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.
0 Comments
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.
This was the classes first "solo" coding assignment which were we supposed to use our maze games from earlier this year and add working enemies as well as an entire health system where you can die and have a game over screen as well as healing and taking damage. It sounded like a fun project, we would soon realize how rough this really is. The problem with the assignment was that no one really learned anything from the prior linked in course since when we were doing the linked in no one knew what anything he was saying and we just copied down what he was writing so when we didn't have something like a tutorial we were just lost. I ended up having working enemies by the end of the project since I had lots of tutorials online to fall back on and some good class mates to help me. The problem was that no one was really learning anything so now we are working on a more new friendly coding course from unity.
From my last blog post to this blog post we have learned about the development cycle of games and what things like a GDD is. We have done things in class like making story boards and concept art for out fantasy style game making mood boards to see what style and color palate we want to use and things like that. We then made a GDD which is a huge document that focuses on every aspect of the game and is crucial to any games development.
My story board is focused around a few different key parts of the game, it shows the progression of the story which goes as follows. You start off as a banished knight and the king kicks you out of the kingdom and makes you live in exile after that you kill monsters to train and become stronger until you can get strong enough equipment to go back and kill the king completing your revenge.
For this blog post I want to talk about the number one idea that I thought of. For this game I thought that a game with a fugitive man during the medieval time making a living off of quest hunting or slaying monster would be a nice change. You would need to keep a low profile in towns to not alert the guards of your presence so you could hunt for food and live in the wilderness as well if you needed to. It would be a typical RPG game where you level up get better armor as time progresses enemy type would change and get more challenging with different attack patterns. Since you're already a fugitive you cab steal from shops and shop at places like a black market for rare loot. Overall it would be a open world stealth(ish) game where you play in the medieval time.
This post will be covering the build process and publishing part of the game itself. At first the Web Gl was giving me lots of trouble and after installing it and having the game downloaded nothing would load and the file would open up after putting it into a zip file and making an embedded code it still wouldn't work, I needed to update unity and after I did that it worked all good. So next I re made the link and embedded the game above overall just a few small bumps and everything is looking and working good now. Overall I am happy with the project and I was glab we got as much time as we did for it.
In unity we have started to make a real game, so far its a really simple thing with using assets from the asset store and the pro building tool to make a maze. I will be talking about my experience with it so far. Unity has been simple to work in with a good UI and lots of tutorials on YouTube I was able to understand a lot of it pretty easily. The assignment was to make a horror esc maze game by using assets from the store to get a feel for it, I soon realized how many amazing assets were free on the store that would make the process a lot more simple. I used assets for almost everything having an entire forest scene as my spawn with huge boulders around the map as a boundary for the player. Using a cube we were tasked to make an entire maze, at first it sounded pretty scary but soon I realized how simple it would be. The main thing was to highlight the face of the cube and extrude it out to a nice length and repeat till I had a good looking maze, after that I went in and changed edges to make it down more and have it look like a more broken down cave scene. Using assets for the skybox I had a gorgeous space theme in the game to make it seem unfamiliar to the player. Overall unity seemed pretty simple and I am looking forward to using it more in the future.
|
AuthorMy name is Jared Lowe and i'm a student at Durham School if the Arts in the game design concentration. Categories
All
Archives
September 2022
|