Thursday, December 5, 2019

Unity Free Tutorials

Unity Free Tutorials

Back at it again with yet another unity tutorial, this week were yet again allowed to go off and pick a tutorial of our choice that best relates to our game. Previous tutorials I've picked included tutorials regarding how to create a useable health bar and a fire with particle effects. This week I'll be using a tutorial by the one and only Jimmy Vegas about how to create moveable platforms within a game, the reason for this being that as I've progressed on making my game I've realised my concept was actually fairly difficult to do, especially when you're awful at Unity. So the concept of my game has slightly deviated to a a kind of platform adventure game, as such this tutorial will be really useful. Moveable platforms have always been a staple of platform games and to my knowledge I don't think a lot of other people are using them in their games, not that it makes a difference.

The tutorial itself is pretty straightforward, you just need to create the platform then move it while recording to make the animation. Then you just add some script to make it interactable with the player. Not the most advanced feature, but definitely one that can add a little something to my game.

(Le Jimmy Vegas tutorial)

Tuesday, December 3, 2019

Games Testing

This week as part of our readings we were given material to read regarding game testing as well as how to give constructive criticism, obviously these two things go hand and hand. The first link discussed the aforementioned constructive criticism, it talked about how important it is to give unbiased and valid feedback when criticising a game, this makes sure that the criticism is as valuable as possible. Another point made by the post is to ensure that the feedback is clear, understandable and relevant, this insures that the receiver of the feedback fully understands it and can use it to improve on their game.

The second link we were given talked about game testing, one interesting thing of note that I found in the reading was how it stated that game testing from a gamer is just as valuable as game testing from a fellow developer. While developers would closely examine your game and look for flaws within it a gamer will instead give you first hand feedback. The gamer can also recount to you how your target audience would feel, as you are indeed trying to sell to gamers, not game developers.

(A desk of developers reviewing a game)

Thursday, November 28, 2019

Unity Free Tutorials

Hola, this week for our unity tutorials we were allowed to go off and select our own tutorial to take a look at. Last time we were allowed to this I selected a tutorial that showed me how to create a usable health bar within my game, this week I've chosen a tutorial that talks about how to add fire and smoke into your game. The tutorial itself was pretty straight forward, walking us through the process step by step, from creating the fire itself to making a particle effect to imitate smoke.

The reason I chose this tutorial was simply because it was relevant in my game. In one of the games 5 levels the theme of the world is the element fire, therefore learning how to create fire and smoke in unity is of great use to me. I also think it would be interesting to mess around the this mechanic and try out a mixture of colours like purple and pink and if it looks as good as I think it will i'll find a way to incorporate it into the game, since a big part of my game is for it to be aesthetically appealing.


(Thumbnail of the tutorial I watched)

Thursday, November 21, 2019

Week 9 Progress

So far I'm happy with the progress I've made in this module. My weekly routine is pretty solid, it mainly includes me doing the work on the day its due and then spending a whole day catching up whenever I fall behind, but so far I've gotten the vast majority of my work done. Out of all the assignments I probably enjoy the unity labs the most despite popular opinion, they feel a lot more useful and relevant than the readings or especially the blog comments. Plus, even if we're stuck on a specific part of a unity tutorial we can leave it till later as long as we've spent an allotted amount of time on the work, this is really useful for me because it allows to me to be more flexible with my work schedule and revisit the complication at a later date. I haven't used any of the extra credit options yet but I think I will work through some of them soon, as soon as I figure out how to check my current grade and see if the extra credit work will be necessary, but I do suspect that I'll be using plenty of them by the end of the module.

In terms of looking forward to the future I think I'll be more or less sticking to the same routine, I am cautious of one or two potential pitfalls however, these include running into technical problems with my unity game and also not having enough of the blog posts done to get a good grade. otherwise, everything is going well.

(Doge)
Source: Wikipedia

Tuesday, November 19, 2019

Week 9 Reading and Writing

Overall the reading and writing assignments that we've been given for this module are going pretty well. Ive been able to get the vast majority of them done and they're a lot more straight forward then other work we do for this module. My favourite reading by far has been the reading that we've done regarding the elements that make a good game (objectives, rules, themes etc.) and how they effect the aforementioned game, mainly because it's an aspect of games that i've never thought about and when you take a good look at it it seems trivial. One example that caught my interest was that the theme can make the rules of the game a lot more clear, in chess if a piece is called a knight it gives no indication that it moves in a L shape, however in a game like Civ 5 if a farmer is called a farmer, its pretty clear that this dude farms.

In relation to the game i'm creating the readings haven't been helping much, mainly just because they're irrelevant to my game since the majority of the mechanics we discussed aren't applicable to said game. However, I have learned a new way to approach games that i'll very likely adopt in the future. Overall i'm happy with the progress i've made on my game so far, i'm still a little bit behind on my 1st playable/alpha but I still think i've done well up to this point. My biggest accomplishment has probably been uploading every post on time for the first 5/6 weeks since i'm now having to neglect doing some posts in favour of working on other modules, those first 5/6 weeks though probably should of gotten me a big percentage of my grade.


(Regarding my favourite image so far i'd probably go with this one. Theres very little images in contention for this coveted award so this one takes it. Reason being is that its from a reading I did that talked about how Diablo 2 is considered a MMO game despite hosting a maximum of 8 people. Just something that caught my interest and something to relates to the fundamentals of what makes a game a certain type of game.)

In terms of looking forward to the future in this module? I'd probably say that i'm interested in how my game will turn out and I think it'll be a lot of fun to finish. I'm still pretty rookie with unity but I think a few more Jimmy Vegas videos should solve that. Otherwise I don't think I have any worries going into the final stages of the module.

Sunday, November 17, 2019

First Playable

So this blog is about my first playable prototype for our multimedia development project. Overall I
don't think the project is going too badly however I have run into a couple of difficulties working with Unity game editor. For example the editor wont let me apply textures to terrain for some reason and as terrain is the only entity in the game that can be reshaped i'm unable to add things like hills or rivers into my game for the time being. I'm also a little bit behind in terms of progress on my game but this is mainly down to juggling the work with other modules and will get sorted out in time. 

In terms of whats going well for me so far? I am actually enjoying making the game, after messing around with it for a while I've come up with some cool aesthetic combinations that I think can make the game look appealing and unique. As aesthetic design was going to be a vital part of my final game I think that's a distinguishable step. I'll be catching up on progress later this week and then I should be up to date but otherwise i'm meeting my targets for the assignment and although i'm still unsure about some things regarding the Unity game editor i'm still optimistic that I can get the game done the way I want it done.


(Screenshot from my first playable)

Thursday, November 14, 2019

Unity Free Tutorials

Hola, this week for our unity video game tutorial we were to go out and find a tutorial to review ourselves, we needed one that reflected a feature or mechanic that we wanted to include our game. I chose to use a Jimmy Vegas tutorial that thought me how to produce a game over screen as well as a working health bar. The link for that video is right here Jimmy Vegas video #387.

The reason I chose this video is because my game will feature a multitude of hazards within each level. From enemies to fall hazards there are a few different ways to cause a game over screen. Due to that there's kind of a necessity for a game over screen, otherwise you couldn't really die, unless the game just repositioned you at the start of the level, but using a game over screen is just smoother.

In the video ol' Jimmy boy talks us through making the health bar, we essentially just make a red bar and use script to make it smaller every time you get hit by an enemy. When it becomes non-existentally small the game will produce the game over screen ad the player will be forced to go back to the start of the level.


(Example of a game over screen)
Source

Thursday, November 7, 2019

Unity Tutorial 6


Back at it with these Jimmy Vegas videos, this week we looked at 3 tutorials about skyboxes, fade screens and environment respectively. The first tutorial covered skyboxes, this is essentially what the sky looks like within your video game, you can simply get a texture from the asset store and apply it to the sky of your game. As simple as this all sounds this is actually going to be hugely important in my game, since there will five different levels I have to make sure each of them differentiate from eachother and I think a good sky texture is the perfect way to do that, plus since my game relies on being aesthetically pleasing the sky is a huge factor in my game, as it makes up 50% of what the player is seeing. The video also touched on wind zones, which may also play a significant part in my video game as one of the levels takes place in a forested region, with plenty of grass and trees to be moved by the wind.

The second video covered fade screens as well as how to pick up objects. My game will feature collectibles so the ability to pick up an object that the player doesn't start with will definitely be necessary, fade screens will also play a big role in my game, given that there's multiple levels there will be a lot more transition from location to location in my game then in others, so a fade in screen will definitely help smooth that transition for the player. Finally the last tutorial covered environment in general, this includes placing bushes on the map and how to import an asset such as a log cabin from the asset store into my game. This along with everything else covered in this weeks tutorials are going to be vital to my game, and I think that they'll have a significant effect on my final product.

(One of the Tutorial videos)

Tuesday, November 5, 2019

Games Decisions


For our own research we looked at readings about game theory and other core aspects of video games, one such reading was Building A Princess Saving App by Dan Cook. In this article Dan and several other game designers and producers talked about the mechanics of small scale MMO games, one such example that they mention is the MUD Minecraft, which still has a vibrant community despite its usage of small servers. Dan discusses how a core aspect of these kind of games is the ability of players to connect with each other and form bonds and friendships, therefore a social structure with activities and incentives to come together as a group are necessary in such games. The articles than goes into detail on other mechanics of  these games such as enemies and buffs before discussing the issues that come into play when randomness and RNG are introduced to such a game.

A second reading that we were touted to look at as part of our research was Decision Making and Flow Theory . However the link we were given just provides several other links, mainly for the amazon pages of several books. So i'm not quite sure what to do with it.

One final reading that I looked at was Rethinking the MMO by Neil Sorens, this article discusses the core fundamentals of what makes an MMO game. One interesting note I picked up from this article was that the term MMO and is actually a lot like a marketing term more so than an actual genre. For example compare World of Warcraft to a game like Diablo 2. World of Warcraft can host hundreds of players on the same server, meanwhile Diablo 2 can host a maximum of 8, however both are considered MMO and Diablo 2 is even known as being a major example of a successful MMO.


(MMO Game "Diablo 2")

Sunday, October 27, 2019

Game Design Document

What is up fellow people, so our next task was to create something called a Game Design Document or a "GDD" for our game idea. Opened the template for the thing and didn't understand half of it, but after some Googling I figured out what most of it meant. It was pretty confusing since we haven't been told what game architecture or abstract classes are, so just kinda filled out what I could. It was actually pretty helpful filling out the document though. Not only is it a good place to store your ideas but when you go through the document section by section you start to put some thought into sections that you might have forgotten about or haven't got to yet regarding your game e.g. when the document tells you to write about level design you put a lot more thought into what your level design will actually be. Through this process I actually elaborated on some aspects of my game a bit, so it was actually pretty beneficial.

Heres the link to my GDD:
https://www.dundoc.com/project/5855/2ux012sybu



(Possible example of how one of my levels will look, probably like this but made of 10 pixels)
Game: No Mans Sky

Thursday, October 24, 2019

Unity Tutorial 5

This week we returned to the teachings of Jimmy Vegas, we watched his tutorial videos number 6, 7 and 8. The first video covered how to use a dynamic hud, this involves creating a special cursor that only appears when the option to interact with something (e.g a collectible) is available. This process also took us over how to add action text to the scene such as "Press E to take gem" and also how to actually trigger the action itself.

The second video talked about how to create a weapon that your character can use in the game. This included creating/importing the weapon (in this case an axe) and then also properly positioning the axe so that it looks correct on the screen. The final video went over how to actually make the axe swing and make the animation look legitimate. Overall I thought this batch of tutorials were a little easier to follow than some of the previous ones and I think I can actually implement this into my final
project, since its such a versatile tool that can be used for pretty much anything, from using it action games as a combat weapon to using it as a tool to collect items, there's plenty of mechanics we can add using this feature.

(Thumbnail for Jimmy Vegas's tutorial video)

Tuesday, October 22, 2019

Game GDD

This week I read up on some material about tips on how to improve on the user experience (UI) and rule writing for board games. User experience is how the player interacts with the game, for example the pieces in a game of chess. The research material goes into great detail about this aspect of board games, specifically how it affects the players overall experience of the game. A component of this mentioned in the article was making the pieces of a board game as identifiable as possible. This can be done by altering their color, their shape or in the case of card games, their suits. It was stated that many people suffer from some form of color blindness, so these mechanics can be vital to include these people and since the pieces in games such as card games cant be reshaped, suits over a solution for people who are visually impaired.

The article also talks about using legible font because it can be really annoying to the player if they cant read the cards/rules. One aspect it mentions to include is to differentiate the 9's from the 6's so that they aren't identical when viewed upside down. The material even talks about how different regions write their numbers differently, so for example in some regions a 1 may be mistaken for a 7 in other regions. So its important to put the effort into differentiating these kinds of things. One more thing that is mentioned in the material is the box that the game comes in. While this has no influence on how the game actually plays and how enjoyable it is it must be considered for a view reasons. Mainly for marketing purposes, for example putting the name of the game on both the horizontal and vertical sides of the box in big clear writing, this way the game can catch the viewers attention and the name/logo will be visible regardless of if the store staff stock it vertically or horizontally, this is something that is an aspect that is often overlooked by a lot of board games surprisingly.

("Monopoly", a game widely known for its diversely shaped playing pieces)

Additional Research

An article by Desi Quintans that outlines the fundamentals of user interface and delves into some examples of the best and worst user interfaces in games from recent history.



An article by Alexander Yordanov that discusses the pitfalls of user interface that countless games have fallen into, particularly picking on aspects such as slow UI that plague video games containing them.


An article by Jim Ross that talks about how board games incorporate aspects of user design (specifically monopoly) and what kind of user interface he as a player and customer likes to see in games.

Sunday, October 20, 2019

Game Vision Statement

My Half Baked Video Game Idea I Came Up With At 4am At Night

So the game I was thinking of making would be a kinda adventure style game,  it would be played in the first person and the emphasis of the game would be more about the environment and soundtrack than any kind of fast paced action, in a similar way to the game "journey".


("Journey" the game)

The game would start the player off in a circular area with an alter in the middle, around this area there are 4 gates, each gate having terrain/mountains visible beyond it. Each of these gates will lead to a different area, with a large open landscape themed around an element. One area will be themed around fire (think volcanoes and lava), one around water (ice mountains), one around air (floating pieces of terrain), and one around earth (forests). Each of these areas will have a collectible at its furthest point, omitting a bright light into the sky that is always visible to the player in order to guide them, the player must traverse the terrain and acquire the collectible, they will then be returned back to the starting position, with the collectible filling the alter 1/4 of the way and prompting the player to enter the remaining areas to repeat the process. When they collect all 4 items the alter activates and teleports them to a world of shadows, for one final journey.


("The 4 Elements")

Obviously this concept is going to rely on beauty and visual impact to connect with the player, to assist in this I thought I would add build-up instrumental music, songs that can get the player invested in the game. I thought a nice touch would be to use a unique song for each area, each one representing the kind of environment the player is traversing.

Potential soundtracks I've identified so far


Fire Realm (Fiery and intimidating) - https://www.youtube.com/watch?v=ga8yUafqiLM


Earth Realm (????) -


In terms of story and narrative i'm not sure how heavily they will be featured, currently i'd need a theme of the collectible objects and a reason for the players actions and journey to complete a full storyline but i'm open to the possibility of leaving the story's meaning as ambiguous, which could be the better option but i'll put more thought into that and get back to it.

In regards to production, the game should be easy enough to make, it more than likely wont feature any super advanced features unless I find a way to incorporate them. For the most part the player will be walking, swimming, jumping, collecting collectibles and potentially moving objects to solve puzzles in order to advance. Of course i'll probably need to spend a quarter of my life creating the landscape for each area but i'll cross that bridge when I get there. 

Overall I'm looking forward to expanding on this game, it definitely has potential to flop and be mind blowingly boring but I think that if I get everything just right I can create something enjoyably unique. Anyway, that's my game so far, thanks for reading.

Thursday, October 17, 2019

Unity Tutorial 3

For our latest Unity game editor tutorial we were taught step by step how to create a working clock that operates in real time. Thankfully we were given a break from Jimmy Vegas videos for this one, instead we were given a step by step article to help us out.

To make the face of the clock we used variations of shapes such as cubes and cylinders and reshaped and re-positioned them to match the layout of a clock,  we then used C# coding to animate the clocks arms to move in conjunction with the correct time. In assessment I wasn't actually a big fan of this tutorial, yes we were able to learn some C# but only how to use it to do this one specific thing (make the clock move), I don't think this can translate very well into a functional tool we can use to create our final game. As well as this I had some problems with the editing itself, I don't know if the guide was using an out of date version of unity or if the instructions were unclear but I had trouble correctly setting each hour indicators at the correct rotation, plus the option to change the color of them was grayed out and I've no idea why. So ultimately while my clock did end up working it resembled a pancake more so than it did a clock.

(How our final effort should of looked, mine did not look like this at all)

Wednesday, October 16, 2019

Games MDA

There was a lot of useful information within the material that I researched for this article. The material discussed the aesthetics of video games, particularly it delved into the topic of "fun" in games. It talked about how we derive eight different kinds of fun from different games. These eight types are sensation, fantasy, narrative, challenge, fellowship, discovery expression and submission. Finding a game as fun is upon inspection a very loose blanket term, it indicates that we enjoy the game but this could be for so many reasons, this material discussed the reasons why we enjoy them.
It used some examples of games, such as Quake, Final Fantasy and party classic Charades, we like Quake because of its fast paced action (sensation) and its competitive nature between each and every one of its players, but that isn't why we like Charades, we like Charades because of its comradery (fellowship) and its fun nature. There's no solid equation for enjoyment of a video game, instead its a mix and mash of various different aspects. 

Most games contain models, as talked about in the reading material models are a collection of game mechanics, shooters contain fast action gun play while strategy games contain methodical turn based movements. By unifying this information with the aforementioned eight types of fun we can see a link between video games that we haven't seen before, because when stripped to their core these games contain identical fundamentals to others based on their genre alone. This MDA framework helps to break down games and helps people to better understand the relationship between game producer and game consumer.

"Quake Champions"
Source: Polygon.com

Here are some additional readings I did relating to this topic

Why are video games so fun?

A short article by Wesley Yin-Poole on why we find video games so appealing, he goes into detail on the mental aspects, explaining how we into the foreign characteristics we inherit. while playing video games.

Using the MDA Framework as an approach to Game Design

An article by Jenny Carroll discussing the MDA Framework and how it can be utilized in our analysis of video games.

The Game Design Theory Behind Games

An article by "Marco" talking about the core aspects of the MDA framework, which he defines as the bridge between game development and game design.

Thursday, October 10, 2019

Unity tutorial 1

After viewing some of Jimmy Vegas's introductory tutorials on the Unity game editor I worked in tandem with them to create aspects of the editor shown in the video. For this set of tutorials I was thought some of the basics of Unity, including how to spawn in objects and terrain and reshape them as needed. This same video also showed us the very basic fundamentals of Unity but I don't think I need to talk about them in much detail.

In the next video Jimmy showed us how to utilize that aforementioned terrain, not only how to reshape it in multiple ways but also how to use imported textures to color it and make it usable in our games as environment. Speaking of environment Jimmy also shows us how to add trees and plants into our game before going on to explain how to add collectible objects into the game which he goes on to elaborate on in future tutorial videos.

Overall all of these new features will be fundamentally vital to our final project, of course because the map design features we learnt will be necessary for our games and there's also a requirement that we must include collectibles as well.

(Terrain in the Unity game editor)
Source: Unity3d.com

Tuesday, October 8, 2019

Game Elements

Game Elements

This week we did research on the elements that make up a game, the material we read through talked about what the qualities and elements of a game are and how we can correctly analyse and criticize a game and its mechanics. The material suggests to first look at a games elements without trying to interpret them in a positive or negative way, then we can analyse what direct effect those elements have on the game, before attempting to understand why the designer chose those elements as opposed to others. I think this three step process is effective in critically analyzing a game, mainly because its an alternative approach to more common methods such as simply judging if you like the game or not. 

We also read about each formal element that goes in to making a game (objective, rules, themes etc.) and I think I learned a lot from this bit of research particularly. Not only did I learn new terminology for genres of objectives or levels of player interaction but it also changed the way how I look at certain aspects of games. The theme for example is mentioned as dogmatic in deciding how easy it is for players to understand the rules of the game. For example in chess there is no theme, the names of the pieces are not related to their role in the game, a knight is not called a night because he moves in an L shape. However, in other games such Sid Meier's Civilization 5 builders build and farmers farm, this makes their role clear to the player. 

(Chess)
Source: Publicdomainpictures.net


Here are some additional sources that I found useful in further understanding advanced aspects of game analysis. 

Formal Abstract Design Tools
An article by Doug Church in which he offers information on advanced tools used to analyze and criticize games.

Game Criticism and the Myth of the Objective Review
An article by Micheal Heron in which he talks about how games are criticized in comparison to movies and other media.

The Impact of Fandom on Game Criticism
An article by Josh Bycer in which he discusses the effects that being a fan of a game has in relation to its criticism.

Sunday, October 6, 2019

Feedback Thoughts

Feedback Thoughts

The first article I read about feedback for learning was "A fixed mindset could be holding you back". This article ventures into the familiar topic of fixed mindset vs growth mindset, a topic i'm familiar with due to my research of Carol Dweck. The article starts off by talking about how the way we raise our children is potentially harming them in the long run, it argues that by praising children for everything they do they are put in a fixed mindset which prohibits them from growing when faced with a difficult obstacle to overcome. This is due to the short-sighted thought that praising children for everything they do will give them robust self esteem when in reality its just made them stubborn and brittle when faced with a challenge and when they become adults it can lead to an inability to take criticism and a habit of being defensive over such feedback which can greatly limit a person from growing mentally. 

The article does go on to mention that you can learn to have a growth mindset. The writer points out how in hospitals when a mistake is made there is no finger pointing or sweeping under the rug, the team comes together to solve the mistake and learn from it for the next time they face the same problem again. I think this is a very apt analysis, in the TV show "House M.D" (which is about doctors curing sick patients) the characters go through this exact process every episode and they grow from it every time, so for me its very easy to see what the writer was trying to say by making this analysis.


The second article I read was "Why Its So Hard To Hear Negative Feedback" by Tim Herrera. This article was very interesting to me. It starts off by describing the scenario of a boss questioning an employee over an apparent mistake they made and the boss is looking to give the employee an earful about it. The article ponders the possibility that this usually stressful situation could be looked at as an opportunity to grow and as something to be craved.

This mindset can apparently be trained and the article references  TED podcast by Adam Grant as something that suggests this. Its definitely intriguing to think that we can train ourselves into seeing usually stressful situations as something that we can improve as a person from. From my reading of these articles I've learned to try and take criticisms positively instead of seeing them as something negative and I think the concept that we can decide to do that is what inspires the ability to do so, because why wouldn't you want to grow as a person.

(The aforementioned Adam Grant)
Source: ted.com

Game Brainstorm


Game Idea No.1 

My first concept for a game would be an adventure game set in a huge map, in which the primary appeal of the game is its visual and audio aspects. A game like this wouldn't require have advanced features, but would include elite map design and a top-tier soundtrack. My inspiration for this concept comes from the game Journey, in which the player traverses a vast desert to get to a mountain in the distance. The majority of the game is simply walking and contains practically no dialogue but was still able to become one of the most critically acclaimed games in recent history. Of course however, if done wrong this concept could easily be seen as boring and lacking features so it would be a high risk choice. Here's some gameplay of "Journey"

(Gameplay of "Journey") 
Source: Reddit.com


Game Idea No.2

My second idea for a game is a puzzle/platform type game. This concept would rely on clever and increasingly difficult puzzles and challenges that the player would have to solve in order to progress through the game. My inspiration for this game comes from the "Portal" franchise in which the player advances through several rooms each with a unique puzzle the player(s) must solve by using the franchises signature portal mechanic. The thing that separates the "Portal" franchise from other puzzle games is this unique mechanic which completely changes how the player has to approach each puzzle. My game would have to revolve around some kind of unique mechanic such as a speed boost, teleportation or throwing objects to imitate the kind of game changing effect the Portal series uses, which i'm confident I can come up with. The game would probably utilize multiple levels and raycasting as well.
Here's some gameplay of Portal 2

(Portal 2 gameplay)


Game Idea No.3

My third idea for a game is a stealth based game, the main premise of this game would be you have to avoid being spotted by an enemy and make it to a certain point. A mechanic that I thought might be interesting would be the ability to kill/eliminate the enemy when you manage to get behind them, however if you're caught inside their cone of vision you would be insta-killed. With the added dimension of you being able to kill the enemy it would became a matter of outmaneuvering them and not getting trapped in a position where you cant escape them from. Some other mechanics I could include would be hiding in lockers/under beds and using distractions. Perhaps the enemy could be blind, so they cannot directly see you but enclose you by following the noise you produce. This kind of game would allow for a lot of creative options but would take more effort to produce. Two inspirations I drew from are "Amnesia" and "Alien: Isolation" both games involve you outsmarting much stronger enemies to survive in an environment where you are the prey. They also contrast how the different intelligence's of the enemies can reshape the game, the monsters in Amnesia simply chasing you when they see you while the alien in Alien: Isolation hunts you down based on where you last were and even checks hiding spaces, becoming progressively more aware of your tactics.

(Alien: Isolation gameplay)
Source: Videobilly.com


Game Idea No.4

My final idea for a game is probably my favorite. It's a shooter that is pretty much a parody of every traditional shooter game. It's inspired by a game created by the creators of the game "Bulletstorm" (Epic) in which the game parodies one of their competitors "Call of Duty" in hilarious fashion. The game which would go on to be called "Duty Calls" would pretty much make fun of popular cliches in well known shooter games such as "Call of Duty", "Halo" and "Counter-Strike" among others. This kind of game would be comedy based and is the kind of thing that I specialize in, taking the piss out of things. I'd utilize raycasting for the shooting in the game and the comedic undertones mean that graphics and character models wouldn't need to be top quality, allowing me to focus on other aspects of the game. I feel like this is a concept I can run with, despite my lack of overall thought put into it so far. Here's gameplay of the legendary "Duty Calls".

(Gameplay of "Duty Calls")
Source: Softonic.com

Thursday, October 3, 2019

Workshop 01

For my most recent assignment I worked from a Unity game editor tutorial. There were 2 separate tutorials, the first of which covered a few things, one of which was how to import sound files into the editor and assign them to different objects, it also showed how to bring textures into the editor and use them in tandem with shapes to create walls. These skills will be useful for my final project, walls and textures are the literal foundation of a games level while being able to attach sound effects to an object will be necessary when making collectibles for the player to pick up.

The second of these tutorials covered a few different things, but primarily it thought me how to create a cursor as well as how to resize and reshape it as I see fit. I'm definitely going to include a cursor in my final game, since it'll make collecting objects and interacting with things like doors much easier for the player. The tutorial also went into ray-casting, which is used to determine a players line of sight, or perhaps how far a thrown object would travel.

For this assignment I completed the work on Unity in tandem with the tutorial videos. It was easy enough to follow along with the video, one problem I encountered with this however was that the creator of the tutorial videos (Jimmy Vegas) was using a different version of the Unity game editor than me so I wasn't able to follow along for certain parts. As well as this it seemed he had some parts of the tutorial pre-loaded while I started from scratch which also made it more difficult to follow.
Overall though I enjoyed the assignment and i'm legitimately looking forward to learning more about how to use Unity since I do enjoy making games. Plus everything I learned from the videos feels applicable to my final project, which does make you more enthusiastic about learning more as you aren't just learning random stuff you're never going to use.


("Gone Home" a game created using Unity game maker)
Source: Wikipedia.org

Tuesday, October 1, 2019

Game Design


A Look at Negative Game Mechanics

This article by Josh Bycer really stands out to me, it covers the negative aspects of games as opposed to the more mundane and traditional topics predominately written about in today's gaming blogs. However, in today's video gaming industry this topic is more relevant than ever.

The blog talks about negative gameplay mechanics purposefully put into to games for usually cynical reasons, a classic example of this that is mention by Josh in his blog is the use of difficulty spikes in old vintage arcade machines like Pac-Man and Street Fighter, these games worked by charging per go, so for example you'd pay 50c for one turn. So these games would generate money by having players play numerous times, as opposed to the modern one off payment of 50-70 euro. This would mean that game developers had to consistently keep their customers coming back for more. They would do this by making the games significantly more difficult as the game went on. This lured the gamer into a sense of fun before they lost the game and lost their turn, which fueled an addictive cycle that made this method so effective.

In more modern games this method is employed differently. In mobile games the developer would cause the games to require a certain amount of points to perform an action, these points would be available by either waiting until they renewed or by real life payment. As the game would progress actions would cost more points to perform, eventually halting the player in a stalemate and encouraging them to pay money or have the game they put their time into become unplayable. This is extremely common in mobile games and would become known as micro transactions. Another form of micro transactions would be made famous by game developer EA, in EA's game FIFA 19 for example players would be encouraged to buy packs for real money with the slim possibility of packing a top player and making their team on the game better. This has brought millions of dollars to EA along with plenty of controversy due to its similarities for gambling. Finally the blog also mentions social games, a famous example of this being Club Penguin, in which access was free but 90% of the games features were reserved for "premium players" of course requiring real money. These types of mechanics hinder the game but do so to encourage players to toss their money at them.

(Promotional image of FIFA 18)
Source: Flickr.com



When Digital Versions of Board Games Surpass The Originals

This blog post written by Soren Johnson talks about how the board games of old have been replaced by digital versions on modern day consoles such as PlayStation, PC and/or iPad. Soren mentions how this isn't necessarily a bad thing. The majority of digital board games outsell their original counterpart, some even outsell them 3 times over, this means more money for the games developers and overall a better economy for the gaming industry. A lot of these board games such as Carcassonne and Ticket to Ride were well past raking in any money from a vastly adjusting audience and their digital crossovers completely revitalized their sales.

The improvements brought upon by these digital adaptations are significant. On screens and monitors the actions within the game can be animated and shown to the player as opposed to being represented by an immobile playing piece, this can add a layer of excitement and immersiveness to the players experience. A huge setback of board games is the challenge of getting multiple players to sit down for long hours of uninterrupted play to finish a match, digital games like Sid Meier's Civilization have eliminated this issue by allowing the players to save the game and replay it from the exact point they left off at. In summary the digital era has revitalized board games and has created an entirely new market in the gaming industry, one for players who favor the strategy and skill required by a vintage board game.


Ways to Reflect The "Fog of War"

This is a blog written by Lewis Pulsipher, in the post Lewis details his experience with a game mechanic known as The Fog of War. Fog of war is a common game mechanic used in strategy games that involve player vs player combat, it is used to hide information from the opposing player. For example an enemy player may not be able to see your soldiers when they are past a certain distance, or perhaps he can see the soldiers but he cannot see what level they are, meaning that if he chooses to engage with those units he faces a level of uncertainty about whether he can win that battle.

Its this uncertainty that Lewis talks about in his post, he talks about how uncertainty is a necessity in any good real time strategy game. He details how he ordered a naval board game when he was younger and how each battleship was distinguishable from each other. However this meant there was very little uncertainty in the game, a destroyer would also destroy a cruiser, a warship would always destroy a destroyer and so on. It made the game dull and inspired Lewis to come up with ways to implement the fog of war mechanic. He says how he used concepts such as upside down pieces and block pieces with four sides in an attempt to make this happen, but every attempt had its faults and difficulties. Lewis then goes on to remiss about other board games and how they implemented too much or too little unpredictability before ultimately stating that it all depends on the players preference, with "classic" gamers preferring less unpredictability while "romantic" gamers favored more unpredictably in search for that elusive big play.

Sunday, September 29, 2019

Time Strategies

After reading the two articles named 11 Ways Unsuccessful People Mismanage Their Time and The Important Habit of Just Starting respectively, I've picked up a few new techniques that i'll look to integrate into my schedule and routine.

The blog The Important Habit of Just Starting emphasizes the importance of starting work early while also scientifically breaking down procrastination to a formula. It mentions the pros of beginning work and the cons of procrastinating over it such as depression and anxiety. Personally I find starting a piece of work is the hardest part, and as someone who procrastinates on every project and assignment the blog presents an interesting argument. But what caught my attention the most is how it uses dreams as an example of procrastination, noting how many dreams can go unfulfilled due to people leaving the work necessary to make those dreams a reality till later and continuously putting them off. This made me think about procrastination as mindset, and that continuously avoiding more plain and mundane tasks such as schoolwork can translate into avoiding more serious and long lasting decisions, meanwhile someone with the mindset of a doer acts in the moment, gets what they need done and ultimately achieve whatever they want.

(The aforementioned formula)



The other blog 11 Ways Unsuccessful People Mismanage Their Time makes note of how unsuccessful people do the same things as they follow the mindset and fall into the same pitfalls as each other. Some of these actions include not planning/scheduling work time and fun time, not keeping records, not having rituals etc. this blog didn't stand out to me as much as the other one but it follows a similar concept, that procrastination is a mindset, and a dangerous one at that. However, I think i'll try and integrate a few of these "11 ways" into my routine and see if I can maintain them and if they have any knock-on effects on anything else.

Last semester we were very time restricted, weekly tasks were one thing but when we were given our final project for the semester for each project it was a huge drag. All of the projects were due in the same week and thanks to the regular weekly work we just didn't have the time to do the work in advance. Thankfully however, this semester we have Mondays off, and this extra free time will be perfect for getting work done. This combined with the new scheduling techniques I've picked up and the overall experience in college I was missing last year means that i'm more confident in my ability to get work done then I was before.

Technology

For this module we'll be working with a lot of new technology and websites that we have had little to no experience with so far in this course, such as Unity, Automotivator, Cheezburger etc. however we are familiar with Padlet and Canvas as we've used them for prior projects.

The online environment for this module is completely different to anything that we've experienced so far in the course. usually we solely use Moodle to submit assignments and the lecturers would grade each piece of work, but with this module its up to us to grade our own work. We also use a variety of sites, including Moodle but also featuring sites like Blogger and our very own CDM Multimedia Development site, this way we don't build experience working experience working solely with Moodle but also with a wide variety of different websites.

In terms of skills that i'd like to build up this semester, i'd love to work with and learn to use the Unity game editor as well as a variety of other game editors/engines if possible. I like the concept of making video games and hope to do something related to it in the future, so getting some experience with that kind of technology is really appealing to me.

(Gameplay of critically acclaimed game "Gone Home"
created using the Unity game engine)
Source: Wikimedia

Assignments

My first impressions of the class tasks and this new approach to them is that its a very interesting and flexible method of approaching a modules workload. It gives students a lot more independence in the sense that we decide if our work is up to task by using the declaration forms on moodle. This eliminates unnecessary micromanagement from lecturers as well, which I found pretty common in other modules.

The flexibility of this approach is great as well. It allows us to work ahead and get work done in advance when we have free time, and allows us to do extra credit projects for if we ever fall behind or get caught up in work for other modules and begin to miss deadlines. The fact that lectures and labs are optional as well gives us more time to use as we see fit to use it while still providing the labs and lectures for people who need help or just need to get work done.

The unity tutorials will be useful since we haven't used the unity game engine yet and this will introduce us to and familiarize ourselves with the engine for when we start working on our final project. Peer commenting will also help us out, since feedback is limited in this module its good to get opinions from fellow students on your work.

(Unity game editor and company logo)
Source: Wikimedia


Thursday, September 26, 2019

Growth Mindset

Carol Dweck is a professor of Psychology at Stanford university, she has done vast work in researching and developing her theories on human psychology. From this research she has derived an ideology, this ideology states that there is 2 human mindsets, a fixed mindset and a growth mindset. I had never heard of Carol Dweck before, nor did I ever formally know of Growth Mindset. I knew that certain people would face adversity and improve themselves in doing so, be it physically or mentally. When you exercise you put muscles under stress so that they grow back stronger and more resilient, so for me its interesting to see that the growth mindset theory claims this also works on a neurological level.


The concept of the growth mindset is fascinating. It states that when faced with challenges someone with a growth mindset will not only overcome that challenge, but will learn and grow from it. Mrs. Dweck also states that when people are pushed outside of their comfort zone the neurons in their brain strengthen and form stronger connections with each other, making that person smarter.

Its interesting just how common examples of growth mindset really are. I've experienced it personally myself. When I was younger I used to be on a football team, I was the fat one who could barely run for like 10 seconds, that drove me to lose weight, go to the gym, train cardio, eat better ect. and that improved me as a person both mentally and physically. There's been examples of this in my schoolwork as well, given the amount of times we've had to do 20 assignments in the space of a week. The effort has made me more apt at getting work done. There's still plenty of more assignments to do though, and i'm sure a growth mindset approach will help me and all the other students through the challenges ahead.
(An example of a growth mindset)
Source: tes.com

Introduction

Introduction

Hola, my name is Adam, 19, 2nd year CDM student at ITB TUD. So far its been a pretty decent course, the work is completely random, irrelevant and tedious at times but overall I have enjoyed it so far. Last year was a hard one, adjusting to college life and all, sorting out assignments and meeting deadlines etc. my favorite and simultaneously least favorite module was web development, initially I found it super simple, I was the "ace of html" (patent pending), but then in the 2nd semester we were required to actually code something moderately challenging and I thought I was going to fail the module because I was clueless. We had a really cool lecturer in Helen though.

By far my biggest achievement in TUD so far was a film I made for the module Storytelling and Narrative. It was called Pope Wars, and it was basically me just taking the piss for 6 minutes and submitting it as my big final project. In summary it was basically Donald Trumps twin sister attempting to become the pope. It was a masterpiece, this is not up to opinion.
Here's the video for those who want to check it out Click Here.

Moving onto more about me, when I finish this course I wanna move on and do something in game design/game development, making video games and stuff. Hobbies include mainly football and video games. Favorite game is probably a tie between "Undertale" and "Yakuza Kiwami", both great games with great stories and characters plus they throw in a little bit of random shithousery, which i'm a fan of. In terms of music i'm a big fan of hip-hop, specifically obscure hip-hop. My favorite artists are 2 lesser known rappers called Aesop Rock and E-Dubble, The latter of which i've been listening to since I was 12.

Well that was my amazing introduction blog post, hope you enjoyed. Here's a copyright free image of a dog to celebrate your completion.

(Cool Dog)
Source: Wikipedia

Wednesday, September 25, 2019

Workshop 1

For my CDM module Multimedia Development we participated in a workshop in which we had to create a sequence/flow chart detailing the steps and process a driver must go through when using traffic lights at a 4-way junction. We basically dumbed the process down to the simplest description possible in groups of 3. Personally I used cardinal directions to indicate which traffic lights were green and which were red. For example, when the northern traffic lights were green the western lights were lit correspondingly. This project was something different from what I was used to as we essentially broke down the everyday concept of traffic lights into a simple step by step process.

From this project I learned that breaking things down into a step by step process can be challenging, even straight-forward things like traffic lights can prove difficult to analyse in their plainest form. I enjoyed working in a group for this project because we got to see and learn how our peers break down fundamental processes and think in different ways. Overall I enjoyed the project as well as the interactivity of it, it was fascinating for me to try and breakdown the various possible outcomes of the traffic lights and arrange them into as simple a formula as possible with the use of a flow chart.

One thing that I simultaneously liked and disliked about the project was the lack of a solid correct answer. Each member of my team had different interpretations of how the final flow chart should look and this caused some short delays. As well as this me and my team knew pretty much nothing about how a 4 way junction, or how driving works for that matter. So it took us a while at the start to wrap our heads around it.

If I was to choose an image that reflects my thoughts on this first workshop it would be this one,
(Some happy people)
Source: Pixabay.com

It was pretty good.

Monday, September 23, 2019

Favorite Game

My favourite game is Yakuza 0, the game follows the backstories of 2 future yakuza members as a prequel of the "Yakuza" game series.

The first of these 2 men is Kazuma Kiryu (pictured below), hes the primary protagonist of the Yakuza series. Hes a cliche badass hero who never losses but hes so cliche that he actual becomes a fresh character that makes fun of its own unoriginality, ultimately becoming original. The second of these characters is named Goro Majima, although he's tame and unappealing for the majority of this game he is known as a completely unpredictable lunatic in the rest of the series, and has become a huge fan favourite because of it. What makes him so interesting in Yakuza 0 however is that we see the transformation of Majima from an unspectacular and plain character to one of the biggest cult favourites in modern video game history.

The game features moments of comedy at the most random points, as is the hallmark of the Yakuza series, but what sets Yakuza 0 apart is its brilliant storytelling and its showcasing of the transformation the 2 main characters went through before becoming some of the most beloved characters in modern gaming.

Gameplay image of "Yakuza 0"
Source: flickr.com

Test Post

This is a test post