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Showing posts from February, 2021

Reading 5: Annotated Bibliography

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  Recovery of Mobile Game Design Patterns: Maria Khan and Ghulam Rasool. Game design patterns are being introduced to solve the problems for the development of computer games. The formal and informal instructions of game design patterns exist because of differences in implementation, design patterns and programming languages. The improvement of mobile game patterns is helpful for comprehension, reverse engineering, maintenance, evolution and refactoring of software applications. Mobile devices have decreased system resources such as battery size or screen size. In mobile devices, the keypad is used as a gaming manager and Android devices have touchscreens for user participation. The latest trend is mobile games is augmented reality. It has also been reported that playing mobile games increases the ability to memorize and decision making. Modern mobile games require fast central processing units, large random access memory, high-resolution screens and good graphics processing units. Res

Unity Tutorial 04

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  Now that I have already created a world with objects and characters, this week I worked on adding animations to my characters. To add an animation to a game object, you can use a component in Unity called an Animator. I created a new controller for my robot animations. Now I can add animations using my animator controller. I then learned how to create the illusion of movement by changing which sprite the sprite renderer uses over time and created new animations for my characters. I then created a projectile and learned how to launch it.

Annotated Bibliography

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  Interdisciplinary Approach to Complexity in Simulation Game Design and Implementation: Marcin Wardaszko. This paper looks at the problem of design and implementation in simulation games. The way we design games nowadays needs better design methods and more research. The aim of this article is to look into the current problem in simulation gaming and design and learn with the problems or through these circumstances. Its clear that the growing difficulty of the world will become a threat to game designers, which changes the way we need to look at game design. Design and implementation of a game interface interaction on a smartphone: Zhe Jia,b,∗, Wei-Hsin Huangcand Xincheng Zhang. This study focuses on how designers can provide a better experience for users and to make up for the fast prototyping methods for smartphone interface designers. By analyzing the development process, the current state of smartphone games and the prototyping methods, we can understand how we can improve the int

Tutorial 3

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  In this tutorial, I learned how I can collectable objects to my game and how I can add a health stat to my character. I first had to add health to my character script, I also established the max health my character will be able to have and added it to my script. Now that I added max health to my character I learned how a 'trigger' works. Triggers are a special type of collider, they don't block the movement of the character but they still detect if the character collided with them. The triggers send the player a message if the character collides with them. I created a collectable Heath game object and created a collectable script to go with it. I then gave my character health using the script.  In the next tutorial, I added a damage zone to my game, if my character collides with the damage zone the health will go down by -1. I then learned how to resize the damage zone. At the end of the tutorial, I added an enemy into the damage zone and created a new script called the &

Tutorial 2

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  In this week's tutorials I worked on decorating the world I created last week, I learned how to use sprites to decorate the world. I then learned how to change the order of the game objects so my character doesn't go through them and collides with them during gamelay. I then moved on to creating a prefab so I can create game objects with the exact same settings. At the end of this tutorial, I learned how to decorate my world with lots of items such as trees and houses. In the next tutorial, I learned all about the physics system in unity and how to use the character controller script to make sure my character can collide with the items in the world and doesn't just go through objects. I added a rigidbody and also disabled gravity for my character. I then added a collider to my game objects.

Doing The Annotated Bibliography

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  This week I worked on my first few annotated bibliographies, the process took me longer than I expected and it was quite difficult to find the right academic papers and journals on my specific topic. After some research I found some suitable papers. I mostly focused on reading the abstract, introduction and conclusion which gave me a good understanding on what the papers covered and then I added my own annotations and created a summary of each paper. While doing the annotations was quite easy, it took me long to complete as there is not much relevant broad information. I also created my RefWorks account so I could easily find the journals and papers I worked on.

Annotated Bibliography

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A Systematic Review of Game Design Methods and Tools: Marcos Silvano Orita Almeida1 and Fl´avio Soares Corrˆea da Silva. This paper contains information about different approaches to game design and talks about how the current game design process is flawed and there is no standardization to the game design process which makes it hard for knowledge to be passed through generations of designers. This paper covers new proposed ways of improving the game design/ creation process. The game design process doesn't have a broad application solution to designing games and also specific to certain genres. Designers want tools that will help improve the production of games while also reducing the risk of investing into new projects that may fail. New developers want tools that will help guide them in the right direction while also increasing productivity. Using standardized tools can help the industry build a universal knowledge base of game design. The Game Element and Mechanic (GEM) framewo

Tutorial 01

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 This week I started working on the unity tutorials again, I chose to work on the 2D project as I found it to be the most fitting option for me. After I downloaded a new version of unity I imported the new assets needed to start the project.  In the first tutorial, I learned how sprites work and how you can turn a sprite into a game object easily. Once I had my sprite ready I set the coordinates and created a new script and added some code to it. At the end of the tutorial, I was left with my character being able to go left and right across the screen. In the next tutorial, I worked on making my character being able to go across the screen horizontally and vertically using the keyboard, I also learned how to change the speed of my character in the game. In the last tutorial, I learned how to create a grid and a tilemap. I then learned how to create a tile palette and a tileset, at the end I painted my tilemap.

Planning

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  For my topic I chose to research the 'Design Process'. I chose this topic as I thought it would be interesting to learn about and there would be a lot of information about it on the internet. Here are some links I found about my topic: The Game Design Process Game Design Process Designing Your Video Game Keywords For My Topic: Game Design Process Video Research Brainstorming Development Concepts Art Map Development Textures Functionality Interactivity Cinematics Promoting