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Showing posts from November, 2018

Game Stories

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B00089106 Robert Byrne Brimage I read about stories in video games.  "Level 8 games and art" questioned "Can games be art?" Fun is not detrimental in having a purpose within a game. A game can be successful without being fun. Other objectives can come before fun. i.e Strategy or story-telling. Many games are simple and small in scope, which gives designers an opportunity to flaunt their skills and establish themselves in the game development world. --------------------- "What every game developer needs to know about story" Talks about how important story is to a game. Story is conflict and intrigues and interests the audience. *Side note* Story is in my opinion becoming less important as gaming is now more accessible due to mobile devices being a gaming platform of their own. Companies are just developing them without story, but more of an addictive high score subject area. Classic Story structures include: Introducing the hero.  Th

Game Fun

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Robert Byrne Brimage B00089106 Week 7 was about "game fun" Game Fun is a nice way of saying "Learning". The aim of Game fun is to out the player in a Flow state ... known as fun. My reading was "Level 7: Kinds of Fun". Different kinds of fun and how they're thought about in video game development in order to make a game fun. In order to make a game fun, it would be wise in development to incorporate the following: Sensation  - A game that takes into thought the potential visual and audible side. an example of this would be the game ABZU. Fantasy - Games are a great medium for make - belief games. These can be more interesting to than the real world alternative. E.G. Skyrim Narrative - A game can have an interesting story that makes the game fun if it is done right. E.G. Red Dead Redemption, John Marston, the protagonist's goal is to return to his wife and son and meets amazing characters along the way. Challenge - A challenging game

Final Game Design Document

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Robert Byrne Brimage Just completed my GDD. Excited to start development. Below is the link to my GDD. https://www.dundoc.com/project/4835/pzn5hu7jx

Unity Tutorial 05

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Robert Byrne Brimage B00089106 In this weeks Unity Tutorial we covered a good variety of pieces and finally learned about houses. Not the interiors. But the exteriors. I needed this for my game as I plan on making a 1916 Easter Rising set educational game. Image Info Anyway what was covered in Video 1 was: Sky-boxes, lighting and wind-zones. All are important to a game and not as hard as it may seem to make and use. Sky-boxes can be found ready to alter in the asset store. You download them and manipulate them when you add them. Finding one that suits your games style and setting is important. E.G. I would look for a skybox that is more murky and gritty. Lighting can be used VIA the sliders that are available and the color wheel. The color wheel is a handy addition. You can also include the #F0000 numbers to accurately find the color you're going for. Wind affects all trees, grass, shrubs and all that green kinda stuff, the way you use the wind is by giving the assets tha

Game Decisions

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Robert Byrne Brimage B00089106 This weeks reading consisted of learning about the relationship between player and system. This sets video games apart from traditional media. You deal with flow theory and decision making as a systems designer. A games coziness translates as how strong a game can evoke the feeling of safety, softness and abundance. A game that comes to mind for me when I think of these feelings is: Nintendogs for the Nintendo DS. A game about caring for dogs. There is no losing in this game. When considering safety, there will be no danger or risk. No losing is implemented in the game. Abundance means there is quality in the content that is present. Softness refers to the game using a strong aesthetic environment and letting players know they are in a stress free game. There are bad decisions that can be made in a game. These are: Meaningless decisions, they have no effect on game play... therefore meaningless. Obvious decisions: where the decision should at least