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Showing posts from December, 2019

My Game Beta (surprise inside)

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[Side note: I forgot to do the thursday Unity tutorial blog, I'll do it Soon ™ aaaa I'm so behind ] 🅱eta coming right up. Sike, I'm still behind. This time I learned a bit about enemy line of sight using raycasting and the related C# code. It was VERY INSTERESTING  (it was not). (menu screen!) I might improve on the menu screen, however I already think it's absolute state of the art, and even looks better than the modern Call of Duty's or Need for Speed's. I'm just that good at designing menu screens. The spelling is an aesthetic choice. So for the scoring system I found a tutorial which makes things very easy for me! The way it works is it gives the player points depending on how long the player survives.  I'll still need to add the ability for the player to collect in game objects. The game ends when the player is shot by an enemy spaceship (still a red cylinder for now, probably need to change it).

Games Testing

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This week's reading teaches us the importance of game testing. The point of this is to find and squish as many bugs as possible before the game releases as well as ensuring the game is fun and balanced. Firstly, you want to try out an early prototype and make sure all the numbers are correct (things like player abilities, amount of health, damage, money, experience points, etc). ( image source ) Next, we start debugging. This aims to get rid of as many glitches, loopholes and stalemates as possible. One can of course solo test, and that may be enough for some games. However, for many other games this will be inadequate. Most, if not all multiplayer games need to be tested with multiple players, sometimes more than the design team has (see: MMO's like World of Warcraft). In this case, we turn to the QA team and open beta testers. These testers can be anyone from friends, family, to people who signed up for a beta on your website. After reading all of the mater