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

Sunday, November 11, 2018

Final GDD

The Main Character,
Yoink


This is the final blog for my Game Design Document.

I have updated my Dundoc and I hope that you find it interesting. It's the bible for my game so please don't treat it like the actual bible and completely misinterpret it.

Thursday, November 8, 2018

Unity Tutorial 05

The two tutorials this time were to make a skybox and wind, and to make fade screens as well as how to equip a weapon.

The skybox was fun to mess around with, making the world look like it was on a different planet or that it was constantly a bright sunny day.

Wind was something I wasn't expecting to use in my game, but I may as well have it as just something in the background. I spent so long trying to get the wind right that when I went outside and saw the trees moving I thought 'ah finally got it' before realising my mistake.

Wielding a weapon is important in almost every game. An axe is excellent for an RPG like game where you can choose what weapon to use. My game does use weapons, and for a variety of different reasons, but I would not use an axe.

Image result for stop sign
A stop sign is the main
weapon of my character
The Fades are more of an aesthetic need but one I was happy to learn how to do, if only for the slim chance I might include it in my game if a character dies or if someone is starting up the game.

Tuesday, November 6, 2018

Game Decisions

Cozy. Coziness is considered a factor in games, where there is an absence of risk, of danger. Where there is an abundance of shelter and food, where nothing is pressing or immediate and there are a lot of comforting aesthetic signals where players have a low sense of arousa- I'm sorry did I read that right?

Ok yeah apparently a low state of arousal is part of having a cozy game. Go figure.

One game that in my opinion meets all these needs is Stardew Valley. A game where you inherit a plot of land to build a farm that you can grow and change at your own pace.

Image result for stardew valley
Stardew Valley
Chucklefish LTD

Maslow's Hierarchy of Needs is a big factor as part of the Coziness of a game. Which suprised me that something to do with basic human living would play such a roll within developing video games. The hierarchy of needs tends to revolve around the rewards you gain from playing.

Much like real life, you should not make meaningless decisions. They are the worst kind and have no affect on gameplay.

I respectfully disagree. A meaningless decision could be something like changing what hat your character is wearing. It might not change the game, but it'll make you feel better. And on the other hand, there really is no such thing as a meaningless decision.