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Showing posts with label Week 7. Show all posts
Showing posts with label Week 7. Show all posts
Wednesday, 14 November 2018
Unity free tutorials
For my unity free tutorials, I decided to stick to Jimmy Vegas and continue with his series of tutorials because I find them easy to follow and its only 15 of them so I decided to finish them all, because it still has content that will be relevant and useful for my project.Today, I went through two tutorials. In first tutorial I learned more about colliders and how to animate action through the animation bar and how to script that action further. The example in this video was animating and scripting door movement. It was a similar script to the gem collecting, but this time we used a lot more colliders and animation. The second video talked about the particle system and how to manipulate it, and also how to add in more trees and nature into our world. I really liked the particle system and will use it for my project as it is easy to use and can give many different effects to the scene. The two videos were very useful, as they relate to my idea for the project. In the video, I also learned that the particle system is not only useful to create fog, but also fire, smoke, explosion effect, water, rain and so on.
Tuesday, 13 November 2018
Game Fun
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After going through this week's readings, I learned more about different types of fun and different types of players. The article goes into a lot more of details about "fun" than the MDA Framework which we read for one of the previous weeks.
Starting off, this piece goes through the standard 8 "funs". The Sensation, Fantasy, Narrative, Challenge, Fellowship, Discovery, Expression and Submission are the main ones, but, as the author said, the list isn't completed and there is so much more going into it. The other four types found in games are:
Collection. This is the “gathering” part of hunting-and-gathering, so you would expect it to be fun. In many board games you collect resources or tokens. Trading Card Game players collect cards.
Spatial Reasoning. Primitive humans needed to figure out spatial relationships in order to build useful tools (for example, if you want to find a big stick to make a crude ladder or bridge, you need to be able to estimate length; if you want to stick two pieces of wood together, you need to be able to figure out how to make them fit). Many games make use of spatial relationships, from Tetris to Pente.
Advancement. The skill of learning new skills, which is obviously useful to a primitive human that needs to learn a lot of skills. We see this formalized in games all the time, from the overt Experience Points and Levels to finding new items or buying new weapons that give us better stats or new capabilities.
Finding Shortcuts. Finding novel, undiscovered ways to work around problems in ways that take less effort than normal helped primitive humans to conserve their energy; in that sense, laziness can be a virtue. Ironically, in games, this often takes the form of deliberate rule-breaking and cheating.
Griefing. Like other forms of competition, putting other people down is a way to show dominance and superiority over your peers.
Sadly, you can't just create a game which contains all the types of funs and hope it will work, because they all work in a combination with each other, so its something that a game developer needs to be mindful of.
Another thing that the article mentions is the types of players. Achievers, Explorers, Socializers and Killers.
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