Posts

Game Design Document

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For this week we had to come up with a GDD, or a game design document. This is basically the Bible for all those working on you're project and can change but is mostly concrete as to be nailed down first time perfect. Game GDD Fighting Game Terminology Link Here In my GDD I went in on the basics on the game, from genre and game play to UI, Including the main-character and how the sound would be used and designed. Some ideas I have on GDD's is to be upfront with details as there's no point in hiding details form those who would be working on the same project or for those who might want to invest in the game. Link Here  to my GDD

Working with Unity Tutorial 5

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In this weeks batch of tutorials we would be looking at a dynamic hud, weapons layering, clipping and animation. Unity3D Logo Unity 3d Logos Link Here Firstly, we worked on a dynamic hud that would appear when looking at an object or doing something; for this example it would be displaying text below our cursor when we were near the gem we made earlier. I found this really interesting to do as working on the hud opens up a lot of possibilities into how a mechanic could work. This also inspired me to think of more ways to implement this into my project as a dynamic hud can change how a game is played out then one without one. Moving on towards weapons. In this we had to import a weapon file and move it to an appropriate place then animate it for it to swing. This was really fun to do as working with and helps you get use to it and learning like this can help in the long run. As I followed along with the video, something stuck out to me, I just created a object in Unity without u...

Reading about Games GDD

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For this week we'll be reading up on the iterative process of initial design. Design choice Network topology design consideration Link Here In this post about the early stages of design process , I found it helpful and slightly interesting as the post suggests to keep copies and a permanent of all your ideas, mechanics stories and everything else that you think up when designing a project. Another is to jot down critiques about games and what words and doesn't work as this can help you plan ahead and help avoid you replicating the mistakes other people have done. Continuing on with reading the post tells me that I can't reduce the time of designing the game rules; I can get behind this as who would want to skip over the foundation of your game as this can leave gaps and mistakes that could potentially ruin you games mechanics and affect its aesthetics. Another article I have read up on is Design Considerations,  It uses physical games like board games to give an ex...

Game Vision Statement

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Introduction : [Redacted] is a first person fighting game for the PC that uses intuitive melee combat system with blocks, parries and combos in a world where your strength is all you've got to live in this near post-apocalyptic world of combat. First-Person Game Virtual Fighting Champion Link Here Description : When you step into this world you will have to fight to survive in a place where a persons strength is all that matters. From moving and interacting with the world to engaging on 1 vs 1 and many against you battles to prove that you are here to stay. By fighting you will learn how to use moves and when best to engage an opponent and execute combos to win fights. And by exploring you will learn different moves to use and unlock more throughout the game.  In this you could bait out an attack from your opponent and then punish by executing a devastating combo to make him remember not to mess with you. Another could be you engaging then doing a feint but being caught ou...

Unity Tutorial 3

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After following along and building alongside the tutorial I feel that I can give my thoughts on it. The Beginning of the tutorial begins with us building a clock. After building the clocks face, we moved on to creating the hour marks on the clock. I found it informative and useful, as shown in the tutorial, to first build the mark, set that one up perfectly and then duplicate it and rotate it 30* on the Y axis. This will come in handy if I need to do some symmetry work on a round object in my game. I also found it informative to keep everything under a parent block as a child to said item, it keeps everything neat and also displays how everything fits together and works when combined with a C# script, like later in the tutorial. Clock Clock asset - asset store Link Here Now came the tricky bit, (I know its given to us but I still find the way the scripts to be written to be confusing) now we have to create a C# script to tell our recently created hour, minute and second han...

Games MDA reading

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For this session I went about reading up on some MDA articles and posts(Mechanics, Dynamics, Aesthetics) and tried to understand the process of a developer on how to make a game compelling and 'fun' to play. Link Here Here is what I found the most interesting and useful MDA's are the formal way of approaching game design and research, these are usually displayed in the way of how rules dictate the way in which you play, how the system responds accordingly to you using the rules and how the 'fun' is displayed and had. This is the layman's terms of MDA. The mechanics dictate how the game is played, dynamics is how the game responds and aesthetics is how the game looks to have fun. I found this eye opening and very informative into how a game should be thought out and displayed in word form. This is also a formal language and can be taken in anyway possible to see how abstract your ideas can be. The 'fun' to be had can be divided into genres so to spe...

Feedback Strategies

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Given how feedback is important, I've done some reading on feedback and how I show always reflect on what I've done with a positive outlook. Feedback Giving and Receiving Feedback Link here In this first article called, 'Be a Mirror: Give Readers Feedback that Foster a Growth Mindset' . In this article, It talks about how to give critical feedback and give it so without judgement. It then goes into depth on how to be critical. One I find very useful is 'to be specific'. As being specific on what did and didn't work in lets say a project about designing a game. Being able to 'focus' on this is a good thing and brings a different method of looking at how to handle a problem. A post I found funny and informative is called, 'How to give feedback without sounding like a Jerk'. In this article goes on about, like a story, how a employee give feedback to a CEO. Which in of itself is a BIG step in a job. A feedback option is to avoid positi...