Thursday, December 5, 2019

Even More Unity Free Tutorials

This week I went back to my good friend Jimmy Vegas for my first tutorial to help refresh my memory on some the things that I want to put in my game, such as gems to be collected and having the gems make a noise when you pick them up, stuff like that. While I have watched this tutorial before and followed along to it it was still interesting to go back and watch it again. I think that I may make my collectables a different item to the gems that Jimmy has in his tutorial so that it suits the theme of my game better.

My screenshot of Jimmy Vegas tutorial

The second tutorial I found was on how to have the enemies in the game only spot the player when they are a certain distance away, giving the enemy a field of view, and then having the enemy pursue the player until they leave their field of view. I hope to implement this into my game by following along to the tutorial and of course using C# scripting.

Monday, December 2, 2019

Games Testing

Image from here

This weeks reading was an article about constructive criticism and how to give constructive criticism.

The most important thing to keep in mind when one is giving constructive criticism is to make sure to keep the criticism valid and unbiased. In doing this you make sure that the person receiving the feedback gets the feedback that will help them improve upon whatever it is they're working on without feeling like you have insulted their idea.

Valid feedback is feedback that is tangible, credible and well-founded and unbiased feedback means feedback that is feedback that is free of individual opinion or personal tastes. This means that any feedback is concrete instead of based on personal taste or opinions. Another important thing to keep in mind when giving constructive criticism is to make your criticism clear, understandable, and relevant.

In closing not every bit of feedback can be implemented so don't take it personally if someone doesn't change their project based on your feedback. Remember when done correctly, criticism can result in positive benefits for all parties involved.

Thursday, November 28, 2019

More Unity Free Tutorials

Image from here

This week I specifically looked for tutorials on coding characters to move and interact in Unity as well as coding the game camera to follow the character as these are the two things in my game that I am having the most trouble with.

 The first video I found details how to code a character to move and attack. I learned that in order to have my character to move you have use code and animation. I hope that by following this tutorial I can get both my main character and the enemies walking around the map and attacking each other.

The second video I found showed how to make the enemies in the game drop items when they are killed.

This video goes into a lot more detail with the loot drops than I really need in my game like how much loot to drop and stuff like that however I plan to follow along with the code that was used to make the enemies drop the loot in the first place and not worry about the other stuff.

Hopefully these tutorials will help my with finishing up my game.

Tuesday, November 26, 2019

Game Stories

This week we were given two articles to read this time about story in terms of game design and development.

The first article was all about how the Hero's Journey could be applied to game development. The Hero's Journey is important because myths are important and myths convey the values of society and can guide our actions.

The Hero's Journey is a list of events that a hero goes through in nearly every book, created by Joseph Campbell. However just because Campbell made this list it doesn't mean that every story with a hero should have all of these events in them. Start with a premise for your game and, step by step, build your story from there. If you would like to know the other steps in this process click here.

The second article goes more in depth into story in games and what story is. As games have developed the demand for more in depth stories has increased because story is a universal human experience.

There are a couple of very good reasons for game developers to know about classical story structure:
It's simple and it works. Story is all about conflict, the conflict between characters, the conflict of the characters mind any sort of conflict. If you apply this to a simple three act structured story you should greatly improve it.
Story has become a crucial part of games and any game developer should work just hard on story as on the graphics in a game.

Sunday, November 24, 2019

Possible Alpha Game

This week we were supposed to a have an Alpha version of our game created. This means that the game should have all characters and levels in it and should be playable.

For my game I have managed to place all the characters that I want in my game the main character being one and then of course all the creatures and enemies that I have placed in my forest environment.

Screenshot of my game in Unity

My environment has also been completed. My environment includes a small village in the middle of the map surrounded by forests and mountains all side containing monsters.

Screenshot of my game in Unity

The problem I am having with my game is the same as the problem I was having last week with my game. Creating scripts for my characters and getting them to work. I feel that once I can get my scripts to work my game will be almost completely finished.  

My game is payable however it doesn't have all the features I would like it to have just yet, I will fix this soon.  



Thursday, November 21, 2019

Week 9 Progress

Image from Flickr

Writing three blog posts a week while also keeping on top of other college assignments hasn't been the easiest task to do but it gets easier once you develop a routine which is what I did. I am pretty happy with my progress so far in this semester though I would like to do a few of the extra credit assignments that I have not yet done before the end of the semester to pick up some points that I dropped at the beginning of the semester.

I think the class assignment that I enjoy the most each week is probably working on my game, even though it can be very frustrating when things don't work the way you want them to I still enjoy creating it and making the environment and the characters the way I want them to be.

In the future for the second half of this semester I would like to avoid the pitfalls of bad time management. Though I do have a routine for the class assignments each week I would like to improve on it to make it as efficient as possible. I would like to try getting ahead in the last few weeks to make sure I don't fall behind when other assignments for other modules start piling up as that has been a problem for me in the past.




Wednesday, November 20, 2019

Review Week Comments and Feedback

Image from Pxhere

Over the past 9 or so weeks we have been leaving comments and feedback on our fellow students blog posts. Some comments longer than others and with more detailed feedback.

The comments that I receive on my blog post are for the most part very kind and helpful. Most people give good feedback on what I could do to improve my game ideas or how to solve a problem I may have had in unity. I find the comments that people leave that have good feedback and point out what they like about my game ideas are the most helpful because its a good boost to ones confidence especially if you're not sure about some aspects of your game.

I find it hard to leave really constructive comments on other peoples blogs for a few reasons, one is that many of the blog posts I've read I fell don't really need that much feedback because the person seems to know exactly what they're doing and two is because I haven't quite figured out how to leave good feedback without feeling at least a little bit rude.

However following along with a feedback strategy helps me to know what I could say in a few simple steps. It also helps me feel less rude when making a comment on someone else's blog.

When I read other peoples blogs I definitely fell like I'm getting to know them better because of the way they write, whether they tend to right more academically or whether they put a bit more flare into their writing it can really tell you about a persons personality. It can also tell you about what they find interesting based on what they choose to focus on when writing about any readings we have done that week. Even the theme they choose for their blog can tell you a little about them as a person.

I feel that my blog does convey a lot about me as a person, especially my introduction post or at least I certainly hope it does.

I think in the future to really make my feedback more helpful for others I need to get past the feeling of being rude and try to find something everyone could improve on even if it seems that the person has everything figured out in their posts.



Tuesday, November 19, 2019

Week 9 Reading and Writing

Over the past 8 weeks I have done 8 readings and written about them afterwards. All of these readings have been in some way or another about either game design, feedback or time management, all things that are essential to me during this module.

I would say that these readings have in fact helped me in this module and not just the ones on game design that you have to know about to make a game but the ones on feedback strategies and time management as well.

I feel that no matter how many articles I read on these two subjects they will never really be something I'm great at but reading the few articles I did on them I do feel as though I have somewhat improved in both of these areas.

My favourite readings so far are probably the one on Growth Mindset and feed- forward. Because these readings were all about positivity and opening yourself up to making mistakes and learning from them because that is something I'm sure everyone has had trouble with before. Especially Growth Mindset.

But the readings aren't the only thing that has helped me, writing about the readings each week has helped me as well though not in the way you may think. Writing about the readings each week has helped me to increase my typing speed, understand game design more of course and helped me to truly understand just how many words 200 or 500 words is.

So far I feel that my biggest accomplished has been creating my own game, even if I haven't finished it yet. Figuring out the Unity engine something that I had no prior experience with and creating my own game environment is something I'm very proud of.


This is my favourite image that I found and put into a post on my blog. The image is from my post reviewing my favourite game which is Minecraft and its my favourite image because of how pretty the colours are and because I really love the aesthetic of Minecraft in general and those two things combined makes this a really appealing image to me.

In the future to get as much out of these readings as I can, I feel that I should read the articles more then once and really try to understand any parts of it I may not, maybe bookmark the ones I find particularly interesting to read again later instead of only reading them once and then moving on and never really getting back to them.





Sunday, November 17, 2019

First Playable of Single Saviour

Last week I started my game in Unity and created the environment for all of my characters. This week I would like to get the last bits of my environment done and add my enemies and the character to the game. I would also like to have the camera set to third person.

The main problems I am having with creating this game are finding free assets that are right for my game, that have the same textures and styles. Many of the assets that I found that would fit with my game cost a bit of money and it would not be worth it for me to spend money on something I will probably only use once.

Screenshot from my game in Unity

Another problem I am having is figuring out C# script which is like coding for a website but it's different enough that it's like learning coding all over again. While I am using tutorials to learn how to script for things I need in my game it is slowing me down every time I make a mistake and it can be very frustrating. Following along with tutorials also only works if the script you're writing actually works in your game. Mainly I am having trouble coding the camera to follow the player.

Screenshot from my game in Unity 

However I feel that once I get past the initial learning stages of scripting it will be a lot easier to finish up my game even if I have to use assets that don't quite fit with the style of my game.



Thursday, November 14, 2019

My First Game Design: Free Unity Tutorials

Image from Here

This week instead of having more Unity tutorials from Jimmy Vegas we had to go and find 2-4 of our own tutorials to follow.

The first tutorial I watched was a tutorial on how to create a third person camera in Unity, when the character is standing still the mouse moves the camera around the character and when the character is moving whichever way the camera is facing then the character will move that way. I chose this tutorial because I plan to have a third person camera in my own game.

Creating the camera movements is mostly C# scripting to keep the cameras distance from the character the same wherever it moves and the make sure that the camera doesn't merely tumble over the characters head when it's moved and other stuff like that.

The next video tutorial I found was actually a series of videos on creating monster AI which is another thing that I will need to know how to do for my game as the main enemies will be monsters in the forest.

Creating the monster AI again uses a lot of C# script mostly to make the monsters move around the environment and have it move towards the player to attack. The tutorials also shows you how to add footsteps audio to the monster so that the player can hear the footsteps getting louder as the monster gets closer, again through scripting.

The final tutorial that I watched was a tutorial on how to have the enemies drop loot when the are killed and how to have the loot automatically fly towards the character in the game. I plan to have the enemies in my game drop weapons and such for the character.

To do this it involves even more C# scripting somewhat similar to the script we have done before with our weekly tutorials but it also involves using animation to have the loot bounce and fly towards the character.

While I find using C# script in Unity a challenge following along with these tutorials made it much easier for me to understand.

Tuesday, November 12, 2019

Game Fun

Image from Flickr

This weeks readings go back to the question of what makes a game fun and how someone can quantify that fun in order to develop a game that is fun.

It turns out that the idea of something being done for fun goes way back to our hunter-gatherer ancestors and how they would pass their time. Instead of immediately going back out to hunt again after successfully catching a deer one hunter-gatherer might instead balance a piece of wood on a rock and then throw stones at it. In doing this he is building survival skills as much as he would have had he gone back out to hunt again after coming back while also having fun. This honing of survival skills through fun and play has been dubbed Natural Funativity.

Many of the aspects of games that we enjoy can be linked back to or ancestors. Sports such as football are quite easy to link back because they are physical and are much like the hunting are ancestors would have done however non-physical games such as slot machines of even Pac-Man appeal to the gather part of our ancestory because we are collecting items.

This collecting of items can also me seen in many MMO's. The players of said MMO's also tend to like the game for four reasons, achievement within the game context, exploration of the game, socialising with others and imposition upon others. In other words achievers, explorers, socialisers and killers. An easy way to remember this is by using card suits: achievers are Diamonds (they're always seeking treasure); explorers are Spades (they dig around for information); socialisers are Hearts (they empathise with other players); killers are Clubs (they hit people with them). These people of course find different parts of the game the most fun depending on what category they fall into.

All of these categories tie into aspects of a hunter-gatherer society which leads to the conclusion that part of the appeal of many games out there is in part the learning of survival skills in a fun manner evolved over time into a less dangerous pass time. This can help in the future when it comes to conceptualising new games that are fun.

Sunday, November 10, 2019

Single Saviour Prototype

This week we have to create a prototype for our game that we are making in the Unity engine. To do this I am following along with the video tutorials from Jimmy Vegas from previous weeks and using the free assets from his website to build my environment.

For the most part the Unity engine is easy to use and having tutorials that cater to beginners makes it all the easier. However in Jimmys tutorials he is using an older version of the Unity engine than the one I am using so the main problems I am facing with creating my game is the fact the there are a few differences between the two versions. However many of these difference were easily figured out by simply spending a few minutes experimenting with the different aspects of the engine.

My plan for this this prototype is to create the environment for my character to explore, the village and the forest surrounding it. While it is easy to place the trees and houses need for this environment into the game I feel like I would benefited from maybe drawing out how I wanted the environment to look in more detail instead of using trial and error.

Screenshot of my prototype game in Unity 

Screenshot of my prototype game in Unity 

However I have managed to almost completely create the environment for my character and the enemies I plan to add to the game with the exception of the village as the tutorials have only shown how to place a house into the game and have not yet shown how to make the detailed inside of the house that I plan to have my character start in.

Screenshot of my prototype game in Unity 

Originally I had decided to have my game be in first person but after playing around in the environment I had built I think that the game may be better if played in the third person, especially when it comes to fighting the monsters, which I will bring into my game in the coming weeks.

Thursday, November 7, 2019

My First Game Design: Unity Tutorial 05

Image from Wikimedia Commons

This week there are three more video tutorials to watch and follow along to. As per usual these video tutorials carry on from last weeks tutorials. The first tutorial this week looked into the skybox, more lighting and wind zones.

The skybox is what the player sees in the sky of the environment however you can get different skyboxes in the asset store and there are plenty of free ones for people on a budget like me.

To apply the new skybox to your environment you have to import the new skybox into unity and then go to window in your tool bar, lighting and then settings. Here you can add any number of materials to your skybox including your newly downloaded skybox.

In this settings panel you can also begin to change your lighting by changing the brightness and also the colour of the lighting. You can continue to mess around with the lighting of your scene by changing the source of the lighting and the intensity, doing this you can create a dark or light scene.

Next it is shown how to place a wind zone into the environment, which is as simple as placing an object into the game and this immediately begins to effect the trees in the environment however the grass works off of a different source. Keeping the frequency of the wind low tends to be more realistic.

In the second tutorial it shows you how to pick up your weapon instead of just starting with it using a C# script again and how to create fade screens.

To have your character pick up the weapon you place a fake weapon in the environment and make it so that you cannot see the weapon in the characters hand until you take the weapon from the environment, it uses some similar code as the collect gem script with a little more added in to pick up the weapon.

Creating a fade screen uses a mix of animation and C# scripting to make sure the screen doesn't just stay the one colour and does indeed fade into or out of the game. A fade screen can last for as long as you would like.

In the final tutorial we went through all the things we had done up till now to work out any bugs that may have arisen while creating the game and adding more environment to the game such as a house and some bushes to go with the trees.

Placing the house in the game is simple enough, download one from the assets store then simply import it into your game where you can then change its size, colour and other things.

In the next tutorial we are going to find out how to create the inside of the house that we placed in the game.



Tuesday, November 5, 2019

Game Decisions

Image from Flickr

This weeks reading is about creating MMO games or Massively Multiplayer Online games which are notoriously tricky games to create based off of the fact that they are, as the name suggests, massive and there are many technical issues that come with it.

However there are many examples of games that do not have massive amounts of players online and are still popular. For instance Minecraft relies on small instanced servers and is still very successful. What design lessons can we take from these smaller online games?

Social game design operates within the physical and mental constraints of the human animal and so it plays to understand these constraints. This article online goes much more in depth into these constraints.

Friendship 

A friendship is a social bond between just two people. The most basic level of human-scale game design is about creating relationship bonds. The basics of growing these friendships are Proximity, Similarity, Reciprocity and Disclosure. You can place any two people together in a game and if the criteria is met it is very likely they will form a friendship.


Dunbars Layers

Robin Dunbar believed each individual has a structured distribution of relationship bonds. An individual organises their friendships by strength of their one-to-one bonds. People tend to have a maximum of 150 total friendships, including 50 good friendships, which include 15 best friendships, which, in turn, include 5 intimate friendships. Wikipedia provides much more information on this.


Social Groups

A social group of is a collection of people brought together for a shared task or interest. Groups contain multiple overlapping individual networks. The performance of said groups depends on how the friendship bonds across the entire group are leveraged. There are three dominant perspectives on what makes a group, Social Identity perspective, Self-categorization perspective, Social cohesion perspective.

Considering these constraints it would seem worth it to explore design centred around natural human social scales, if you can build a human-scale game that enables a player to spend quality time with good friends, you’ll likely improve the quality of their life.

Sunday, October 27, 2019

Game Design Document

Image from Pixnio

For this weeks project assignment I had to create a Game Design Document using the website Dundoc.

Dundoc was easy to use and already had a template for a game design document that I could use to create my own, using this template I filled in the information necessary and relevant to my game idea.

Here is a link to my Dundoc game design document- https://www.dundoc.com/project/5847

As the weeks goes on I will be adding onto this document with updated information on my game concept and idea as I create my game.

Thursday, October 24, 2019

My First Game Design: Unity Tutorial 04

Image from DeviantArt 

This week we went back to using the video tutorials from Jimmy Vegas with three more videos to watch.

The last video we watched went over how to create a cursor so that the player could see where their character was looking at all times and in this video we are shown how to put text instructions for the player underneath the cursor for a period of time. These instructions tell the player what button to press to perform an action. We are also shown how to place a little extra flare to the original cursor by putting rectangles around it on each side to form a box around the cursor.

These elements are then turned off so that they're not being displayed all the time before creating a C# script to make the text and extra cursor appear when the cursor hovers over the gem and make it so that when the button is pressed the gem is collected and a sound is played to let the player know they collected the gem.

In the second video tutorial he shows us how to add more things into the environment wich was explained to us in the first few tutorials we watched weeks ago. The rest of the video is dedicated to adding a weapon to the game and animating it, teaching us the basics of animating in Unity. But before we get into animating the weapon we must first contain the weapon within a cube to make the animation of the weapon swing look more realistic. The animation process in Unity is all about key frames and where you want your object to be on which frame.

The final video shows us how to create a C# script to make sure that the swinging animation doesn't just loop infinitely and to add a swinging sound to the weapon when the animation does play. The script makes it so that when the player presses the left mouse button the weapon swings and a swinging sound is played. This script can be used in the future if you choose to add more weapons to your game.





Tuesday, October 22, 2019

Games GDD

Image from Pixabay

This weeks reading focuses on the smaller more look over aspects of game design, the physical presentation, especially in board and card games. These are not concrete "rules" for designing games merely suggestions as this article says. Though many of these suggestions sound like common knowledge for a board game some games look over these small details.

First we must focus on the components of the games such as the tiles, cards and the board. Each tile should be its own distinct colour and should be distinguishable from one another so that people know which piece is theirs as many people suffer from some form of colour blindness. As for the board part of the game if there are spaces for the player to put their tiles on then they should be bigger than the tiles themselves to avoid the pieces being disturbed too badly if there's more than one tile on a space. In the same vein the starting tile should be clearly marked and printed in a different colour.

When it comes to the box and packaging of the game the design can be very important because it gives you the first impression of the game inside therefore a good design can really sell the game. The name of the game must be distinct and eye catching and it should be printed on the side of the box as well as the front. The sides of the box should be printed vertically and horizontally so that the boxes can be displayed both ways on a shelf and still be legible, this would greatly help shop owners.

The theme of your game should work with the rules that you create for the game and the rules for said game should be clear and concise. Don't write intentionally vague rules that the player are meant to interpret for themselves, if the player wanted to make up their own rules they would just make their own game. The rules you do create should be blind tested on people who haven't had the game explained to them by the designer and only have the rules to go on to see if the they answer the fundamental questions. The rules of any game should answer the most important questions about the game.

The things that usually get overlooked when making a game are the small things that may seem unimportant but are actually some of the most important things. One should always test their game with others.


Sunday, October 20, 2019

Game Vision Statement: Single Saviour

Image from Flickr

Introduction
Single Saviour is a first-person fighting game for the PC that uses the Unity engine to place the player  into the role of a young boy in medieval times battling his way through monstrous beast in order to find the source of these creatures and stop them from tormenting his village.

Description
You are a young peasant boy from a small village that has been tormented by monsters for as long as you've lived, tired of seeing the people of your village living in fear you decide to venture out into the woods surrounding your village and find the source of these terrible beasts with the small sword you got from your father and the support of the village members.

Along the way you see and defeat many strange and terrifying creatures, when they are slain you realise you can take their weapons or anything else that they may have from them and use it to your own advantage.Many of their weapons have added strengths to them, such as extra sharpness or poison on the blade. You then use these weapons to defeat even stronger beasts as you advance into the forest, following the path of destruction they left behind, you hope it will lead you to the source of these monsters so that you can stop it and save the village you grew up in.

As you follow this path and slay these creatures you find yourself becoming stronger and you also begin to notice a pattern in the behaviour of the monsters. Some of them seem to be afraid of certain things, you're sure of it, if you can figure out what each monster is afraid of maybe you can use it against them. You figure out that some of the weapons you've gathered seem to harm some of the monsters more than other weapons.

After following the path and making surviving the onslaught of beast it leads you eventually to a large cave in the side of a mountain, you hope that the source of these creatures in the cave and that you have become strong enough to destroy it, whatever it is.

In order to make this game I will be using the Unity engine and because I am still new to this engine I will need to use tutorials to figure out how to create the monsters and the AI for said monsters in the game. Luckily there are many tutorials out there for the Unity engine, on youtube like this one which I found very informative and even on the official Unity website here. Unity also has an assets store that you can download creatures models from but you do have to pay for them and there are tutorials teach you how to create free models. I will also be using the Jimmy Vegas tutorials that I have been writing posts about for the past few weeks in order create the terrain and some of the script.

Key Features
I hope for this game to have:
-Open world exploring
-Multiple monster designs
-One on one combat
-Weapon upgrades
-Level ups

Genre
This game is a 3D adventure, first-person fighting game similar to the game Zelda but a lot more simplified. The game will be set in medieval fantasy times in an alternate reality where monsters exist.

Platform
I think the game and its mechanics would be best suited to the PC platform.

Target Audience 
The target audience for this game would be teenagers from the ages 14 onwards.


Thursday, October 17, 2019

My First Game Design: Unity Tutorial 03


The tutorial this week was not a continuation of the video tutorials we had been using the past few weeks but it was instead a written tutorial on how to build a moving clock in Unity. This tutorial goes over many things that we have already learned form the first few video tutorials that we've seen, the main difference in this tutorial is the coding that it goes over.

The first half of the tutorial showed us how to add objects into the scene and how to manipulate them into the clock face and other extremities which we already knew how to do from previous weeks. I did this by placing the objects and setting the scale of them to the specifications of the tutorial.

Later in the tutorial it explains how to rotate objects on the clock face along the Y axis 30 degrees and  use this to create the hour indicators on the clock face. To create the arms of the clock we can use the same approach and at the end of that we have our finished clock face, next we're shown how to animate the clock.

This were the tutorial goes in depth into the code that makes the clock work. The tutorial shows how to use C# script to make the arms of the clock move around the clock face and how to make the clock tell the time, though the coding can get quite complicated, going into things like floating-point values,  I managed to complete the clock and make it work. I thought this tutorial explained how to create a C# script and code the clock very well.

Wednesday, October 16, 2019

Games GDD

Image from Flickr

Games are very different to books or television shows because the consumption of games is unpredictable in comparison to the consumption of books and television shows. MDA breaks down this consumption of games into their components, rules, system and "fun" and their counterparts, mechanics, dynamics and aesthetics. This article explains that designers and the players both have a different views on these components and it is important when designing a game to take in both perspectives.

Aesthetics is all about what makes a game "fun". When describing a game it's best not to use that word and instead use more directed vocabulary. Sensation, fantasy, narrative, challenge, fellowship, discovery, expression and submission are several words that can be used to describe a game. For example The Sims would be described using the words, discovery, fantasy, expression and narrative.
This vocabulary helps to define models for gameplay which help describe gameplay dynamic and mechanics.

Dynamics work to create aesthetic experiences, an example of this is challenge which is created by things like time pressure and opponent play. Using monopoly as an example we can make our discussion of dynamics as concrete as possible. In monopoly as the leaders become more wealthy it has more negative effects on the other players. As this continues the dramatic tension and agency disappear and the players who are not in the lead lose interest. Using aesthetics and dynamics we can come up with ways to keep these players interested, maybe rewarding the players that are behind or giving the player in the lead more obstacles.

Mechanics are the actions, behaviours and control mechanisms that players have in the game. This combined with the  games content, the mechanics support overall gameplay dynamics. Adjusting those mechanics can help to fine tune a games overall dynamics. Lets use our monopoly example again. Applying changes such as bonuses for poorer players or penalties for richer players could keep the players behind the leader interested for longer.

Moving between these three parts of MDA helps us to develop techniques for iterative design and improvement and help to control undesired outcomes.

Tuesday, October 15, 2019

Feedback Strategies: Feedforward

Image from Pixabay

Feedback can be both negative and positive but all feedback should be constructive to the work and the person that is getting feedback. Try Feedforward Instead of Feedback goes into detail about this.

Feedforward is all about changing the future and not dwelling on the past, the advice that is given is to help the person in the future, so it's showing them what to do right instead of telling them what they did wrong which people find much easier to accept.

Feedback is often taken personally no matter how it is delivered and many people find it hard to accept, where as feedforward involves no such personal critique since it discussing the future and so people find it easier to take on the advice and it would be more helpful then someone praising them in order to soften the blow of critique, this technique is known as compliment sandwich and most often doesn't work.

Praise is all well and good but as is explained in The Difference Between Praise and Feedback praise can also have a negative effect on developing children in the long run. That's not to say that you shouldn't praise your children, there are just more constructive ways to go about it.

When one is giving praise it is best to praise the process rather then the finished piece, for example, telling a child that they must have put a lot of work into their painting instead of just saying that its a nice painting and that they're very talented.

However even this form of praise can be tricky and it would be even better if parents would engage with their children by asking them questions about what they've been doing or pointing out one thing about the finished piece that they can see the child improved on. For instance, if the child plays football and the parent goes to watch they should ask the child what their favourite part of the game was or remark on how they can see that they have been practicing their kick.

Giving feedback and praise are good things, they can help people grow and learn, but only if done right and the right way is often the harder way. But this just means that the outcome of said praise and feedback will be even greater.


My Game Idea Research

Image from Wikipedia Commons

Last week I brainstormed four potential game ideas that I could create for my final project for this year. This week I have picked one game out of the four that I liked the most and researched deeper onto the mechanics and development of my game idea. This article explains a lot about some of the things I plan to add into my game.

My game idea is that of an open world fighting game. The player controls a character who lives in a village that is terrorised by monsters and the character must try and find the source of these monsters while facing a multitude of beast along his journey.

The main area that the character will be exploring is the forest around the village where most of the monsters come from. I hope to put a map into the game so that the player doesn't get lost or stuck and knows how to get to the next area of the game.

The character starts out with a small weapon and throughout the game as the character kills monsters they collect parts that they can use to create better weapons to defeat stronger monsters and enemies. There will be a variety of enemies with different abilities and appearances, from these enemies the character will have the ability to learn new moves based on the enemies skillset. This also mean that the player will be able to form strategies to defeat the enemy based off its attacks and its weaknesses.

The character and enemies will have a health bar displayed and different enemies will have different amounts of health. As the character moves through the game and gets stronger by defeating enemies they will also add on to their health bar in order to make sure that they have enough health to defeat stronger enemies.

The game will start with a tutorial for the player to explain the dedicated buttons, what they do and . The player will have three main buttons, one to attack, one to dodge and one to block. Depending on what weapon the player has equipped at the time the attack will be different and cause more or less damage.

The game will end once the player has found their way to the boss of the game. The player will have to use all the skills they learned from previous enemies to conquer the boss and beat the game.

Thursday, October 10, 2019

My First Game Design: Unity Tutorial 02

Image from Pexels

This week we had two more unity Tutorials to watch and follow along with. The first was 20 minutes and the second was 16 minutes. These video carry on from the three video tutorials from last week.

The first video begins by showing you how to put sounds into the game and assign them to an object. Using script the video also shows how to make sure that the sound doesn't play on a loop as soon as the game starts and instead only plays when the character collects the gem/object. The tutorial then shows you how to place a box collider around your gem and make it whatever size you need to fit it around the gem.

After that the video moves on briefly to explaining how to add water into your game so that you can make a little lake if you want, to do this lower part of the terrain and then using the water asset that comes in unity to fill the dip in the terrain and create a small lake.

In the last part of the tutorial we are shown how to add more realistic textures to the game by creating a wall using a cube and scaling it into a wall and adding brick textures. The video then explains how to make the texture look less gritty and finally before the end of the game we are shown quickly how to add shadows into your game.

In the first few minutes of the second video we are shown how to create a cursor so that the player can always see where the characters focus is on the screen. This is done by creating a canvas and then scaling it down to an appropriate size on the screen, the canvas can have textures and colours added to it depending on what type of game you're creating.

The rest of the tutorial is dedicated to breaking down and explaining Raycasting or Playercasting. The video breaks down the beginning of the code that is needed for Raycasting. Raycasting is a way of defining how far away an object is from the object it's looking at, for example how far away a character is from the wall they're looking at.

This weeks tutorials were very interesting if not a little bit harder to follow then last weeks. hopefully next weeks videos will be just as interesting.

Tuesday, October 8, 2019

Discussing Game Elements

Image from Wikipedia Commons

This weeks readings went more in depth into the vocabulary of game design by discussing how to analyse a game and figure out what makes it fun and the types of tools there are and can be used to create good games. This links in with the post I wrote about last weeks reading, which was about the lack of vocabulary that there is to help explain games without using comparisons to other games.

Most people when asked about their opinions of a game will either say that the game was fun or that it wasn't fun. This does not help designers to pinpoint what makes the game good however, most people don't know how to explain the elements of themes that they like or dislike because they lack the vocabulary. Some of the things designers can look at while making a game include players, how many players can a game support and how does it effect gameplay, objectives, what is the goal of the game and rules, the rules of the game.

Formal Abstract Design Tools (FADT) by Doug Church goes over some of the tools that designers use to create games while using examples of real games such as Mario 64 and Tekken to help in explaining these tools and how they help the player have fun in each game. He begins by explaining the types of things that fall under "formal" "abstract" "design" and "tools". This article doesn't go over every tool but it does go over a few good ones that will get the players enjoying your game and it gives an overview of the ideas behind FADT.

Mario 64 , which is used as the first example, has an element of open-ended exploration while also having a clear direction to the goal of all areas of the game but the player is allowed to decide which path they want to take first through the worlds, usually starting with the easiest path first.

The game also has a set amount of controls that always work in that set way. Because of this the player knows what they can and cannot do in terms of gameplay, and while there is different environments to explore and conquer the player does so with those set controls. This means that the player can look at a situation in the game and formulate their own plan using these controls, allowing the player to feel involved in the game.

This lead to two tools under FADT, intention and perceivable consequence. RPG's often use the perceivable consequence tool, often not in a clear cut way, but RPG's also use another tool under FADT, story. The story is revealed through the characters interaction with the world and other people in it. The game may lack the player involvement if the designer chooses to priorities story over perceivable consequence, which works for some games but not all.

These are some of the tools discussed in this weeks reading. These tools are there to help game designers create good and enjoyable games and to help players understand what it is they enjoy or don't enjoy about the game.




Sunday, October 6, 2019

Feedback Thoughts: The Fear Of Mistakes

Image from Pixabay

Feedback is a tricky thing, when receiving it or giving it. People often don't like hearing feedback because it can be negative feedback and people don't like feeling like they've failed, which is why many people don't even try in the first place.

People are afraid of making mistakes, of being wrong and it holds so may people back from their true potential because they won't try. They see mistakes as a bad thing because that is what we're taught. But as this article Making Good Art explains and as Neil Gaiman says we should be making mistakes, we should be making many mistakes "because if you are making mistakes, then you are making new things". Mistakes are how we learn, making a mistake allows you to look at the situation figure out what not to do in similar situations in the future or the figure out what went wrong and work to fix it for next time. Making mistakes is important.

But why is it we fear making mistakes so much? Most likely because we fear the rejection that might come with it. Rejection has been proven to cause actual pain even if it's only emotional, this is because it's been wired into are brains since people lived in tribes. It works as an early warning sign to warn us when we're in danger of be ostracised from the group which back then would have been a death sentence. This site Why Rejection Hurts So Much explains it much better and also talks about how to work past rejection.

All of this links in with Growth Mindset which I wrote about before and how we need to look forward to the challenge of a new task, including the mistakes, instead of worrying about the end result or the feedback. After all feedback is meant to help us understand what we did right or wrong and what to work on for next time.

Game Brainstorm: Four Ideas For Fun Games

After our first unity tutorials it's time to look into creating our very own game. Of course one can't create something without first coming up with ideas, that's where brainstorming comes in. I began by researching the different types of games and that lead me to this page that explained the different types and was very interesting.

While creating my own game sounds exciting I know that it will probably be harder than I think, so I have come up with for ideas for games that I have always found fun and yet may be easier to create than a game like Skyrim.

Image from Pixabay

Puzzle Game

Puzzle games have been around for years and the reason that they survive the test of time is because they're fun, simple and effective. The goal of most puzzle games is to make the players mind occupies itself with finding solutions to sometimes complex puzzles. However a puzzle doesn't have to be complex to be fun. 

There are many different types of puzzles, mechanical puzzles such as jigsaw puzzles or rubiks cubes, logic puzzles like sudoku or grid puzzles, and that's just to name a few. I found that this website explained all the different types of puzzles very well.  I would like to possibly create a puzzle game that starts off quite simple and works its way up to more complicated puzzles. 

The goal of the game would be to either escape somewhere, like an escape room game, to solve puzzles to collect clues or to solve puzzles to gain points. Like most puzzle games I would like to add a hint system so that the player never gets really stuck because the frustration of being stuck might lead them to not completing the game.

The drawback of such a game would be thinking up enough creative solutions to the puzzles especially for puzzles that I am not particularly good at, for instance sudoku.

Image from Flickr

Fighting Game

Fighting games are very popular in recent years in one form or another, Super Smash Bros, Mortal Kombat and plenty more games like them have the same simple and fun mechanic that everyone seems to enjoy. You pick a character form a menu of different customisable characters and then beat up an opponent or they beat up you. Playing with friends adds an extra layer of fun.

I would like to create a similar game, however the player would not face off against one other opponent, the player instead would face off against creatures. The character would start off with a flimsy weapon and slay monsters and other beast to gain coins they can then use to upgrade their weapon to face off against harder enemies.

Keeping the game interesting may be hard especially with how repetitive beating the same enemies over and over again can get, so coming up with a simple story for why the player must defeat these enemies could help with holding interest. The Legend of Zelda games or good example of what I'm talking about though they do have a lot more in the games than just defeating enemies. 

A simple story would be that your character lives in a land that is overrun with creatures that do harm to others and you are part of a group of people who fight back against these enemies so that the people of this land don't have to suffer anymore. This article that I found online goes more in depth into why people like fighting games and what makes a good fighting game.

Image from Flickr

Endless Running Game

Endless running games are all over the app stores of every phone, for example the popular temple run game, they're all quite similar in so far as you play as a character who is moving in a straight line usually away from something, avoiding obstacles and gaining points and sometimes brief power-ups.

The big difference in these games is the design. Each one of these games has its own story, characters, obstacles and power-ups. Some of them are simple 2D with few power-ups and obstacles and some are more complex with lots of animation and characters, both of them are equally as fun. These types of games, while simple, are effective in keeping people entertained.

For my game I would like to make it 2D and a side scroller with a simple character design and obstacles. I found good video tutorial on this type of game on youtube. I could use the skills I learned in illustrator to create my own simple designs for my character. In my game as you ran you would collect gems or coins in order to gain the most points.

Image from Wikipedia Commons

Platform Game

Platform games are similar to running games as there are tons of them out there and that there are ones with both simple and complex designs. However platform games are not endless.

These games tend to have levels with different layouts to each one and it is all about the jumping mechanic, unless the character is given a helping hand in the form of a rope or a boost then it is the players challenge to judge the jump just right so as to get their character to the next platform without the character falling. Many platforms also have enemies or obstacles in them that are there to make it more difficult for the player to complete a level.

Some platform games also double as rhythm games, for example geometry dash, where the player needs to jump to the beat of a song to complete the level.

My idea for a platform game would be a simple vertical platformer with the character jumping upwards from platform to platform. The theme would be space with the character jumping form star to star and sometimes catching a shooting star to move up more platforms. Possible enemy ideas could be aliens that attempt to knock the character off the platforms.



Thursday, October 3, 2019

My First Game Design: Unity Tutorial 1

Image of Unity logo from here

This week we had our first look into designing our own games. I used three video tutorials made by Jimmy Vegas to learn how to do the basics of creating your game environment.

In the first video he started out with showing us briefly how to set up our new project and then taught us how to bring a range of 3D objects into a scenes such as cubes and spheres, and how to change the properties of those objects so that they could become pillars or so that one couldn't pass through the other in the scene using the collider. Briefly at the end of the video he showed us how to bring in your own terrain and then how to manipulate it by raising it into bumps like hills.

Image of Unity screenshot by me

In the second tutorial he went more in depth about the terrain and how to make it look the way you want. Jimmy shows you all the different types of terrain tools that can be used to create mountains or valleys by raising and lowering the terrain, he shows how to soften the edges of risen terrain or make it more jagged and finally he shows you how to add textures, like rock, dirt and grass, to your terrain.

The last video shows you how to add your character by basically dropping a camera into the environment that acts as the characters point of view. He also shows you how to add more detail to your environment like trees and grass. After putting the grass into the game you can change it in many ways, you can change the healthy and dry colour and how much it moves in the wind. In the later half of the video he introduces us to the scripting aspect of unity by showing us how to make a gem rotate.

These are all skills that will be essential to me when I begin to create my own game for my big project and I found that following along with these tutorials really helped me.

Tuesday, October 1, 2019

Opinions On Game Design

Image of game from Wikipedia

Recently I read about what makes a game and game design, there is no definitive definition for what a game is nor specific words for the different components of a game which of course makes it hard to talk about games without comparing them to other games that are already out there, as the article talked about.

Many people are trying the make words for the elements of games more common so as to make it easier to discuss games but this is not as easy as it seems. However the elements that make up a game are agreed upon, what makes a game is much less agreed upon. There are people who debate on whether things such as Rubik's cubes or Dungeons and Dragons are games, often because they have no obvious end goal.

I thought that this blog explained it very well.

Image of game design from here

The title game design encompasses many things as explained here, level design, content design and system design just to name a few but despite the common misconception it does not involve art, animation or programming. System design focuses on defining the rules of the game currently being made, how the game begins, what the players can do and how that affects them and the end goal of the game. This blog goes more in depth about iterations in and interesting way.

In order to do this the game designer must be an architect, to design blueprints for buildings in the game, lawyers, to define the rules of the game and artists. Game design can involve all these things and more. A key element to game design is iteration, iteration can help bring a game from  just playable to a likeable game, it brings the game from its original idea to the end result.

Games and game design is an interesting, diverse and complicated subject that will be satisfying to learn more about.






Sunday, September 29, 2019

Trying Out Time Strategies


Image of woman from Wikimedia Commons

Time management has never been something I was very good at because I find it very hard to stick to a schedule. However for this class all our tasks for the year are already laid out for us and I feel that knowing whats coming up will be very helpful for me to keep up with my schedule because I know how much time I will roughly have to spend on this class each week. It will also allows me work ahead when I have extra time so that I will have extra time on other days should I need it for other projects.

Luckily I am not the only person who finds it hard to manage my time and so there is plenty of advice online such as the article The Important Habit of Just Starting by Jory Mackay which is all about the disconnect that many people have with being able to see their future and the fear of starting a project,  how just starting can be the biggest hurdle when it comes to any project. But once you find a commitment device that's right for you it can become a lot easier to start projects and therefore a lot easier to finish projects. For example Victor Hugo would lock his clothes in his closet so that he couldn't get dressed to go out and instead had to write.

I have always thought that starting a project even if you don't plan to finish it on that same day makes it easier to continue it another day as it has already been started. While this has worked for me for the most part I still struggled with starting things sometimes but seeing this article about that same idea and how a commitment device can help you with getting things started has given me the idea to find my own commitment device and hopefully use it to start my projects from now on.

However learning how to overcome your procrastination is only one part of the process of time management. You have to make sure that you don't run out of time to complete your projects, to do this you can create a weekly schedule and the article How to build a realistic study plan by Amanda Collins gives you many tips on how to create a schedule that you'll stick to. Amanda suggest that you should first pencil in all the things that you do on a regular day and then find the free hours in-between those things. Then, being realistic about how long different assignments will take you, you fill in the free hours you have with the assignments you have for that week. Most people would tell you to create your schedule the opposite way, starting with when you plan to study. I think that the way that Amanda describes is a lot more realistic.

While these time management strategies are good ones, they unfortunately won't work for everyone and it is up to each individual person to figure out the strategies that work for them.






Friday, September 27, 2019

Teaching Technology Tools


Image of head with technology form Pixabay

To be able to complete the tasks each week I will of course have to learn the tools required for each task. The first one being the blog that you are currently reading this on and after roughly six posts and many more to come I think I can say that I've got that tool down. This is quite like my first year in college when we would have to write up reviews for our final projects.

Bookmarking is another important tool for my tasks as there will be many important pages that could help me later and bookmarking them makes sure that I don't loose them in all the other pages on the internet. I am already familiar with bookmarking as I have used it in previous projects.

As images are also big part of my assignments I will have to learn how to use image editing software and even sometimes software to create my own graphics such as Canvas or Automotivater. I have edited images before but I have never created my own graphics before and I look forward to seeing what I can create.

Some websites I'll have to bookmark for this project are my class announcement blog and the class wikipedia as these sites are design to help us to learn how to use all the required tools which of course will come in very handy.

With practice and persistence I hopefully will be able to get the hang of all the tools I need and provide a high standard end product at the end of the semester.