In class we have still been working in unity and creating games, I have decided to create this parkour type game, and I created it in unity. I didn't use a bunch of different techniques and the images below just basically show my level and the jist of what it will look like. Summary-I created a level in unity
-there is a chance for improvement
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Over the past few weeks there has been a lot of changes and new rules and procedures set in place. The first is the fact that my class is now operating in a team based curriculum. In which each row of computers is their own individual row that has to come up and develop a game using the different tools and recourses that we have been taught over the past four years. This is relevant because my task is to be the programmer for my team, and there are two of us. Since this is basically our preproduction my only task was to get back in touch with the Unity game engine and learn Unity. I went through a 15 hour LinkedIn course that had many different topics and walkthroughs on how to manage and create projects in the Unity game engine. I would like to briefly talk about how I feel about the pathway, first off I like how clear and detailed the tutorials and walkthroughs where that they provided for us. It basically kept me engaged and actually interested instead of getting my brain fried. I generally don't have anything I dislike other than the fact that the conclusions for the topics that I spend hours and hours on is so short. This pathway also helped me better my learning for Unity by giving me the chance to actually get a decent grasp on C++ and basic coding in the game engine, I also was introduced to new aspects like sprite animations, which is basically the perform tool for creating the top down like 2D game that we are looking for, this will be shown below. I also have shown below my certificate for completing the course, and yes, I actually did stay up till 4 am to finish this pathway. Summary-We have made a huge shift for the class as a whole
-I have had the chance to get back into the Unity game engine In class, we have been working with modular design and creating out own objects and design. I told myself that I would like to make one of those modern house post apocalyptic style design. I wanted to make scene almost like I was freshly into a apocalyptic fallout. I also kind of took the lazier route because I used the formation of the house when it was fresh "into" the apocalypse I set for the word. There are a few things I learned during this process. The first is how to properly connect and from my modular pieces that I put together to make my outpost. Some hardships I had were forming the top piece for my outpost which is essentially its own large modular piece. Overall I was able to create an object that I feel good about. Summary- I was able to create different modular pieces
- My design is based on the apocalypse Since we have been back in classes, we have been working on getting back into the gist of not only being back in school, but also working with the programs that we had used in the past. The program that we have been working with is 3ds Max and we have been working on modular design and the fundamentals of that. Our technical first assignment was a fire hydrant, but that was scrapped then we worked on a modular house and I learned a few things from this assignment. The first thing is that I was reminded of how to properly edit, polish and create objects using different techniques to edit the look of my different objects. I also learned how to properly organize a structure using a modular design, which was placing the objects move courser/located near the corners to allow easier access when changing the position of the part of the house. Overall, this assignment was just and introduction back into 3ds Max and just the beginning of the school year. Summary- We are betting back into the swing of things
- Modular design is what we are focusing on There are a few things I have learned while I've been working in unity and programing in general. The first and most obvious thing is that I learned the basics of editing scripts and code to get the computer to do as I want. I also learned about the different interfaces and programs that Unity provides. An example is the immense amount of tutorials and help they provide to help the users (like me) on the app. Another aspect that I want to talk about is how my skills have improved. For a while I couldn't understand what I was looking and but now I am able to remember the basics of what goes where in the code and what generally needs to be written. There were an array of problems that I faced when dealing with Unity. The main problem I was dealing with was when I would finish the game and try to publish it. The problem was that the Webgl player would never show up like it properly should and I had to go through the packets and apply my own package that enables WebGl to actually run to finish publishing. Another prominent problem I had was how/where I see the location of my unity files on my computer. I overcame this by simply taking the time to organize where and how my files are saved on my computer. Summary-I have leaned the basics about coding
-There is much more to learn but I feel I'm in a good place I am nearing the end of my Junior year and I want to recap what has happened, and what I've essentially felt/learned through the year. First, I want to start off what I basically learned through the year. I've learned all about the process of creating a game and what it takes for me to even think about making one. One thing I found interesting is the amount of work that it takes to produce a game, and also how different it is to actually create the game and play it. Overall, I have learned a lot and this a been a fun packed year. Next I want to briefly talk about how I felt during this year. I feel as if this year was good other than the fact I was assigned an extremely large amount of work which hindered my motivation, but I've mad it this far and I'm glad I can keep going. Summary-I'm nearing the end of my junior year
-I've learned a lot Over the quarter our assignments for drawing have gotten more detailed and essentially harder. I want to briefly talk about what is easy, hard, and what I've learned. First of the things that I think are the easiest is essentially blending my image together to make it realistic and clear, so that the person looking at it understands what is going on. I would also say putting things is the right location on my image is also easy. Next the things that I think are hard are, the fact of putting the small details together to essentially build the full scene. For example if I were to draw a modern city this clarity and realism depends of how my detailed work on the lights, streets, and windows come together. This being said I have also learned more about adding different details in my image to get a desired look that best fits how I draw and convey my skills. Overall the pace is beginning to start to speed up and the assignments are only going to get harder and harder. Summary- Drawings are getting harder to do
- My creative abilities have gotten stronger In my DDA class we have been working with Unity and I want to talk about it. The thing that amazed me the most is how smooth the program ran even when I'm doing so much. For example, how I am actually programing/making a game while simultaneously playing it is astonishing. Then when I think about it, the easiest thing that I found to do was just to test out the game in the game view and progress through my level. It is very simple and to the point so it required little to no energy. On the other hand the hardest thing I found was understanding the different locations of assets and the objects that are used to create the games environment. I also had and still do have trouble with publishing my games. These are just some minor setbacks. Yet overall this is the best experience I've had with a school introduced engine, the user interface is amazing compared to Photoshop and 3ds Max. This comes together to create a good experience in the small amount of time I've used it. Summary-Unity is smooth and easy to use
-So far creation of games have been good Over the year I have been working on my drawing skills in my GAD class. Drawing is essential in this class and in this type of work that we do. I want to talk about what I did well and what I think I need to approve of, and the finally what tips and tricks I've learned. First, I think overall my work is comprehensible and well put together, what I mean by that is, the viewer can accurately tell what I was to depict and show, all while being a good drawing. Some things that I personally think need adjustment and improvement are my attention to details and the proportions of the different aspects of what I am drawing. For example, I have a hard time correctly forming and proportioning different facial features that are needed to create a realistic drawing. I have learned many techniques/developed them even further. One of which is depth perception and character creation. Overall, these drawing activities are very helpful and have given me a head start, and a confidence when it comes to actual character design and its properties. Below are some of my drawing examples from past assignments and I and glad that I took the time to create them and be able to show the final product. Summary- drawing has helped me alot
-I can use my drawings to further my game design My prototype was very useful, it helped me gain info on what exactly my character will do when moving throughout my level and how practical he looks in terms of his movements. Some examples of data I collected is the realism of my character collecting the parts needed to unlock a key for a portal, which is essential for passing levels, and the best ideal location for the parts that are needed to be collected. My prototype did this by showing me that if I just rearrange the angle and the direction of where my character goes I can accomplish the goal of incorporating a key system in my levels, and the same applies to where the location of my parts need to be. Some simple ways I think I can improve player experience is by making it clear what the players job is and what the end goal is in each level. There are many ways I can evaluate how the player experience is and how things will play out. First I would simply have my brother and friends play the game without any knowledge prior to attending to play so I can get people who have the same general mindset of me to play the game. Then I would go straight to the tissue tester who wouldn't have any knowledge of this particular game genre to test the game. If the information they provide after they finish doesn't satisfy I will then issue surveys on the flow and enjoyment of the game, and also take their ages. Overall these different aspects would come together to help me develop my game. summary-my porotype answered a lot of questions
- I have found ways to survey people to help further my game experience |
AuthorHello, I am Jacob Creator of the very not boring, interesting page. 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
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