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Tech-Tip: Animated Gif

  Hi guyssss! How you keeping with the modules? I feel I haven't been doing blogs for ages hahaha. I really miss writing in a more friendly vibe blog since we were told to write in an academic style, I've been trying to do it for most of my blogs. Since this is just a simple task, I decided to write it comfortably.  For this blog, I made a quick and simple animated gif where I compiled some of the images that I took in college during our photography lab. I decided to use these images because I really miss going to college and even though I always get tired walking up the hill hahaha. I always love the sunset view from our campus and it's one of the things I missed apart from hanging out with my friends in C-block.๐Ÿ˜ญ  Now I feel sad reminiscing my college days when we can actually go there hahaha. Anyway, I hope you are doing well during the lockdown. Don't overwork yourself too much! Watch anime or Korean drama and I promise you, you will not regret it!! You should try

Unity Tutorial 5

  Lesson 3 Screenshot For this week's Unity Tutorial, we started a new lesson that is more advance than the previous lessons that we completed. I find it interesting because I learned that some games are just using the same images and have a special code for it to look endless. The Player also was able to run and jump over the obstacles even though it doesn't maneuver from its current spot. This is where the repetition of the background helps as it gives an illusion effect to the player making it look like it's moving. What I like about this lesson is that there are more choices in characters, obstacles, and especially the background images. I also learned how to change the physical movement of the player in Animator which is a good idea to have especially when you are just starting to use Unity for your game and you are getting familiar with the tools and what they can offer. Overall, the Lesson is challenging especially the last part where I was going through the Animator

Games GDD

GDD gif What is 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. Gonzales (2016) 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 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 t create a GDD. These include word processing tools

Unity Tutorial 04

This week's tutorial lesson was very straightforward and easy to follow. I also did not have any problem with the Unity tutorial videos and the software this time which I am really glad about. I learned how to apply codes that can destroy the objects when the collision is detected. I also know how to add the "Game Over" message in coding if the farmer missed feeding one of the animals. The tutorial lesson also taught us how to spawn the animals at timed intervals so that the animals will appear randomly on the game. Here are the things that I learned for this week's Unity tutorial: Lesson 2.4 New functionality: Animals are spawned on timed interval and walk down on the screen and the animal gets past the player without getting fed, there's a "Game Over" trigger massage at the left bottom of the screen. When the projectile and animal collide, objects are removed right away. New Concepts/Skills: Create custom methods/functions InvokeRepeating() to repeat c

Game Vision Statement

Nature maze example Before I write my blog, I tried to do more research about my game to help me decide what would I include in my game and what should I remove. I also look for more video tutorials about puzzles to see how could I be able to create my game in Unity and fortunately, there are some useful tips that I learned from them.                     These are the sketches I made to visualize my game. I decided to have a normal square shape for my maze. The wall of the maze will also be more curve like a mountain style so it complements the shape of the ball. Game Genre Maze Puzzle The first genre of my game is a maze because it is a track of paths and hedges designed as a puzzle where you have to enter and find the exit. The maze that I will be making has also an adventure vibe to it as I will be designing my game as a nature theme where I surround the map with bushes, grass, and trees. There will also be hidden items/treasure around the maze making it more interesting for the pla

Unity Tutorial 03

  Unity Lesson 2 screenshot. This week's Unity Lesson is about making a new game where we have to feed the animals. We also have to know how to do Player Positioning, Food Flight, and Random Stampede. Last night, I was having trouble with the Unity website because it won't play the video tutorials and the software wasn't working properly. Fortunately, when I tried again this morning it starts to work fine. When I started the lessons, I didn't have any problem completing them because they are explained well and it was straightforward. I'm also becoming more comfortable doing the lessons and the tools are more familiar to me now which I am happy about. Here are the things that I learned while doing the lessons: Lesson 2.1 New functionality  - Where the player can move left and right based on which one the user's presses (L&R keys). I also learned that the player will not be able to leave the play area on either side New skills/Concepts: if-statements adjusting

Games MDA

  Taking Notes Link For this week's reading task, we are going to talk about how to analyze the game design and research properly. We were given two articles to read and they are called "MDA: Formal Approach to Game Design and Game Research" by Hunicke, R. LeBlanc, M. & Zubek, R. (2004)   and "Design, Dynamics & Experience (DDE) for Game Design" by Wolfgang Walk, Daniel G รถ rlich and  Mark Barret . We also have to watch a video explaining about MDA Framework. Link to an external site. MDA stands for Mechanics, Dynamics, and Aesthetics and it helps to clarify and strengthen the iterative processes of developers, researchers making it easier for them to break down, study and design a range of game designs. Design methodologies also guide the creative process and help ensure quality work. as designers always consider assurance before making changes. "Games are created by designers/teams of developer and consumed by players" There is also a differe