Personal Reflection 3/18/223/18/2022 The past half quarter we have been learning scripts and how to use them in Unity. I find using and writing scripts confusing and difficult, as of right now, I am kind of behind but planning on catching up to better understand coding. During the courses, we watched videos on tutorials on how to use them and write them using an example of a car and a racetrack. We used scripts to make the car move forward, left, right, and backward. We also used scripts for many other things like the UI design, checkpoints, etc. Currently, we are still watching videos and learning how to use them to create our own games in the future with working and successful mechanics.
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Personal Reflection 2/21/222/21/2022 This past quarter we have focused our skills of understanding games and mechanics to make a board game/prototype to replicate our game concept. The prototype is a board game to test certain mechanics that is going to be in the actual game. My game is called "uncanny" being a first person horror which is tied with cosmic horror, I displayed my concept on a board game using paper cards representing attacks and movements, and dices to determine the threat. During this project, my ideas were second guessed or reconsidered, such as the title of the game being decided between the titles named “Fear” or “Uncanny”. I put a lot of heart into the sketches and concept art for the video game. When making the graphics for the board game, I used photoshop to create them, and recreated them with pencil and paper because I realized I did not own a printer so I could not print them for the next day for presentation. While making the prototypes and board games, I thought I could’ve done a lot better with graphics and design for my game. This was due to procrastination and not being able to print my graphics and instructions. Overall this was a good experience of expressing my ideas through the understanding of game mechanics and designing.
Uncanny Game Concept2/21/2022 Uncanny is a first person horror game that involves fear and surrealism as the opposition. This game is a experience of fear, conquer, and progress. You wake up in a house filled with objects, events, and triggers that causes fear to the player that is questionable and unnatural . The player needs to conquer the fears thrown at them and exit the house. The target audience for the actual video game will be for teens and up while for the board game will be for all ages.
The video game and board game will have slightly different mechanics but reached for the same topic and goal. The video game will be a first person horror involving enemies and fear, you will be evading, hiding, or moving which will take skill and luck. This was implemented in the board game using cards representing fears and oppositions, and 2 dices used as the action of staying put or rolling the dice to progress or risk losing health. Create a GDD Reflection1/9/2022 Today I learnt a lot about writing GDD's, given an assignment to make one about a made up game brainstormed in my head. The game I thought about is called "Uncanny", I wanted to do a scary but twisted surreal game is because I am into surreal art or surreal in general, it has my very interest and I had a creative idea and mix it with horror elements in gaming. When I wrote my GDD I liked the fact of ideas of advertisement, setup, and concept. This is a really ground based work to create a creative game or construct.
Exploration Game Review12/17/2021
Recently I have done an assignment concerning making a game revolved around making a maze in a dark empty forest. The goal is to pick up a hidden statue to escape the maze. My experience was rough but good, I did better than I expected. At first I made the grass and trees to make the forest scenery, also set the Camera sky color to black to make it night time. I got the grass and trees from the Unity asset store, also rock textures for the walls of the maze. I created the maze using probuilder, from a simple cube to extended sides to create the maze and rock wall like textures. I added a flashlight from the Unity asset store to attach to my First-person character also imported from the Unity asset store. I also imported an non movable monster for show from the asset store. We also had to make a original 3d statue for the "main goal" for the game, I used 3ds max to create my statue and added on a weird glitch material to the statue in Unity. Creating this game was fun but painful.
https://2tonejai.itch.io/enterthedarkforest
Q2 Current Reflection 11/29/2111/29/2021 This quarter has had a lack of work, but contains 2 current major assignments which are the test and creating a game. I did not do quite well on the test scoring a 45, I hope to improve my grade with the game assignment and portfolio check. This part of the quarter has been "quiet" but focused, I have learned how to use unity and its properties of making 3D games. Currently I am making a game set in a dark forest which I am lost, but have to search and find a "statue" in order to escape or win the game. I have used techniques which learned from the course learning videos provided for us, this is not really confusing but very overwhelming which is the same for a lot of digital editing software which I'm used to. Apart from learning Unity, I have also been learning after effects. I am improving on unity and making levels for games, hopefully improving for comfortable handling.
Unit 2 Personal Reflection10/22/2021 Unit 2 was a useful unit learning about specific mechanics that run through different types of games. We learned about space, rules, combat, luck, goals, and more about games, we also learned about the state of flow in games and how they worked. The state of flow is the consistency of interest in a game, such as a game with amazing gameplay and story that it will keep your face glued to a screen for 8 hours straight. State of flow is tied to the mechanics section of the unit where if the mechanics are enjoyable, they will keep you interested in the game. This unit was informational about games and things overall how to keep an audience interested in something or a specific someone interested. The assignments were easy to understand and do, using photoshop skills and knowledge of the state of flow and mechanics to complete the unit and work.
Subterra Game Review10/19/2021 The game called "Subterra" is really enjoyable with friends. This game is about miners and strategic "players" trying to escape a dangerous cave filled with trapped corners, poison gases, and horror. The player experience is really fun, the whole game is about luck and how you plan your moves with certain characters with certain skills that can allow you to do specific actions to win the game or even lose. Playing this game with your friends is a very enjoyable experience, watching your fellow players die which can be funny, or help your teammates escape with you. The mechanics of the game uses space and luck to its advantage, rolling the dice is a mechanic based on luck which leads the next move or fate for your player, which is life or death depending on your characters skills and health. Space is used for specific area to be moved around, since it is a cave, you are stuck in trapped corners and tight areas which can lead to death or your advantage depending on your specific character skills. This game also uses luck based on what character you chose in the beginning, such as if you chose the swimmer, you can evade and swim across the water filled cave tiles giving you an advantage, this goes for every other character having their own unique abilities. This game can be really fun, or really frustrating depending on your teammates, luck, and planning of the game.
Flow Chart/Post9/26/2021 Flow is the feeling of joy and rush when doing an activity that keeps you hooked and going. Flow is like a sweet spot of an activity that keeps us interested, flow can be the thrill of just throwing a ball or running for points or a goal, like in football or other sports. This also happens when playing video games, for example a game I played and really enjoyed and know like the back of my hand has many elements, levels, and parts of the story that keep me in a state of flow. The game i'm referring to is called "Batman : Arkham Knight" which has elements that make the game insanely fun such as the realistic combat, amazing story, fun levels, and missions. These elements keep me in the state of flow that brings joy and distraction to my life. The human-game interactions help the player move into a state of flow by giving you the options of changing your costume, many decisions during combat, and ways to solve puzzles and riddles. In my flow chart, it includes 10 pieces of changes or events during the games story and gameplay. The first piece which is the first and prologue of the story is set in the state of flow introducing us to the characters of the story and setting up the main villain of the story, this was very story engaging. The second piece which is the second part of the story is also in the state of flow introducing a new mechanic or element in the story of the game that the previous did not which is the Bat-Mobile. The third piece which is the first mechanic is introduced during a side mission which is the highly realistic hand to hand combat which is the best at keeping you in the state of flow and is very engaging and fun. The fourth piece which is the second mechanic is puzzles, this is centered in the frustration section because the puzzles can be annoying and hard which interrupts the state of flow. The fifth piece which is the third part of the story introduces a new suit and mechanic called "fear" that takes down multiple enemies which keeps us on the state of flow. The sixth piece is the fourth part of the story that keeps us engaged using combat and puzzles to save firemen, but also reveals a new and more threatening villain that keeps us focused and engaged. The seventh piece is the fifth part of the story that introduces fighting with a partner and dual take downs which keeps on the flow. The eighth piece is the sixth part of the story that mainly uses puzzles which got boring and drove me off the state of flow. The ninth piece is the seventh part of the story which was the most boring piece that involved us being forced to not touch the ground and retrieve items, this interrupted my state of flow of the gameplay. The final piece which is the ending of the story that involved emotional and exciting moments that kept me on the state of flow.
Author : Jaidon GreenHello, my name is jaidon green. I go to Durham School of the Arts and i love to draw and sketch. 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
January 2023
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