Showing posts with label Week 4. Show all posts
Showing posts with label Week 4. Show all posts

Tuesday, October 23, 2018

Game Vision Statement

Introduction: My game will be called 'Monkey goes Bananas' and it will be based on a a hungry monkey that is going around the forest trying to collect bananas.
Monkey goes Bananas

My original game idea was to have a open world roaming game, where an element of the game would be to collect gems throughout the game, but I felt like this wasn't a strong enough idea as there wasn't much purpose behind it, so I feel by creating a character that has to collect an item that is more relevant to it, that it would make for a more interesting game and it would add more purpose.

Description: My game idea is based around a hungry monkey, so the objective of the game will be to  collect as many bananas as possible before he loses all his energy.
I plan to have a bar at the top of the screen which will represent how much energy the monkey has, I will have this on a timer so it decreases with time if there are no bananas collected.

Key Features: I plan to include features such as different coloured bananas, yellow being ordinary and this will increase the monkeys energy levels,  red will be a super banana which will double the monkeys energy levels, which will result in you having more time to find more bananas, and blue will be the deathly banana, one which you will have to make sure to stay clear of as it is poisonous and will kill the monkey!

Genre: The genre of my game will be based within a forest, trying to find food for a monkey.

Concept Art: I want my game to look bright and fun, there will be a lot of greenery as it will be based in a forest as this is a monkeys natural habitat.

I also looked up some  more Jimmy Vegas tutorials to see how I can bring this game idea to life;
https://www.youtube.com/watch?v=x-C95TuQtf0

Thursday, October 18, 2018

Unity Tutorial 03

This week for my unity tutorial we had to make a clock. This week was slightly different to the last two weeks as we were making an object, whereas we have been working off a terrain. The tutorial we  used this week was from a website called Catlikecoding and it was just writing and pictures instead of the videos we have used before.

 I found it more difficult this week to follow instructions as I wasn't following a video so I couldn't see exactly what he was doing and I had to figure it out myself. Although it was fun to try and build the clock, I enjoyed putting the components of the clock together. I liked that you could just duplicate the indicators and just change the degrees of them and they fit into the right place perfectly.

This week we also had to go more in depth into the coding side of it in order to make the clock arms rotate. I found it hard to follow the instructions as they didn't show the full page so I was unsure where to write the different code. I also didn't like how he made us write code and then delete it and put in a different code.

I enjoyed this weeks tutorials but I did prefer following the tutorials by Jimmy Vegas.

My Unity Clock Tutorial




Wednesday, October 17, 2018

Games MDA


X's n O's
MDA stands for Mechanics, Dynamics and Aesthetics. MDA is a formal approach to understanding games, it attempts to bridge the gap between game design and development, game criticism and technical game research.

Mechanics are the components of the game, they are the rules or methods designed for each individual game to determine game play.
Dynamics is the run time behaviour of the mechanics acting on player inputs.
Aesthetics are the emotions that our hopefully evoked by the player when playing the game, these make the game 'fun'.

It is good to use certain words when describing the aesthetics of a game;
'1. Sensation - Game as sense pleasure
2. Fantasy - Game as make believe
3. Narrative Game as drama
4. Challenge - Game as obstacle course
5. Fellowship - Game as social framework
6. Discovery - Game as uncharted territory
7. Expression - Game as self-discovery
8. Submission Game as pastime'

'MDA: A Formal Approach to Game Design and Research' by Robin Hunicke, Marc LeBlanc and Robert Zubek.

I read a presentation by Clint Hocking, in which he spoke about game intentions. I learned that there were two types of intentions in a game, high order and low order. High order is when you can use a function in human ways, whereas low orders is just using mechanics. Hocking also takes about when a multiple mechanics interconnect, can result in an unexpected outcome.

https://learn.canvas.net/courses/3/pages/level-4-introduction-and-readings