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Showing posts from November, 2021

Review Week Comments and Feedback

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  Sonic getting whupped by Metal Sonic Link- https://www.deviantart.com/codely/art/Sonic-Speeding-Up-GIF-754972954 I would measure the feedback I have received as positive, there isn't really a single comment I have I like over the others but there's not a single one that makes me go "Aw crap", everyone's very optimistic with what they comment on and when they do have a suggestion or tip from using the WWW or other commenting skills we learned it's always a worthwhile read for my own interest and to see what others think of my work looking from the outside in. I feel the feedback is great but something I am very against at this point is sometimes we are required as our weekly task to comment on someone's introduction post, AKA the very first post we made describing ourselves and what we wish for in this module, however i find this to kind of be a waste? I know who my peers are, I have for some time now, I don't really benefit at all from reviewing basi

Week 9 Reading and Writing

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       STRANGE ISN'T IT Link- https://gifs.com/gif/quot-strange-isn-39-t-it-quot-sonic-vs-metal-sonic-ywXW60 This week our reading task is not a challenge to read an incredible number of words and then elaborate our feelings on these texts which are extremely beneficial for our knowledge of game design, but instead to critique our critiques of the critiques… interesting. When it comes to the blog posts I have made about the reading tasks to date I believe they all individually still hold up quite well, I take in the information on display, present the things I learned, maybe the things I already knew with subsequent links and the assorted fact here and there all with an evaluation on that certain weeks task and then a Gif or image with something to do with the reading, or just a witty image to go with it such as an expression or a Pepe doing something while he reads. I never actually looked back at my posts after making them, maybe on the odd occasion if someone commented on one

Games Stories

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 https://www.gamasutra.com/view/feature/130770/what_every_game_developer_needs_to_.php https://tudublin-my.sharepoint.com/:b:/g/personal/shaun_ferns_tudublin_ie/Eexz1XsG-bxHod0JR2OMyAABaDNQL4JrwJb8rGwuUoBJEg?e=xgJilV https://youtu.be/NyMndWpihTM Rosalina's Storybook from Super Mario Galaxy Link- https://www.tumblr.com/login?redirect_to=%2Fdashboard In this weeks reading we learned of the value that storytelling has in games and why it is something every game developer, related to storytelling or not should know about and know the difference of stories in gaming in relation to fellow mediums such as film and book. Storytelling in gaming is a powerful tool, in todays day and age people are more mesmerised by the power of storytelling than of the amount of mega pixels used to define their favourite characters hair. Storytelling in gaming is a complex thing to define, in some games there simply is no plot, in some games there is a very linear plot, some games are chock full of cutscene

Unity Tutorial 8

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 This weeks unity tutorial had us do a lot of coding. To be fair, I say that every week, but like we were using a lot of numbers and <, >, * signs and *Shivers* reminds me of secondary school Higher Level Maths Leaving Cert, traumatising... Anyways this week has thought us some useful ways to configure how we work with our enemies and our power-ups, none of it seems extremely useful instantly,  my game has pre-set obstacles and no enemies however it might be useful in the future! The bonus Challenge was also quite fun getting the enemies to move towards us and not to send us flying upon colliding with them was entertaining and I feel a learned a great deal. Rolling rolling rolling WHAT Link- https://tenor.com/search/ball-rolling-gifs

First Playable (Kinda)

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 This week we were tasked with taking our prototype and taking it to the first playable stage, while I still had not resolved my issue from last week (namely my car simply refuses to jump) I decided to go ahead and flesh out the Test Level I had made, deleting the planes I was using as roads and replacing them with solid cube platforms, floating in space above a makeshift death plane. I edited some values to make my car more comfortable to control, added some scenarios that I could use to test the car and implemented a ramp from last week too... Then it came to the car. The test is playable if not just barely, the big problem simply being, the car jumps once... and then never again. Still. I have talked to my lecturer, made countless search's on the internet, straight up replaced the code in some scenario's but to no avail, the car refuses to work. Hopefully this problem is resolved before next week as I cannot really progress in the creation of my platformer without the abilit

Unity Tutorial 07

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 This week we learned how to add very basic enemies to our games, make them follow us, make a camera that turns on a focal point, make a working timed power up and indicate how long it lasts, we also learned of physics materials and a whole host of other unity language terms such as IEmmeditate and more... So again a lot of information I will want to brush up on in a Unity manual website I found, I have already forgotten most of the terms I just experimented with for 3 hours. Anyways yeah, Unity tutorial, boom. Kirby rolling like the spheres... and my head if these tutorials keep up Link- https://tenor.com/view/kirby-roll-gif-9646616

Game Fun

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 http://www.megamification.com/727-2/  https://youtu.be/6sZJYA06z7Y https://www.gamedeveloper.com/pc/features-gdctv-the-near-future-of-media-distribution- This weeks reading was about fun... fun, ironic that reading this about fun had me daydreaming about all the fun of other games. It can't be helped though, the study this week wasn't technically on "fun" but more so the types of fun one can have in a game, such as serious fun, easy fun, hard fun, etc, and the types of fun architypes (Marc LeBlanc's 8 kinds of fun) covered in earlier readings such as sensation, family, submission, narrative, etc,. This made me acknowledge the different kinds of games and different kinds of fun I enjoy in my life, from rhythm games to open world games to arcade games to hard games, I realised I'm a bit of an all-rounder. The most important thing I drew from this weeks readings however is actually what kind of fun I want my game to deliver, in a more detailed view than just &qu

Prototype

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Prototype I started my prototype just this week and I can already tell this is going to be a long and difficult road... All I was trying to make was a test level, like the ones you see in ps2 games as a secret unlockable stage during the credits or as an Easter Egg/Cheat Code, just so I could accurately make basic assets for the game and test out some code. I used the code we made for the first unity tutorial as a base to see if I could nail down the car controls now, as everyone knows  the most important thing to a platformer game is the controls and the way the player feels while controlling, however I just couldn't nail down the camera to where I wanted it to be, after tis weeks test run I have made all the basic assets and a test level with very rough controls for the car. Discussion on what’s working and what your finding difficult What's currently working is simply the game is able to run on my laptop which isn't  the greatest start in the world, what isn't workin

Unity Tutorial 6

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 This weeks Unity tutorials was about animation and particle effects along with audio, the code through me for a loop because I never actually kept my code clean throughout this tutorial but I got through it and had fun. Animation I have always been interested in and while I was dreading starting it in this module as it was bound to be the most complex thing in the world... I am actually surprised how mainstream the whole experience is, like its still very complicated to me a no0b but like, its almost no code you click an animation and then link it to an action in the code... Perfect finally something I can kind of do! The audio is much the same simple drag and code but its still interesting and complicated to me, which is a lot better than just simply complicated! Overall good week had fun cool. Kirby feeling invincible (no link as I created this Gif)

Game Decisions

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Never have I actually thought about the times that I get in the zone when playing a video game to actually be something the game developers wanted to design their games around but it makes total sense now that I have read about it in  https://tudublin-my.sharepoint.com/:b:/g/personal/shaun_ferns_tudublin_ie/Ed6fm3O1XzJIirBCIEW08IEBFN4xGQRQLF_YxyXkC8wm5Q?e=wCoHMd  https://tudublin-my.sharepoint.com/:b:/g/personal/shaun_ferns_tudublin_ie/EQrUFncSXXRMi8IDmBZSrRABi9lncA_44NdphkcqQKLaWg?e=endYl5 and https://learn.canvas.net/courses/3/pages/level-6-dot-0-decisions-decisions?module_item_id=44556  I mean whenever I got into the flow of a game I always imagined that was something I did myself and initiated but I have never thought about it that game designers cater for or expect, these reading have made me think back on multiple games and made me realise "OMG yeah the only reason that was there/ this event happened/ there was a cutscene before that task has literally been just to get me in

Unity Tutorial 05

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 That was definitely a tutorial on animation and the background repeating and whatnot yes indeed quite Unity much wow. Kirby working Gif Link- https://giphy.com/explore/angry-kirby 

Game Design Document

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  Introduction In this Game Design Document (GDD) ( link here ) you will find all reasoning, design choices, concept art, MDA and reasoning behind MDA in a short condensed and understandable way both as a part of the game making process and also as a part of the Multimedia 1 course. Car jumping Gif Link- https://tenor.com/search/funny-car-gifs This GDD will be updated and given even more information as the game is designed and progress is made.

Games GDD

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 Reading Task Week 06- Pepe reading Link- https://tenor.com/view/pepega-reading-book-studying-pepe-the-frog-gif-17817293  This week in our reading task we learned about the creation an overall existence of GDD's (Game Development Documents) which is something I didn't know existed before today. Game Development Documents are effectively Bibles in which people who are making a game pool all their research and studies into making a game during game development so that they can come back and see what their thoughts behind process's where in the future. This isn't just for idea's or a lax version of a game journal however, everything needs to be detailed down to the ground, the simple jump most games share as a unanimous move can be nearly 2 pages in this document. The GDD details the games contents as follows: Game Design Overview Detailed Design Doc  Story Overview  Technical Design Doc  Pipeline Overview  System Limitations Art Bible Concept Art Overview Game Budget