The game genre planned will be adventure fantasy. This will entail the main character a hamster in a hamster ball who has escaped from his home. This will allow you to explore the world and try and find acorns to eat and store in its mouth. All while trying to fight off cats and animal control. The maps will be as intricate as can be with some secret holes and tubes that only the hamster can fit in. There will also have the hamster ball as an extra life just like in mario when he gets bigger it acts as a second life. I will also need to figure out how to make the hamster ball spin and it will take time to make the buildings and the town style. I can either do in a country side or in a big city. I probably will pick whichever is easiest.
I learnt that unity only uses c sharp for coding now, as I thought there were multiple languages unity uses depending on the platform. I found how you can select where the lighting comes from very interesting as I know that takes a lot to do. The terrain editing reminded me of age of empires custom maps which was one of my favourite modes in the game. It is not as difficult as I thought it would be and I actually found it quite enjoyable messing with the terrain. As I was following the second tutorial I was getting worried there would not be any use of particles to make it look more professional but as I went on to the third tutorial I saw that we were using trees and grass. I was surprised at how much custom ability there is. It will take me a little while to get used to writing some of the scripts. I found the tutorials were easy to follow and the voice over was clear and concise. These tutorials have furthered my excitement to jump into the game design project. I really am enjoying ...
We should expand our vocabulary in the use of describing games in games design and about the overall game. We use "That was fun" or "I don't know, that wasn't much fun" instead we should be dissecting the game into the fundamentals and components of it and talk about what works and what doesn't and explain your thoughts on why. But because a game can be so brad this can be a daunting challenge and seems like you don't know where to start. Design has struggled to to evolve as much as its counter parts due to the lacks of ability to critique it. Designs have been similar in games for the past few years with not much of a leap in the graphics. This could be due to people not being open for change and appreciate the nostalgia almost or they're too used to it. It may also be down to the fact that the technology has advanced for graphics to get better and change but it can be very costly and a lot designers are catering to a broad spectrum of people. T...
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