Anti-Clockwise -Final Major Project Development Log(wk36)

Play Testing I did three rounds of playtesting and people’s feedback was useful, but I haven’t modified it all into the game yet. I added targets to the game, and I kept the two shooting modes so that the player can use them flexibly. Also, I fixed several critical bugs, including the problem that the …

Anti-Clockwise -Final Major Project Development Log(wk35)

Use Cinemachine  I learned Cinemachine and the smoothness of the camera animation was greatly improved by calling multiple virtual cameras to capture the character. Build Scenes Build scenes for training levels, update the translucency function when the view is blocked by walls. 3DUI Implementation I wanted the game to be more immersive, so I tried …

Anti-Clockwise -Final Major Project Development Log(wk34)

Character Movement Animation Edit existing animations with Maya and Unity’s animation components to create the appropriate animation needed. I also modified hundreds of parameter points in Unity to ensure that the character moves from 4 directions to 8 directions. Character Shooting Animation Learn the animation mask, layers, and code to make the character’s hand aim …

Anti-Clockwise -Final Major Project Development Log(wk33)

Addressing the Key Challenges of the Mechanism The main mechanism of the project is to reverse time. And I talked to some game makers this week on Twitter, who have made relevant functions. This is really a little difficult.  Someone realizes it by recording the physical system of unity in advance, into an animation clip. …

Anti-Clockwise -Final Major Project Development Log(wk32)

Concepts and Design Decisions Main Gameplay: Players play as time agents to catch time criminal. A single game can only have 5/10 minutes. Players can only touch part of the area within a limited time, and after repeated rounds, keep unlocking the puzzles to find the time criminal. Additional Settings: Add time gates with time …

Analysing the Gaming Experience Development Log(wk30)

Case study This week, I have been working further on the game cases. I looked at a range of cases and selected four exemplars as material for my discussion. Among them, Minecraft is a new case. In this game, players will learn how to combat a pandemic, one block at a time: Witness an Outbreak …

Wizard Dungeon -Experimental Development Log(wk29)

Bug FixesIn the final phase, we worked on fixing various bugs in the game, such as monsters spawning in the initial room and falling to the floor, and objects spawning in dark places on the map. We have addressed each of these issues by adjusting the level labels or the properties of the items. Refining …

Wizard Dungeon -Experimental Development Log(wk28)

Procedurally Generated LevelsFor the creation of the levels I used a combination of procedural generation and manual retouching. I watched some sharing as well as instructional videos and there were many videos that mentioned Houdini, which I did a brief study of. But I didn’t have enough time to use it in UE4. I still …

Analysing the Gaming Experience Development Log(wk28)

First Prestation Today, I’m going to talk about — How games enhance players’ initiative in terms of learning and public welfare through their interactivity? First, let’s clarify a few definitions. What is the interactivity of the game? In computers, interactivity is the dialog that occurs between a human being and a computer program. In the …

Wizard Dungeon -Experimental Development Log(wk27)

Finished Models of Staff During these two weeks we have completed the design and modelling of the staffs. We distinguished them by their different attribute characteristics. Any staff is made up of 3 parts and can be broken up and reorganised. We have 30 basic staff styles, the following are examples. Rendering in Maya always …