In order to create my outpost I used a drawing program called Pixel Art because my group wants to incorporate 2d sprites for our game. In Pixel Art I created the basic ground and broken buildings to use in my outpost. Since our game is based in a post-nuclear/apocalyptic environment I made two different broken buildings and a ground with dirt, rubble, and mushrooms. Since I felt like my outpost looked too empty with just these components I added some clouds which are also a part of our game idea. In the future I may add more details to my current outpost but for now this outpost gives a general idea of the style of game we want to create.
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After recently learning some basics the technique that came back to me quickly was inset and connect. Though deleting faces is easy I struggled with making the windows and doors seeing as I had just modified one side of a face then I had to delete the other side of the face. In order to overcome this struggle I attempted to remake the door and window by clicking the faces on both sides to save my self the struggle of deleting faces. From creating the fire hydrant I had an easy time modifying the vertices for the roof to be triangular. I also learned how to use ProBoolean to join the walls.
Due to the fact I had to use Clara.io for two years during the beginning of the pandemic I have struggled a lot adjusting to 3ds Max. I struggled with all techniques I learned about modeling in the past seeing as I have never used 3ds Max in the past. I had to rely on the person next to help me get familiar with 3ds Max. After working on this fire hydrant I feel a little better about using 3ds Max but I am hoping to improve my skills in the future. I am still struggling with texturing objects so I just applied a basic purple material to the fire hydrant.
For my team I have decided to fill the role of the Level Designer. The reason I decided I would like this role is because I really enjoyed prototyping and learning how to design levels last year. I personally feel like designing levels may be one of my fortes. Based on my past experience I have learned to be more aware of game level consistency. I am also aware that people tend to enjoy more player input then having to go through levels with chance methods. I have a lot of mobile games that I am currently playing and plan to focus on looking at the user interface to help my team decide how our game levels user interface should look.
This mission was shorter than other units but I still learned some key information for coding. In this mission I learned how to create a version control repository, manage scene flow, and how to set up data persistence. In order to save some storage people use Github to store changes in one area. In order to manage scene flow in the MenuUIHandler we had to create a start new and exit method then add "using UnityEngine.SceneManagment" to have access to the scene index. Once you set up the scene index in build settings you navigate to the Canvas in the hierarchy panel then click on either the Exit or Start button in order to configure the Start new or exit method. In order to have data persistence you must add an Instance and new methods in the MainManager script in order to maintain the data.
There is a week of normal school days left until the start of exams. This year has been really interesting because it was the first year we came back to in person learning since the pandemic began. Our game design class had a hard time while online because most students did not have access to the resources needed to learn the material. This year we began learning how to create and code games. There have been many setbacks in our class due to unforeseen circumstances many students faced. Though this year has been very tough we made it possible to learn all the material we could. I feel like I made huge progress and learned a lot more about game development this year because we had accessibility to the resources to learn. Teachers and students have worked hard to make sure we all had the resources to learn.
In this unit 3, I learned how to add sound, forces, and particle effects to our games. One important thing that is needed in order for a game to have music or sound effects is that the camera must have an audio listener and audio source component. An audio source component is needed to know where the audio must come from and an audio listener is the source that hears the audio. After adding this component you must declare a new variable in the PlayerControl.cs in order to assign the audio for sound effects. In order to have particles you drag it to the hierarchy panel then drag it to the player or object you want it to come from. In your player script in order to make player movement more realistic we used the AddForce.Impulse method. In unit 4, I learned how to make the player move where the camera faces. I also learned how to create power ups and use a for-loop to increase the number of enemies. In unit 5, I learned how to create a user interface. To create the score and game over you must first create a new UI Text. Then you must add a script to the text in order for the number to increase or decrease. I also learned how to create a game where the player can select the difficulty.
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Author: Jennifer CastilloI really love to draw so I'm excited to show you guys some of my art. I like to think outside the box so hopefully my artwork will be very creative to you guys. The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools. Archives
December 2022
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