The dreaded job of coding may be the single most feared part of the Game Design course. Personally, I share common this sentiment. But for the sake of the end goal of completing the Gunky Goblin Gaming aspirations of my team, I feel that I am best suited for the role. Coding is well suited to my skill set, my best subject in school has always been math, and I am great at solving logic problems. I also really enjoyed my experience last year when the curriculum was actually working in the Unity game engine, and I believe that the lessons I learned there will translate well over to Unreal Engine. Because the role of Coder and Game Engineer is one of the most important for the success of a game, and I look forward to giving it my all this year.
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In movies, coding is all about spamming out lines of code one after another. In reality, I found the issue with coding was condensing what you are trying to into as few lines of code as possible. Even among what is seemingly perfect code, there will always be an error caused by a misplaced capital letter or missing comma. What made this project specifically difficult was that there was a creativity element. Although it took me some to choose, I eventually figured out what I wanted to do with my code. I set it so that every time a ball entered the box, a new ball would spawn. The intended effect of this is to create a loop until the box can fill no more balls. Compared to other coding activities, I had relatively little trouble with errors for this project. The project overall took me about an hour, but my inferior monkey brain was stuck on trying to remember how to export the WebGL build for over 2 hours. A simple task that I have already done several times pushed my weary mind to the brink. In conclusion, I rather enjoyed learning to code as a whole for this year, and it's a bit of a shame that we didn't get further with it by starting earlier.
https://play.unity.com/mg/other/counting-prototype-159 The era of flash games is dead and gone. The archetype of the simple browser game easily accessible to a 4th grader's school computer is a dying breed. Popular sites like coolmathgames are naught but a husk of their former glory, a graveyard for all the games that have fallen. One of these games is Transmorpher 2, so before all memory of this relatively obscure game fades from its last fan, I will record an authentic game review for its legacy.
When playing the game, I felt significant enjoyment despite it's relatively vanilla gameplay loop, whether this is due to qualities intrinsic to the game or my nostalgic bias is hard to say. One thing that detracts from enjoyment is the relatively slow ramp up in gameplay difficulty typical to many flash games. This can interfere with the player's sense of flow. While not having a direct narrative, the game through use of visual elements and gameplay features that as the main character you are an escaped alien trapped in the laboratory of alien scientists, and your end goal is to elude capture and escape. The main draw for the game outside its vanilla platforming gameplay is the twist of being able to transform into different aliens and scientists you absorb to accomplish specific tasks. while sounding simple, this gets increasingly complicated as you amass more captured aliens and the challenges increase in complexity. This interaction between these two gameplay mechanics lend the game to being a very entertaining 2 player game as a real test of coordination and communication. The visuals adhere to a simple cartoonish style that adds interest through varied, interesting sci-fi elements that add just a smidgen of world building to the game. The controls are intuitive and responsive for a browser game with no distinct technical problems. In conclusion, this game is simple old-fashioned flash game fun which is also great with friends, I give it a 3.5 out of 5 stars. RIP Flash. As someone who has previously worked with code, this new unit in class has been easier for me than most. About one year ago, my big sister taught me the basics of Python. The underlying logic and general structure carries over while I am learning C#. What doesn't carry over are the specific grammar rules and naming conventions that frustrate me to no end. Nothing is more infuriating than spending 5 minutes writing a section of code and 20 minutes looking for the typo that destroys the entire process. Coding as a task isn't a measure of creative ingenuity or innate skill. Coding is a task that rewards patience and careful, methodical work. This puts me and my general disposition at odds with coding. Nevertheless, in order to succeed in creating games, coding is essential. This is a hurdle that me and everyone else in the class must jump, I am confident we can make it.
In this post I will be reviewing the chrome no Wi-Fi dinosaur game, yes that Dinosaur Game. Although simple the game is actually quite enjoyable once you get to the faster gameplay as the score gets higher. I find it quite satisfying to play the game while doing something else so that you are relying on your peripheral vision to dodge obstacles. Using that strategy makes you feel like a genius. The gameplay may fall on the linear side of things but when considered along traditional arcade games it actually holds quite well, because the core mechanics rely mostly on reflexes and timing. Even the visual style hearkens back to its arcade predecessors with the simple 8 bit design giving the game more simplicity in its design the audio on the hand was a bit annoying with beeps at a slightly higher pitch than I would have liked, so I usually play without audio. The interface was very simple only utilizing the space bar and up and down arrow keys to control the game. One thing that is very annoying about this game accessibility wise is that once your Wi-Fi comes back on you permanently lose the match you were on. I rate this game a solid 3 stars because it is perfect for when you are in a place without wifi, although compared to triple A games it lacks many things.
Over the past couple days in class, me and my fellow class compatriots worked through the fundamental skills in C#. During the LinkedIn course that I worked through, I encountered many new coding concepts. these ranged from something as simple as displaying text on the UI to coding as advanced as state change AI. I picked up the coding fast due to my prior experience in Python. One thing that I did have trouble with was learning the new grammatical structure and format of C#. Compared to Python, C# is more technical and less intuitive. I look forward to implementing the simple State Machine AI for enemies in my upcoming game.
Procrastination is something I have struggled with all my life, but on his project I elevated that to a whole new level. I deliberately avoided doing any work in class for weeks, and now I was forced to pay the repercussions; creating the complete game in one sitting. The original strategy was not to make the entire game in this manner, but a faulty download onto Google Drive left me with no choice, wiping away days of blood sweat and assets. I persisted forward, working nonstop for over 7 hours at a time. All my time in class was not complete wasted, because I still made sure to learn the unity platform vicariously through solving my friend's issues. My personal favorite part of the process between the terrain modeling, asset use and enemy creation was the sound design. I enjoyed programming in sound cues like the big chungus song death sound, and most of all, I enjoyed my short-lived role as the voice of Winston. My least favorite part of the game process was uploading the game onto a webgl browser. Picture this, you feel accomplished after finishing your multi hour game, you wipe sweat off your brow and get ready to call it a job well done, after all the only thing left is the submission.... Right?almost 2 hours and 4 online tutorials later, I finally succeeded. At one point, I thought the excruciating load times would force my game into being late. Doing this project today was legitimately one of the most stressful experiences in my life. So what did I learn from this stressful experience, you may ask? Firstly, I gained a greater grasp on the different tool that unity has at your disposal and gained an overall more solid foundation for future game design. Secondly, I learned the real moral of the story, do not procrastinate a game....EVER.
https://play.unity.com/mg/other/poop-0fpx Edit: in hindsight, maybe naming my game poop wasn't the smartest idea Edit:Edit: no idea why the trees got fucked up when the game got uploaded. Due to my GDD covering the game, this will many be a blog post reflecting on the potential challenges of creating this ambitious game that I have laid out. I am not too worried about the map design, because although it might be time-consuming, it remains static and is very easy to plan out beforehand. One issue that I definitely foresee will be the implementation of the various enemy types into the game. This could be an issue due to my nonexistent knowledge of coding and my most likely inadequate knowledge of modeling and animation required to bring these characters to life. This will definitely be a hurdle. Other coding difficulties could be found when trying to make the UI or death conditions, although these will most likely have more straightforward tutorials online and should be easier to figure out. One thing I am excited for (if I have time) is the potential recording of an original score. I will most likely do this on a small scale, but it is still feasible with my new electric cello arriving in a couple of weeks and my rudimentary knowledge of composing. Despite these potential issue, I am excited to embark on this ambitious project, and I am sure that my classmates and I will emerge out of this project with completely refined Game Design Skills.
Throughout my life, I've always been an indecisive person. When ordering food at restaurants, I often overthink and prolong even the most minute of decisions. So when it came to picking a concept for my game, I was at a loss. I n order to find inspiration, I turned to my trusty old pal, the random word generator. Each word that I generated could feasibly be a game title, and I got the wheels of my brain turning thinking up the different genres for each option. Eventually, I settled on the word "Underline" as my game title. I envisioned the game as exploring a defunct underground subway line and scavenging for supplies as you fight mutated subway workers and sentient turnstile machines. And the train schedule would serve as a time constraint for traversing the map. This functioned as what I would consider a natural evolution of the maze game we worked on in class, while also being set in a more detailed and interesting setting. After coming up with the general outline for the concept, making the concept art was a breeze. I drew inspiration from post-apocalyptic settings like the walking dead, while also borrowing monster designs concepts like "Berserk" and even "Wall-E" for the turnstiles in particular. The overall plot and setting of the game was partially inspired by the book "Yokohama Station" which is set in a sentient labyrinth that evolved from a former subway station. In conclusion, when it comes to making concept art or even concepts in general, it is important to remember that no concepts are 100% original. What is really essential is taking the great foundations laid by creative people before you and to try to put your own personal spin on it.
The impact of Squid Game was dramatic. Instantly emerging as a worldwide phenomenon, the behemoth of Squid Game dominated the public imagination. But behind every great masterpiece there are 1000 forgeries, Many parasites tried to profit off of the popularity of the show. And by far the most overgrown and ghastly of the intellectual property tapeworms infesting the bowels of the decaying show is "Crab Game". A game where boys become men and men become Gi Hun. I severely enjoyed playing Crab Game. The game is infused with the sort of low effort comedy that other parody games thrive in. The game takes the narrative of Squid Game and replaces it with an empty husk. Leaving behind only mini-games used in the show. The gameplay for most of these mini-games usually devolved to running around frantically while trying to accomplish the simple objective of the round. The very fast movement speed helps build on the game's goofy feel. the visuals of the game are reminiscent of several of my 3ds max projects, which is to say bad. The audio of the game is both terrifying and hilarious simultaneously. The proximity chat of the game blasting the screams of preteens into your ear canals while the Squid Game soundtrack plays in the background. I have no gripes with the accessibility of the controls or interface. Overall I give this game a 3 out of 5 stars, great for a mind-numbing 20 minutes of fun
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AuthorI am an eleventh grader who goes to DSA. My main interests are design and music. Archives
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