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Showing posts from October, 2019

Unity Tutorial 05

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Hey Roosters Today I took part in another Unity tutorial. Like the previous ones before, this tutorial carries over from the last one.  The tutorials were split up into separate videos with the first one covering how to create a dynamic HUD/UI. For those who are unfamiliar with these words, they simply mean "heads up display' and "user interface". In previous tutorials I learned how to walk into the diamond shape to pick it up. However in this tutorial, I learned how to actually how to actually go up to the diamond and collect it. I definitely think I am starting to become more familiar with the coding aspect of the game design. It was something I was originally afraid of but as I progress I am starting to become a lot of comfortable. A lot of the terminology is something I am still finding a hard time with. Raycast is a word I seem to still find myself pausing for a minute to remember. game HUD In the second tutorial, I focused a lot more on adding objects

Game GDD

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Hey Roosters So today I was reading an article by Greg Aleknevicus on Game Considerations and I wanted to share my thoughts on it. First off, It was a very good read and many of the points made by Aleknevicus are things that I, and I presume many others, have noticed when playing all types of games. It made me realise that not all games come out of production perfect and there are is always something that can be made to improve a game even if it is only in a small way. Like always, I will leave a leave to the article down below if you want to take a look for yourself. Aleknevicus first talked about the Components of a game. I liked the way he talked about using contrasting/distinguishable colours for player pieces. There are many people who suffer from different forms of colour blindness and it would only be right as a game designer to cater for people with certain  hindrances. It is also helpful for people with no issues as it can still be frustrating to know what player piece you

Unity Tutorial 02

Hey Roosters! Today I took part in the second Unity tutorial on how to make a game. This tutorial continued on from the last tutorial I completed last week. I learned how to add sound on to the diamond so when I go to collect the diamond and 'ping' sound was made to indicate it was collected. I learned how to upgrade the graphics of the terrain by adding in water with a slight dip to make the water appear shallow and not on a flat surface. The tutorial showed me how to make textures appear more realistic by bring a wall into the environment and adding different textures and colours. I also learned how to create a permanent shadow which in could decide how dark I wanted the shadow to appear in-game. In the second part of the tutorial I learned how to add in a cursor and how to change its shape, size and colour to whatever I wanted. I am still finding writing the code to be quite difficult. Coding isn't my strongest skill and it is not something I particularly like doi

Game elements! What makes up a game??

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Whats up wanna be gamers? In a recent blog post I was discussing my thoughts on an article about what actually is a game and it definitely got me thinking what defines a game. Again, we all just assume we know what a game is regardless if its Connect 4 or Halo. So today I am going to be giving my thoughts on an article about what are the qualities of a game. We've looked at what game is but now we really need to analyse all the component parts and how they all fit together to make a game. The article discussed how every game has common individual components that all make up a game. Some are the phrases that were said in my blog talking about what a game is like, 'they are voluntary', 'they are safe' etc. Other components are players, goals, rules, theme, game state, player interaction along with many others. All of these elements were described as atoms. Like atoms, all of these elements can be individually studied. https://www.educationquizzes.com/educatio