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.
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The linked in course had me learn a few things like, some simple coding commands, how to make new lines, and most importantly the importance of spelling and capitalization. I think the place I ran into the most problems was when writing code I would forget a ";" at the end of a line or mess up some spelling for example I used "GameObjects" instead of "GameObject" one time and my code wouldn't run at all. So its things like that I need to look out for. I think scripting definitely will improve our games since our only other game was just taking things from the unity store and adding them into our game, so its like we will really be able to make something in out games and have enemies and things like that.
This blog post will be talking about my thoughts about Game Design right now. We finished our board games and had them presented, I think that it was a good project to have since the class learned how to prototype for real games in the future and how to improve on them. For example when I made my prototype I thought it was supposed to be a small short game but when I saw my classes theirs looked more like full board games to me, so now I know for next time to expand on it and do better on things like directions and visual presentation for my game. The last part of the presentation was the slide and vocal presentation. I thought I did a good job in it and had a good speaking voice and had a clear train of thought throughout my speech. Overall I think this project was beneficial to everyone in class and helped us all.
While making the GDD for my game “Vendetta” I had to think about how to make a game that would be entertaining, fit in a fantasy environment and not be super complicated so that I could actually make it. I knew I wanted my game to be an open world experience with a third person camera so the player can see surrounding enemies and objects, so I made sure in the unity asset store there was a free third person camera asset. After I figured that out I knew I wanted to have my game be about revenge towards the king so I made some concept art and mood boards that are seen in my GDD so the reader can know what type of fantasy I am going for. When designing my HUD for the game I knew it would need a few different things like stamina and health bars since those are crucial things to know in a game. The layout for the GDD was sectioned out so the reader would know exactly what they were reading about with pictures in the GDD as well so they could get a good idea on what things would look like and the style I am going for.
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.
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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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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