Minigame 3 – Reflection Post – Steven MacHunter

Cycle 3 reflection:

1 – Aside from the pessimism displayed from the previous two cycles, I decided that this cycle I would have a greater overall mindset to approaching the development of this game. The tutorials were all very helpful in finding out how to use Unity’s animator functionality, allowing me to further use that skill in the development of the game.

2 – Throughout the semester I suppose I developed skills about how better to collaborate with my peers, though these lessons were already taught in previous courses.

3 – The best strategy I’ve used to best manage assisting my team is to just sit down for a day and do the work to it’s completion. Having someone by my side, making sure to do the work is also especially helpful, which I also assume is the same for my team.

4 – In working in a team based environment, it’s best to make sure that the one person doesn’t do the majourity of the work. Which, unfortunately, occurred during all three cycles, Connor did the majourity of the work on the game development, while William and I didn’t really show up for most of the sessions. Though at least I can say that I assisted even slightly with the completion of the activities. Having someone on the team who was not only competent at Unity but also able to do the work was incredibly helpful.

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Minigame 3 – Activity 4 – Objects and Rules

1.

  • Playing as a Knight, I will use my “Rusty Sword” to hit the enemies to kill them.

This involves tactics

  • As a player, I will use the character’s boots to jump on the platform to dodge enemies.

This is physics-oriented

  • As a player, I use the “Harpy Helmet” to double jump over the enemy to avoid getting hurt.

This is physics-oriented, but it involves tactics

  • Playing as a Rogue, I will use my “Hermes Boots” to quickly reach the end of the level.

This is mapped to player progression

  • As a player, I will use the character’s legs to walk through the level so I can win the game.

This is physics oriented and mapped to player progression.

2.

The mechanics listed above will appeal to the gaming audience by utilising them in such a way to make the progression consistent, but also keep the flow of the difficulty up. In order to make sure the items don’t overload the player the enemies must be tactfully placed, yet must also be not hard enough to overwhelm the player. The items will make sure that the players will not get overwhelmed yet will be scarce enough to maintain difficulty.

3.

Object Name Object Purpose Object Attributes Relationships
Rusty Sword To defeat enemies ·        Brown coloured

·        Rusty

·        Causes damage

·        Makes enemies pay (their rent)

If the player uses it on an enemy the enemy takes damage equal to the player’s strength stat.
Harpy Helmet To jump higher ·    Green and white coloured

·    Feathers

·    Greek looking

·    Allows the player to double jump

When the player obtains it, the player can then use space to jump again.
Hermes Boots To run faster ·    Golden coloured

·    Wing symbols

·    Increases mobility

·    Makes the player move faster

Upon acquisition the player might actually fall down because I mean, it’s just the boots that go wicked fast, not the player.
Slug Enemy ·    Green coloured

·    Lumbering

·    Slow

·    Not hasty

·    Damages the player

The slug is the main enemy, and will cause the player to slow down to have to vanquish and remove from the level.

Points can be acquired from defeating enemies.

Minigame2 – Reflection

Reflection for the Week 8 submission of the second minigame development cycle.

1 – Player stories and player goals, I find, do not assist me in the development of the game in anyway, really, they were churned out at my great displeasure, and forgotten about immediately. The biggest thing that I found aiding me in the creation of my game prototype was the narrowing down of ideas in needing to choose a ‘local news story’. The ideas forming around the need to run from a cyclone, aided incredibly in the development of the basics of my own prototype.

2 – Not much was learned about the other majors, specifically because we had to develop individual prototypes on our own. From what we’ve discussed in class however, having someone available to teach Unity is incredibly valuable.

3 – The most satisfying part of developing the game prototype was figuring out how exactly to make the boxes push the player around, using RigidBodies to make those physics objects tumble around is incredibly satisfying.

4 – I mean, there are plenty of ‘sensitivity’ conundrums to developing a game based on current events, especially considering the presence of such news stories such as, “4 Police Officers Decapitated”, and “14 Die in Night Club Shooting”. It might be very insensitive to design a game based on something like this.

Minigame 2 – Activity 3

For activity 3 we have to make a game concept statement for the cyclone game we chose, and then make 10 whole player stories to explain the basic aims for the player playing this one game.

Game Concept Statement

A first person game where you have to run around your house securing things, and then you must run to a safe house from a cyclone.

Player Stories

  1. As a player, I want to secure as many things in my house as possible.
  2. As a running person, I want to avoid the objects being thrown from the cyclone.
  3. As an opponent, I want to sabotage the enemy player’s house items.
  4. As a player, I want to use a nail gun to quickly secure objects.
  5. As a character, I want to get to the safe house before the cyclone hits.
  6. As a player, I want a bicycle to get to the safe zone quicker.
  7. As a gamer, I want the highest score by securing as many things as possible.
  8. As a student, I want to see if you do read these instead of just seeing them there.
  9. As an experimenter, I want to find different creative ways of securing objects.
  10. As a logical player, I want to see objects interacting in a sensible way.

Mini Game 2 – Activity 1 – Player Experience Goals

For the second Minigame development cycle, the studio was tasked to look online to find 10 news stories to be worked into a game, and formulate game ideas off said stories. We then picked a shortlist of 5 games to discuss with another group.

5 Game Ideas

The shortlist of game ideas we had were the following:

  1. Crazy Taxi style game to pick up people that are trying to get away from a cyclone
  2. A Detective style game to catch someone who’s about to shoot up a night club
  3. A first person ‘running race’ style game where people have to run from a cyclone
  4. A police game where you arrest people committing crimes
  5. A game where you have to break into zoo enclosures and jump over dangerous animals

2 Focused Games

We each discussed the possible games made out of the ideas brainstormed in the workshop. We decided that the funnest games we could make would be the ones where you’re trying to guard against a cyclone. That being the first, and third game ideas.

3 Player Experience Goals

The player experience goals outlined for the game development were the following:

  1. Speed
  2. Fear
  3. Experimentation

3 Player Goals Explained

The reasoning behind the chosen experience goals in relation to the shortlisted games is because we felt that those three experiences could best fit with having fun in the environment of a cyclone approaching an environment.

We wanted this game to invoke a feeling of speed, especially if the winds will throw around crates and other objects faster than the player can move. In the Crazy Taxi game, the players will have to use their speed to reach the stranded civilians in time; whereas in the Running Race style game, the players will need to use their on foot speed to escape the storm.

As for the feeling of fear, well, what else could you expect from a game that employs the use of a massive environmental disaster? The fear would be perpetrated based on the titanic storm that’s encroaching on the city you’re in. So loud noises, lots of rain, debris smashing into things, the general mayhem associated with storms of that caliber.

As for experimentation, we felt that the game wouldn’t be as interesting without at least an attempt of being able to use the rules of the game world in different ways to achieve a better result.

Steven MacHunter – Cycle 1 Submission Post

A post to outline my work for the first submission:

  1. Game Prototype (Google Drive link)
    Instructions:

    1. Double click to open
    2. WASD to move
    3. Space to shoot
    4. Shift to precise move
    5. Alt+F4 to exit
  2. No external assets or help (aside from the instructions on blackboard) was used.
  3. My blog posts:
    1. Activity 4
    2. Activity 5
  4. Playtesting Report – N/A
  5. Reflection Post