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Showing posts with the label Week 6

Final GDD

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In This blog I will be talking about how I'm going to implement my project for the rest of the year and finalizing my GDD. Game GDD Zeno Clash Link Here In my GDD I've written up some more points but left some to be desired as I think graphics should come second to mechanics and game flow but should not be forgotten and community feedback would help steer this project into a better direction. To begin with I've already begun on the game itself and am in the midst of placing the codes where I want them. These will set the foundation for what I will be building off of. In the next following weeks I will be moving along with the project by implementing my character and fighting scripts, testing, fixing and changing o better suit the needs of the games flow and aesthetic. During this I will also be giving some basic textures to the terrain as I want to focus most of my time into the game itself and getting the mechanics nailed down first before giving it a lick of pain...

Unity Tutorial 5

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In this weeks batch of tutorials we'll be looking at sky boxes, wind, fade screens and working with the scene environment. Unity Tutorial Unity: Beginner to Advanced Link Here In the first tutorial  we looked at sky boxes and how we can effect to lighting to fit the sky box. Shown to us is a first glance of the Unity store and picking a sky box asset. from here we can select lighting of the scene and in this menu we can set our new asset as the sky box. Also from here we can change the directional lighting of the whole scene to match it as well. Being able to mess around the the sky box is fun and can lead to a lot of choices into how we want a certain scene to look. Next was wind. This is done by dragging a wind zone into our scene. It can effect things like the tree which are they're own entity but wont work on grass as that is a texture, luckily they have their own wind options where we can effect them at our will. In the wind zone we can change the strength and frequen...

Game Flow Theory and Decisions

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In this weeks reading exercise we are looking up game decisions and flow theory on what makes a game stand out and what puts players into a 'flow' state where you're 100% into the game. In this first article  we talk about how certain games have decisions that give the player a motive to play; in essence, something that is completely in their control of what to do. An example of some games with minimal decisions in them are gambling games as they generate their fun factor from the chance of winning something. It then goes on to give out tips on what not to do when designing a decision for the games like, not having meaningless decisions as to make each choice a risk in of its own. Here  is when I found the article interesting. The article goes into detail on how to make a good decision on what a good decision should act out like in your game. An example would be having risk versus reward so to give some weight to a decision you make and if it should be chosen in the first...