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Showing posts with the label week 6

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...

Unity Tutorial 04

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Robert Byrne Brimage B00089106 How are we doing folks? Good progress in this weeks tutorial. Was a bit of a confusing one took some extra time to look at the changing the scales for the animations and such ANYWAY this is what my studying consisted of. Finding a new cross-hair for the game, Using letters such as E as the interaction to pick up the collectible. I'll need his for my game for sure. I'd call it the "ACTION" button. Making the cross hair wasn't too difficult to follow on through, Johnny Vegas does a good job for beginners. Coding the sound pickup was difficult but I believe it's a step that needs understanding, in modern games it's important to go the extra mile for the basics of modern games with collectibles. Working on the environment is something I'm comfortable with, landscaping it quite enjoyable to do. Reminds me of when I used to play the SIMS and make extravagant houses with hills and mountains... but a bit more difficult. ...