When making my parkour game, I found it hard to make it at first. When I first began this project, I didn't know how to make my game. I knew what my game was, but I didn't know where to start. I tried using the FPS micro game tutorial stage to use all the assets and the code that was already made. I tried to use the premade stuff, but it just didn't work with my game because the main objective was to kill all enemies and not reach the goal, and so I couldn't use it, and I had to start from scratch. I restarted many times because either the level didn't work or the assets I tried to use kept on having problems. Eventually, I decided to focus on making the level and then implementing the FPS controller. After doing some research, I found an FPS controller already premade in the asset store. After beginning making the first area of the game ( the cave ). After completing parts of the cave, I decided to test out the game as I went on. Once I reached the game's second area, the tower got a little more complicated because I didn't know how to make obstacles harder than the cave platforms. Eventually, I decided that the player would have to jump on the side of the platform because there was a hole in the middle of the platform, and the player would fall through if they jumped at the center. This part became challenging because I would fail many times, trying to adjust each platform to make it possible to pass. After finally reaching the top of the tower, I was stumped again to figure out how to make the level even more difficult. Finally, I decided to use clouds and different shapes of clouds. Some of the clouds are stratus clouds, and others are cumulonimbus clouds. Eventually, I finally finished the whole game and tried playing it in one try and successfully did it. Oh no, this is a good learning experience for me to know how games can be challenging at times and rewarding with creativity. Play the game here
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Game Overview In the game, the player will parkour through three environments, the first one being a cave full of stalactites and bottomless pits, the second will be a tower with broken stairs in swinging platforms, and the last environment will be the mount inside where the player would have to jump on rain clouds and flying birds. The player is running and jumping through the environment, and I might add another gameplay mechanic involving a gun and targets to shoot. I want the angle to be the player escaping earth on their alien ship. The only controls that the player is using are the WASD buttons to move forward-backward and side to side, The space bar Button to jump, and the mouse to aim and shoot. Layout Of The LevelDesign DecisionsThe FPS microgame on unity inspired the decision to add a gun to the parkour. I felt like shooting a target to make a platform fall or stop something from hitting the player would add more to the challenge and fun. I also decided that the game would start underground and progress to The Mountain because I wanted the player to have a sense of progression as they went through the game. I have decided to make the parkour harder as the player progresses through the game by having the player jump at weird angles or predict how a platform is moving. An example of this is on the tower Environment with the player having to jump up in progress add an upward angle making the platforming unusual for players.
Watching these new LinkedIn videos helped me understand how Unity worked again after that long summer and during Covid. These videos are a lot better than the videos we used to learn Unity. While in Unity, an interesting tool I used is the light tool because it changes how the game can look and feel based on the color of light and how bright it is. I also found that reusing assets from games on the unity store is handy for Making games more manageable by using already made code and assets. I’ve learned that the interface of Unity is more complicated than I thought with all the drop-down menus and all the hierarchy information I learned in the videos. I was struggling with organization because I would get lost in the number of menus in the hierarchy tab after a while. I have also struggled with re-learning how to move around in Unity as my brain kept on trying to move in Unity like I was still in 3DS max. The LinkedIn learning course is better than my understanding because it refreshed my mind on using Unity and gave me more ideas of how I should approach Unity and game-making.
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My name is Emiliano Hernandez I'm 17. This blog well be about the things I learned in class and other things.The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools.Archives
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