Game Design – Week 13 – Changes

“The successful free to play games are selling positive emotions. Not content.” – Nicholas Lovell

“It should be the experience, that is touching. What I strive for is to make the person playing the game the director.” – Shigeru Miyamoto

SUMMARY

  • My weekly summary was that I sat home and went on my phone, I did school work, and i worked out.

PRACTICE ROOM (TUTORIALS)

Screenshot from Sololearn.com

Unity – C#

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Extra Credits Channel
MDA image from Wikipedia
  • Sensation (Game as sense-pleasure): Player enjoys memorable audio-visual effects.
  • Fantasy (Game as make-believe): Imaginary world.
  • Narrative (Game as drama): A story that drives the player to keep coming back
  • Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
  • Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
  • Discovery (Game as uncharted territory): Urge to explore game world.
  • Expression (Game as self-discovery): Own creativity. For example, creating character resembling player’s own avatar.
  • Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.

MDA Notes

  • Mechanics –  its rules, every basic action the player can take in the game, the algorithms and data structures in the game engine etc.
  • Dynamics –  run-time behavior of the mechanics acting on player input and “cooperating” with other mechanics.
  • Aesthetics – the emotional responses evoked in the player.

LAB (THEORY PRACTICED)

  • Mechanics are the base components of the game – its rules, every basic action the player can take in the game, the algorithms and data structures in the game engine etc.
    • Dynamics are the run-time behavior of the mechanics acting on player input and “cooperating” with other mechanics.
    • Aesthetics are the emotional responses evoked in the player.

Brainstorm Ideas for Each of the Eight Categories

  1. Sensation (Game as sense-pleasure): The player enjoys memorable audio-visual effects.
    • Have the highest quality of sensation and have good audio.
  2. Fantasy (Game as make-believe): Imaginary world.
    • You have good props and creatures and things added to the game such as animals or trees or cars
  3. Narrative (Game as drama): A story that drives the player to keep coming back
    • Have interesting details to have them locked in.
  4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
    • Have challenges to overcome like a thing like donkey kong.
  5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
  6. Discovery (Game as uncharted territory): Urge to explore the game world.
    • Place idea here…
  7. Expression (Game as self-discovery): Own creativity. For example, creating a character resembling player’s own avatar.
    • Place idea here…
  8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.
    • Place idea here…

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

Worksheet from bananatreelog.com

I saw some people and waved but it made me less stress.

STUDIO (CREATIVITY)

Screenshot from Construct.net
  • Set a timer
  • Spend 30 minutes in this ‘room’
    • Read the Construct Manual Sections
      • Home
      • Getting started
      • Overview
      • Interface
      • Project primitives
      • Tips & guides
      • Behavior reference
      • Plugin reference
      • System reference
      • Scripting
  • I learned how to use the system a little more. I can use the tools and be able to optimize better.

CONTROL ROOM (PRODUCTION)

Screenshot from Construct.net
  • You usually construct a project with a team with more people so they could help and you guys can create a better project. It will be easier to manage with the more amount of people.

WHAT I LEARNED and PROBLEMS I SOLVED

  • A couple problems I fixed is that I fixed my sleep scheduled, I also fixed some of my assignments and i manage my time now.

WEEKLY ACTIVITY EVALUATION

Game Design – Week 11 – Updating Workflow – Mind Like Water

“‘Be shapeless and formless.. like water’ (Bruce Lee)” by Akinini.com is licensed under CC BY-NC-ND 2.0

“Have a mind like water.”

― David Allen,  GTD

SUMMARY

  • The getting things done blog helped me a lot with all my assignments, it helped me get everything finished and on time

PRACTICE ROOM (TUTORIALS)

  • Set a timer for 30 minutes in this ‘room’

Construct 3 / PlayCanvas – Javascript

  • The lesson that I did was the javascript one and I learned about how it works and what is about it

Unity – C#

  • I learned the basic concepts of how it works and what is about it.

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Construct.net
  • Construct 3 has a very powerful game design network where you can design anything you want. Games, characters, shows anything. You can be very creative with anything in this.

LAB (THEORY PRACTICED)

Screenshot from editor.construct.net

OUTSIDE (PRODUCTIVITY & THE BRAIN)

Image from bananatreelog.com
  • A way I can maximize my day and be satisfied with what I do is first I do all of my assignments at the start of the day so I do not need to worry about it later. Then I hang out with my family and watch shows and do stuff with them. Then maybe play a little video games. Then take walks and go to bed.

STUDIO (CREATIVITY)

Screenshot from Construct Begginer’s Guide
  • I am gonna make a game character of any sort and put grass under and a sky.

CONTROL ROOM (PRODUCTION)

WHAT I LEARNED and PROBLEMS I SOLVED

  • What I learned is that I can use construct.net to create anything and have fun creating games and characters and stuff. Problems I solved is how to manage everything right now.

WEEKLY ACTIVITY EVALUATION