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

Friday, November 6, 2020

Game Design Document

 For my game design document, I made it easy to follow, the story, gameplay and controls etc are pretty straight forward:


The  game will be a horror game with eerie music along with trying to escape the maze while getting chased by the assassin.

I have different designs like having a timer, a map (like the image below ) and coins for the players to collect. 

(PPT in email) 







Thursday, November 5, 2020

Unity Tutorial 05

In this weeks unity tutorial we had sections 3 - 3.3 

In section 3.1 "Jump Force" we learned how to use a lot of different components , by using the foces we force the player to jump upwards and over obstacle. We also learned about the new logical operators and how to use them and use the colliders in new ways for tech collision.

In section 3.2 "Make the world whiz by" we used a repeat background script so the background will reset itself once its at the end to make it look like its endlessly scrolling. We learned about the if statements, the equality operators and how to use tags in our scripts 

In section 3.3 "Dont just stand there" We were able to use the character animation to make them run, jump and when the player crashes into an object, they fall.


this is then my image following the unity tutorials


Monday, November 2, 2020

Reading

 What is the GDD for?


A Game Design Document (GDD) is a blueprint for the design and development of a game.

The GDD is a way of being creative and documenting the approach to the development of the game. Gonzale (2016) states that “ the important thing is to have something that describes your game project (or any other project for that matter) before jumping into production.( Gamasutra ) It should help to plan out your game. Though it is recommended that the GDD should be short it needs to be detailed enough so as game developers and artists can coordinate the development of the game independently whilst still keeping to the design. The GDD is a blueprint for how the game is going to be designed and built, similar to a mind map. In conclusion, the game design document is vital to making a game and it is important to have in order to describe your game project.


How do we make one?


There are a variety of tools that could be used to create a GDD. These include word processing tools, visual tools like Powerpoint, or new web-based tools such as DunDoc. Each of these tools has their advantages and are a personal choice. Many of the examples shared via the internet are in Microsoft Word format. Romero Games(creators of Doom) favour a more visual tool such as PowerPoint. Whichever tool is used they should support the development of the game in an open and transparent manner.


What should be in it?


The GDD should be simple enough to read through details about your game design and concept. Schubert (2007), who was at the time lead designer for Bioware Austin, gave a GDC talk in about how to create design documentation, some of the most relevant elements include:

  1. Know your target.- Have a clear vision and understanding of what you want to make. Make sure your game is suitable and fits your target audience.

  2. Keep it short.  Keep it to the point and clear, the shorter they are, the easier it is to read, write, and maintain.

  3. Prioritize the design.  - Divide your game in order of importance e.g have a functional game. Concentrate on core mechanics and visuals, and then expand. 

  4. Illustrate. - Draw sketches of your plans that make it easier to structure and implement. Present what your game would look like as it’s important to have a clear idea of the visuals before you begin creating.

  5. Use user stories.- Describing the game through the player’s vision (Similar to what we did in the game vision statement).

Take into account the games users, their ideas may help develop future storylines or ideas.

  1. Invest in a good format. Take the time to structure your work so that it is easy to navigate.

  2. Use clear terminology. Don’t over-complicate the document. Make sure language is concise and accessible.


  3. Kill redundancy.  -Recycle your code - use variables, not hard code). Always reference the new section on your page to have a clean document. Avoid copy and pasting sections.

  4. Capture your reasoning - why did you make the choices you made? What led to that thought process?

References

Nachen, Lennart. 2014 Communication and Game Design Documents accessed 02/11/2020 http://acagamic.com/game-design-course/communication-and-game-design-documents/

Fern

s, Shaun (2020) Readings Week 06 accessed 02/11/2020 https://cdmonline.ie/multidev1/reading-week-06/ 

 Gonzalez Leandro. 2016 How to Write a Game Design Document accessed 02/11/2020 

https://www.gamasutra.com/blogs/LeandroGonzalez/20160726/277928/How_to_Write_a_Game_Design_Document.php


What is the GDD for?


A Game Design Document (GDD) is a blueprint for the design and development of a game.




A game design document is a way of being creative and documenting the approach to the development of the game

Gonzale (2016) states that “ the important thing is to have something that describes your game project (or any other project for that matter) before jumping into production. Gamasutra 


It should help to plan out your game. Though it is recommended that the GDD should be short it needs to be detailed enough so as game developers and artists can coordinate the development of the game independently whilst still keeping to the design.


The GDD is a blueprint for how the game is going to be designed and built, similar to a mind map.


In conclusion, the game design document is vital to making a game and it is important to have in order to describe your game project.

How do we make one?

There are a variety of tools that could be used to create a GDD. These include word processing tools, visual tools like Powerpoint, or new web-based tools such as DunDoc. Each of these tools has their advantages and are a personal choice. Many of the examples shared via the internet are in Microsoft Word format. Romero Games(creators of Doom) favour a more visual tool such as PowerPoint. Whichever tool that is used they should support the development of the game in an open and transparent manner.


What should be in it?

The GDD should be simple enough to read though detailed about your game design and concept. Schubert (2007), who was at the time lead designer for Bioware Austin, gave a GDC talk in 2007 about how to create design documentation, some of the most relevant elements include:

  1. Know your target.- Have a clear vision and understanding of what you want to make. Make sure your game is suitable and fits your target audience.

  2. Keep it short.  Keep it to the point and clear, the shorter they are, the easier it is to read, write, and maintain.

  3. Prioritize the design.  - Divide your game in order of importance e.g have a functional game. Concentrate on core mechanics and visuals, and then expand 

  4. Illustrate. - Draw sketches of your plans that make it easier to structure and implement. Present what your game would look like? 

It’s important to have a clear idea of the visuals before you begin creating.

  1. Use user stories.- Describing the game through the player’s vision (Similar to what we did in the game vision statement).

Take into account the games users, their ideas may help develop future storylines or ideas.

  1. Invest in a good format. Take the time to structure your work so that it is easy to navigate.

  2. Use clear terminology. Don’t over-complicate the document. Make sure language is concise and accessible.



https://docs.google.com/document/d/1755KsSGLWBnuJ1nWjMi_XglvVSr772vsKQ2O3A5vjOc/edit#

Reading 12 - Doing

So, we finally launched our book! To be quite honest, i'm so glad its over I felt like I was back in secondary school again doing all ...