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Showing posts from November, 2018

Games Stories

Hey guys! Today I read an article on  What Every Game Developer Needs to Know about Story Overall it was an extremely good read and i would recommend, although some parts I got lost. Mainly cuz i'm extremely tired and sick :) enough of me complaining lets get into it! what was it about?  Story in games and why the hell is it so important. to show why?, the post takes a dive back in time to look at old formats of story and why they worked, in an effort to show us how to make them work for games a relatively new art form. The facts are the facts and funny enough if you look back (nice rhyming there) in time, the change from movie to games seemed really fucking strange and i am pretty sure some people laughed at the idea of movies/stories being shown through games, but you can flip that argument on its head because movies are just advancements of plays. The first attempt to make movies into stories absolutely failed. The camera was set up in the form of a viewer so from t

Game Vision Statement

Hey guys! Today I worked on a vision statement for my project. using guidelines from  this article . it helped me develop more ideas for my game and has helped me improve my knowledge on Genre and style of game. I am sticking with a small archery game but have decided to make it an against the clock game to try and increase replay ability and enjoyment, I hope peoples competitive nature will make this game more like-able

Game Idea Research

Hey guys! Today I went back a done my research idea week 3 brainstorming. I looked at certain videos for inspiration such as  this . after some extensive research I have decided that I would like to do a small archery game. I found a tutorial that will help me in this process  and here it is Here is a small snippet of how the game will look. three game mechanics I would like to include are, -a Scoring system for hitting your target. -a dip off rate for distance/power implied on shot. -moving targets to increase difficulty.

Tech Task/Blogger Templates

Hey, So I just redesigned my blog to something I find more appealing and easier on my eye, when designing this template I put a lot of thought into how others will see this blog post, being someone who is color blind i stayed away from double primary colors, such as red green, blue green etc. instead i opted for my favorite color red and my love for dark colors in black. I hope you guys enjoy the new look !

Unity Tutorial 05

Hey, Today I watched a reviewed unity tutorial 9 , 10 and 11 . Unity tutorial 9 was an interesting introduction to sky boxes, lighting and wind zones. sky boxes seem to be very aesthetically pleasing. Using the TGU sky box pack the person doing the tutorial brought in many templates to use for the sky which effected lighting in the world. using certain settings he was able to increase decrease lighting, shadows textures. the wind zones was an interesting look and i learned that using wind zones you can create a sense of movement in trees and grass. but you can also change it so that when you are within a certain radius the trees and grass will then react to your presence. secondly i watched unity tutorial 10. this tutorial thought us how to pick up a weapon and how to use fade screens. using the code public class we wrote for the Collection of the gem, we can copy and paste this to allow us to collect our axe. Then we learned how to do fade screens. fade screens are prett

Games Decisions

Hey! Today's reading section dived deep into how to design a COZY game, Cozy? coziness refers to how strongly a game evokes the fantasy of safety abundance and softness. safety: a cozy game has an absence of danger and risk. nothing is high risk and nothing invokes loss or threat. abundance: all low level needs are being met such as food and shelter, providing space for work on higher needs. softness: cozy games have strong aesthetic signals that tell players they are in a low stress environment full of abundance and safety.  Cozy games are made to fulfill needs, play can be a form of safe practice, a desk worker who wont experience fighting off attackers could practice in a game to prepare him for the future. Cozy games give players space to deal with emotional and social maintenance. certain aspects that can negate coziness, -danger, fear, threat, -responsibility -phobias  -confinement -deception,betrayal,lies  Why make cozy games?