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Showing posts from October, 2019

Unity Tutorial 05

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The first thing we created is more UI objects. The first one was text that shows what button we need to hit. We can move what the looks like (fonts, alignments, colour, etc), and where it is on the screen. We also added a subtitle to say what the hotkey does, in this case, it picks up a gem. Another thing we made was a custom crosshair, and then added it to the UI. Then we added a script to pick up the gem and play a sound when we do so. The second video talks about animation. We also added more objects (like the fence) into the game 3D environment, and made it solid. Another thing we did was we gave the player a weapon and created a simple attack animation. In the last video we learned about layering which fixed the issue of the axe going underground when the player looked down and we also added a script to play a "whoosh" sound whenever the axe was swung. There was several different ways to do it, each slightly different in code and in function. T

Astral Authority Game Design Document

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Note:  After writing up everything I have so far in a word document, I found out about tool that's much better called  dundoc . I will transfer all my information to that later. For now let's see what ideas I have for my game. Link to PDF of my (WIP) game design document In my GDD, I described what the game will be like, how it will play, what features will it have. (image source) It is a semi-open world (there will be separate star systems) casual space flight and combat simulator role-playing game (hefty name I know). It will involve dog fighting, some politics, and lots of friends and enemies. There will be an AI that tags along with the player. The HUD will look like the ship's console and the player will be able to use it by clicking it or pressing hotkeys. Several different ship and weapon types that progressively improve. I really look forward to developing the game.

Games GDD

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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?

Game Vision Statement

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Genre:  Space flight simulation, science fiction, role playing game Gameplay:  The game takes place in a fictional present time, where the space race never ended and the USA (now the USSF, United States Space Federation) and the Soviet Union (now the SGE, Soviet Galactic Empire) expanded their reach throughout the galaxy, with constant show-off "contests" without a direct conflict (an extended cold war?). The governments became more and more totalitarian, until a rebellion broke out and the ILF (Insurgent Liberation Force) was created from rebels from both factions. Needless to say, the three factions don't like each other very much and control their own zones.  The player will have different interactions depending on their character/ship's stats (like in RPG's) The gameplay consists of the player working their way across the galaxy to its centre, through various star systems (some hostile, some not), with the help of different types of space ships, weapo

Unity Tutorial 03

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Heyo people, I'm back to do some Unity3D. Let's make something basic, like a clock. Firstly, we need to create a cylinder and make it wide and narrow. This is the face of the clock. We then place down 12 cuboids to serve as hour indicators. Spread them every 30 degrees and you're done. Lastly we create three more cuboids to be used as hour, minute and second hands.  The red one is the second hand and the two shorter ones are for minutes and hours Next, it's time to make it work! Using Microsoft Visual Studio, we create a C# script. We were shown many different ways to do it. In short, we told the second hand to make a full 360 degree rotation, around a point (XYZ) in sixty seconds. Same with the minute and hour hands. We were also shown how to make the second hand "tick" every second and also how to make the hand glide smoothly over its course. Here's a functioning clock. I think it's pretty cool!

Game Elements, the elements of a game

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What makes up a game? To answer that we have to look at existing games and what qualities/content they have. This is a list given to us by our lecturer: Players Objectives Rules Resource management Game state Information Sequencing Player interaction Theme Let's break it down; Players: how many players are there?  Do they play together or against each other?  Do they interact with each other at all? Are they alone or in a team? Objectives: What's the point of the game? To create/destroy something? To control/collect something? To race against others? (or time) Minecraft is a game, with seemingly no goal and expects the player to imagine their own objectives Rules: What's allowed? What's not allowed? What does one have to do to win? To lose? To draw? Does a player lose progress or get kicked out when they cheat? Resources: What's available to the player that's beneficial to them? What can they

Feedback Thoughts

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I have just read two articles which talk about learning through mistakes. The first article tells the story of a CEO of a big company who moved quickly up the food chain, but the higher he went, the less feedback he got from his superiors. This caused him to have more and more negative thoughts as he didn't know what he's doing right and what he's doing wrong. He hired the article's writer as a coach, who interviewed his employees and told him what they said. They mostly said positive things, and only a few negative things, but that caused him to focus on the bad things even more. The article tells us to take positive feedback and cherish it, but not to ignore the negative feedback. This will help us improve in our work The second article   talks about encouraging people to try new things, even if you will make mistakes, because that's how one learns. In fact, they even say “If you are not making mistakes, you’re not taking enough risks.”, which I agre

Unity 3D Game Brainstorm

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Let's get down to making a game, shall we? First we need to come up with several ideas. My first idea is an RPG set in space, inspired by games like EVE online, FTL: Faster Than Light and Mass Effect. The goal of the game is to reach the centre of the galaxy. The closer one gets to the centre the more hostile the conditions are. The player controls a spaceship, which can be upgraded or swapped out. The ships will have various stats like endurance, speed, damage etc. which will be modified by new equipment. I imagine the gameplay would take place on a mostly flat, invisible plane, rather than fully 3D (navigating in 3D space can be very confusing). The enemies could be any of the following: space pirates, corrupt governments/police, huge space monsters, natural phenomena (black holes, supernovae etc). EVE Online gameplay trailer (2019) This screenshot is from FTL, which is a 2D game but we could make it appear 3D if we put the player in 3rd person perspective and put them

Unity Tutorial 01

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My adventure with Unity3D begins with a video by Jimmy Vegas on Youtube.  The first video showed me how to open and setup Unity, told us about the programming languages we'll be using, namely C#, about how to create and manipulate simple 3D object, as well as a terrain creation. The second video told us how to put texture on a terrain, how to raise and lower terrain and add a normal map. A normal map is a trick that computers use to make flat terrain seem bumpy by adding fake shadows to the texture. We were also shown how to add texture to objects and change their properties. In the third part, we were told more about C# and the scripts in unity. We learned how to add trees and grass and how to make them sway in the wind and change their colours. The video also shows how to add a player character, and demo the game (walk around in it, etc). Next we were shown how to add a gem (a custom 3D object), and how to add a script from Visual Studio to make the gem rotate.

Game Design

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What is game design? I have learned about it and I have decided to share it with you. To ask that question, one first needs to ask "What is a game?". There are many definitions but the one that stuck with me the most was "A voluntary effort to overcome unnecessary obstacles". The term was coined by Bernard Suits in the book "The Grasshopper", published in 1978. The first part of this definition tells us that it is a "voluntary effort" which means it is not needed for survival, or to gather resources needed for survival. It also tells us that players need to put in effort to win, be it physical or mental, or in case of some videogames, both. The second part tells us that players need to "overcome unnecessary obstacles". This tells us that players have to stick to " arbitrary rules ", speaking in terms of real life. The players are not forbidden by the laws of physics to follow the rules, but if they do not follow the rul