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Unity Tutorial 06

A screenshot of Lesson 3 Hi guys! Tonight (yes tonight hahaha)I will be discussing what I have learned after completing the last part of Lesson 3 of Unity Tutorial 06. I was having trouble last week starting the lesson because of an error that kept happening and I had to redo the tutorial a couple of times! (I feel like Unity doesn't like me hahaha). I installed the 2020 version and it was great! I was able to finish the lesson without any problem. Unfortunately, the newest version had many changes, especially at the Animation part of the Inspector. So I decided to redo the lessons and use the 2018 version instead, it didn't really take me a while to complete because I have the codes already so it was fine. Here are the things that I learned: New Functionality: I was able to add music to the background and also when the player jumps. I also learned how to put the particle effects at the player's feet when they start running. However, the particles disappear whenever they d

Game Decisions

"In order for the player to be optimally engaged, challenges should be presented at a level equivalent or slightly higher than their current skill. Not too easy, not too hard" (Gigity McD). The word "flow state" was coined by Csikszentmihalyi (1975) also known as being "in being the zone". This is when the player is fully engaged in the game experience. Csikszentmihalyi put a lot of work into observing and analyzing various groups of people. This theory is focused on the idea of how people should balance their skills and the demands of particular tasks. An example of Flow would be a challenge in a game that interests the player such as a puzzle or a boss battle meant to keep the player interested and not get bored. Csikszentmihalyi also states that flow is related to an ideal psychological condition when a person engages in a challenge-skill activity, often resulting in concentration and focused emphasis on task. A particular technique for improving Flow i

Game Design Document

3D ball For this week we started to create our Game Design Document where we place and share the important information about our game. The reading task that we did this week was very helpful to me as well because it gave me an idea of how to start the document. Here is the link to my  Game Design Document . I only use Word Document to do my Game Design Document because I feel more comfortable using it and I also think that it makes the document looks neater and easy to find information. However, my Game Design Document is not fully complete because it does not contain any images and audios at the moment. I will also make some changes along the way.  I hope that you will enjoy reading my Game Design Document and feel free to comment on what you think about it! 

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.😭  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