Thursday 29 November 2018

Unity Free Tutorials

Source

I've decided for this week's unity tutorial requirements to pursue "Gabriel Aguiar's" youtube tutorials on certain aspects and additions to improve your individual game. With me, they were aspects affecting my game such as projectiles,character models and destruction affects. 

All 4 of the chosen tutorials could be essential and helpful for me towards making my game been more authentic. I do admit I was drawn in by his thumbnails of his videos as the effects and work he produces seemed impressive. 

When I watched all 4 of these tutorials, I added them to a personal playlist so I can work with them on Unity and add them to my current game. As I viewed through them today I realised as I followed there was no problem with me following the instructions but I will see how complications will come down the line when I start adding these to my game. There's a chance I might come into a problem with implementing them with objects and materials I already have in my game. I will note if this does happen. 

1st Tutorial
This was the first tutorial I was speculating before moving on but I didn't because the tutorial was indeed effective and does work. I am hoping to add a few of these affects to my turrets soon. 

2nd Tutorial
This tutorial was about the animations of objects being destroyed or shattered which I would like to implement on my enemies in my game. 

3rd Tutorial
This is similar but separate tutorial from the 1st, With my turret variation I want to add different projectile effects when I can. 
4th Tutorial
I wasn't going to add a 4th option but as I scrolled through Gabriel's upload history out of curiosity I stumbled upon a tutorial of his on sphere models which is what I am looking for my turrets. 

So after those 4 tutorials and will get to implement them this weekend I will scroll searching again to see if Gabriel has any other interesting tutorials I could add to my game.  

Tuesday 27 November 2018

Game Stories

Source


I absolutely 100% agree with realistic storytelling and its importance to any subject including games. I've always been a fan of realistic storytelling of any nature whether its games or movies or short stories, For me and probably a good handful of people its more satisfying to see real life consequences happen with related stories. The story arch i've been thought to follow isn't what or how i'd like to create projects, there are some that its mandatory to do but if you want to be creative you have to be different thats how it works. If you suspect to replicate someone elses work or something that has already been done then expect the same feedback.

Sure this is said alot also with storytelling and in general, I am a huge fan of movies and you always see directors talk about their influences and Scorsese is always mentioned by directors that don't have any work they've done with evidence of that. I am a huge fan of Scorsese, Tarantino among lots of others because of their screenwriting its different compared to all the other recycled stuff.

This works with games also, I've played none franchise games all my life that heavily rely on their stories and it pays off. You enjoy them and fall in love with it and it keeps you coming back to it. I agree fully with mcKee and Aristotle completely and I want to continue that mark with my creations, if it involves storytelling I want mine to be different and have people talking including myself even and open it up for more.

With the game I am currently creating however, there isn't much storytelling involved in the subject i've chosen to take even though its educational and hasn't been done before I hope in the future I can implement storytelling more.

Examples of my experience with games and great storytelling would be "Alan Wake", "Bioshock" and a whole list of others that tried something different with storytelling and had massive success.

https://www.gamesradar.com/the-best-videogame-stories-ever/ 

This is a list of possibly the best storytelling games ever...

https://www.gamedesigning.org/learn/storytelling/ 

First steps guide to creating stories for you games

https://www.theverge.com/2013/6/13/4427444/lucas-spielberg-storytelling-in-games-its-not-going-to-be-shakespeare-usc

George Lucas and Steven Spielberg (Iconic movie storytellers) on their view of storytelling in games.

Tuesday 20 November 2018

Week 8 Progress

Am I happy with my progress so far?

I would say I'm content with it, I do lack now and again because certain events and or assignments for that week needed more attention or something came up that affected the quality of the posts. The tutorials weren't my strong point as I got confused in the middle of doing them. I went off track and did independent stuff that only effected me and wasn't doing what everyone else was.

As mentioned with the readings the trouble I had reading some due to lack of sleep resulting in me falling asleep while trying so not that it was boring no matter the subject if I am tired, Don't read!!!
So I can say I'll always do better in this field of work and lacked commitment at the start.

Did I have a routine? 

Can't say I did no, I did it the day it was due.

Was there anything I enjoyed the most? 

Some of the readings were eye catching to do with gaming, Some I found had more relevance to this module than others and the consideration of the players, Any and all readings associated with those subjects I felt reading was enjoyable. The tutorials where more of a learning aspect rather than a fun aspect to me, That's just how I feel about it.

I didn't use the "extra credit" objectives at all as I was considering I was doing well but hopefully it doesn't come to that. If I have free time towards the end of semester I might start doing some like the last 4 weeks for example because my game might not succeed the way I would like so extra marks to help me cross the bridge when I get there.

Are there any changes I would make in the 2nd half of semester 1? 

I would make some changes at the start even so, I think if the subject was brought forward at the start and we get to choose what tutorial instead of spending the first half all doing the same thing we could have more time to be more creative towards the 2nd half with Unity, A bit of experimenting that is also beneficial towards your final product.

Overall for the 2nd half, I don't know if I would because I am coming up to the final assignment now in December so the process is set in stone and I have to deliver so I think changing the system now wouldn't benefit me.

source

Week 8 comments and feedback

Feedback In 


I can say I don't get many comments based off my screenshot of my last 10 posts on my blog. However the comments are mainly people's concerns or ideas about my ideas and the feedback when it arrives is always a good thing to receive. The main 2 on my GDD gave me an idea of layout as it was clear to those viewers the idea but how'd I'd implement it would be difficult. The 2D aspect suits my game based not because it sounds lazier to go 2D but it goes well with the game I'm trying to make but 3D is our field of work. Besides those 2 comments there ain't any. 

Feedback Out 

Now here is will I kick myself in the back. It's even, yes I don't give alot of feedback back too because I've found my time best suited somewhere else for a different module and that's why I lack feedback outwards. 

I'd done so twice but that's all I have done and it isn't good for me or the creator. It might be too little to late to make a difference now with feedback week but towards the end of semester 1 I will attempt to make an improvement. I try not to be harsh and be real at the same time because nobody wants negativity but I see it as improvement, I just don't know how they will see it. 

Blog comments 

as touched on earlier, comments are improvement to help your perspective from others on how they reflect to seeing your creations. I haven't received or given many therefore not much information can be processed in helping that situation but I am appreciative for any that where left and they have been helpful. I don't think it helps us that much with building a community especially with people in the course you don't know. You'd introduce yourself in a monotone matter when addressing them in the comments and because there's no emotion in commenting, it is sensed that way to me. 

Looking Forward 

I think I need too absolutely improve with impression and involvement, other modules have been getting the best of my time for good reasons anyhow so I guess I need to work on time management and be more involving for other students benefits sake also. 

I've always seen the blog comments as "extra work" that isn't necessary unless your falling behind but I began to notice over the last few weeks that they aren't and are quiet essential to do for each week. I always need improvement in one field or another especially with Unity and blog interactivity. 

If I do have the time also, I'll dig into cosmetics for my blog also to make a change for the viewer for the better.     

Week 8 Reading and Writing



Opinion on reading and writing so far for Multimedia Development: 

I like the approach, its simpler than other modules, its back to basics in a way, I never took to blogging so it's new for me. I've never had trouble writing digitally and practically, Information is information in that sense, it's always helpful to have. I've tried to stay level with the requirements of doing the blogs whether it's time or content. To document so much of the process of creating the main assignment for a module and consider it more valuable than the assignment itself. It's unusual to think in that manner, but most times the journey is better than the destination.

As mentioned, writing has never been a difficulty for me, it's enjoying to do as long as you have a subject to talk about then it never gets boring. So far I have enjoyed doing these blogs so we keep on doing so.

Favorite Reading 

My favorite reading so far would be the types of players there are and their titles. The suits of cards title was really clever and I still remember that terminology. Throughout the reading also on how those players fluctuate throughout different stages depending on mood and pov. Also on how games have adapted on it since to achieve marketing to all aspects of a type of player.

MUD was the term used for the player and that now a whole category based on MUD games exist. I don't play any that are popular as mentioned in the blog. They are mostly PC based with huge communities and constant updates. 

Are the readings helpful towards your assignment?

Some have been and some I can't remember just by the amount of sheer information that is available. It's quite difficult to process all that information and to remember it even without looking at putting it into your own words. I can't say I remember a good bit of it without looking back because every week not just with this module but others there is new information every week.

One of the readings we had to do which was weeks ago and it was a lot of reading, 50 pages nearly and I honestly didn't read it all at the time because I was tired and when I'm tired and reading I fall asleep and not many people in the world can process 50 pages of information and have the ability to maintain all of it without practice so, If I can remember it was helpful at the time, I think the subject was "history of games" which explains the depth of detail.

Have I discovered any new reading strategies? 

I've been prone to page scan now more recently to gain some sort of structure of what I will be reading and sometimes it's a subject I already know and I'll just rewrite about it in my words. So I haven't developed any new techniques but page scan has evolved into a bad habit leading me to miss information.

Am I happy with the group project? 

 Yes and no, Yes I'm happy its game orientated and that the approach is well structured for some , but as always for me learning new software dampers my progress going forward and I don't necessarily like Unity either.
No, It's a fixed subject and it can harm other people's ability of creativity.

Looking Forward 

Looking forward based on where I am now, I hope I can produce the best I can at the moment as everything is coming down on Year 2 as a whole. Double the work from 1st year so that might effect quality of content created so I hope my standard can stay above water level in a sense. I know I won't have any trouble with the blogs for future for sure. 



Sunday 18 November 2018

Prototype/LDD beginning


This isn't a good enough introduction to my level design but I'm currently in the process of creating my models of turrets and enemies with some software called 3DS Max which lets you create 3D realistic models of pretty much anything so. They can be imported into Unity so that will be the approach I will take. 

There won't be many obstacles or structures in my maps bar the turrets and the walls that create the veins and the skin. With the colour in the background of the above image they will have a similar tone in terms of actual colour beneath the skin. 

I'm having issues certainly with creating the modules as Unity has a lack of depth in terms of creating objects and characters really I feel where as 3DS Max purpose is to create characters and objects so, in terms of detail for my turrets and bacteria that's where the problems lie due to my lack of knowledge of 3D Max so that process is happening as I type this blog. 

In terms of feedback I haven't gotten any 😭😭😭

😂😂😂 I'm okay with that I will be getting feedback soon on the matter. 

Thursday 15 November 2018

Unity Free Tutorials

Source
So for this week's Unity tutorial I've watched and followed the steps of Brackey's Tower Defense tutorial. I've watched and followed EP 1 - 3 in his playlist on creating the game in Unity so I will talk about each episode in paragraphs.

Whole Playlist
Episode 1

Episode 1 was an introduction to Unity and the process of making a tower defense game. Mostly it was familiarizing myself with objects in game and manipulation with them with sizes and textures and also positioning. Similiar to what was done in previous tutorials. I also learned some beneficial shortcuts for Unity in these tutorials and i'm sure I will cover more. Episode 1's end goal was creating a simple small map for the levels, I will do so similar and enlarge the maps and hopefully get to add detail further down the line.

Episode 2 

Episode 2 was based on enemy AI, Spawn points is what kicked of this tutorial so we can spawn in the enemies onto the map. We then created enemies and gave them a path via waypoints. Waypoints are directions for objects, with the right positioning on the map, multiple waypoints where created along the map to give the enemy a path. Folders called "Prefabs" were included to store all relative objects in one area. After that, code was added to the waypoints and enemies for the process of movement around the may with transforms.

Episode 3

Episode 3 is based on the spawner for the enemies units that will infiltrate the map to get from 1 target to another. I added code to the spawner to give it time sets between waves of spawners and how it can read each wave. I got confused by a problem set in this episode with splitting the timing between enemy spawns, they was different code embed involving IEnumerator with System.connections, so that essentially pauses the enemy spawn so it's spread out separate from the void code. Then the last 5 minutes of this tutorial was simply adding a timer on top of the map for game reference which doesn't concern me anyhow but yeah.

So this week the only problems I had was with the coding aspect. I simply didn't understand what some coding meant without research so once I done my research it was clarified for me. Otherwise everything is smooth for me so far.




Tuesday 13 November 2018

Game Fun

Source

Haha boy do I enjoy this reading! First of the saying of MUD's acting like a deck of cards will stick with me forever its clever, "The Diamonds are achievers, The Spades are explorers, Hearts are socializers and Clubs are killers". It's a cool concept to follow upon.

So this week what I took away from this reading was the more depth of information of these terms or MUD's and how it effects every game with marketing. Some games focus on 2 or less or more and some juggle all four, you see this especially with more open world games like World of Warcraft and The Witcher. Glorious games of our time with huge worlds for exploration, killing and achievement based also for your profile and your character. Most of all a storyline to back up those terms otherwise it would be a dead free for all. Socializing is a huge part in both games also with NPC's and another persons characters. 

I kinda knew about these terms already as a fan of the industry and a gamer I've grown to know these aspects of games and some use it as big selling points for a game. Throughout the years it hasn't worked for everyone these ideas mainly due to their poor execution of them and how they fail to express them throughout their game. 

I do agree on the fluctuating of these terms also involving the players. Every now and again you want to kill someone or go treasure hunting. It all boils down to mood and interest. Games that have included these features however do blossom in the industry as it keeps interaction, creativity and interest. If a game gets boring usually the content is repetitive or lacking which are the first reasons. 

The suits of all 4 types of cards are a good reminder of these types of players I really do like that concept, its really unforgettable and understandable too. 

Overall I enjoyed this week's reading into the base concept of categorizing players and which roles they prefer in a game. It influences you not to be specific at all creating a game and more so create a world even. It's a fascinating concept indeed. 




  

Sunday 11 November 2018

Final Game Design Document

Source

This process has been an lengthy but satisfying, the beginning of creating our own game is under way. 


Here you will find my dundoc link that consists of almost all the information about my upcoming game. It's still unfinished in my eyes and will conclude more information as I progress now towards creating this game. Knowing that by yourself this much information is needed and proceeded to get a foundation is quiet hard on your own to do. It can be done but I did find struggles to do but its done now and on too the fun part. 

This will be one of the better experiences to have this semester it's something fun we are creating and who knows it might become successful on a google play store if published 😃😃. Maybe I will manage the game and add addition stuff onto it and see what happens.

Tuesday 6 November 2018

Game Decisions

As a result of this reading about Cozing attributes involving games and the consequences, actions and comforts I feel that my knowledge is widened. 
Once again I'm new to investigating aspects of the behind the scenes on games and the term cozy games have never occurred to me. I didn't think those moments, scenes, objects in all the many games I've played were categorized as cozy events needed in time for a second wind in the game. 

My notes on this week's reading would be the majority of the article given how very little I knew off this subject. The concept of this idea that certain gamers realize in the game that creations give a sense of resolve for the better and benefit you more so than effect you negatively and rewarding them for actions taken. You's mostly associate games with little difficulty to play as cozy where the settings can be manipulated to an extent where lose isn't possible and not many games evolve around that idea as many games today look to change a lot of people and explore more challenging scenarios with new and improved graphics engines in each company. 

I do however see this topic is games like city building or puzzle where lack of consequence judges your outcome.  Noticing this term with a particular game is well and is the most straight forward and probably the most compelling is in fact light and darkness. Sometimes opposites work for people. Some think darkness is calming and relaxing, but not in this case. I heavily noticed the presence of cozy with Remedy's "Alan Wake" game. "The Light Presence" is a cozy narrative and object that guides the main character throughout his story. 

Other satisfying(cozy) encounters for me where the crowd's celebration in Fifa when a goal was scored. The in game stadium would rupture with sound. Its always a good felling hearing it. 
Source

Another popular but not by good consent is No Man's Sky. This massive game consists of player oriental discovery. Sense of infinite space and control over your actions.