Overview
The main character [player] wakes up in the middle of the forest without a clue where they are or of any previous events. They have a terrible headache and sit up to find an old house in front of them. It's in terrible condition - the roof almost broken in with torn walls and nothing but mud surrounding it. But despite that, the player knows that they have to enter. Something draws them towards its warped appearance. After scraping up the courage, they push open the doors and stand in an overwhelming scene that completely contrasts the outside. Everything is covered in bright light, and elegant adornments, and every wall is covered with a series of doors. They turn around to find the entrance, but where they entered from - or where they thought they entered from - is nothing but a wall. They figure one of the doors has to lead to an exit, but every door they open leads to something bizarre : a room with nothing but sky and a tightrope running across the tops of skyscrapers, a room with nothing but desert spanning into the horizon; spiders, darkness, and everything and anything bizarre. Panic soon hits them as they realize there may not be an exit. There's a sudden sound that shocks them and they look around to see that nothing is there. But the sound keeps getting louder, like a low grumble or growl, and steady footsteps along the floor make the sound of a heartbeat. It's all too familiar to them for some reason. They find a room and hide inside it. They know they have to escape. Timeline / How it Works Our player is expected to spawn in a forest directly outside of the house they are supposed to enter. There will be an invisible barrier around the forest to prevent the player from running outside of bounds. Upon entering the house, they are going to see many bright lights covering everything, as well as a series of doors they will enter if they plan on beating the game. In the house, there is a creature they are trying to avoid, and the only way they can avoid it is by finding a room to hide in. While in a situation with the monster, the player will have a sprint mechanic to make them go faster. But the sprint button has a limit as well as a countdown after use so the player isn't able to sprint around the house freely. We expect that the player will have a flashlight (only needed in dark rooms) and an empty inventory slot that will be used for the key once they find it in the multitude of rooms. Once the key is retrieved, the player will have to search around the house to find the basement. While in the basement, there is another key they will have to find that will lead to the exit and the player will have won the game. Player’s Backstory The [player] was once a victim of schizophrenia along with a few other mental illnesses that impacted their mood and perception of things. All of their dreams - the good and the bad - appeared very real at no persistent time, and began to affect their daily activities from a very young age. After the hallucinations started to become too bad, the [player] was taken to a facility that supposedly specialized in dealing with these kinds of cases. But after being tested and treated, the character had even stranger hallucinations where the images seemed to be able to interact with very real objects. After the third encounter with one of their tangible hallucinations, they passed out due to the body shutting down in reaction to malnutrition and tiredness. They wake up in the woods.
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This project called for a lot of cylinders. Instead of doing a house, I was assigned to doing the forest/starting scene for my group's game. I first created a plane and made it into a terrain, lifting parts of it to add texture and then went in with the cylinders. I extruded and curved them and then made use of the turbosmooth function so my models didn't look so polygonal and flat.
This assignment was easier than I thought it would be because you just have to make small changes to a single shape rather than adding a ton of modifiers and edits to one singular shape that I feel crashes or makes your software slow and prone to crashing. I found it easy to remove faces, then reattach them by bridging. But I found it difficult to create a complex roof shape that isn't just the shape of a cone.
While doing the Fire Hydrant project, I've been able to refamiliarize myself with the use of faces, edges, and vertexes in an object that can be manipulated. But while doing this project, I've had a lot of trouble with the object tilting a certain way rather than being straight. I've also struggled with the mirroring tool and making sure the it matches and lines up with the other half of the object.
Trello will be very beneficial for the team I'm on because it puts everything into different but organized sections. This is something that I would want to use outside of school because it is something that can help you stay on task anywhere in your life. For example, school assignments, and setting up stages for projects in the future. I would primarily use it for staying on task and seeing my progress and to-do list for assignments that I have to do.
My role for my team is the Artist. I chose this role because art is more of a strong point for me, programming is definitely not one of my strengths. I have a lot of experience with drawing and creating art in more than one media so I thought it would be helpful to my team doing the task that I am most familiar with.In Junior Programming Mission 3, I was assigned a project that needed adjustments. I needed to make the high score store the progress the player had made and create an area that will let the player insert their name. What I did was add an input field component that allowed the player to put their name into the field. I didn't really have to add any code to it so to me it was like a "cheat." Unfortunately, I wasn't able to get the high score to match and increase with the current score as the player was playing. It just stayed at zero during the game. It was very frustrating.
I've recently finished the Junior Programming 2 portion of Unity Learn. I understand the public and private variables, along with the use of vectors, inputs, range, and update methods to a certain extent, but half I'm still not understanding. You have to make sure that your code is in a specific order and there are so many different references and variables you use. Like torque and impulse. You use a lot of this in Prototype 5 in Unity Learn.
The second course in Unity has not been a very smooth journey for me. The animation section was less difficult in my opinion, and in Prototype 4, the use of player input was fairly easy for me to understand. In the counting prototype, I changed the color of the cube and used the player input method to make it so that the box would move when the game started. I wasn't able to get the start button to work which was extremely annoying.
Link to WebGL (Counting Prototype): https://play.unity.com/mg/other/build-9bv Clicky Crates is a game we develop with Unity Learn. In the coding process, we had to make multiple different scripts with references to each other. I learned about UI elements, including the use of text and triggers. We had to make a code that actually controlled the score number and the difficulty.
In Game Art and Design we've been using a Unity tutorial course to get familiar with coding in Unity. For me, I don't think that the majority of the things that I was supposed to learn with coding sunk in. It was hard to focus because of the constant feeling of having to rush through the first part of the course to get to the next and keep up with my classmates.
Aside from that, I think that I understand what the functions do rather than how to use them. I am able to understand the difference between public and private in scripts and I am slightly familiar with how time / frames work. I also find it fairly easy to understand how player input from keys triggers movement. My Mod The Cube Game: Personal Unity Game - Unity Play For the past week or so my GAD class have been using Unity Learn to help with understanding code. I learned how to make a car move in a game and make the camera follow the vehicle in play mode. I find it a little confusing of how DeltaTime works but its also very interesting. And the coding for the test game we are making is fairly easy for me to understand.
In GAD, we've been doing a learning program using Unity Learn which is supposed to help us with coding. I like the format and the way the guy explains it simplifies it for me which makes it very helpful.
Scripting my game has been extremely infuriating. I was able to get a few monsters but I don't have any idea of how to add the animation to it and code it like the first monster - my crab monster. I was able to add more wave points and use the same code, but the monsters stay idle.
We've been doing nothing but coding and learning to code, then messing it up, and then starting over. I have been working on coding my monsters in my game, but the whole process is very tedious and you have to be very precise. When coding, you have to make sure everything is aligned and makes sense. And if there is one spelling error or forgotten text then the whole thing is useless and non-functional. It's very frustrating.
For the past week or so I've been adding code to my first monster. I just followed the tutorial we've been watching on linked in and began adding it to my script. I'm confused on how to add the animation linked with the character package to the actual character itself and make it move involuntarily; without me having to do anything.
Because I finished a coding course with LinkedIn Learning, I started making a game in Unity. I'm doing this to explore coding more since I had a little spare time and my previous exploration game is unplayable due to the errors. I am first starting with the Patrol State for one of my enemies so I can make movemnent.
The current unit and learning goal we have for Game Art & Design is scripting using C#. I am not great at coding and it takes a lot of trial and error which can make it frustrating and difficult. One of the problems I had in the learning course was getting the code exact. I kept having spelling errors and it would take me forever to figure out where I was going wrong. I also didn't understand connecting the NPC to the triggers and the actions. I also had a little trouble putting the right object into brackets.
Fortunately, Unity has custom scripts and drop down menus for your code so you don't have to type out the whole script. I also liked the customization of interface. From taking this course I learned a lot about the actions and procedures used for characters and in game objects. This will be very useful for my future games in terms of how the players and characters interact with the environment. As a part of the GAD requirement we have to make a PBM and a prototype to a video game. The prototype is in the shape of a board game. My game is supposed to be big and broad and include a lot of items but trying to cram it all into a board game is difficult. To make my prototype simple, I took a lot of components and just threw them away. And since my game is about exploration and encountering many events, I made my board game something like The Game of Life. The Game of Life is a board game about life and when landing on specific tiles, you pick up a card which describes an event that happens to you. I wanted my board game to be like that.
My board game is not very complex aside from the vocabulary I may have used on the action and discovery cards. But aside from that, it is required that I stand in front of the class and give a presentation about my design process. I absolutely, undoubtedly, completely with disdain(ly?) despise speaking in front of a class. But anyways...
My presentation was supposed to incorporate how I directly transferred my video game ideas into the board game. For example, the action and discovery cards. I directly related those to the different encounters you would experience in the actual video game. And the type of artwork used. |
AuthorHello everyone...I'm Gabrielle...I'm currently working with GAD (Game Art Design.) Archives
January 2023
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