I think that the most important or interesting feature we learned so far was the pro builder tool. It reminded me a lot of modeling in 3DS max how you can do axis edges polygons and sides and manipulate them. I think the way we made the maze was really simple but very effective and it looks really good. I think the interface is really easy to understand and is laid out well enough to see everything important at once. The hierarchy tab is really well done and makes it easy to stay organized. I think the most I struggled at was with the vertex snap with the windows, it would keep popping into the wrong spot and it took me a minute to get it right. So far I really enjoy unity and I am really looking forward to seeing more of it and going more into depth with it.
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As a class we have just dove into the unity engine so I am talking about my experience with the basics so far. We have just gone over the basics and it reminds me a lot of 3DS max the way its laid out and some of the key binds in it like W being move tool E being rotate and R being to scale. Its kind of similar with the lay out like viewport and the hierarchy tab. I learned how to use the game tab to experiment with the changes you make as you make them. An interesting feature I learned about was the way you can make a flashlight by attaching it into the player section in the hierarchy so the light travels with you. Another feature is using the hierarchy tab to combine elements to make them all together so when you move them it all moves at once. Overall working in the Unity engine has been really fun and I'm looking forward to seeing what else I can do and what I can make.
Sub Terra is a board game in which you and a group of cavers try to escape a cave filled with horrors and hazards. Each turn has different phases one where players can choose actions to take, what a horror does and what hazard will they have to avoid and what are the consequences of those actions. It is pretty fast paced once you get the hang of it and ends up being pretty fun.
Sub Terra fits all eight mechanic categories very well, its easy to see which one goes where. For time there is a couple of examples with how its used, firstly the game progresses through tiles that get flipped as the game goes on they are all randomly stacked so once you draw the exit to the cave tile you can leave whenever. The second example of time here is the "out of time" card which is drawn as the last hazard card meaning if you haven't escaped yet by that point you instantly lose. Chance is a very large role in this game, every action you take is decided with a dice roll. If the roll is over four you get the positive outcome if its under four you get the negative one. For example players have a chance at risking a health point to get a third action point but if they roll under a four they lose a health and don't get anything. Skill in Sub Terra comes with time and knowing what the best move would be, say for example you have the leader as one of your cavers, since her passive ability is adding plus one on every role it would be smarter to exert yourself more since you have a better chance at a good outcome which helps your team. Space is confined as hexes on the board with ones flipped as the only ones you can move onto which confines you to the boundaries. There are a lot of procedures and actions in Sub Terra, one of many being the discover and move action where someone discovers another space and has to move onto it. Another example could be the squeeze function where if you need to get through a small crack you can spend two action points on getting through it. There is also a lot of rules in Sub Terra for example the game is split up into four phases all with different rule sets. in the action phase the rules say all players use there action points going in a clockwise circle. For the horror phases the horror(s) move a tile closer to the nearest player. In the hazard phase a hazard is drawn forcing different interactions to happen depending on which card had been drawn and what tiles are out. Lastly the end phase resets the cycle. So as you can see each phase has its own set of rules and unique things to it. |
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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