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MOSES YEO Keeping the Flow  The easiest way to keep the flow of a game is to let the player choose the level they play, however this is not effective unless the harder levels have more significant rewards  The alternative is to let the player skip to another level that better suits his level of play  They will tend to skip because it’s easier and out of boredom; the way to combat this is to take the information of the player (I.E. how much damage he takes ect..) adjust the difficulty to that. Presence and Immersion  Graphics are important but at the same time they are not needed( The gameboy had bad graphics and limited sound but is very fun to play.)  Though some more advanced games has better 3d graphics that make the game look really good. Creating a special atmosphere with the graphics and sound.  The key is to immerse the player into the game; The player needs to get attached to the character and want to help them. The player must also get immersed by the right graphics and sound.

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MOSES YEO We talked about aspects of a good videogame One element we talked about was how to get someone addicted to the game. MOSES YEO Keeping the Flow The easiest way to keep the flow of a game is to let the player choose the level they play, however this is not effective unless the harder levels have more significant rewards The alternative is to let the player skip to another level that better suits his level of play They will tend to skip because its easier and out of boredom; the way to combat this is to take the information of the player (I.E. how much damage he takes ect..) adjust the difficulty to that. Presence and Immersion Graphics are important but at the same time they are not needed( The gameboy had bad graphics and limited sound but is very fun to play.) Though some more advanced games has better 3d graphics that make the game look really good. Creating a special atmosphere with the graphics and sound. The key is to immerse the player into the game; The player needs to get attached to the character and want to help them. The player must also get immersed by the right graphics and sound. MOSES YEO We Finished the posters in class MOSES YEO We got game maker running We read tutorials in class We started on the worksheets MOSES YEO We worked on and played with games and filled out the worksheets MOSES YEO STEM Fuse - GAME:IT Unit 1 Designing Good Games game critique worksheet 15 pts. Student Name:________Moses Yeo______________________ Date:_____2/6______ Name of Game:_________Maze Game_____________________________ Based on the information we have covered in our Designing Good Games tutorial evaluate the game you choose to play. Be as specific as possible when giving answers, this will help you start to consciously think about what really makes a game good and will help when you start designing your games. How many players is this game intended for 1,2, multiple, unlimited? (1pt.) _________1____________ Explain the typical decisions a player must face that are required to play this game? (3pts.) They must complete a maze start to finish without getting too greedy.__________________________ ___________________________________________________________________________________ Did you feel that you can adequately control the game was it easily workable? Explain: (3pts.) __Yes it is a simple game where you must go up, down, left, and right___________________________________ ____________________________________________________________________________________ What are the objects and resources that make up this game? (2pts.)____________________________ ____The walls, the coins, the character, lily pad, teleporter, enemy, and big coin._____________________________________________ What are the goals of the game? (1pt.) __To get to the end with as much points as possible________________________ Are the goals achievable but still challenging? (1pt.)_____________No_____________________________ What are the rewards a player can earn? (1pt.)____________High Score____________________________ Do you consider this a good game? Why? (3pts.) Yes it is fun to play, because how simple but addicting, you want to get the high score to get the most coins as possible and that makes you think harder and not to get too greedy but try to get as much as possible.__________ MOSES YEO MOSES YEO Ball disappears MOSES YEO Ball increases speed with left click MOSES YEO Right click decreases speed MOSES YEO Game 2A made the paddle and ball faster MOSES YEO Game 3 done MOSES YEO Name:_______________Moses Yeo_____________________ Date:____3/13_________ Read the 3 page explanation of how the Spyro the Dragon was created and what types of decisions regarding color and art the developers made and why. Pay attention to the amount of detail that a graphic artist has to be aware of when designing a game. The game not only should look cool, it should be different than a competing game and convey the emotion of a particular point of the game, such asdanger or victory. While reading the tutorial, answer the following questions: What was the original color for Spyro?__________Green___________________ What color did Spyro change to?______Purple______________ Why?_______Green blended in too well with the background_________________________ On page 2, there are 3 examples of different skies. Describe the differences in each:_________________ ___________One is a mountain with sun, one is a blue sky with the mountain, Night sky with full moon, Organe evening sky, Fiery sunset with not many clouds, and the moon in the sky at night_______________________________ Which sky do you like best? _____The fiery sunset_______ Which one seems most dangerous?_The night sky____ According to the author, what is the simplest way to show game players the safe areas?___A defined edge________ What techniques can a developer use to make sure a player doesnt get lost?_____________________ ______________Visual landmarks________________________________ What type of college degree did this author, who is also one of the Spyro developers, graduate with?________Art degree_________________________________________________ MOSES YEO Done MOSES YEO Done MOSES YEO What I learned in Game Design During game design I learned different things about making certain types of games. We started with the simple ball bouncing, this showed us the basics of putting a wall and adding things into the room we created. Game two we added a paddle and controls we could use to move the paddle. Also in game two there actual game play we made. Game 3 we took it to a new level with another paddle and two player feature. Game 3 also had a scoring system. IN game four we added separate levels and different scoring. In the most current game, game 5 we added a lot of new things with sprites. I learned how to do all these things, i came through problems during this. Games 1-3 were all easy and i didn't have any problems. Game 4 it was confusing but I was able get through all the programming with the blocks. Game 5 was the hardest features such as drawing scores, adding the block making it appear and disappear was the hardest. I learned many things such as scoring, Levels, Sprite animation, and much more. MOSES YEO