buy a new and stronger one all together which will give the player a sense of progression and the urge to play more to unlock the new bows. So for the 3 mechanics for the game, I decided to keep it simple as it is a pretty simple game design-wise. For the first game mechanic, it's drawing the bow. So when you start playing the first level, you learn about drawing the bow and firing. The longer you draw your bow, the faster the shot travels with not much of an arc and the shorter you draw, the slower and the more of an arc the bow will have. At the start of the game, the user won't have to utilize this mechanic ...

Feedback Strategies

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Le Strategy of Feedback   For this week's reading of feedback, I went on to read  Be a Mirror  which went over the different ways you can give feedback which includes 'being like a mirror'. When I think of a mirror, the mirror only shows whats in front of it with no judgement, which is what that type of feedback is based on. If you don't mention the mistakes that the person makes and instead just highlight what they did do, that could show them what they really flourished in and what areas they have room to improve in and that will also lead to a growth mindset.  For me personally, I've always been in a fixed mindset until recently. I tend to keep a growth mindset especially when it comes to drawing and I think that will also help in other aspects such as college and my future. The second article that I read was  Why Do So Many Managers Avoid Giving Praise?  which went over the reasons why you don't hear praise from managers and the article even showed some...

Unity Tutorial 02

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  Thoughts on Tutorial After completing the tutorial, I finally learned how to implement controls into my game so that the player could control the vehicle. That system of movement is used in most games and is pretty easy to use. The tutorial also taught me how to rotate the vehicle in the direction it's turning which would be useful to me in any future projects I decide to make. It felt nice to fully complete the tutorial and shows me that there is a lot more to learn in unity and I can't wait to do so. The only thing that there is going to be difficulty for me is the coding aspect of the whole thing as there is still so much more to learn and the different variables and numbers could sometimes get confusing to myself. https://www.rts.ch/2014/10/10/11/20/6212182.image?w=1280&h=720 On the Unity challenge that I did, I found some difficulty in but I did manage to pull through. It's always nice to see what you learn when there's no one showing you what to do. The most...

Game Elements

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  Exploring Game Elements After watching 'Introduction to Game Design: Prototype your Game', I got to learn the different ways to start prototyping the game I'm planning to work on. The video explained that you start physically drawing your ideas, use page cut outs to see things at a different perspective seeing if they work or not, what else you could to make the game more interesting etc. I think it is very effective way of experimenting and prototyping different ideas and I'm definitely looking forward to putting it into practice. The other article I read was 'What are the qualities of Games?'. In this article, I read about the qualities that make a game a GAME and how to critically analyse your game to see the things the game excels in and the qualities that are lackluster. I think the article will help me in the coming weeks when I'm going into the design phase of it and will help me out if I self critically analyse my piece of work. The last article th...