This week, I have made progress on writing the game's tutorial area. I have written how the player moves through the game's tutorial area. I have also added details on what the area should look like and lore behind the area and its significance to the story of the game. The only thing I had a problem with is figuring out where the tutorial will take place and how it would look like. This will give the artist a better understanding of what the area will look like and the 3d modeler what to model off of.
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What did I do? This week, I made five verses of The ZIE Leader, the game's final boss. Each verse of the ZIE leader has a different background and goal. I give the artist an example of what the final boss would look like and how the story will play out. What problems did I run into? A problem I came across was trying to develop different Leaders that would seem realistic and appropriate to the scenario. I overcame this problem by researching other examples of leaders and changing them to fit the game's story. What do I consider to be this week's greatest accomplishment?I would say that this week's greatest accomplishment is completing The ZIE Leaders' character and how he contributes to the overall story. I feel that this is the greatest accomplishment because it's an essential part of the story, and it has a significant impact on how I will write his character. What is my blueprint of work for the upcoming week?Next week, I want to start the game's story and get down what happens at the beginning of the game.
my understanding of how coding works and how much it take to write has improve. I found actual coding is very complex and has it ups and down, for example have the code actually work as its suppose to, or having unity make you unable to play the game because of an error and finding and fixing the problem. when I was watching the LinkedIn videos I got stuck at some points with understanding what the instructor was doing but eventually I understood and got a grasp on how to code. I learned how to add check points and enemies to my game. I also think that the instructor was a lot more clear in how he explained the steps. I plan to use my new knowledge of coding by adding more to my parkour game like check points, teleportation pad, and germ enemies. All in All I found the this assignment really helpful for improving my game. Summary- Talked about coding
-My experience with LinkedIn learning 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 hereGame 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.
UI in games gives the player information about certain things that they see. For example, some UI would tell the player how much health you have or how much money you have. Some UI would be images of dirt or blood over your screen to tell you that you're getting hurt.UI can come in different forms, the key is to have it till the player information by not having a player be confused. One good example of Non-Diegetic UI would be in the game Hollow Knight. In Hollow Knight at the top left corner of the screen, the game displays 3 things that tell the player how much they have. The three things are how much soul, health, and money the player has. This is a good form of UI because it displays all this information closely together so that the player doesn't have to look all over the screen just for one thing. One good example of Meta UI would be the game Fallout 4. In Fallout 4 whenever you get damaged or are taking a lot of radiation the screen starts to turn bloody or green depending on how much damage or radiation you are getting. Another thing that this game does good it is in its Disgetic UI. In Fallout 4 whenever the player reloads their gun you can visibly see the player reload the gun and you always see the Pip-Boy on the player's arm which is the main setting for the game. Another that does well with UI is Mario Kart 8 Deluxe. In this game, the Spatial UI is everywhere. Whenever the player sees signs of arrows pointing a certain direction of where you need to go, I tell the player which direction the player should go. All in all, UI is everywhere in a game and it helps the player understand crucial information like where to go or how much health they have.
I feel like that Trello could be really helpful for the team because it can help us communicate together especially if I need to talk to a certain team about ideas or feedback about my objective. Trello can really help the team with being organized and effect with the work loads.
I think that Trello can help with other thing like a school work and remembering when to do it and what is done. It could help out with big party planning like a sisters birthday party for example. The role that I will be filling for my team would be the role of the writer/contact creator. I believe that this role will fit me because I like to solve problems with creativity and imagination. I also think that researching topics for inspiration or help with a story is something I believe I am good at. I am also willing to talk to other team members to get their input on certain things that might trouble me or just to get their views on the current objective. I also think communicating with the other team members about concepts would it be too hard for me because I’m good at explaining ideas. I also feel as if I could understand abstract ideas from team members as well. I have Some experience in writing such as in creating characters and dialogue. I am also experienced in many games to pull inspiration from.
My thought process during the making of my island was to make it seem like you were in a forest lost and looking for a place to take shelter in, but after a while and looking through my classmate’s outpost I decided to make my island mystery island where the player goes around to each building And solve puzzles to figure out what’s going on this island. The building that I used were Owens castle, Liam’s lab, and my log cabin. When I saw the castle in the lab I thought to make this island more of a mystery because when I question why there is a castle and a lab on this island. So I decided to make the island based on the question of why word a lab and a castle be on the same island. Well making the island I was thinking about how to make that island seem more creepy and give a vibe of uneasiness and how you feel when you feel like you’re being followed or watched, so I decided to add a lot of trees and a dirt path and I want to have the scene in low lighting like as if it was twilight outside to give this vibe a more believable feeling. All in all, I believe that this project is very helpful for understanding how module houses can make a scene more viable. |
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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