Showing posts with label week 4. Show all posts
Showing posts with label week 4. Show all posts

Thursday, October 18, 2018

unity tutorial 3

Unity Tutorial 3


This is the first tutorial i have have come into serious difficulty with, I struggle a lot with web design mainly as i find it difficult to work with code and the way it has to be written, for this lab I was able to  build the clock in less than ten minutes, just by scanning over the scales and positions given in the instructions, my problems arose when the visual studio c# coding came into play. I understand it is inevitable that i will have to become efficient with the C# coding to add vital physics and mechanics into my game and it is frustrating when i can easily sail trough the design part of unity only to be stumped by the styling and coding necessary to get the game working correctly. As with Dreamweaver and other programs we have used, it will take me some time to get used to being able to work through code and be able to identify problems and solutions when needed ad be able to get that done quickly and efficiently. Other than these set backs, I feel like I am starting to get used to the process of creating assets and game objects and being able to make them work together nicely. In the next few lab tutorials I hope to tie in the C# into my design and hopefully start to understand it more clearly.

                                         A screenshot of my completed Clock

Tuesday, October 16, 2018

Games MDA

Week Four Reading Notes


Mechanics are the 'rules'
Dynamics describe the 'play' of the game ie what emerges from rules etc
Aesthetics relate to player experience

Models must be:
Formal(well defined)
Abstract(widely applicable)
Proven(known to work)

kinds of fun:
  1. sensation
  2. fantasy
  3. narrative
  4. challenge
  5. fellowship
  6. discovery
  7. expression(self discovery)
  8. submission(game as pastime)
-Mechanics examples include: shuffling cards, water hazards in golf, spawn points in FPS 
-dynamics and mechanics are different views of the game.
- dynamics as a result of mechanics

designer --> mechanics - dynamics - aesthetics <-- player

-simple changes in aesthetics introduce many changes in mechanics


" By moving between MDA's three levels of abstraction, we can conceptualize the dynamic behavior of game systems. Understanding games as dynamic systems helps us develop techniques for iterative design and improvement - allowing us to control for undesired outcomes, and tune for desired behavior. "