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Climbing Post Production
Before we had even started production I knew I wanted to integrate a climbing system into my came. I knew this would be a big ask to do in the 6 weeks of projection so I decided to get some practice in and make a climbing system so I know what I'm doing when I make it for our project. I managed to get ledge hanging, pull up from hanging and wall running all finished. I purposely left other things out like shimmying along a wall and a grab clime thing, where you can ascend along a wall after hanging. You can see this in this video.
Unit 8: Evaluation of my Project.
My original aims for this project was far different from the final outcome. I was planning on working on the aesthetics and environment of the game as well as the sound and audio aspect of the project but, as I started to work on the models and audio I realised that I was really poor at it and my strengths are in programming. For my research I did a few things, I read a few books, watched a few films and played through some games. But the thing that I felt myself thinking about the most was "how can I add uncertainty into my game?" and this was because of the book called "Uncertainty in games" (You can read about it in my blog about it here ). It made me consider how the player would think about navigating the environment. (Image shows the player contemplating whether or not they can make the jump.) I'm quite proud of what I've actually achieved in this project, and that's partly due to my realisation that I can't make a fully-functioning...
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