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Showing posts from October, 2018

Game Vision Statement

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Source here . Game genre: Survival horror  Survival horror is a sub-genre of video games inspired by horror fiction that focuses on survival of the character as the game tries to frighten players with either horror graphics or scary ambiance. I think my game definitely goes under this genre because the player is in a haunted and scary environment, and the aim is to escape and survive. Image of Survival horror game "Haunting Ground" Source here . Gameplay:  These are the features of a video game, such as its plot and the way it is played, as distinct from the graphics and sound effects. My game is set in modern day. The main character of this game is a journalist and discovers a haunted house in the middle of no where. He/ she goes to said haunted house in the middle of a deserted plain to document it and do a little research, without considering the consequences.  It is the middle of the day and there is still sunlight so the house is well il

Game Idea Research

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Game idea: To conclude, I decided that my final game idea would be as follows: In brief, I would like my game to be in first person (e.g the whole game is through the characters eyes). The game is located in a haunted house and the aim is to escape before time runs out and you are attacked and killed by a monster of some sort. In order to escape you must find certain objects and clues to help lead you into the next room and thus being able to progress forward. Each room can be considered a level, and as one moves further in the game I could make it harder to escape, so the further you go the harder the level. Possible Game Mechanics source here . Game mechanics are constructs of rules or methods designed for interaction with the game state, thus providing gameplay. All games use mechanics and it is important to consider what kind of mechanics I should include in my own game. 1. Timed The player must achieve a task within a time limitation. Some achievements

Unity Tutorial 02

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Unity logo Source here. Today I watched two video tutorials on Unity 02 (Episode 4 & 5). The aim of these tutorials is to observe and learn how I can apply useful techniques to my own game, created via Unity. What I learned: Episode 4: - You can put in sound effects for when the player interacts with another object (e.g a coin / gem etc). - 'Play on awake' option means you can have a noise play as soon as you open the game. - Looping allows audio to play on repeat. - Public AudioSource allows you to implement the audio in C sharp coding. - OnTriggerEnter is when the player comes in contact, or hits the object. - CollectSound.Play allows the noise to play. - TheGem.Set Active (false) makes the gem (or your created object) disappear. - Box Collider creates a box around your selected object (you can increase or decrease size), but mesh collider morphs into the shape of the object. This is used when the player crosses the line of the box or mesh collider the

Feedback Strategies - How to give feedback.

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Giving and receiving feedback is a powerful tool, whether it be in school, college or at the workplace. It informs us about our performance and behavior with our work and team. Without feedback, it is easy to get stuck in a state of frustration and uncertainty. It is commonly known that feedback can be positive or negative, but what impact does this have on us? The Difference Between Praise and Feedback by Anya Kamenetez. In this article Anya Kamenetez distinguishes the difference between praise and feedback, and the importance of both but how they're not the same. Kamenetez says that giving praise is similar to giving compliments or approval on someones work, saying things such as "you must have worked really hard on this painting" or "you must be a genius!". This can be very affective towards someones self confidence and self worth. However, giving praise too often can have a negative affect resulting in feeling less compelled to take on new ch

Feedback for Learning - Thoughts.

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Feedback is valuable information that is used to make important decisions. Effective feedback has benefits for the giver, the receiver and the wider organization.  Thoughts on Feedback For this blog I read " Why rejection hurts so much " by Guy Winch. It was one of the first titles that stood out to me because it's not only very relatable, but can also occur quite often in every day life, as Winch states, we're all part of an online social society, where it is much easier to be ignored, blocked or even verbally abused, as nothing is face to face which eliminates an empathetic feel, leaving us feeling rejected. "The greatest damage rejection causes is usually self-inflicted. Just when our self-esteem is hurting most, we go and damage it even further" I found this quote to be very powerful and thought evoking, but Winch explains that it's completely normal and that's just how our brains respond or react when rejected because emotional

Original Game Brainstorm.

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If I was to make a game, I would like it to be simple yet effective and addictive, thus why I came up with the following ideas: 1. As my first idea I thought of something very simple and easy, a game where the aim of the game is to stack objects (e.g different animated animals) on one another, until the user misses the stack or the stack topples over. The objects will keep alternating from left to right, and when the user thinks that it aligns perfectly with the stack underneath they can release the object to fall onto the stack below. It's a very basic idea, but I think it makes it all the more addictive, as the objective is simple and achievable by almost everyone. In terms of levels, I think it would be cool to make different levels that are optional, but only unlocked after receiving a certain amount of points on the first level. These other levels could include like different shapes or a time mode, to see how many can be stacked in a certain amount of time. Another mode coul

Unity Tutorial 1

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Unity logo. Source here . Today I watched two videos on the basics and fundamentals of Unity. The aim of these tutorials is to observe and learn to be able to apply all techniques to my own game, created via Unity. What I learned: - When you open Unity for the first time theres a default layout, although everything is changeable. - There's a hierarchy on the left, this is where you store all your game objects within the scene. - Scene view is whew you store everything visually. - Left click - selects. - Right click - lets you pan around and view your area. - Game tab allows you to see what your game is like when someone plays it. - Project window is where you store assets e.g game objects, textures or scripts. -You can change what platform you want your game to be played on. - All coding done on Unity is on C sharp. - Pressing F allows you to focus in your selected object. - X axis = Red arrow / Y axis = Green arrow / Y axis = Blue arrow. -