For the the last few weeks I'm finally finishing the parts of my game that needs to be done with before the end of the school year and exams. I've been slacking a bit by working on other projects that I've been working on for other teachers but I've been pacing myself to work on multiple things at once getting to things that are really important. for the summer since I might need to in the future is continue to practice with my coding on c++ so I can keep it fresh in my mind and see all the new updates that come out for unity when ever I want to bring a group together to make a game bringing ideas and possibly getting suggestions from others who may be interested and while I'm at it, work on some 2D and 3D Animation so I can have somethings to keep me occupied for the while until school starts back up next year.
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For this week I've been completely working on my game after the constant amount of sleepless night of fixing the several numbers of tutorials I redid countless times. This time I'm focusing on my game and how I plan on making it work out as a Pick em' up type game. I've been trying out different things like the environmental area, restriction to avoid people cheating their way through the game to get up higher inside of the game. I've been working on models for the game like Collectibles, Building, and other models currently in the process of being made. I've looked through many tutorials dealing with coding shaders in unity. Since I want to know how to make my own shades style inside of certain group games I may plan to create in the remote future.
Summary: I'm working on my game after an extended period of time. I've made general progress to what I've done so far with it gradually becoming closer to get my game done. Links to the playlist that helped with coding shaders: -https://www.youtube.com/watch?v=zKWQn2Ppk74&list=PLLH3mUGkfFCWHABIk1I_VWEwdcXO5Gura -https://www.youtube.com/watch?v=zJxxXjoZE30&list=PLV4HCa5XqFT02gZOZ_Jb_A66wqDhZMCkN -https://www.youtube.com/watch?v=00qMZlacZQo&list=PLfSHeBx8nh77ibNOdvhOvaaOVRgtwV6v3 So... this year I've learned a lot about what the extension of being/becoming a game designer is all about all of the activities and blogs that we have done up until now has showed me what It was like to grow as a upcoming game designer the road was; hard, breathtaking, and annoying but the journey was well walked for this year learning all the history of games, meeting and learning about other experienced game designers from other companies like Epic games, Blizzard, [etc], and learning about how the unity software earlier than expected were pretty much all a great experiences for this year and hopefully be able to get a greater experience for next year in AGAD (if I manage to make it in there at least) but blogging about this class was really fun (somewhat fun just trying to at least not forget so I don't get a terrible grade ) to do considering I want to do this later in the future, making games will be pretty fun and I wish to carry that experience with kids in later generations as well.
Okay, so... Unreal Engine 4 from what I have seen so far of it looks pretty cool if I say so myself, and also to top all of this off, from looking at the tutorials for the UE4 software gaming engine from what it looks like it will be very UI usage heavy. Meaning by this is of course is that in UE4 it would seem that the main interface will be used more frequently than having to go in the coding section of the gaming engine and while your inside of this engine there is another thing in this engine that is new to me and probably to you also for this engine you'll be using these things called blueprints I know what your going to say " Jon we already know what a blueprint is...." but hear me, okay? these blueprint aren't just your normal "follow this instruction here" Its also examples of what you can do inside of the engine for what ever type of game you want to make in the near future for ex: shooter, plat-former, Racing, [etc...] So here the question lies would I switch over to UE4 rather than continuing on forth with the Unity gaming engine? or say forget UE4 and stay on unity? To tell you the honest truth I really don't know so far both game engines are both interesting in their own way but if I would choose to go to UE4 It would mean having to start off on a new slate, and having to learn a whole new software and UI... which I wouldn't mind doing really. So I'd be down to see all the cool things that UE4 can really do at it's true potential. So would I switch to it for next year? Yeah, it will be a tough ride, but that's what makes the experience fun
For the past few week the skills I had to use for coding Is by trying to have a sharp eye at what I could've missed inside of the coding for the tutorials making sure that I got: the right bracket, never missed a semicolon, Being sure I used the right capitalization, and using the right symbols for certain coding purposes. Does this article provide any solutions? From what I've read so far It does give off a little information that is critical to the knowledge of coding for C# about how to fix bugs for the game and being sure to backtrack to where the source of the bug is and work it off from there on out. Coding from the beginning of the unit was pretty interesting but it wasn't my first time coding C# back then before I became a student at Durham school of the arts I went to a camp for ID tech that helped me learn how to code c# and now doing this all again is bringing back the familiar felling of coding and this is currently just me getting back in the groove of things with C#.
For my first experience with Unity it had seemed simple to me looking at the layout, but then I watched one of the tutorials that we were required to watch in order for us to see some of the mechanics that Unity had in store for us. As I watched the tutorial it was a little bit devastating to see what we were actually dealing with, seeing the interface gave me a little bit of a scare but I knew some of the basics right off the bat, so catching on to the mechanics were pretty much a cake walk from there on out. What might seem easy to me will be the animation for unity since I've done animation for a long time I will have some easy time with this, but at the same time i can be proven wrong but I'll have to see that for myself after we get done coding with C++/C sharp.
1: For the stem expo field trip in my opinion was a great event to check out, not just because it might have been a good excuse to miss out on some classes but it was also a great experience to check out some of the amazing skills that people across the world are into. Like for example: Biochemist, programmers, sound directors, modelers, [Etc]. It makes you want to start focusing on things that are most important so you can make it to that dream you always wanted.
2: What I liked about it was that it was diverse on what type of career's people do and you could see how that job works and what makes you enjoy it. There was nothing in the expo I disliked, I liked how everyone worked their hardest and made all these awesome things like Pixel blocks, sound waves, and plenty of more things that was interesting. 3: what I learned at the expo was how sound directory producing worked I was confused on what to do for the longest time figuring out "how does the sound play back to me?" "how to the sound get recorded?" Then when working on sound all I had to do was push the record button and then let the magic happen, by just pressing the record button the sound played back when the people on the mic talked, the camera worked pretty well, and listening to what the people were explaining about when they were walking around learning other things in the expo which I find that was very great in terms of learning new experiences. 4:How this related my interest to game design is that I've heard and seen amazing artist in the expo who has did these amazing 3d models and and animations and that is what i want to get better at doing, as I go through my journey as a starter game designer. For this post I'll explain the difficulties of make a concept of a project and how difficult it is to complete it with a clear process or issue. In the begging of last year while I was in scientific visualization there was a project my group and I had to do that dealt with making a game the following choices were: Card game, and board game my group and I chose to make a board game that was based of the game D&D (Dungeons & Dragons) this game gave us a lot of trouble and we were lucky enough to be able to finish the game on time. What made this game difficult for us was because this was the first time we worked together so we never had experience nor the corporation we have today, so being a team on a time constraint was not a very fun experience.
The game that I'll be talking about is the Dragon Ball Xenoverse games. This new franchise is one of the most popular dragon ball Z games that Dimps has ever made second to budokai tenkaichi 3, this games theme is to go around a fix History of dragon ball and fight along side other time patrollers and defend all the city of conton. What makes this game experienced is that dimps took some of the idea's that they had in past games for ex: ultimate tenkaichi, battle of z, dragon ball heroes, combined all of the ideas they had from those past games and created a magnificent game that most dragon ball fans love, the custom creation system in this game has been very creative and the battle system made it so you the player can Have more freedom in the fights you're in then any other DBZ game ever made, and now in the latest installment of the xenoverse franchise is the sequel they listen to all of the feedback that the fans wanted to be fix and added into the game to make it ten times better overall.
-Video games are different from puzzle for the reason that they have a more complex way of making games that involve puzzles and other formats of gaming.
-what makes it different from toys is to the fact that with toys you can have any imagination to what that toy could be: a hero, villain, or just any regular person you see fit, but in games they show you that toy you always had imaginations about and make it come to life and give you a personality that you never knew about that's what separates the vision of video games, puzzles, and toys. -What makes it fun for me is how challenging it may be to make you think about the consequences of what may happen, other than going to an extent of failing miserably until it goes to the point that it makes you rage and scream out from the top of your lungs "why did I play this game!" (*Coughs* "Dark Souls.") - So the creators of Dark Souls BANDIA NAMCO made this game to A be game Where everyone who is experienced or is new to Open World RPG games is supposed to be surprised on what is in store for them on every: turn, mistake, or choice, that they make each time in dark souls you learn from past scenario's and try to make a strategy to make the outcome better for yourself and your sanity. - The only question I ever asked about Dark Souls is why was the game always hard to play even if you got better by playing past games it's because they always make you have the same assumption thinking that it will be easy but in truth they hide the fact that the game is and will always will be 10 times as hard as it should have been, most people can get past the first boss on there first try but it will never speak for the rest, BANDAI NAMCO has always surprised me with the way they made dark souls and I commend them for their hard work and effort making the best rage end using game ever. - If I were in a team and a thing i would change in dark souls is to make The way it is suppose to be made because some of the ways that dark souls has been made has me think that there might not be anything they need to change at all because dark souls is perfect the way it is and to have a game that makes you re-think all the mistake you made is fine in my opinion. |
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