I finished the main components of my game ( key -> TNT -> vault) I didn't have much challenges in my game but I did have some difficulties transferring code between doors In order to get around the fact I couldn't transfer the code between doors I just start a new with the other door by rewatching the same tutorial again. Some good things that happened were that I kind of got the monster UI to work but it doesn't have any animation which is ok, and will always follow the player no matter where the player is. Some highlights I had with this project was the main key to TNT to vault chain system I had going and it was also hooked up to the interface as well! I learned that sometimes you need to swallow your pride and ask for help to get things done if you dont know how to in the first place I would set up the key chain alot faster because I would know just to ask or search up how to do something instead of just giving up and scrolling through my phone. I would change the fact that you need to find everything your self and instead give resources or YouTube videos to help new people. I finished the task of completing the key chain objective, and start the task of the monster UI. I feel a new task I should add is one where you get a win screen when you blow up the vault and run up the stairs. I also have a new URL I use its called https://www.youtube.com/watch?v=O7vmp73ue4Y and I want to add it to my schedule which will be very neat.
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this week I worked on the key to door function, I wasn't able to code the connection between the player icons and the keys as I didn't know how to. I wasn't able to overcome this challenge because absolutely no one knew how to so I had to work around it unfortunately by simplifying coding the door to open when I get a single key but I need it to only open when you collect 3 of them, not just one. But at least it works.
My future plans for next week is to complete the door to key coding and get it connected to the player icons. This will probably be very difficult as I couldn't found it how to do it this week. Ill probaly need a good amount of YouTube videos to help me with this I worked on the ui aspect of my game,I had some problems with importing the progress bars into unreal engine 5 and finding the correct tutorial. I managed by spending time to fix the problem by asking around to see if other people knew how to fix it. The part is that i almost got it fixed and implemented but fell short.
My plans for next week is to at least implement the code behind the related aspects of the different progress bars: finishing the ui system, further importation problems or coding errors enemy ai, coding errors via unreal engine getting a little quirky at night I also might need a good amount of help from the teacher to help with any problems that my arise these things show what i have added/ finished or am still working on. The reason why people would want to play my game is because it puts on different perspectives for every thing in the game; the Banana monsters are sentient and have reasons for why they are attacking you. But also because the game has a back story you learn throughout the game and you learn of the monstrosities he has committed against these plants and you then learn why they are attacking him like this.
The genre of this game is a horror, thriller type with boss battles and chase scenes. This game fits similarly to Isaac reborn with the type of boss fights it has, but also Omari for it is also a horror rpg. Its audience is geared to a median age of 15 - 25 because any younger and the wouldn't be able to handle the banana guts and 25 because any older and they'll find it cringe or something. The way this game works is like a cat - mouse horror chaser with boss battles sprinkled in. The game has serval different stages or floors to go through before reaching the final floor. It also handles in different game mechanics like rolling: a way to quickly dodge over head attacks, crouching: a way to more slowly dodge a over head attack but be able to hind from enemies, lastly sprinting: a way to quickly move out of the way of aoe attacks. But there are also some value systems like the stamina and health bar: the stamina bar is drained by using one of the skills shown above, but when it reaches zero you don't die like the health bar but slowly regenerate it if you don't use any skills. The health bar meanwhile can not be regenerated unless you get an item that allows you to, once your health bar reaches zero you die and need to start from the beginning of the game. There are NO check points in this game, it works very similarly to Isaac reborn where theres multiple stages and no check points, not even between levels. This game is set in Russia in the cold war, Russia's top serect project is a super plant that is weak to the cold but thrives in the heat. So much that if it is set on fire its growth will spontaneously explode causing the plant to kill anything in its way of growing further. The scientists in the bunker that they held this experimental super plant learned this the hard way when a fire broke out near the plant. The plant and the fire had a symbiotic relationship were the plant was fuel for the fire and the fire was fuel for the plant which caused both of them to grow out of control causing almost all of the scientists to be killed in this plant/fire frieze. Expect one survived, they were cornered by the fiery plant in his cubical and had locked himself in there. But eventually the plant busted through the lock on the door and brutally mauling the man and then leaving him for dead. But he survived but not without losing a arm in the process. He dragged himself down to the further lower levels where he experimented on a monster that resembled the plant monster's host: a banana, which was in a testing tube right next to it when it breached containment. These bananas weren't regular bananas; they had been super sized and they also grew limbs, which they used to walk on two legs. But these bananas needed a sacrifices to grow and develop to these proportions, one example of this was a war veteran in ww2 which they had sacrificed to be turned into one of the banana monsters. But his rage caused the experiment to fail and he also escaped down to one of the lower levels where he turned some of the scientists into mini banana minions that followed his will to the ends of the earth. Finally when the last scientist escaped to one of the lowest levels where no banana were able to reach just because of how cold it was he began the experimentations. After a very long extended period of time he finally made a breakthrough and made a counter to the plant which was a banana sacrifice that had antifreeze coursing through its veins. But the transformed banana war veteran managed to find way into the level where he kept the frost banana creation and broke him out and kidnaped and ran off with him onto on the higher levels. The finial scientist had to escape down to the lowest level of the bunker, but not before grabbing his trusty sword while he was escaping. And after landing in a heap of left over bananas, the character wakes up and the game begins for the player. the game is a steam punk grimy underworld. I am try to achieve a scary atmosphere but impowers you enough to make you feel like you can fight back; There's more options then just running and hiding. The scope of the game is to have sound effects, movement mechanics, with a steam punk style 3d environment, there will also be other effects like explosions, sparks, dust, and gas. I really like this game/tutorial because it has a lot of repeatability with the goal of trying to beat your previous time as well as racing against the clock.
I feel like the easiest part was the play testing and the user inter face because with the play testing is that all you need to do is press the play button and thats it, and the user interface you just type stuff and move text boxes. But I feel the most difficult parts are the coding and importing files and folders. This is because for one, coding can be very complex with the fact that you need to do almost exactly what the guy tells you to do or know exactly what to do from the start, one bad connection or typo and you need to back track like 20 minutes to see what went wrong, and with importing files it can be super annoying at least for me because some times, most of the time, it doesn't work and then you to waste the entire class period just to realize that it never would of worked in the first place. Some ways to use this in real life is to be fast about some things, because if you don't you'll never get it done. I know this because in order to finish this project on time I needed to play the tutorial at around 2X speed because thats how long it was. But another thing I learned from this is that is to not be afraid of backtracking because it is necessary to be able to do things probably. Some skills and knowledge I have learned in this assignment that you need to be quick and on your balls of your feet at all times, because if you relax for a single moment you'll fall behind. I also gained a skill of listening to something that is faster then usual to help keep up with the crowd. what I really liked about this assignment as wells as the game engine are the built in shaders and texture packs because many game engines dont give you that luxury. I felt the hardest thing to do was create the lamps in the house as their was so many moving parts for something seemingly so simple, but I do feel there some easy things like applying the texture to surfaces or making walls and doors because they only take one or two steps. Some ways this is useful in the real world is if you are developing a game and want to make buildings in your game. In this lesson I learned to code in unreal, how to make blue prints, and how to manipulate objects.
When I think of what I did over this year, and the difficulty of the class. One thing I would like to bring up are the notes based tests because I feel that it is too difficult to find a answer to a problem, I shouldn't have to go through 7 pages of notes to find one answer and then also be expected to have the patience and time to do that twelve more times, it's like finding a needle in a haystack.
As well as the due dates Because i know that this is a honors course but when half of the entire class is not finished with an assignment I feel you should give them at least one or two more days to complete the assignment and not get points get taken off. But I do know one of the tings you got right was the late submissions because the 2 day grace period is like an angel sent from heaven that allows me to smooth out some rough edges and submit a complete assignment without worrying that it'll be a 50% in three days. There hasn't been alot of progress made this year in terms of technical capitables but I do now have alot more knowledge about game stuff, like for example: I know game theory is about the mentaties of both sides of a dispute and how each will play their moves. As well as design pipeline which is where your game comes into reality with planning, art, and design to bring it to life. I enjoyed the part where I get to play games with my friends and forget about the 10 pounds of homework my french teacher assigns. I want to know how to use unity and maybe epic games if that works out by the end of the next quarter. DIXit:
DIXIt is a game genre about storytelling/roleplaying with the objective is to get to 30 points by getting story cards right. Some interesting mechanism are the voting system which I haven't seen in most games. DiXit isn't very similar to the other games expect that unstable unicorns and DiXit both have cards. DiXit is very different from the other three because your telling story's of cards and playing cards that fit the story which none of the other games have. unstable unicorns: unstable unicorns is a game genre focused towards action and card playing. It's winning conditions are that you need to get five unicorns in your stable. One interesting thing about unstable unicorns is that you can take unicorns from other's peoples stables or swap with other people stables entirely. the difference between unstable unicorns and the other games is that it has the ability to completely change the state of the game with only one card, which is not in the other games. One similarity in the game to the others is that it has a set objective to reach towards like 5 unicorns in the stable or get the highest score possible. Alu's revenge: alu's revenge is a game that has a genre focused on a round/clicker based video game. When playing the game the objective is to destroy as many soldiers as possible and get to the highest round. One thing in Alu's revenge I found interesting is the fast paced manner of the game, you can get past two or three rounds in just 30 seconds. the difference between alu's revenge and the other games is that it the score has a multiplier which means that getting to round 30 gives you a 300X larger score then getting to round 3 then just 30X larger this is because it is exponential. One similarity it has is that both alu's revenge and the other games have colors in them. centipede: Centipede has a genre focused towards a indie shooter/ stage based video game. Whenever playing the game Centipede the goal is always to destroy the Centipede. the unique thing I found about Centipede is that the enemy can split itself in two when you shoot it. one difference in Centipede is that your courser acts as the player in that it has lives and can die as well as shoot. One similarity is that Centipede and all the games have a way to beat yourself from last time you played whether it be getting a higher score then last time or winning on a sooner round of the game. Here's the link to my notes if you want that as well: https://docs.google.com/document/d/1FG5fl51BMSHWsq9h5fbcLlTIW2AeM13aBrvKJtiByRk/edit
https://docs.google.com/presentation/d/1GAqcyRGfDBuuWOLDScFXbjgXcyRWMgi3o2XsnYkLNLM/edit#slide=id.p
this assignment is about game theory. Game theory is the interaction of players or people in a situation. civ 6 relates to game theory because it has alot of these player to player interactions in the game.
Flow in a game is when the player is so invested in your game that he loses his sense of time this is important to the player because if your not in the flow in a game your also probably not enjoying it either. I the reason why I choose this game is that (not done finish)
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Arthur:
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