Showing posts with label week 6. Show all posts
Showing posts with label week 6. Show all posts

Sunday, 11 November 2018

Final GDD

For my final GDD I would like to add some thoughts and more ideas towards my game. For this blog i want to talk about the Technical, System Requirement, Game Architechture and User Interface ( control ).

Technical
I'm planing to create the game using Unity engine software. I plan to use a lot of art design which will be involve in the landscape of the game such as the ocean, the beach, the jungle, trees, rivers, hills and mountains. For special item like the rudder or the hull of the boat that required the player to collect, I will try to make it as realistic as possible. As the character I planned to use first person character as I want the player to feel that they are actually stuck in the unknown island. 

The physical require to play the game is the collect the items to pass through each level to reach the goals. For rules of the game, the player is only allowed a certain time to complete the mission. If the mission failed it would be game over.

The platform on the game will be on PC.

System Requirement
There is no system requirement, any PC or Mac can run the game with the minimum of 2GB Ram required.

Game Architechture
The landscape will be an island fill with mountains, hills, rivers and tress of the skybox I like to just stick with just one tone of the sky colour which will be bright sunny day light. For character, the player will just see 2 arms from the screen as it is first person player.

User Interface ( control )
The character can be control by the keyboard or with the joystick attached the PC. The player can only move left, right, backward and forward by pressing "A" to go left, "D" to go right, "W" to move forward and "S" to travel backward. With the help of the mouse the user can travel to all direction as the user desired. The mouse represent the first person character if the mouse is hover to the left which means the person is looking towards the left side.


A Visual Design of the Island



Wednesday, 7 November 2018

Unity Tutorial 05

For this week tutorial on unity I got to learn how to apply lights to my game using lighting and skybox. Skybox provide a lot of different types of skies and on lighting windows you can then edit the lights such as changing colors etc.

My unity game

For second tutorial that I've watched and tried was quite easy to do so as it was the same as the tutorial before where picking up object such as gem but this time it was picking up an axe.
Second part I also did the fade in scene. It was very interesting starting of the game with the fade in screen. I was able to play around with different colors of starting scene as well.

Picking up an axe


Fade in scene

Tuesday, 6 November 2018

Game Decisions

For this week reading blog, I've read an article called "Cozy games". The article gives an overview of what coziness is. They explore more into depth on the word "cozy" and have found out many different meanings in cozy such as coziness can help your game appeal to broader audiences or coziness helps retention by giving players control over pacing while still maintaining engagement during periods of rest. 

What is cozy?
The article refers coziness itself to how strongly a game evokes the fantasy of safety, abundance, and softness. Coziness defines as safety, abundance and softness.

Example stated on the article: 
"Safety: A cozy game has an absence of danger and risk. In a cozy game, nothing is high-risk, and there is no impending loss or threat. Familiarity, reliability, and one’s ability to be vulnerable and expressive without negative ramification all augment the feeling of safety. To maximize safety, activities should be voluntary and opt-in so that players never feel the threat of coercion."
"Abundance: A cozy game has a sense of abundance. Lower level Maslow needs (food, shelter) are met or being met, providing space to work on higher needs (deeper relationships, appreciation of beauty, self actualization, nurturing, belonging). Nothing is lacking, pressing or imminent."
"Softness: Cozy games use strong aesthetic signals that tell players they are in a low stressenvironment full of abundance and safety. These are gentle and comforting stimulus, where players have a lower state of arousal but can still be highly engaged and present."

Cozy also fulfill needs  as i think people play because it allows them to experiment with a particular set of skills and activities that would otherwise be expensive or impossible in the real world. The opportunity to fight off attackers might not exist, but a game lets them practice those skills safely and easily. 
Human is motivated to fulfill various needs. For example, when we get hungry, we are motivated to find food and eat. Players seek to fulfill their emotional and psychological needs within games. Each game taps into a highly specific set of motivations. For example a survival game such as ‘Don’t Starve’ is very upfront about the fact that it, let’s player explore the planning and tactical issues around getting food. 

"Don't Starve"
Gameplay


Link to sources: 
http://www.lostgarden.com/
Theory-Fun-Game-Design
https://www.klei.com/games/dont-starve