This week's reading walks us through many important points we have to consider while developing a game. While it does talk about board and card games, a lot of these rules will also apply to video games. The first point that is brought up is "Components" of the game. This can mean many things, for example cards, dice, or even Monopoly money and property cards. We are taught to be mindful of colour-blind players and to keep components of the same type looking similar. So in videogames this could mean to have enemies' colour coded or look similar to each other. This shows an easy way to add "colourblind mode" to games The second point talks about "The Box" of the game. We learn about the do's and don'ts of game packaging. One important thing to keep in mind is to make the title of the game big on the side of the box so potential buyers can see what it is easily. This is a box art database, we could pick some good ones? ...
I recently started studying my second year of creative digital media in TUD Blanchardstown. For the Multimedia Development, we have several different assignments, namely readings, Unity3D, project work and several others. I'm very excited for Unity3D, because I've always wanted to develop games but was never sure where to start. I heard that Unity is good for beginners; let's hope that's true. We also have extra tasks which we can complete for extra credit, in case we need to make up for missed points or want to get points in advance and finish the semester a week or two early. Image Sauce Overall I'm really looking forward to the module and hope to learn a lot from it. That's it for now, see ya!
Source: own image Would I call this playable? Yes Would I call it fun? No There's more coding to this than I previously thought there would be. So far I have made a spaceship from four stretched cubes and made it move around and rotate with W A S D. I also made a simple model for an asteroid and added scripts to make them a random scale and make them rotate in a random direction. Then I repeated them in a cube grid of 10 x 10 x 10 pattern so they make a huge cube. I still need to add offsets to the asteroids to their locations are less "regular" and it doesn't look like a massive cube.
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