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Showing posts from January, 2022

Project Week 7: Prototype

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Prototype Today I am starting the coding of my game. First, I looked around youtube for tutorials I have changed my idea multiple times but finally decided on an Obstacle game. Unity I made my prototype I made a player using this tutorial. This Youtuber taught m ]e how to make my characters move from left to right. and at a constant speed, I need this to dodge the obstacles I am going to make. I attempted to create lasers for the obstacle but realized it was too advanced for my skill set. I have been finding it difficult to work the navigations on unity. It truly is like a foreign language. I have set ideas though and will strive to achieve them. I am going to focus on the mechanics of my player for now.  Through the trials and errors I have made my first prototype

Reading Week 6: Games GDD

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 Games GDD Today we are learning about game design documents. Game design documents Are documents that talk about everything that goes into your game. There are two main reasons for GDD documents. The first is memory aid  Many important design decisions define in detail how the game works. Game development usually takes a long time, so if you don't write it down, you may forget your initial design decisions. Designers use design documents to document design decisions as they are made. That way, you don't have to solve the same design problem over and over again. Next, it is also used as a great communication tool. Teams often collaborate with many people to develop games, so we need an effective way to communicate our design decisions. Communication with design documents is not one-way but establishes a dialogue between you, the designer, and your team. By growing with the development process and creating easy-to-comment documents, you can lay the groundwor

Week 7 Game Decision

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  Game Decision  This week we are learning about flow and decision making in game design. Flow is the psychological theory that we can adapt to create engaging and challenging games. This helps make framework of game play based on human psychology. The flow state is when a player is presented  with a challenge and they really engage with it. In simpler terms it is when you get lost in a game to a point where your sense of time is warped. An engaged player is highly likely to consume more, unlike a disinterested player who is more likely to forsaken the game all together. Flow progression has three stages. First a player is presented with a challenge. the way to go about this would be to create a challenge slightly more difficult than the players abilities. This is done using a flow graph. Players will quickly lose interest in games if success is too easy. If levels are too hard the player is more inclined to abandon the game. on the other side of the graph if a game is too difficult it

Reading 8 Game Fun

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 Game Fun  Tic Tac Toe This week we read about how games and fun coincide. Youtuber The Game Over-analyser discusses what makes a game fun, is fun a naccassity in game making? and how our brains react to fun. He first talks about the book 'Theory of Fun' by Raph Koster. Raph states that game needs a rich possibility space for learning and should reveil infinite depth and that is what makes it fun. He used the example Tic tac Toe and Go. Tic Tac Toe is simple with limited amounts of outcomes this makes it less interesting compared to Go, a complex strategic game that requires more mental stimuli meaning there is more for us to learn from.  Koster says we as humans are a "pattern recognition species" and that we learn in chunks stored in various patterns in our brains.any new learning situation  presented to the mind causes a dopamine rush, this is fun. Examples given were chess and poker. Chess teaches you strategy and oversight while poker teaches you probability and