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Games GDD

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What is the GDD for? A Game Design Document (GDD) is a blueprint for the design and development of a game. The GDD is a way of being creative and documenting the approach to the development of the game. Gonzale (1999) states that “ the important thing is to have something that describes your game project (or any other project for that matter) before jumping into production .( Gamasutra ) It should help to plan out your game. Though it is recommended that the GDD should be short it needs to be detailed enough so as game developers and artists can coordinate the development of the game independently whilst still keeping to the design.  The GDD is a blueprint for how the game is going to be designed and built, similar to a mind map. In conclusion, the game design document is vital to making a game and it is important to have in order to describe your game project. How do we make one? There are a variety of tools that could be used to create a GDD. These include word processing tools...

Unity Tutorial 04

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Lesson 2.4 was vary helpful as during lessons 2.1, 2.2, 2.3 I found myself wondering when we where going to learn how to get rid of the animals with the food like in the demonstration that was shown to me when the animal disappeared when the pizza hit them. It has also how shown me how to a  add the word game over when an animal passes me by but I had hoped that it would be in big letters and appear in front of the camera not in tinny letters and in the far left corner. As for the Quiz, I was not a big fan of that as I work better when I am given instructions weather then being left to figure it out on your own but the problems one, two and three where easy to fix I just had to with around when the balls and dog and change the box collider where spawning from. It was problem 5 to 8 that where the problem as that in involved the C#script so I had to look back at some of the tutorials to figure out what the solution was. (screen ...

Game Vision Statement

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INTRODUCTION The title of the game that I am designing is called "Shrunk" It is a third-person maze / puzzle game that places you in the shoes of a lab assistant working on new technology when something goes horribly wrong and it is up to you to fix it before it gets any worse. The game Is designed for the PC using Unity as a game engine and based of a simaler idea to the games "I am Bread" and "I am Fish" by Bossa Studios and the movie "Honey I shrunk the kids" by Joe Johnston DESCRIPTION In the game Shrink you play as a lab assistant working for a professor who is working on shrink ray technology and while it it does work if the object ramanes shrunk for 24 hours then the effects are irreversible and can't be undone. One night while cleaning up after another day of experimentation and calculation you accidentally switch the shrink ray on and it blasted you and knocked you out . When you finally wake up you find that everythin...

Unity Tutorial 03

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This was one of the frustrating tutorials I had to do not because it was hard but because I was suffering technical difficulty in lesson 2.1 I was having trouble with the C#script as when ever I tried to attach it  as a component to my player and notification kept coming up saying it didn't exist I tried it multiple times even deleting the entire thing and starting from scratch. Eventual I found that the problem with the assets when it asked for the assets to be updated I said no and the C#script started to work for me. Once that problem was dealt with everything was easy. However when I was typing commander into C#script so thing did not work until I relisted what was wrong. But despite these miner problems this tutorial was vary helpful as it showed me how to how randomizing works in video games and how to use the apply all option  as well as how to make it so my character does not fall off the e...

Games MDA

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The first paper is " MDA: A Formal Approach to Game Design and Game Research ", the authors start by telling the reader what Mechanics, Dynamics, and Aesthetics or MDA is describing it as the "bridge" between game design and game development. They then go on to talk about what each ward in the acronym means Mechanic is about the particular components of the game, Dynamics is about the run time behavior of the mechanics acting on the players inputs and each others output over time  and Aesthetics is about the emotional response evoked in the player. It then describe the different stages of of AI complexity with first pass being the most simple and is mostly used for prototypes and games for 3 to 7 year old's, next is second pass which is slightly more complex and usually has game with a plot and different levels to it and is used for games for 7 to 12 year old's and finally there is third pass games is the most complex include games like th...

Twitter Task 6

Twitter Task 6 This week I learned how to control my characters moments in unity tutorials. Another thing I learned this week is how to give constructive feedback. #dmed2023 — Bernard MacDonagh (@BernardMacDon14) October 17, 2020 Twitter Task 6 One thing that I would like to improve is my skills with Unity as that is going t be ecential for creating my game this semester — Bernard MacDonagh (@BernardMacDon14) October 17, 2020

Feedback Strategies

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I found the articles " Try Feedforward Instead of Feedback " to be a vary helpful read. I found in a way that the idea of giving advice for future situation instead of things that have already happened makes a lot of scene. I like the idea it gives on "focus on a positive future, not a failed past" as it causes you to think more positively and have people develop a growth mindset  but also helps for people who are a little sensitive when it come to feedback as according to the article people take feedforward better and do not take it as personally as feedback. They even experimented to see if the theory of feedforword was correct and the people who took part described as helpful and fun. To summaries feedforward is about improving the future and not focusing in the mistakes of the past.  Another  article that I found to be vary useful was " How to Give Feedback Without Sounding Like a jerk " as it tells us how from the experiences o...