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

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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

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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

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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.  



Saturday, 27 October 2018

Game Design Document

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Link to my Game Design Document that I will be changing every week as I progress with my game and make final decisions. --> https://www.dundoc.com/project/4781/oboli7vfwz

Thursday, 25 October 2018

Unity Tutorial 5

Hi There


So this week I dived into "Brackey's Unity tutorial on his tower defense project. I am currently as of today on episode 7 titled "camera" which I'd assume is for the user to navigate around the map I'm yet to watch it. 

As I searched YouTube for tutorials based on tower defense on Unity, I only found 1 other reliable source and that is "InScope Studios". His approach is more like what I'd like to approach but the mechanics and information from Brackey's tutorial is still helpful. 

I haven't started InScope's tutorial yet but will indefinitely and I will look someone else for a third perspective on Unity with the same genre. May that be Vimeo or Dailymotion etc....

Each tutorial on both channels average around 10-25 minutes depending on the subject. So as of now those two tutorials and one other is where I find the influence and knowledge to implement into my final product also. 

I've learned quiet a bit with Brackey's videos so far in terms of shortcuts with commands with the keyboard and the coding involved with Visual Studio for values and movements with objects and characters.  

So over the weekend I will continue to watch both and find another view and then rewatch next week as I start to create my game for help and revision. I want a basic foundation of how this game will look with these guys and make my own changes on the way.