Project Update

Since my team couldn’t finish the game due to the current situation I decided to remake the game by myself and finish it. I started working on this game on 12/1/2020. So far I only added the player and 2 types of enemies, I coded their behaviors and mechanics. In the following picture, you will see how I haven’t added background or any actual sprite, I only have place holder so far since I don’t really like making art and I think I prefer to leave it like this for the moment.

I am making a 2D game where you must survive an infinite wave of enemies, you will get points for every enemy you kill, I am planning to add power-ups in the future. The player will teleport to the cursor position on click. You can also attack the enemies with your knife (the only melee is allowed in this game). There are 2 types of enemies the red enemy is only carrying a knife and will try to get close to you in order to attack you, the orange enemy is carrying a gun and will stay far away from you while trying to take you down. You can teleport anywhere you want to avoid the attacks and take the enemies out.

As an example of what I have so far, I added an image of the player’s movement. Void awake is in charge of finding the player to make sure you don’t teleport an enemy. Void Update is in charge of tracking the mouse cursor position and keeping the player at 0 z coordinate if you don’t add this line the player will teleport to the cursor, the cursor is located behind the camera so the player will teleport behind the camera and you won’t be able to see the player and the enemies won’t be able to kill the player. The “If” statement is to make sure the player only teleports when you click the left side button of the mouse.

Right now I am at the production phase since I have more than an MVP. Right now I think it will take me 2 weeks to enter the post-production phase since I have some problems to solve in order to make the game better. I also have to add some art to improve the aesthetic of the game and make it more appealing.

Once in Post-Production, I think it will take me 2 weeks to publish the game (if I ever do so) since I am planning to add more mechanics that are sitting in the backlog like power-ups.

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

I started working with construct 3 so I can get familiar with the tools. In my opinion construct 3 is a great begginer-friendly that could be helpful to every one in the class so they can get use to the game design process.

PRACTICE ROOM (TUTORIALS)

Unity – C#

I decided to go back to some of my project in unity to see if I can make the code better and I found out some ways to fix old problems I had when making those games.

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Construct.net

Construct 3 is a really cool tool for beginners, it provides useful information like the coordinates of your cursor so you don’t have to give an object different coordinates until it is close to where you want it to be. You can move the cursor to where you want the object to be and then read the coordinates. Construct 3 also makes confusing things like adding buttons something really easy to understand.

LAB (THEORY PRACTICED)

Screenshot from editor.construct.net

OUTSIDE (PRODUCTIVITY & THE BRAIN)

Image from bananatreelog.com

Every day I look at my GTD and then start working on the assignment with a higher priority. I also like to work on unity and zero engines to be familiar with multiple game engines. I also love to play videogames with a programmer’s eye, looking at the way things work and the way different mechanics work and imagine how they could have written the code.

STUDIO (CREATIVITY)

Screenshot from Construct Begginer’s Guide
  • I made a  Mario style game, but I didn’t add enemies to the game yet.

WHAT I LEARNED and PROBLEMS I SOLVED

  • I got familiar with construct 3 and learned new skills, at first it seems confusing but it is really intuitive and easy to understand.

Game Design – Week 10 – GTD – Getting Things Done – Part 2

 

Image from BiggerPlate.com

Teens are overwhelmed, partly because they don’t yet have the skills to manage the unprecedented amount of stuff that enters their brains each day.  – from LifeHacker.com

“Your mind is for having ideas, not holding them.”

“You can do anything, but not everything.”

― David Allen, (GTD) Getting Things Done for Teens: Take Control of Your Life in a Distracting World

SUMMARY

  • I changed my GTD by adding more assignments and color code the assignments so I can tell what assignments are for math, English, etc.

PRACTICE ROOM (TUTORIALS)

  • I already finished both those classes a long time ago. Right now I am doing running start and I am planning for next quarter to add coding classes (C++) and software programming so I can learn more.

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Animated Book Summary And Review at YouTube

I learned to organize and prioritize things, and how to make clear and smart GTD systems. Making a GTD system can help you in your daily life and GTD systems are the key to success. Prioritizing tasks is the best way to help your brain not forget important things like your best friend’s birthday.

OUTSIDE (PRODUCTIVITY & THE BRAIN)

I have to write a resume and cover letter for my English 101 class

STUDIO (CREATING MAPS)

  • I made a list of all the assignments, gave them priorities, and decided how to solve them. 

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned to make plans for my tasks so I can know the course I am taking. I also solve a problem I was facing with the resume and cover letter assignment but I made a plan, I asked for help and everything was more clear to me.

Week 9 – GTD – Getting Things Done – Part 1

“Day 092/366 – To Do List” by Great Beyond is licensed under CC BY-NC-SA 2.0

Your toughest work is defining what your work is! –  Peter Drucker

SUMMARY

  • I work on all the homework for my SPSCC classes.

PRACTICE ROOM (TUTORIALS)

Image of David Allen at TED Talk
Screenshot from David Allen TED Talk

In this ‘room’ you are going to try Getting Things Done (GTD).

STEP 1: MAKE A LIST

Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk
  • Finish Argumentative essay for English 101
  • Take Math’s Quiz on Wednesday
  • Take Math’s test on Friday
  • Post substantial information to the Math’s discussion forum.
  • Take CSS 101 Quiz
  • Week 7 reflection for CSS 101
  • Finish this blog post
  • Essay 3 proposal ideas.
  • English 101 – Active reader

STEP 2: NOTICE WHAT YOU NOTICED

Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk
  • Finish Argumentative essay for English 101
  • Post substantial information to the Math’s discussion forum.
  • Finish this blog post
  • Take CSS 101 Quiz
  • Take Math’s Quiz on Wednesday
  • Take Math’s test on Friday
  • English 101 – Active reader post
  • Week 7 reflection for CSS 101
  • Essay 3 proposal ideas.

STEP 3: SET A TIMER

https://giphy.com/gifs/time-clock-konczakowski-d3yxg15kJppJilnW

 

OUTSIDE (PRODUCTIVITY & THE BRAIN)

David Allen image
Oct. 2020 Lucidchart interview with David Allen
Image from FastCompany Magazine, https://www.fastcompany.com/3026827/the-brain-hacks-top-founders-use-to-get-the-job-done
Image from FastCompany Magazine, https://www.fastcompany.com/3026827/the-brain-hacks-top-founders-use-to-get-the-job-done

GTD can help me organize and prioritize my activities much better because there is always some room for improvement and I think I have more than plenty of room.

WHAT I LEARNED and PROBLEMS I SOLVED

I learned to organize and prioritize activities in a more efficient way, and I also have a lot of problems to solve in college like the math forums. I have been coming up with a bunch of ideas to solve the problem and right now I think I solved it efficiently.

Game Design – Tools, Time, and Rooms

CreativeCommons image Tool Stash by Meena Kadri at Flickr.com

SUMMARY

  • Write your weekly summary here, last, at the end of the week…
    • Only one to two sentences

PRACTICE ROOM (TUTORIALS)

  • Brackeys is a beginner’s best friend. It is a channel where you can learn how to code in C# and make all kinds of games. This is a playlist about how to code in C#.

CLASSROOM (THEORY & ANALYSIS)

  • MVP is the very basics of your game. You have to keep find the main mechanics, for example, if you want to make a 2D platformer game then you only need a box jumping from platform to platform.

Game Genres from the Simplest and Most Difficult to Create

    1. Racing Game
    2. Top-Down Shooter
    3. 2d Platformer
    4. Color Matching Puzzle Game
    5. 2D Puzzle Platformer
    6. 3D Platformer
    7. FPS
    8. JRPG
    9. Fighting Game
    10. Action Adventure
    11. Western RPG
    12. RTS

LAB (THEORY PRACTICED)

  • As a designer, you must observe the game while you interact with it.
  • You must understand the game and the moments that shaped the emotions you are feeling.
  • You must get past your game biases.
  • Try to find the flaws in bad games so you can learn from their mistakes.
  • F.O.O can destroy a game easily.
  • F.O.O can improve gameplay for new players.
  • You must find the breakpoint (the parts where the game doesn’t work).
  • You have to look for what bugs destroy the user experience.

OUTSIDE (CREATIVITY & THE BRAIN)

  • I decided to have a better understanding of coding to improve my workflow. I have been working to get a better idea about code languages like Python and JavaScript. My main enemy is the time because I have to manage time in a way that I have enough time to work on homework, go to the gym, eat, and spend time learning about Python or JavaScript.

STUDIO (GAME IDEAS)

  • Survival Game: The world is doom and you are trying to survive in a forest, you must prepare your self for the incoming seasons as that preparation will decide if you survive.
  • Top-Down-Shooter: You are a marine that was sent to look for survivors in a nearby city. You must be careful to not get shoot since the enemy’s bullets transform you into a zombie.
  • FPS, action: You have the ability to wall-run, double jump, and stop time for a few seconds, if you get hit once you lose and your objective is to get to the safe zone.
  • FPS, action: You are sent to a colony on another planet because you got reports of a creature going wild and hunting down the people from the colony. You must track down the creature by following the footprints, sound, etc.
  • Platform shooter: you are an astronaut on a mission to collect samples from a nearby asteroid. While you collect the sample your spaceship is attacked by an alien spaceship and your team is a force to leave you behind. your objective is to get back on the ship while you jump from asteroid to asteroid and fight the alien that is trying to stop you. You can collect asteroids samples to increase your score (like coins).

Developing Quality Workflow

What is Workflow?

Image Creative Workflow from Behance.com, https://www.behance.net/gallery/27919515/Creative-workflow-GIF

Work•flow /ˈwərkflō/

“The sequence of industrial, administrative, or other processes through which a piece of work passes from initiation to completion.” – lexico.com

What is a quality workflow?  How do we develop it?  Below are elements of the production cycle that most creative people move through as they create something.  First, we must identify the stages of project production. What is each stage and what are the quality checks for each stage.  Read on and find out!

Stages of Creation Development

Inspiration

How do we find ideas to develop?

  • WHAT TOOLS SHOULD WE USE?
    • We can use a big variety of tools we could use but I highly recommend 2 tools which are a search engine and your own experience.
  • WHAT PROCESS SHOULD WE USE?
    • While playing videogames pay attention to the mechanics that make you play that game and the small details that improve that experience. When you are playing a game and you found a mechanic or feature you hate don’t assume everyone thinks the same, use a search engine to find out if people like or dislike those mechanics or features.
  • HOW DO YOU MEASURE QUALITY?
    • I measure quality by looking at the time I spend playing a certain game and how I feel while playing it. if a game makes me lose track of time then I say that is a good game.
  • WHO MEASURES QUALITY?
    • The consumers are the largest community and count with a huge variety of people with different perspectives and ideas and they can be the best judges.

Intention

How do we clarify our specific goal(s) for a project?

  • WHAT TOOLS SHOULD WE USE?
    • Communication is the most important tool when it comes to making a specific goal.
  • WHAT PROCESS SHOULD WE USE?
    • Whenever you think you have a specific goal go find a friend and tell him your goal, if he understands what the goal is about then you have a specific goal.
  • HOW DO YOU MEASURE QUALITY?
    • I use SMART when making a goal to make sure it is achievable and specific.
  • WHO MEASURES QUALITY?
    • The teacher should be the one to measure quality because he is the one with the most experience when it comes to making SMART goals.

Pre-production

How can we brainwrite, brainstorm, storyboard, and plan our ideas at this phase?

  • WHAT TOOLS SHOULD WE USE?
    • The tools I love using are a Flowchart and a GDD
  • WHAT PROCESS SHOULD WE USE?
    • The GDD is a great way to come up with the foundations of your game like mechanics, aesthetics, sound effects, and background. Making a flowchart is a great way to place your ideas altogether to see if your game’s flow reaches a dead end.
  • HOW DO YOU MEASURE QUALITY?
    • I measure quality based on how well prepared I feel for the production state.
  • WHO MEASURES QUALITY?
    • The team is the only group that can measure quality. They are the ones that decide if they are prepared for the production of the project.

Production

How do we communicate with each other and execute our plan for this phase? This is where we actually make the project.

  • WHAT TOOLS SHOULD WE USE?
    • The team should use a program like Trello to manage their project and have a clear sight of the progress.
  • WHAT PROCESS SHOULD WE USE?
    • Everyone should have their own roles to work on. The team should decide what needs to be done first in order to have an MVP. A MVP works as the foundation of a game and you can just work around it by adding art and more mechanics.
  • HOW DO YOU MEASURE QUALITY?
    • I measure quality based on a series of questions. How many things did we get done? Do we have a playable game? Does it have any errors that can cause crashes?
  • WHO MEASURES QUALITY?
    • The teacher and guests are the ones in charge to measure the quality of our project.

Post-production

How do we communicate with each other and execute our final stages of the project for this phase? This is where we publish the project.

  • WHAT TOOLS SHOULD WE USE?
    • Use programs like Trello or slack to make a new list of things to do.
  • WHAT PROCESS SHOULD WE USE?
    • Report any kind of bugs that can be fixed to improve playability and finish adding any kind of art or mechanic you couldn’t add to the game on time.
  • HOW DO YOU MEASURE QUALITY?
    • I measure quality based on another series of questions. Did we break the game? Did we fix the game? Did we add new staff to the game? What did we improve?
  • WHO MEASURES QUALITY?
    • The teacher and special guests should measure quality to see if the team listened to their previous feedback.

Presentation/Performance

How do we share our project with our learning community, advisory members, and the world?

  • WHAT TOOLS SHOULD WE USE?
    • Make a slide show with evidence of your work, and add a gameplay video or just play the game in front of everyone.
  • WHAT PROCESS SHOULD WE USE?
    • Have someone from your team share their screen and play the game while someone else explains what is the game about. The person sharing their screen should also have access to the slideshow with all the team’s evidence and images to explain the process of making the game
  • HOW DO YOU MEASURE QUALITY?
    • By how well and clear the presentation is present to the advisory board.
  • WHO MEASURES QUALITY?
    • The teacher and advisory board.

Feedback

How do we conduct a feedback session at the end of the project development cycle?

  • WHAT TOOLS SHOULD WE USE?
    • Surveys would be a great idea or have a google document for each team and have the advisory board and other teams add to that document.
  • WHAT PROCESS SHOULD WE USE?
    • By having a shared document of each team, the other teams and advisory board can type their feedback once the presentation is over.
  • HOW DO YOU MEASURE QUALITY?
    • By the amount of feedback I get.
  • WHO MEASURES QUALITY?
    • The team because they are the ones getting the feedback.

Recipe For Success: Larry Page

COPY AND PASTE THE FOLLOWING:

Image of Larry Page from Wikipedia. https://es.wikipedia.org/wiki/Larry_Page

March 26, 1073, East Lansing, Michigan.

Personal Success Definition

I define success as creating or doing something that helps others and has a global impact.

Larry Page is one of the co-founders of Google along with Sergey Brin. With his help, Sergey Brin developed Google, which later became the world’s most popular search engine. Google has changed the business of newspapers forever and virtually single-handedly run most publishers of maps out of business.

Skills for Success

Larry Page is a software engineer, self-motivated, and a good leader. Following his parent’s footsteps, he studied computer engineering at Stanford University. While studying, he met Sergey Brin with whose assistance he developed Google that listed results according to the popularity of the pages. In a 2004 interview with Barbara Walters, the entrepreneur credited his success to his Montessori education, which trained him to be self-motivated and to do things his own way. He constantly shows that he has become a successful and effective CEO by being the one who takes control of the company on projects like Android and Google Plus.

How They Used These Skills

Picture of Google: Website link

Larry Page and Sergey Brin meet at Stanford University, develop PageRank, and launch Google. Page’s vision that a World Wide Web search engine could rank links based on how often they were being linked by other pages. With Brin’s help, the idea turned into PageRank, the foundational algorithm of Google Search.

Challenges Overcome

Page and Brin had to overcome how stressful and time consuming making a search engine is. They had to face the idea that their project might not succeed. There were times where they thought success was not possible but they kept trying and came up with PageRank, the foundational algorithm of Google Search.

Significant Work

https://www.theverge.com/2019/12/4/20994361/google-alphabet-larry-page-sergey-brin-sundar-pichai-co-founders-ceo-timeline

Google changes the internet completely, making it easier to find reliable sources.

Resources

https://es.wikipedia.org/wiki/Larry_Page

https://www.biography.com/scientist/larry-page

Stretch Goal for May 2020

Thibault J. September 8, 2008
  • Role – Coder
  • SMART Goal – By April 30th I want to obtain my certificate in Python script so I can have a better understanding of Python script to be more prepared for the future.
  • Why – I decided to get my certificate in python script since it’s the most common language in computer science which is one of the carriers I would like to work on.
  • How – I will do this by setting aside some time for me to work on SoloLearn.
  • When – I will work on SoloLearn 5 times per week.
  • Resources – My resources are my Chromebook, laptop, and my phone since all can use SoloLearn.
  • Milestones – I want to be halfway done with the python course by April 24th and have my certificate by April 30th
  • Heroines / Heroes – I admire Christian Gyrling because he is one of naughty dog’s lead programmers which I would like to work with in the future since they developed the last of us which is my most favorite game, more information can be found in the links below.

    https://www.linkedin.com/in/cgyrling/

  • Documentation 

Stretch Goal for April 2020

Andrew Hayward, June 24, 2005
  • Role – Coder
  • SMART Goal – By April 30th I want to obtain my certificate in Java script so I can have a better understanding of Java script to be more prepared for the future.
  • Why – I decided to get my certificate in Java script since it’s the most common language in game design which is one of the carriers I would like to work on.
  • How – I will do this by setting aside some time for me to work on SoloLearn.
  • When – I will work on SoloLearn 5 times per week.
  • Resources – My resources are my Chromebook, laptop, and my phone since all can use SoloLearn.
  • Milestones – I want to be halfway done with the Java course by April 24th and have my certificate by April 30th
  • Heroines / Heroes – I admire Christian Gyrling because he is one of naughty dog’s lead programmers which I would like to work on in the future, more information can be found in the links below.

    https://www.linkedin.com/in/cgyrling/

  • Documentation 

Competition Production Project

PRE-PRODUCTION – INQUIRY

Role: Level Designer/Level Artist

Intention (SMART GOAL)

By the 3/18 as part of Team 1, I will have watched tutorial videos to be able to make a good level design for the competition project.

Leader(s) in the Field

Training Sources

  1. 1:38 – Important point
  2. 1:49 – the 3 Main pillars of game design
  3. 2:08 – Player need to have an effect on the game
  4. 2:28 – Leave visual clues
  5. 2:38 – Good example of communication in a game
  6. 2:52 – Appeal (Importance)
  7. 3:13 – Appeal (What is it)
  8. 4:00 – Focus (What it is)
  9. 4:24 – Anticipation (What it is)
  10. 4:39 – Good example of Anticipation
  11. 4:57 – Player expectation
  12. 5:44 – Good example of game cheating
  13. 6:07 – Dynamics
  14. 6:52 – Sense of Progression (What it is)
  15. 7:00 – How to have a sense of progression
  16. 7:15 – Good example of a sense of progression
  17. 7:28 – Environment
  18. 7:43 – Use of space

Project Timeline 

  1. Talk to my team and decide what kind of game we are going to make
  2. Decide the tiles we are using for the game
  3. Get everyone into unity collab
  4. Make the Flowchart
  5. Make a burn-down chart
  6. Make sketches of the objects (walls, obstacles, Interactables)
  7. Make a sketch of the world to see how the aesthetic feel.
  8. Add interactable objects after the sketch of the world is done
  9. See if the world is easy or relatively easy to navigate.
  10. Add objects from the backlog.