Showing posts with label Week 7. Show all posts
Showing posts with label Week 7. Show all posts

Sunday, 3 November 2019

Prototype part 1


Prototype part 1


As of now I can't get much done on Unity because there are many elements and assets that I can't import due to it needing to be paid or not usable in the current version of Unity.


Since bouncing the projectile could be a mechanic,
the environment should also cater to this mechanic.


So far this is what the first tutorial map should look like.
Simple layout and colours  which gets the job done.
Here's the ditch in the middle, to act as a kill pit if players tries to rush and jump
across to the other side.


The map has one high ground on each side and all flat terrain everywhere else. Besides the ditch in the middle, this map is very simple and needs to be very simple.
This map is to act as the very first map that the players sees and act as a practice map to understand the movement and mechanics of the game.


The issue I'm currently having is the fact that this map was made using nothing but 3D cubes. I want to know how to make a custom brush to use on the terrain so the process of making maps is lot less tedious.

Also I need to know how to make my own character models (simple ones, of course) so they can be used as character assets in Unity. The third-person model in Unity was wonky to use at best and I couldn't get it to work properly.

Right now, a third-person model (with first-person view), custom brush in Unity to use on terrain and maybe making my own character models is top priority so far. Implementing custom character models into the third-person mode while using first-person from the player perspective.

Not much progress now but I hope you're doing better!
Have a nice day!

(P.S. Hope the x-large images are very visible because there are a lot of details. Sorry if the blog layout looks funny.)


Thursday, 31 October 2019

Unity Tutorial 5


Unity Tutorial 5


This week Unity gave me the most amount of issues so far.
Firstly, the scene I have created became corrupted, meaning that I have to remake majority of the thing I've already done. The only good thing about this was that all my assets was still intact.

Second of all, the axe model kept on giving me aneurysms because it keeps on disappearing when the animation was about to play. Took me several hours to find what is wrong...

Also if your extra cursors show up even though you're not in the vicinity of the gem, it's probably because you're still loading into the scene. Wait a few seconds then it should return to normal.

Now for this week's tutorial:
Skybox and Windzones:

Very simple. Just the case of importing skybox from the assets store and implementing windzones directly into the environment. But the next part...

Weapon Pickup and Fade Screen:

Weapon pickup was particularly bad due to the axe hover just below your view when you duplicate it directly from your AxeObject. The Fakeaxe will appear just below your cursor (almost all the time) and no matter how close you get to it, you can't pick it up because you can put your cursor on it.

One way around this is to follow all of Jimmy's steps except where you have to duplicate the axe in the beginning. As long as you remember to rename the axe accordingly, you won't have any issues beyond that.

The Fade-in scene isn't as difficult though. 

Bug-fixes and Better Environments

Here we just fix some inconsistencies within the script so it works a bit better; eg. pressing the left mouse button which plays the axe swinging SFX even when you don't have the axe. The usual.

Adding in bushes and house to make the overworld look a wee bit better.


That's the end of the tutorial for this week.
Almost gave me a heart attack by the end of it.  -_-"

Hope you had fixed any issues you may have on your Unity.
Have a nice day!

Tuesday, 29 October 2019

Game Decisions


Game Decisions


Ok. Hear me out. 
I can't find the article that Shaun wants us to read on Daniel Cook's blog. So I looked around and read the one I find interesting and digestible. "Cosy Games" is the name of the blog and I think it's worth looking into because it goes into what about the game makes people feel cosy.

In this blog, Dan Cook talks about how feeling cosy in the game you're gaming can make you more productive and engaged in the game.

A well-designed game environment can help fulfill certain needs besides our basic ones.
Maslow's hierarchy of needs as it relates to coziness
as shown in Daniel Cook's blog.

A cosy game setting can help us:
1. See game as a form of safe practice.
2. See games as a means to satisfying unmet needs.
3. Help players practice fulfilling higher order of needs.

These games provide space for the player's emotional, social and psychological maintenance and growth which can really break the monotony of everyday life.


There are thing of which can negate cosiness simply because they exist in the game. Such as:
Extrinsic reward.
Danger, threat and fear.
Distractions.
Responsibility (that are unnecessary).
Intense stimuli (eg. sudden loud noises.)

Dan also mentions why cosy game design should be implemented: to replace the old, narrow motivational models that itself was an experimental one which needed more change.
The new motivational model (shown below) went to describe that players often have broader and more diverse sets of behaviours and motivations of which proper cozy designs can satisfy them.

The things about the game that interests and motivates the players to play.
He then went to talk about how it can shape the game's community, their behaviours. With Realm of the Mad God and Alphabear as examples. One being aggressive easily irritated MMO players brought about by the game's great risks and crushing losses. The other being a more relaxed and casual environment where players are more polite and easy to chat with.

There also various aspects of cosy design which plays an important role when creating a cosy game:
Cosy Aesthethics. Visuals. Audio. Locations. Items. Mechanics. Narratives and Characters etc. all go hand in hand when creating a game with cosiness in mind.

There so much in this article to read and comprehend that it's probably best if you read it for yourself:
http://www.lostgarden.com/
You might find some interesting or inspiring ideas for your own projects.

Anyways, thank you for reading.
Have a nice day!

Semester 2 Week 6 - Unity 6

Unity Tutorial 6 Alright there's something wrong with Unity today. For the tutorial, there a section that requires you to set up ...