Well, to get straight into it, learning in unity has not become any easier. In fact, it feels like it's sort of just getting more and more tedious in certain ways, with coding especially being a bit of an issue area. That being said, it's still pretty fun to learn about everything you can do, even the most simple and baseline functions that can be simulated using code. With that in mind, I intend to keep trying and go on with my attempts to figure it out. There isn't much else to say now, like, on a more personal front, the ACT was an awful experience, but there isn't much else of note. Thus, I'll end this reflection here. See ya'll in the next one.
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The linkedin learning experience with C# was certainly a bumpy one. The process of C# already feels very, very complex for things I thought would be the most basic parts of games. I learned that you can create trigger events, program enemies to patrol, chase and attack player characters, and even create your own user interface within Unity. There are lots and lots of really interesting things that can be made with this stuff, but it is also incredibly tedious in some areas, and the issues faced are plentiful. The biggest issue I faced was that the patrol and chase commands seemed to directly conflict with each other, because the commands necessary to make the enemy follow the player apparently prevented the patrol, but the patrol made the chase completely inactive. Maybe if I can flatten all of the issues I have had with it, I could use it to create the custom enemies, movement patterns and abilities for the player that I want to implement in my final game.
In this reflection, I'm going to talk more about primarily coding, but first, I do have to mention that we're at coding right now after having finished the process of making a board game based on our video game concept. I must say that project was frustrating, tedious and anxiety-inducing in a number of ways, so I am more than happy to be past it. However, I have also learned that coding is going to be a pretty delicate process, which is not going to be fun for me to have to deal with at all. I specifically learned this when I tried to introduce probuilder to my coding project to recreate part of the video I was using for figuring out navigation, and the entire thing was brought to a halt by the fact that navigation mesh would not bake. Therefore, I have to restart that whole chunk of the project. To put it lightly, that was frustrating, but it is still manageable. Anyway, that's really all I can say, coding's likely going to be a very mixed-feelings sort of subject. Hopefully I'll have more of a grasp on it soon. In the meantime, see ya'll on the flipside.
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Game Development Unity Game Engine To cut to the chase, we've begun learning about coding, and it's really something, to say the least. I feel like I am likely gonna get frustrated with all of the attention to detail required for it, but I'll just have to learn to roll with it. So far, I haven't managed to get much of it down, but it seems like it's going to help a lot with making things like enemies, triggers for certain events to happen, and maybe even something like a day-night cycle or a weather cycle. I don't think I'll be using those last things for my game, but nonetheless, it's a fun thought. I'll cut this post off here, since I don't have much else to say, so I'll see you all in the next one. Bu-bye. Just to start with, the concept of the game is one that I don't feel is super original, but it's one that I feel would be promising if turned into an actual decent-quality game. The entire reason I went with this concept is both because mythology and things like that fascinates me greatly, and it seems like it might be fun to try and figure everything for the game out. I don't expect to be able to fit every single idea I have into the final product, but I aim to get most of it down in the time we have at least. I am a little bit nervous about if I'll actually be able to do most of the stuff I want to for this, but I am willing to try. Besides, this idea feels like a fun one to try and make. Anyway, that's all I have to say for this reflection. I don't know exactly where it will go, but I am hopeful that I'll be able to achieve something close to the concept I've made.
This is going to be the final reflection of the year, and so for that sake, I'm just gonna quickly reflect on this year. Frankly, it's just been kind of awful. I don't know if I can say it was better or worse than last year, but it just wasn't all that good. Numerous different things ended up happening for several different reasons, and it just didn't feel like it was very pleasant overall. I don't really have much else to say, since I don't really think I want to elaborate on specifics in terms of why it was so bad, but I feel like either way, we all know this year wasn't the best. So with that, I'm gonna end this off as the final reflection of 2021. Hopefully next year will be better. See ya'll on the flipside.
Since Christmas just passed, this reflection is going to be all about how Christmas went. Truth be told, as I'm sure it did for everyone else, it didn't feel at all the same this year. It didn't feel special or very happy, especially when combined with a few outside reasons. It just sort of felt like another day to pass by this year. I don't really have much to say, I guess we did go to my grandparents' place for a bit, and I got far more gifts than I expected, but full in full, it just didn't really feel very unique from any other day in this month, or even this year. It just felt mundane and sort of saddening, even with the gifts. That isn't to say I was completely sad, but it just didn't feel the same as in the past. Anyway, that's really all I have to say, so I'll see ya'll in the next post.
The process of creating my exploration game, which I have chosen to call "Fading Fragments," was a pretty difficult but admittedly quite fun one. Despite all of the issues I had with learning the ropes thanks to unity constantly crashing during the tutorial period, I was able to figure pretty much all of the things required for the game within enough time that I could have finished the game within the original deadline had the power outage not occurred. The 3D assets were pretty interesting to try and make, specifically the statue and NPC. Both of those were made in 3ds Max with various tools, and the story I have loosely in mind to link everything together also contributed to the creation of the 2D assets.
The textures weren't too hard to make, with the hardest ones likely being the grass or gravestone textures (the gravestone is referring to the slab in the statue's chamber). Even so, though, it was still interesting to create all of them, especially the textures for the objects that lead you very loosely to the statue. I've chosen to call those headstones. The Level design was also really fun, because with the way I wanted the maze to work, I wanted it to be a pretty simple path if you knew where you were going, but if you didn't know where to go right away, there would be a lot of different places you could end up. I didn't want something that'd be super difficult to navigate, just a maze that would have many places to go, but only one fairly manageable correct path. I think for my top 10 picks of the ideas that I managed to come up with, they would have to be the following:
1. Exploring another dimension 2. Wandering through a land of the dead 3. Fighting gods 4. Escaping some curse or forsaken place 5. Navigating haunted islands 6. Ancient technology 7. Venturing through Hell 8. Slaying dragons 9. Travelling through time 10. Exploring a dungeon My top 3 picks were ultimately exploring another dimension, wandering a land of the dead, or fighting gods. My number 1 was exploring another dimension just because of how much creative freedom would be possible by creating an entirely new dimension that the player must navigate, fight through, and potentially even find or retrieve something within. Wandering through a land of the dead, on the other hand, opens up possibility for a potentially different perspective, specifically if the player weren't a valiant hero, but rather one of the damned forced to wander the afterlife, trying to find a way out through any means possible in whatever strange post-mortum location they Not much has happened between the last post and this one, other than the fact that I was made aware of the fact that the power to the school is going to be restored next Tuesday, so I have to wait until Wednesday to continue the project. I should also mention this, but with the selected works, I couldn't really find or get anything that was made for the class, so I had to supplement with just personal artwork for the meantime. Other than those things, I really don't have any news. Just the same old same old, overall. So yeah, I'll just end this short post here. See ya'll on the flipside.
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AuthorHello! I'm Alex, or John. I already told you quite a bit about myself in the About Me Page, so I won't say too much here. I'll just say that I like to do things like roleplay, make concepts for characters and stuff like that, and overall like to do things that require visual things, like drawing. Archives
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