Being quarantined at home is a very different experience, with so much time to do anything else at home, or time to slack off on work, then a lot can be gained from what has happened. Ever since we have been quarantined, it has given me a lot of time to do just about anything, it kinda sucks at first but it quickly becomes a worthwhile experience in such a trying time. Right now, it's mostly video games, my cousin coming over more (he's even considering moving in), cooking since my parents are out a lot (they're nurses), along with learning another language, it's a lot. I'm waiting for the school year to be over, since I can do so much more now that summer's come, it's really going going to show what you want other than school, hanging out and what you'd do in whatever future home you live in. So, since this is an assigned sketch that requires a blog post, i made an image of a certain someone living at home. It's quiet, peaceful, and shows something that I barely realize while still going to school every week, the room. Chores have also become much more "enjoyable" with so much time it really helps to slow down and just do these correctly. A small room in house does make me feel so natural. I would've done just the room itself and put more into it, but making it a quiet Japanese neighborhood adds to the nice atmosphere. Very, very quiet next couple of months... A small room for a small person doing laundry
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After actually making the game in Unity, a lot of changes had to be made to better suit what can be done without headaches. A lot of ideas, like the aerial attacks and a lot of aggressive enemy attacks, are too hard to implement in a tiny space. Especially with pitfalls around a small building roof. So, the is not as complex as originally planned, which is most likely for the best as it makes it easier to explain how to play, and can be put into more situations with out feeling weird. But, it also allows me to put in different types of interactions, dialogue is easy enough to implement into anywhere, before fights or just in specific spots, it adds a whole new layer at the cost of designing a text box, some new portraits, along with writing dialogue, but it will be worth it in the end.
That's the changes and realism that I had talked about in the last blog post, with some better or worse, even the basic components are a little different, with the speed a bit slower overall, and wall jumps being stationary acts (especially since it's the only way to really go to another level it needs to give players some time to do that. Wow, I didn't even think about how death would happen. Guess I have to make that too. For the last project of the year, we have to make our own game idea, our own prototype, and our own assets and coding. Seems like the catharsis of the entire course, but having big dreams does come at the price of being realistic. Why do realistic matter? If you were to make a deep combat system with multiple damage types and scaling, that would be difficult enough to plan, but implementing is an even harder job when actually assembling the game. This is usually where many parts of the GDD are revised. Not really during, since a couple good ideas will come just by playing it out in your head. But making them real is where stripping down specific elements comes into play. Aren't you supposed to make your game as complex as possible? Well, I would love it to be but I need a finished prototype, not a fancy one. I can just work on it over the summer if I really did like it. A good example is the transform weapons, I couldn't make twice as much of a move set if I wanted to. So, just making two types of attacks, and only one real type of aerial and ground attack, would make it consistently fun and manageable-ish as possible. Really simple yet enjoyable, that's how a small game should be. I've adopted this idea from different indie games that take a similar approach, particularly Momodora and Luna Nights, both of which are metroid-vania games that take an exploration and combat gameplay style. Inspiration is a good idea for people making their first game, then branch out into different types of ideas their own. So, video games are best done as bite-sized and enjoyable as possible, while having different types of inspiration as possible, to make an impression for your first game. A small look into Machine Girl, taking place before going out and delivering groceries in the Cafe. A simple objective in a simple place, perfect for a game demo. After a lot of work on 3D last quarter, we can finally hope back on the game design horse. We have started on what is essentially our game's bible, after we changed the name from Strange Occurrences to Strangeview. For our GDD, we had to do a lot of back and forth over various calls, with lots of original ideas we had thought were set in stone now being flipped in it's head, along with some altogether new changes. One of my favorite is how we planned to make the interface a Viewmaster, along with the cover art being reminiscent of a B movie poster. These help in giving the game a more distinct personality along with a clear premise for whoever is interested. It means we know what's in store for our game too, we can just reference what we need to do from this handy dandy document, it's essentially a cheat sheet for what to do for our game.
The best part is that we did it all together, with suggestions left and right for what we should keep or remove, just like the title itself changing. All in a day for game development, now we'll go full throttle on finally building the game's everything. We might even put work we make on the site next time. See you then. |
JamesHe aspires to be a game designer, let's just hope he gets there. He also happens to goes to DSA. Categories
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