This will be my reflection on unreal. For this assignment we where to begin our exploration on the unreal engine. I Think what I liked most about this assignment is that it introduced me a lot of new mechanics about building games and the terrain around them. I was able to make a lot of cool stuff such as the maze, the house and knock off snes rainbow road. The most easiest part of this tutorial was to create platforms and the walls as well as moving the objects and rotating them. the more difficult part for me was the roof for the house as it required a lot of steps in order to do I correctly and is the most time I spent on the house. Although the roof part was difficult it did teach me on how to make house roofs in unity as well as making commands in unreal. Don't know really how I could acquire this tutorial in real life other than construction on a house. Over all I enjoyed the unreal tutorial it allowed me to do some pretty cool stuff and look forward to working with the unreal engine more in the future.
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This was the first quarter of the school year and so far I'm enjoying this class like last year. The assignments are fun and I get to meet new people in class I never really knew of last year. My favorite assignment of this quarter would have to be the flow chart as it allowed me to explain the flow of a game I really enjoy. Speaking of flow in a game I've learn a lot on how to make a game as well as the process of making one. with idea pitches, pre production, production and post production allowing me to under stand the fundamental values of making a game. especially pre production during that stage you have to do a lot of planning on what the game is gonna look like, what type of game it will be, the gameplay for it, what characters are gonna be in the game and exedra. game theory is another thing that helped me understand the development of a game. like whats the game objective, what stratiges can players do, are there choices players must choose that could impact the outcome of the game. are there elements of cooperation, completion or negotiation.
https://docs.google.com/document/d/1GvjhFXvAw9Vs1w1vVnQ2rhkhSzfLRxqrO0Qp03aP3hs/edit?usp=sharing
NNoFor this assignment we where to talk about different game design methods from different games both board and virtual. here are the following games and there methods. Unstable Unicorn Genre- strategy Players- for ages 14+ and has 2-8 players Space- The space is discrete; it's a tabletop game. Time- The game takes about 30 to 45 minutes. Resources- The resources consist of baby unicorns, basic unicorns and magic unicorns. The status in this game are instant effects, upgrades, downgrades and magic. The baby unicorns serve as the first card you have and basic unicorns are just basic unicorns. Magical unicorns are unicorns with different effects. The status in these games also serve a purpose. Instant effects are effects that are instant like a neigh prevents any card from being played you can even neigh other neighs. Upgrades are effects that have positive effects on the player's stability. Downgrades are effects that leave negative effects on your stable, you can put these downgrades on other players' stable. Magic cards are cards that have a one time effect, once you use the magic card you have to discard it. Producederes/rules- at the start each player must choose a baby unicorn and place it in their stable. Then each player gets 5 cards. Place the remaining games in a stack faced down. The player with the most color goes first. Players take turns going clockwise and the turn goes through 4 phases. Beginning phase (the beginning of your turn.), action phase (you can use a card in your deck to add to your stable or use play a magic, upgrade or downgrade card.), draw phase (draw a card.) and end phase (end of turn.) The player with the required number of unicorns wins for example you might need 7 unicorns in your stable to win. Skills- the player needs some strategic skills to use their card more efficiently you will also have to be aware of other players cards as they might affect your deck. Chance- Mostly comes down to the other players cards as they might have a card that negatively affects you or makes it harder to reach your goal. Enjoyment- what makes it fun are the wacky card and the interaction between players. Dixit Genre- table top, strategy, storytelling. player - 3-6 Space- discrete a tabletop game. Time- 30 mins Resources- there are 6 pieces that players can choose. A game board where the player places their pieces. Cards that have random images. Small cards with numbers 1-5. Procedures/rules- Each player chooses one rabbit and places it on the 0 space of the scoring track. Shuffle the 84 images and give 6 of them to each player. Make a draw pile with the remaining cards. One player is the storyteller for the turn. He looks at the 6 images in his hand. From one of these, he makes up a sentence and says it out loud (without showing the card to the other players). The sentence can take different forms: it can be made of one word or more, it can even be a sound. The sentence can be either invented or be inspired from an existing work of art. The other players select amongst their 6 images the one that best matches the sentence made up by the storyteller. Then, each of them gives their selected card to the storyteller, without showing it to the others. The storyteller shuffles his card with all the received cards. He then randomly places them face up on the table. The goal of the other players is to find which image is from the storyteller amongst the displayed ones. Each player secretly votes for the card that he believes belongs to the storyteller. To do so, he placed face down in front of him the voting token corresponding to the image he voted for. Once everybody has voted, all the voting tokens are revealed and placed on their corresponding images. Each player draws cards into his hand until he has 6. The storyteller for the new turn is the player to the left of the current one. If all the players have found the storyteller's image, or if none have found it, then the storyteller doesn't score any points and everyone else scores 2 points. In any other case, the storyteller scores 3 points and so do the players who found his image. Each player, except the storyteller, scores one point for each vote that was placed on his or her image. The players move their rabbits along the scoring track by the same number of spaces as points scored. The player that reaches the end of the board wins. Skills- The skills of this game are both mental and social as you have to make a sentence that's obvious to some but not obvious to everyone. Chances- there's some chance where other players have to guess your card correctly but not all or none. Enjoyment- what makes the game fun is that of trying to guess what the card the storyteller has. Alus revenge 2 Genre- strategy Players- 1 Time- as long as you want. Resources- blocks Space- board producers/rules- the game begins with a board having tiles fall on the board. click on any group of two or more tiles with the same color to destroy them. The more tiles you destroy the more points you'll get. Clicking on a group of six tiles or more creates a ben-ben stone. Each ben ben stone has a unique power. An example would be like where a blue one destroys a whole row of tiles. Your goal is to prevent the tiles from reaching the top of the screen. The game ends once the tiles reach the top of the screen. Skills- the skills used for this game are quick reaction and thinking to be able to destroy the tiles. Chances- there is some chance as you have to hope the game spawns the right tiles. enjoyment= what makes this game enjoyable is that it makes you think quick into trying to destroy the tiles. Jungle legend Genre- shooter, strategy Player-1 Time- as long as you want. Resources- balls, cannon Space- Trail producers/rules- The game begins with you controlling a cannon that shoots different colored orbs. A trail of different colored orbs follows a path to a hole. Your goal is to prevent this trail of orbs from hitting the hole. You can do this by hitting the trail with your orbs. If the orbs of the same color match and it's a pair of 3 and up then those colored orbs will be destroyed. Some orbs have different effects when you shoot them like how one will stop the trail of orbs from moving all together. Skills- The skills required for this are quick timing and strategy. Chance- the chances of winning get increasingly difficult with each different level as the paths change making it harder to hit your patterns correctly. Enjoyment- It is enjoying being able to match the patterns correctly on difficult paths. Now to compare and contrasts the 4 games the similarity between unstable unicorns and dixit is that there both card/board games that require cards and other players but also there differences are that unstable unicorns uses there cards in a more complex way. A similarity between alus revenge 2 and jungle legend is that they require you to match a pacific color to advance through the level but the difference is that jungle legend requires you to shot orbs while in alus revenge you just click the matching colors connected. a similarity between unstable unicorns an alus revenge is that there are different mechanics that help complete your goal. The difference between them is that unstable unicorns is a card game while alus revenge is a video game. The same difference goes for dixit and jungle king but there similarity is that they both have some layer of strategy. with dixit you can strategies how to tell the story and with jungle king you can decide where to shoot your orbs on the orb trail. these same similarities go for unstable unicorns and jungle king where in unstable unicorn you can plan out which card to use and how to use it. the main difference between these two games is that again one is a card game the other a video game. For this project we were to understand and explain the simple mechanics of the game we were assigned to play and make a slide show of it. The game me and my group were assigned to play was river, rail and roads. The goal of the game is to have the least amount of cards by the end of the game. There are different types of cards that make a path, railroads, roads and rivers. you have to connect the cards that match like a road card and another road card in order for the path to work. I found the board game to be fun and entertaining enough however i do think that younger children could get bored by how long the game can be. i would suggest ether making the game shorter or adding new stuff to keep the young kids entertained.
https://docs.google.com/presentation/d/1j_8lKYvJTYGeZtFM8Y2-olM3HlD20L-WGsFuvDaN74w/edit?usp=sharing For this project we were to pick a game that represents game theory. The game I chose was dead by daylight. Dead by daylight is a multiplayer game where you can either choose to be a survivor or a killer. The goal of the survivor is to survive the trail with the killer and escape. In order to do this they have to work on and complete the generators around the map. The are 7 generators around the map and the survivors must complete only 5 to then be able to open the exit gates. The goal of the killer is to kill or sacrifice all the survivors in the trail. Also each killer has its own unique power. There are many strategies in this game to make for both sides like how you can wait for a killer to come near a pallet and then stun them allowing you a chance to escape, or for a killer to listen to if a generator is being worked on or not, if it sounds almost finished then the survivor is near. One of the main strategies is perk builds. perks grant special ability to survivors and killers. Like theirs one perk for a killer that allows them to see the aura of survivors while another one may grant a speed boost for a survivor. there are many different perks that do many different things. you can pear perks with one another to make them better. This is especially important for the killer side of things as center perks work better on specific killers. Some killers may need more stealth perks to make them better at surprise survivors, Others may need more chase based perks to make them faster and better at catching survivors. There are choices that you will have to make in the game. If a survivor is hooked while you are working on a generator do you go save them or let someone else handle it. Or if the killer is chasing you, would you try to outrun the killer but he may catch up to you or try to hide in a locker somewhere but there's a good chance the killer will find you. There are many decisions killers have in the face as well. An example is playing as a killer known as the trapper. The trapper can place bear traps around the map to trap and injure survivors. you have to decide where o place your traps should they go near the generators the windows the pallets, Should i place more trap or try and find a survivor, should i go for the one already injured or go for the one working on the generator. There are a lot of decisions you have to make as both killer and survivor. Cooperation is one of the many things that will keep you alive in the survivor role as you must rely on one another and work together to complete the task. You can heal one another,take protection hits and rescue each other from danger. Survivors and killers are rewarded based on how well they did in the game with blood points. Blood points allow you to get items add-ons and perks to allow you to play better. For example if i was a survivor and i was one of the first to die i wouldn't get a lot of blood points or if i didn't do as much work as my other teammates then i still wouldn't get that many blood points, However if i Completed most of the generators, Helped out other survivors and even Stayed hidden for the killer while making it out alive i would get a lot of blood points. Same goes for the killer as if he were to not be able to kill or sacrifice anyone or allowed survivors to complete the generators and pen the gate he would get less blood points but if he where to be able to kill all Survivors with out them getting far in the game he would get more blood points. With blood points you can get better perks and items. Better perks means you will have a better chance at winning. I think a form of the prisoner dilemmas in this game is lets say the exit gates are opened but a survivor gets downed and then hooked and you are the only two reaming survivors. do you go and save the survivor as well while being at the risk of being founded by the killer or do go and leave the hooked survivor behind to their doom. you can save the survivor then you both escape, you could escape and leave the survivor, You save the survivor but at the cost of your life or you both get caught by the killer and you both die. It's a pretty tense situation especially since you're on a time limit once the exit gates open cause one time runs out you will instantly die. Overall this is the game I chose for the game theory project and i hope you enjoyed it
https://docs.google.com/presentation/d/1f8yCOdmijtZnmWT455N-E9uDPCPxxPcC6DyJ1yb833o/edit?usp=sharing For this project we were to show an example of flow in a video game. Now flow is when you achieve high focus and engagement in a video game as the game tests the players skill. The game I chose for this assignment was run 3. The reason I chose it was because of my enjoyment of the game. At the beginning things are simple enough to were its no where near hard but as th game goes on so does the difficulty, What i love about the game is that there are multiple ways to pass through levels with diffrent charaters. Some characters work better on one level than others. I think the game designers did achieve a state of flow with this gameplay as for one once you die you jump right back into the level no game over screen and even when you die you can learn from your last run and take a diffrent route to complete the tunnel or if you did find a route you like but it failed thn try again. The way the game interacts with the person playing the game while not often does let the player know what to do and what not to do. Like how in the begining a small wall stops you from runing and tells the player to jump leting them know what to do and the smade goes for the next 10 leels as they are simple in letting the player get use to the controls. Now for the different characters, like i said can change they way you play each level for example the skater goes faster than the runner, the lizard had the highest jump, the ballon child floats a bit after jumping. And the neon one duplicate. Each character is different from the runner allowing the player to play in a different play style. Along with different characters comes different challenges. Some levels have a unique challenge they ask you to complete, now you don't have to do them as they are optional but it is there for those looking for a challenge.Now you will notice the ame goes on the color pallet chnges, this is a bit of a signal to the player that things are gonna get harder from now one. You can also pull up a map to do different tunnels each with their own gimmick.One tunnel has ramps that you can jump off to get a boost in jumping, Another tunnel turns the platfroms dark as if they are runing out of power, Aswell as one that has huge boxes that are platformers. Then when you reach the final last levels the game tests your timing and patience. Run 3 can be a frustrating game but is also very satisfying once you beat the 65th level which i guess is technically the end.
For this assignment we where to do research about video games that have a similar concept or presentation. For the first game I choose was cult of the lamb, Its a game where take the roll of a cult leader and have to organize a cult and gain more followers. Through the game you will also have to take care of your followers by feeding hem, fulfilling there request and keeping there devotion to you. Now what game am I going to compare this game to? That answer is subnautica. now what do these two games have in common? well for starters both of these game have a similar objective and that is to survive, But while cult of the lamb is about surviving and taking care of your cult subnautica is about surviving and exploring the an alien ocean. In subnautica you explore the ocean and survive all the dangers that lurk in there. Another game that has a similar premise to subnautica is ark: survival evolved where you are stranded on an island have to survive roaming dinosaurs and other creatures that inhabit there. You can ether hunt can for yourself, craft recourse and etc. With ark: survival evolved being where you do what ever can to survive there is another game with a similar idea that I think heavily inspired cult of the lamb and that is the game don't starve. The main goal in don't starve is to well don't starve. The main goal is to try and survive as long as possible similar to ark survival and subnautica. However why I think this game inspires cult of the lamb is that there mechanics are similar. You have two things to worry about in both games. for don't stave its hunger and sanity as you have to sleep in order to keep your sanity intact and find food to satisfy or hunger while in cult of the lamb you have to worry about your hunger and your devotion as when your followers are hunger they will work less and start to doubt you which will lose your devotion and thus causing followers to leave your cult. the last know modern game that I will be comparing to the games I mention previously is none other than Minecraft. To me Minecraft is defiantly a major inspiration for some of these games. In Minecraft the goal is similar to the rest of the games I've mention and hats to survive you can gate materials to make stuff like sword or pickaxe. you can hunt animals to fill your hunger bar and you have to survive against different types of mobs. While unlike most of these games Minecraft dos have an end goal which is to slay the ender dragon but other than that its a game that I think popularize survival like games. The final video game ill be comparing to the ones I previously mention is a game you most likely never heard of and that is the Oregon trail. Now how is this similar to the games I previously mention well for one like the rest its a survival game where have to try and survive crossing the country without dying. It allows you to manage resources, choose different routes to go toward, Cross rivers as well dealing with random events like storms or disease. Due to this being a old game made in the 1970s I think it did also do some inspiring for games like Minecraft but to where Minecraft expands it by making the mechanics more complex than just simply choosing which action you want to do. Now for an ancient game that I will be comparing the pervious game I've mention is actually a simple one and that is hunting. Hunting has been a thing through out human history but the thing I will be talking about is that of big game hunting. Big game hunting is where you try to hunt for the large animals and whoever gets the largest kill wins. Big game hunting dates back all the way to 9,000 to 8,000 bce. The reason I made this comparison in the first place is that hunting is a major key in most of these survival video games. However while in this sunario hunting is more of a competition, but other than that i find hunting one of the main key factors in these games. So overall I find that all these games have in the comen is survival.
For this project we where to add lights and different camera point of views to the animated 4 corners. We added different light types such as free spot, target direct, omni and skylight. hen i had to set the location for these lights on the 4 corners. Then had to add the sunray, moonlight, daylight and headlights. after that i then Adjusted the timeline again and reduce the timeline to 480 frame counts. Finally i needed to add two cameras one being a target camera and the other a free camera. When that was finished i was finally done and i really like how the final 3d animation looked like. Over all i enjoyed doing this 3d project like the others and look forward to doing more projects like this in the future.
for this project we where take our 4 corners project and animate it. The way i was able to do this was by downloading the car and road. Then make the car follow the line on the road and then move the timeline to make it seem like its moving. Overall i really liked doing this project as it reminded me of Mario kart. So looking forward to doing more projects in the future.
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AuthorThe views and opinions expressed in this blog are solely those of the author and do not represent those Chapel Hill HS or Chapel hill carrboro city schools. CategoriesArchives
May 2024
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