Posts

Beta

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  Now that we are right up at the end of the semester its time to showcase my Game. Its been a great experience trying to play and master all the techniques used in building a video game and i can say i did not expect it to ever be this hard. I put a lot of work into building my project that it indeed took away from a lot of time for unity tutorials and other things , but nevertheless i am happy that i was able to get this far and produce a game of this standard. I like to call this game “Ball Run” in my last blog there were talks about things like making the ball a car and taking a different approach. Some of you are probably thinking , what ever happened to that idea. Everytime i tried to change the ball into a different avatar i kept coming up with multiple errors in which I could not find a YouTube video to assist me. This goes back to “Game testing” blog. My lack of testing during the early stages of the code is what has caused everything to create errors while trying to simply ch

Games Testing

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In this blog im going to be talking about the importance of game testing and how it affects the game in a major way. (  Click Here  ) Testing the game beforehand always give a firm overview on what is actually happening while creating a game. Before continuing on to why game testing is so important first im going to talk about my experience with game testing. Game testing is crucial because when working on my project i found that when i rushed ahead i would come up with more errors rather than when i would test the game after each step. It slowed me down a lot especially because I constantly would have to undo my work and go backwards just to get to where i made my mistakes. From research i was able to uncover some things that help me while trying to understand further the importance of game testing and lets take a look at some of the points. Game testing is made entirely for the purpose of finding out the bugs that are in each game. Functional testing: This feature is to check the ver

My Project Prototype (First Playable)

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  In this blog i am going to be discussing my recent experience creating my project game in Unity Hub. As i have talked about in my recent blogs Unity is something i find very difficult but yet quite fun at the same time. This week i finally got my Project up and running and i must say i am very glad to have done so. At first i came in pretty scared about what to do and how i was going to start off this project. Unsure and unaware i remembered everything i would need to build the game was already taught to me through the tutorials and all that was left was for me to find the right guide and i was ready to go. (Screenshot directly from my Unity project) This is a screenshot on how far i have come from the beginning of my project. When i began this project i knew that there was two things i needed. The game mechanics and the props. The rest i could pilot through the tutorial videos done beforehand. So going ahead anyways i was able to create the key fundamentals needed for this game to w

Games Stories

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 In this blog i will be covering my thought on what i have read through regarding stories in games and how they make a big difference. Let's all agree that nowadays games based purely on multiplayer game modes are great and all but you have to admit in the end a game with a good Campaign / Story mode always comes out on top.  Me personally i play more multiplayer games than i would story mode games but i can always appreciate a good Story line. This website  here  really did help me get a clear understanding about it all. I never really thought about how important story lines are. As a competitive person i tend to always rush straight into the multiplayer side of games and never really seemed to play much story modes. The two games i always had time to appreciate their story lines were the Call Of Duty story line and the Gears Of War story line. These two i enjoyed because their stories were always a continuation till the next game , and like a TV series it kept you entertained and

Review Week Comments and Feedback

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 In this blog i am going to be talking about how my experience through feedback and comments throughout my time writing blogs for this module. ( Image from  this  website ) At this point in time i'm going to tell you what my experience was like the first time i checked for blog comments or feedback. When i looked at my blog at zero comments i didn't think to much of it as i had in my head " at the end of the day it is a college blog " but then coming back to see comments on my blogs and feedback was insane. Not only because i knew my blog was being read but also because of the fact that i was able to basically get my work corrected without having to wait for result. The feedback i received were in relation to different blogs and this caused me to understand what was done right and what was done wrong.  Going forward to commenting on other people's blog posts and leaving them feedback not only granted them with the same feeling and privileges it granted me with but

Reading Week 9

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  In this blog i'm going to be talking to you about my overall time with everything and how I've been getting on with my project. When i first heard about this module i was both super shocked and super excited. All my life since i was a kid i grew a strong attachment to video games. I was always the one who would rather be at home playing games rather than being outside. Any type of game at all once there was a controller i could master it. But when i heard about this module and that we would be actually creating and building our very own game from the ground up it kind of scared me if i'm being honest. When i first started up Unity we were introduced to downloadable assets and tutorial videos which then led to allowing us to get a feeling of what it would be like to create our own game. (Image screenshot from  Unity  tutorial page) When we first started Unity our first piece of actual Unity work was to operate a driving simulator game. When i went into this of course i was

Alpha

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In this blog i am going to be giving you a more in depth view of my game and where it is at. (  Click here  ) As you know with inspiration from games like temple run and subway surfers i have created a game that mirrors its movements and its view. These have always been my Favorite type of games to play growing up and being able to create something that is somewhat similar is mind blowing to me.  My game right now features a ball as the avatar but hopes are to get it changed to a car as i feel like real life avatars are already too used up in these type of games so to feature a car. As far as my Targets go i have faced a lot of pressure and was not able to access moodle from week 6 till week 11 so i missed a lot of declarations due to this. Nevertheless i still worked hard on my project to create the best game i could create

Game Fun

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Today i am going to be writing up a blog about this weeks reading task that dives deeply into one of the biggest concepts of a game. “Fun”  Click here for picture source So what is fun and why is it so important to have and design a fun game. In every aspect of a game 99% of the time a user engages in a video game it’s to relax or to have a good enjoyable time in which we can call this “having Fun”. Oxford defines fun as enjoyment or amuse and keeping a user engaged ed in a way they can have fun is the biggest part of keeping a gamer interested in a game.  But how do you actually make a game fun? Narrative: having a good narrative can keep a viewer engaged especially if they can understand the game they are playing and work towards a goal. Rewards: Having a good set of rewards will always keep a gamer happy while playing a game. There’s nothing worse than playing a game that doesn’t give you any achievements or rewards. Progress: The only thing we chase more than money itself is progre

Games GDD

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In this blog I am going to be going through everything I have learned so far regarding GDD also known as Games Design Document. But what is a Games design document anyway ? The easiest way of looking at it is a big page of notes which includes every bit of detail that will be required to make the game run. The GDD or games design document would include everything such as: Image from  This source - Characters - Storyline - Engine - Progression - Storyline Overview - Pipeline Overview - Game budget - Project Schedule - Scripts - Walkthroughs - Game Manual - System Limitations - Marketting System and so much more.  This is to help anybody that checks out the game you created have a clear understanding about your game and to have an in depth explanation before they even have to play the game. So why not list everything in the game , it will help you the final project when u need a step by step guide on how to structure out your game. Links that helped me in my reading. Link One Link Two

Unity Tutorial 05

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    Unity Tutorial 05 In this blog i'm going to be talking about my rather crazy experience that i had with unity In Unity Tutorial 05 we were assigned tasks to complete in which would help us learn key fundamentals needed when creating a game in Unity. In this blog i am here to be 100% honest. This task was the most frustrating thing i have ever done regarding Unity and i'll tell you why. When i first started this task i had great troubles trying to get it right and understand it and i kept  receiving   errors. At first i couldn't get my errors to work and tried at it for a good 3/4 hours before calling it a night and starting all over again the next morning. The next time i started the task it was a lot clearer and quicker because i found out where i went wrong and was able to correct it before any other problems were made.  I kept at it for  at least  another 3/4 hours where i mistakenly pulled out my Pc plug restarting the whole computer and caused me to lose all unsave

Game Vision Statement

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   Game Vision Statement The purpose of this blog is to give a complete overview to the game i have thought of and would like to make into my final project.  The Game that i am looking to create called KOTW(King Of The Week) has been structurally planned out so that we can give this statement here today. This Falls into the genre of a Survival / Platform type game. I am going to be creating some sort of Endless game that runs a system through online scores. I want to design the game so that it resets the scores of all the players every single week giving Players around the world encouraging them to battle it out hoping to become the King Of The Week.  Like Temple Run but more like Subway Surfers this game will operate in a straight line containing numerous obstacles that will help to give the player a much greater challenge as he goes up in score. This game is going to be a one player game that will feature both a one player mode to play and practice your skills and another that will c

Games MDA

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 Mechanics, Dynamics, and Aesthetics. ( Image Source ) In today's blog we are going to be talking about how MDA plays a huge role in the development of a game.  The first thing we learned MDA stands for Mechanics, Dynamics, and Aesthetics. MDA is a formal approach to understanding games and how they work from the inside. The notes provided are good but the only place i received proper info from was this video:  Click here Its broken down into 3 parts Mechanics: These are the most basic parts of the game , the way the game acts and how it behaves. Its the actions the game takes as u press buttons and setups going on around you. Things like jumping , running , using objects , Mantling etc. Using basic building blocks to complete what we call Dynamics. Dynamics: Are the emerging behavior that arrives in game-play when the mechanics are inserted and put to the test. Things that you can do to and how the game moves and how things are connected such as if you shoot somebody the dynamics

Feedback Strategies

 Article one: Try Feedforward Instead of Feedback I chose this first article to give feedback on because i was drawn to the topic the moment i read the heading of the page. Immediately i put together what the article would consist of and i am glad to say that i was nowhere near disappointed with the information that i acquired. This article speaks the truth as it tells us about how people have been providing feedback for a long time now. This article explains the art of how we should provide feedback and tells us that we should be giving feedback in a way that will allow progressions and allow one to work with the feedback rather than giving them feedback on something they cannot alter. Here are some points from the  Article : -  We can change the future. We can’t change the past. -    It can be more productive to help people learn to be “right,” than prove they were “wrong.” -  Feedforward is especially suited to successful people. -   Feedforward can come from anyone who knows about

Game Idea Research

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  Game Idea Research Now that we are here i want to talk to you about what i have decided going forward in my project. I wish to carry out and endless game for my project.  If you did not get to see my Game Brainstorm Blog where i talked about all my ideas basically what i mean by and endless game is a game that has no end and runs on high score to make up for not having an event to look forward too. A well known example of this as mentioned before are our very own "Temple Run" and "Subway Surfer". I chose this because growing up i was a very competitive type gamer and did not really care much for beating levels and getting to the end of the game but rather pushing myself to beat high scores whether it be online or against my friends score. So i think it's only fitting i create one of my own.  (Image from  here ) The game mechanics i have thought would work great for this are the mechanics of Subway Surfer as it has all the necessary moving mechanics needed to p

Game Elements

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 Game Elements Source:  Click Here In this blog i am going to be discussing my thoughts on the readings that were provided for us this week. Looking through the first reading ( What are the Qualities of Games? ) we see a couple of different things that help us kind of get a better idea of how components and other things work withing the game itself. There are many things that a game consists of and the more i go through the first reading it opens my eyes not only to new information but to different questions and different ways of looking at a game. Everyone would love to create a fifa or call of duty type game right off the bat but in reality that's not how it works. I won't lie when i began reading through i started to get a little bored but as i went down i began to ask different questions and came across a few questions that got me thinking. Here are some of those questions:  What challenges do the players face? What actions can players take to overcome those challenges? ● H

UNITY TUTORIAL 3

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  This Blog is to talk about my experience right here on the Unity 3 tutorial. This one was a little bit more tricky than the car simulation but nowhere as hard as the plane simulation we covered in tutorial 2.  This new game has given us a completely different feel to unity altogether. When we first started we were dealing with making a car drive and giving ourselves the first look into player controller creation. In this tutorial we evolved from moving vehicles to controlling an actual character.  (Screenshot from my project screen) Here is a screenshot during the production of this game. In this game we did countless different things leading to its final production. We explored new things my favorite being the way we learned a cool trick allowing you to shoot things, in this case a pizza. When i first started i was a little bit worried on how hard it was going to be because of how confusing the airplane simulation was. and No it was not as difficult at the airplane simulation it sti

Unity Tutorial 01

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( Picture taken from the  Unity  Wiki page ) This was not my first time working on unity as i have had some experience beforehand. Unity is not my strong point and i find it quite tough navigating though it all. At first i was looking at Unity and i thought it was all going to be really complicated but when i took a step back and watched the videos i actually seen how easy it was due to the fact that it as broken down perfectly step by step. Shout out to the man behind the camera. Some parts of Unity did catch me a little off guard and made me spend more time on a few of the tutorials. But when i put my head down and watched through step by step everything added up and became clear. The only part that could come as a bit of a challenge is the coding. If you don't like coding it could be difficult trying to remember certain codes. My advice would be to save all your work side by side so you can go back and find certain codes if forgotten.  I really am looking forward to working on U

Extra Credit ( Tech Tip: Blogger Template )

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 Blogger Template In this extra credit blog I am just going to be talking about the blogger templates. This is a great way of experimenting and designing your layout to suit your perfection. The first layout I chose was good but it wasn't really me where I saw different

Project (Game Brainstorm)

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  Game Brainstorm -For this part of the blog we are going to be going through possible game ideas that could potentially be part of my final product. (Image Source  here ) The first Game Idea that i have thought of is an endless game. A game where you have to accumulate points with no end. In easier terms , a high score type game. Over the years there have been many games created in this way and with this similar idea. Great examples of these types of game would be things like Temple Run , or even our very own Subway Surfers. this approach could be taken in many different approaches such as things like a game where the character runs a straight line and has to avoid obstacles or even give the player more controllable options within the game such as turning , tilting , sliding , collecting in game items( Coins , power ups , etc ). This type of game can work in both player and vehicle form whereas you control a car avoiding obstacles within the games line of sight. When we were doing the