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The image of my visual aspect for my game First person point of view |
Showing posts with label week 9. Show all posts
Showing posts with label week 9. Show all posts
Sunday, 24 March 2019
MD2Final GDD
I have writing my Game Design Document and have finalize it although there are some parts that i could explain it better and add more to it. As for next stage i will start to prototyping the game and will add more sections to the GDD.
Link to my GDD : https://www.dundoc.com/project/5247/8c6uuzu8vv
Sunday, 2 December 2018
Alpha
As for previous tutorial i have made the landscape of the game project. I took further look at more design ideas and have came up with the final landscape. I created the terrain and lift up the surface about 10, then shift to lower the terrain to add water and to build land and smooth then out evenly to created sandy landscape mix with mountain and rocks.
The landscape consist of sea surrounding the island with mountains covering the island. In the middle of the island has large tress and grasss and fill with rocks, The player will still have a path to follow. For further development i will use mesh collider around each area so the player can not go through it.
I have also created C# script with the countdown clock and after the time runs out the screen will appear as "Game Over". I will look at further detail on creating to make it more unique and well design
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View of the island |
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Timer and Landscape of rocks |
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Game Over C# |
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Entering path for the player |
Wednesday, 28 November 2018
Unity Free Tutorials
From the last tutorial i made a countdown clock but ran into error so i decided for this tutorial i will just focus on making the landscapes of my game project. I started by making the terrain and added grass. I added grass to the whole terrain. I have followed tutorial from the previous ones that i did for week 2 - 3 on Unity but adding different texture and assets. I created a path and add mountains around the paths and have forest in the middle of the mountains. The reason i decided to created the path is have the player to follow the path to find the gem which will be hidden in the forest.
For the next tutorial i will look at more detailed on making for landscape and adding rivers to the scene, countdown clock, action buttons and mini map.
Error that i have encounter during this tutorial was that working with first person controller. What happened was my first person have a very large circle around it when i click on it. After pressing play my character started by dropping down from the sky at the very end of the terrain map.
For the next tutorial i will look at more detailed on making for landscape and adding rivers to the scene, countdown clock, action buttons and mini map.
Error that i have encounter during this tutorial was that working with first person controller. What happened was my first person have a very large circle around it when i click on it. After pressing play my character started by dropping down from the sky at the very end of the terrain map.
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Screenshot of the lanscape |
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Screenshot of the gameplay |
Tuesday, 27 November 2018
Games Stories
From reading articles i understand that game stories are very important to the game and the player. Game designers often reference three works in particular that tell us how to make useful stories that apply directly to games. These work are Poetics by Aristotle, The hero with thousand faces by Joseph Campbell, Story: Substance, Structure, Style and Principles of screenwriting by Robert McKee. Aristotle, Campbell and McKee provide some of the most often-cited advice for storytellers in general, so i think it's a good idea to apply their advice to my games.
Identification between the player and their characters, avatars, tokens and so on is a common way to get players to be emotionally engaged with the game.
The article tells us the guidelines for how to tell a good story within a game.
One important thing that Aristotle really hammered on is that each scene should follow the previous ones with a logical cause-and-effect relationship. Weak writing goes like this: “X happens, then Y happens, then Z happens.” Stronger writing is more like this: “X happens, and because of that Y happens, and because of that Z happens.”
Aristotle defined a stage play as being comprised of six elements. These are Plot, Theme, Character, Diction, Rhythm and Spectacle.
Link of interest:
https://learn.canvas.net/courses/3/pages/level-9-dot-2-mckee?module_item_id=44583
http://www.gamasutra.com/features
https://www.thoughtco.com/write-the-short-game-story-2074328
Identification between the player and their characters, avatars, tokens and so on is a common way to get players to be emotionally engaged with the game.
The article tells us the guidelines for how to tell a good story within a game.
One important thing that Aristotle really hammered on is that each scene should follow the previous ones with a logical cause-and-effect relationship. Weak writing goes like this: “X happens, then Y happens, then Z happens.” Stronger writing is more like this: “X happens, and because of that Y happens, and because of that Z happens.”
Aristotle defined a stage play as being comprised of six elements. These are Plot, Theme, Character, Diction, Rhythm and Spectacle.
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GTA V I think the game story of this game is very good and interesting |
Link of interest:
https://learn.canvas.net/courses/3/pages/level-9-dot-2-mckee?module_item_id=44583
http://www.gamasutra.com/features
https://www.thoughtco.com/write-the-short-game-story-2074328
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