Unity is the perfect program to star designing video games. In a couple of weeks, I feel I already have a general idea how to use it. I have learned the differences between the menus: hierarchy panel (shows all active components of your game), the project panel (let you navigate through scripts, objects, sounds, images or any file related to the project), and the inspector (show all available options for a single object). I also understood, how to copy an object and place it on the level. In this case, Prefab item are very useful because we only have to edit it once to see the changes in all related objects. On the other hand, editing scripts could be a challenge. Not because is hard to do it (just double click on the script to open the code) but because I don't like programming so confront that bunch of code isn't fun to me. Although I already finished the tutorial and everything seems just fine. I had hard times struggling against the main menu and game over screen these were the only ones I couldn't do by myself. I had to ask assistance to the professor and sadly never understand what my mistake was. Anyway, for this last class I only have to fix a couple of minor errors, improve the jet pack and proved my learning adding original creations.
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Although was my second favorite Cthulu Gloom is probably the best-designed game of all I played. First at all: It's original, I have never seen a similar proposal in any other card game. Keith Baker designed this experience starting from classics H.P Lovecraft tales. The aesthetic is in synchrony with its references, because the game feels indeed gloomy. The murky art style in every card and our dark objectives are good examples of this. Contrary to most games our goal is to reach lower points than our opponents (as any card game is a competition) and kill our entire family (so is also a challenge). This negative aura supports the obscure aesthetic as a whole. The game also adds a narrative feature (yes being a card game) just as Lovecraft would like. What else could we ask? Dynamics: The narrative aesthetic is supported by a story based dynamic on the cards we are playing because all cards (events, modifiers, and character) have a novel structure. So if we want we can build a simple tale in apparence similar to Lovecraft famous stories (pretty limited and random feature but congruent). On the other hand, as the game only finish when all ours characters are dead, the dynamic supporting challange is a pretty ominous one. Furthermore, the possibily to make our family happier or more tormented than than our opponent's would be the dynamic associated to competition aesthetic. Mechanic:
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AuthorI want to study Video Games in a theoretical way. Archivos
May 2018
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