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Showing posts from November, 2020

Unity Tutorial 09

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 Unity Tutorial 09 -Screenshot of soccer game debug For this weeks Unity Tutorial I found I very useful because of the type of game mechanic coding that was involved. It's based solely around a ball hitting enemies so I think that it will teach me a lot that I will need to know in order to develop my game. A big part of my game is that it will be wave based so learning the basics on how to create a wave interval and add a variable to change every round was very interesting. I had trouble at one section though and I thought my Unity was crashing on me which it never does. I have a pretty beefy computer that I built myself for college and gaming obviously, so I doubted it was a hardware problem. Turned out that I wrote "gameObject" instead of "gameObject s " which was very annoying but I'm glad I copped it. The rest of the tutorial was pretty easy to follow and I went onto debug the Soccer game. I usually find it difficult to read the code and make sense of wh

Review Week Comments and Feedback

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 Review Week Comments and Feedback Feedback In: I think the overall quality of comments I've gotten out of my blogs are very good in the aspect of grammar and word count. I find it interesting hearing peoples opinions and feedback in a comment form because it allows them to get to the point and express concerns or other things freely. Some comments I've been finding useful are ones where people say that they really understood my GDD or other blogs that detail the structure of my game. It really lets me know that I have explained things well enough that the point is getting across without being too muddled with other topics.  However on the other hand, the comments that I find even more useful are the ones that tell me that they were having trouble with understanding certain parts of my briefs. I think this is extremely useful and interesting because they make me realize how I can, not only be a little more concise with what I'm trying to convey, but how I should write more

Unity Tutorial 7

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 Unity Tutorial 7 -Screenshot of my Unity Tutorial 7 I found Unity tutorial extremely helpful for when I go to program my own game. It has the same concept of moving a sphere around a scene so I've learned a lot from this that I will be using later on. I also found myself coding ahead of the tutorial because I learned what I should do next which felt really good to know that these tutorials are sinking in.   Powerups are an asset that I want to include in my game so to have a very in depth look at how to use them and tweak them to our needs was very helpful. I feel like this tutorial will definitely be one that I revisit if I get stuck on my project. It was interesting to see that I could easily create a physics material and use that to give bounce to any object it's applied to. I think I will keep this in mind when I go to code the bounciness of the ropes in my project.

Game Fun

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Game Fun Today we looked at how fun playes a part in games and the definition of what fun is and learned how to make games fun by making the player think about what to do in order to get through . Games can be described by the 3 components Mechanics, dynamics, and aesthetics (MDA) or otherwise stated as rules – system – “fun” . MDA There are eight types of Fun outlined by the MDA. These eight are both a source of reference and player experience that blend together in many ways, and essentially what makes a game fun and enjoyable. Eight kinds of Fun To date, the MDA papers define the '8 kinds of fun' sensation, fantasy, narrative, challenge, fellowship, discovery, expression, and submission , remain a source of reference and possibly the most popular list of player interactions combining in various forms to attract each player to a particular game. Fun “Fun is a byproduct of good design. It is also not essential for a good gamified sys