Game Design – Week 8 – Logic, Flowcharts, and Coding

“Binary code” by Christiaan Colen is licensed under CC BY-SA 2.0

When asked the most important thing I should teach my students, the MIT student I was interviewing simply stated , ‘ teach them logic.’ – Mr. Le Duc

SUMMARY

  • During this week we cover basic code, writing stories, and flowcharts

PlayCanvas

Screenshot from Sololearn.com

CLASSROOM (THEORY & ANALYSIS)

Image from https://monkeyblogmonkeydo.com/2010/07/19/so-duh-pop-quiz-classic-video-game-flowchart-edition/
  • When making a flow chart remember these things
  • Prioritize key game play over small details
  • but never forget the details
  • when you make one follow a shape guide for more flow

Mr. Le Duc’s Flowchart Shape Guide

More Flowchart Creation Resources

LAB (THEORY PRACTICED)

  • When making a Flow chart I make a situation in a game there is a door it will not open. You have many tools at your use but must use them correctly, you turn the handle and push, you can feel the handle move but the door is barred, you kick the door and it opens.
  • Another door the door is locked, you push on it and you can feel it move but get stopped my a lock. You pick the lock trough trial and error until you unlock the door.

OUTSIDE (CREATIVITY & THE BRAIN)

  • Creativity is a special thing, today I took a walk on the beach (I’m in Maui right now) and looked at the horizon, it looked never ending but I knew that wasn’t true but what my eyes could see was telling me another thing. When I make a game I will remember that, not all things seen are true and can have another meaning behind them.

STUDIO (GAME DESIGN)

PlayCanvas

Screenshot from Daniel Wood’s YouTube Channel Playlist
Screenshot from Unity.com

WHAT I LEARNED and PROBLEMS I SOLVED

  • Today I worked on basic code and solving problems, I also took a look at the playground mode on solo learn and I enjoyed myself with JS! It was quite fun I spent 6 hours on my flight working on a fun game.

WEEKLY ACTIVITY EVALUATION

  • This week I worked with other types of code, I also worked on making creativity with other blogs and Youtube videos. This week was rather hard for me with my traveling but next week I will come back.

Game Design – Week 7 – Tools, Time, and Rooms

CreativeCommons image Tool Stash by Meena Kadri at Flickr.com

SUMMARY

  • This week is about learning what to make and how to get an idea.

PRACTICE ROOM (TUTORIALS)

A you tuber named Jason Weimann has made an amazing playlist of learning Unity my personal favorite game engine here you can find all the fundamentals of unity and any help you may need while making a game

https://www.youtube.com/watch?v=fROTtgZK-Zs&list=PLB5_EOMkLx_WJNuMfYmdl8YK2dEOafsNk

Minimum Viable Product

Minimum Viable product should be your first prototype of your product and should be your first priority when a game is made instead of designed you can find out all the info you will need. Avoid cutting things a incomplete game is worse than a delayed game, take a look at Halo Infinite it was delayed due to customer reviews on the early released footage of the game and the developers listened and delayed the game to make it better.

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)

  • In a well made game all the elements are tied together and all make sense the game feels fun and addicting to play and you can always be looking forward to the next match or next play through. But as a game designer you should also look at bad games even if it hurts you down to the bone you are still learning from experiencing the game. I personally love a progression system to unlock new items (original Halo Reach) but I despise look boxes and gambling (EA cough cough)

OUTSIDE (CREATIVITY & THE BRAIN)

I thought today of a game I have always have wanted a realistic survival shooter that prioritizes all realism over everything else, (I know probably not a good Idea) but I would want a game with a real story not another fake one but a real one and followed to such detail that you feel like you where there. Hardly any game can give me this today and it would be amazing to see a game like it in the future. ARMA 4 plz

STUDIO (GAME DESIGN)

  • Later this year I will make a simple plat former with an intriguing story and simple to use controls. But this game will be about your ability to see things and testing your ability to put two complete opposites together to solve a puzzle. All games need challenges and I find to many hold your hand, this game will be a no nonsense plat former that will challenge the users every skill.

WEEKLY ACTIVITY EVALUATION

  • This week was a bit rough for me I have been busy with many other classes and have made the mistake of putting work of for other days when I have more time, I now understand that only 15-30 minutes per class a day is all i need to succeed not finishing it all out the day its due.

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?

  • Favorite Books or stories
  • Spend a while just finding the story or content ideas
  • Have the entire team look over the products story and decide what happens
  • The team works together to find the good and bad or the product

Intention

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

  • Use the effectiveness of the team at a maximum to their strengths
  • Start the goal setting small and then move large
  • Have an outside tester come in to look at the goals so far and how we are going to reach them
  • Look back on the progress made so far and prepare to make the story

Pre-production

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

  • Work in teams to assign what will need to get done during production
  • Spend time working out which teams will need the most help/support
  • Assign department heads and meet with them to arrive at a conclusion of how it will get done
  • Finalize the plan and work out issues or constraints that may happen

Production

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

  • Work with your team on the project you where assigned use all the help you need
  • Divide throughout the team to all be working on smaller things that help the teams project
  • At the end everyone looks back on their work and how to improve it
  • Have another team look at your work to see if it needs to be improved or changed

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.

  • Have testers from outside sources come in to help with testing
  • Have teams fix final issues and small details that were missed
  • Testers can give feedback on the product and opinions for later review
  • Have teams get together and discuss the feedback and how to incorporate it

Presentation/Performance

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

  • Use different sources to get the word out about your product (news, commercials, etc)
  • Show a glimpse of the product and its features
  • Show information on its quality and reviews from testers
  • Collect data from presentation and review

Feedback

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

  • Have a feature to allow customers to give feedback on the product
  • Assign each team a task on solving issues or helping with bugs
  • Have the teams get together and look back on the entire project and what could have gone better
  • Have the consumers show the final quality of the product not yourself