For the cave I started with a box that I had converted into an editable poly and started to shift the vertices around. After giving it more of a cave shape I started to add boxes on the cave that I had shifted around a little and applied a noise filter too, the noise filter gave the boxes a more rock shaped appearance and helped out quite a bit. Overall this project really helped my understanding of modular design and how we can use it in our up coming games.
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What techniques came back to you quickly?
-I think the techniques that came back the fastest were changing the polys into editable polys and editing them using things like vertex's and borders. When I made the roof I had selected both the edges and connected them to make a vertex in the middle then I had dragged up from there to make the roof. What did you struggle with? -I think that this project was easier than the fire hydrant so I didn't struggle as much but I thought the hardest part was the window design just because it was the most precise part of the model but I just took it slow and got through it. How did you overcome the problems you experienced? -I took that part slowly and made sure I bridged and lined everything up correctly. What did you learn from creating the fire hydrant? -The fire hydrant was a really good modeling job to help me remember all the simple modeling techniques. I think the best thing I had learned was holding shift while dragging automatically extrudes, which just saves some time and is quite helpful. The other big thing I learned was how to use the connect tool to make new lines in the model to make it more customizable. What techniques came back to you quickly? -The quickest techniques that came back to me were the scaling tools and extruding like how we used them to make the base of the hydrant and the round top. The edible poly modifier came back pretty quickly as well. I remembered how to work with it and what the four areas did and they affected it. What did you struggle with? -During my modeling there was a part of the hydrant that had a small gap between it and I couldn't figure out how to patch it in, after trying everything like bridging and connecting I had to ask the teacher to help me out but she couldn't get it either so I'm not sure what happened or how to fix it. How did you overcome the problems you experienced? - One of the problems I had was with the precise vertex movements in the base of the hydrant and I overcame it by slowing down and really focusing on where they ended. Another section I struggled with was the new tools he used that I hadn't seen before like there was a tool that adds a loop in so you can make better edits so I had to learn how to use it and how to get it. What did you learn from creating the fire hydrant? -There were a couple of new things I learned from this, the first one was the pre-mentioned tool that adds in a curved line wherever you place it to have better edits and border control on the models, we used it on the sides for the pegs to come off more rounded so I thought that was nice to have learned. Another thing I learned from this was that there are gaps that cant be closed sometimes, and even the bridge tool or connect won't work to patch the holes in the models.
All the UI's have a couple of things in common I think a couple of the important ones are the resources tabs so things like health bars cool downs for abilities and ammunition counters which all of these 3 have in common despite being different games. I think that it helps the player get more invested into the world or match they're in by helping them with visual shortcuts to help them make fighting easier. To break it down more I put arrows at all the important areas of each game, for rainbow six siege I had pointed out things like player position ammo count players remaining and health bar. For the JoJo's game I had pointed out the health bar, and the resource bar both vital things for players to see and it shows how there is a big part of the screen dedicated to it. For God of War I had pointed out the way the hud points to, the main player objective enemy and player health bars As well as the mini compass on top of the screen.
I think that Trello would be greatly beneficial to the team because it will keep us on track and it will let us know what we need to catch up on. We can use it also like a checklist so we can have out main objectives and we can feel like we are chipping away at the project overtime. The list feature is a good way to see all the data and deadlines we need to catch up on in a small place. I could see myself using this outside of this project for certain things, such as a new type of planner for school work having all my homework and study dates down so I can always know what I need to do. It also has funny stickers that increase productivity and my manager (Sophie) says I can use them after finishing a task.
I chose the role of level designer because I strongly believe that my skills in unity will provide well for the team. I will be able to meet the deadlines set for me as well as getting hard to work. I have a year of experience working with unity I have learned how to make terrain in the game as well as utilize programs like Photoshop and Illustrator to make prototypes of levels before I jump into the 3D landscape.
After weeks of working in the coding missions and making games following tutorials I started feeling more confident in my understanding of code and having a general idea of what I was typing and what some of the code was doing. After arriving at the mission check point we had to try to debug an app that had an end goal of making text pop up saying "congrats" and having the sparks emit from the middle of the screen. I think that these tools can help in developing my own games since it reinforced the ideas from the tutorials by putting the script into the right place to have the sparks come on screen and have text pop on the players screen and have different text when needed. The harder part of the mission checkpoint was making like a kind of your own game that involved a counting system and making it your own thing. It was pretty important because counting in a game can be used in many situations like picking up money and having the values pop up in the corner so I think overall the missions were a very important part in making sure the viewer understands the concepts of the videos they just watched.
Fourth quarter in game design was definitely the weirdest one. It went by very quickly and the whole quarter was spent watching videos on coding. I feel like the unit was kind of "on the fly" a bit since like it just kept changing and it was pretty stressful tryin to fir 24 hours of videos into like 16 hours and then playing catch up after that. I think that it could've gone a lot better if we had started it instead of the linked in course we would've had more time to work and get into the videos instead of rushing through it. I am much happier with doing this unit then if we were to continue the more advanced coding like how we were trying to make our own game and stuff like that, that was planned for this part of the year. Overall I think that this quarter has been stressful but definitely could have been harder if Mr. B hadn't changed the plans from the linked in course, so I am grateful for that and I am ready to through the year and finish unity strong.
I have now finally finished the second course in the Unity Junior program and I am going to talk about my experience with it. I think that the course was a very good one going slowly through the subjects in each video really helping the viewer learn what each thing does and how it would be practical in actual use when making their own game. We learned new things like how to make working buttons and new coding terms like "Bool" when making something. I think easily the biggest downside to this course was how long all the videos were and how we had to cram it into such a short time. I felt more rushed than I wanted to which made me feel like I wasn't learning as much or as well as I could have been but that's not the courses fault. Overall I feel like this course is a necessity for anyone who is new to coding and wants to get into it they just need to make sure they have enough time for it.
The new unit we have started is a beginner course on unity and coding in unity, much better for actually learning and retaining information. This course takes it a whole lot slower explaining what each piece of code means, for example now I know what a Vector 3 is even though I had seen them in the prior linked in learning course. The format is also well done and professional since the viewer can watch and do it with the person as they do it and explain it. I feel like I am getting a lot better of an understanding from this course, we learned how to code a follow program for the player camera as well as a simple driving code. After watching the final video for the unit we were assigned a "Challenge Problem" where we were given a broken plane game and we were tasked to fix it. The plane would go way to fast have no player controller as well as no camera to follow it. We as the viewer had to go into the code we were given and change it to make it work. The entire first unit is now finished and I am really glad the class went back to do this instead of crawling through coding without knowing what we are doing.
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AuthorMy name is Jared Lowe and i'm a student at Durham School if the Arts in the game design concentration. Categories
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