Sunday 27 September 2015

First Project - Art Assets : 27-09-15

I was inspired by The Binding Of Isaac when creating the characters. Originally I was going to do a jrpg sprite style (like Gameboy pokemon games or something) but I decided that it wouldn't have enough detail in the faces, the faces and the change from "okay" to "overwhelmed" expressions is the main mechanic that will tell the player the message; being the one helping everyone else and not helping yourself will leave you overwhelmed and mentally drained.

I want to animate the sprites and have already completed a couple, the problem is the amount of frames I will need to create. There will need to be a sprite for each facial expression as well as the endgame animations. I may need to leave this for version two, I would like to continue working on this over the tri.

I also need to texture the ground and walls and create the main menu background, I still have two days to complete it so I'm not worried about getting it completed. I want to create sound effects too, because I'm new to creating sound effects I will focus on that tomorrow after uni before I continue working on the visual assets.

First Project - Scripts : 27-09-15

I was focusing on the script writing this week and got a lot of useful help from Sean. I spent too much time trying to fix the NPC's movement script before contacting Sean, the problem was the new vector with a random x and z position kept changing each frame in the updates function. Sean managed to fix it by changing the vector to its own function.

I also had an issue with reading a script in an object being hit by a ray and transforming the position of a UI slider to match the position of the player character. The first one was easy to fix just by showing hit.collider.gameObject.GetComponent under the raycast if statement, but I had to create it twice for the left and right sides of the character. Sean sent me a blog post that greatly help the problem of changing the sliders position.

blog.manapebbles.com/world-space-overlay-camera-in-unity/

I now have most of the scripting completed, just need to fix the current bugs and create a main menu script.


A New Trimester - Meaningful Games : 27-09-15

Back at uni starting Studio 2, this time it's all about emotions. Only been back for a week and I've been enjoying it so far. I would have written this blog sooner but I've been hooked on completing the first project.

We have been looking at meaningful games lately, or games that send a message. Personally I think most games have a meaning or secret message behind them. We played some games about personal issues early this week, I don't remember ever playing a game like these, they focused on telling a story that sends a message. I tried an RPG styled game about gender... bending? Transgender? (I'm not entirely sure what it's called, probably has a new name now), but it wasn't until I left the house and ran into the NPC's that I realized what it was about.

Thinking about it it looked like the designer was trying to show that this could be a male being female through stereotypes. The female side included changing into nicer clothing (dress) and putting on makeup (need to take a bath before being able to do this) and the male side included possibly playing video games and sleeping in. I didn't notice that these could be stereotypes because it all feels like something a woman can do, it wasn't until I started thinking about "there's a reason for everything" that I came to this idea.

The game may also be about being yourself and not changing to fit society. The player character got the  same negative reactions if they wore the lesser clothing and no makeup or change one of the options but got entirely new positive reactions if the wore the pretty dress and makeup (the player character also gets noticed by the guy she like in the end of this event).

I would like to try making a very artsy game in the future that sends out a meaningful message but I think I would make something a little more cryptic, something that focused more on the art than telling the player what it's about.