changes week 13

SUMMARY

  • I stayed inside and played video games

PRACTICE ROOM (TUTORIALS)

Screenshot from Sololearn.com

Unity – C#

  • The applications written in #C use the .NET FRAMEWORK

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Extra Credits Channel
MDA image from Wikipedia

MDA Notes

  • Mechanics
  • Dynamics
  • Aesthetics

Eight types of aesthetics

  1. Sensation (Game as sense-pleasure): Player enjoys memorable audio-visual effects.
  2. Fantasy (Game as make-believe): Imaginary world.
  3. Narrative (Game as drama): A story that drives the player to keep coming back
  4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
  5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
  6. Discovery (Game as uncharted territory): Urge to explore game world.
  7. Expression (Game as self-discovery): Own creativity. For example, creating character resembling player’s own avatar.
  8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.

  • Mechanics are the base components of the game – its rules, every basic action the player can take in the game, the algorithms and data structures in the game engine etc.
    • Dynamics are the run-time behavior of the mechanics acting on player input and “cooperating” with other mechanics.
    • Aesthetics are the emotional responses evoked in the player.

Brainstorm Ideas for Each of the Eight Categories

  • At least one idea per category, but feel free to add more you your favorite categories
  • Write a short sentence for each idea with these three elements included in each description
    • Someone or thing fighting/struggling against Someone or thing for Someone or thing

DELETE ALL OF MR. LE DUC’s INSTRUCTIONS, AFTER YOU ARE DONE

  1. Sensation (Game as sense-pleasure): The player enjoys memorable audio-visual effects.
    • you player can sense when someone is around it
  2. Fantasy (Game as make-believe): Imaginary world.
    • a different galaxy that has multiple alien civilizations
  3. Narrative (Game as drama): A story that drives the player to keep coming back This could be a super hero type of theme where he keeps coming back until he reaches his goal
  4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
    • There can be an option to replay a level so that the person can get better at it
  5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
    • The player will make the community intact and alive so that the game does not die out
  6. Discovery (Game as uncharted territory): Urge to explore the game world.
  7. Expression (Game as self-discovery): Own creativity. For example, creating a character resembling player’s own avatar.
    • people will have the ability to customize and create their own characters
  8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

Worksheet from bananatreelog.com

STUDIO (CREATIVITY)

Screenshot from Construct.net
    • coding a video game is a lot harder than it looks

CONTROL ROOM (PRODUCTION)

Screenshot from Construct.net
  •  Using a web-based service like GitHub means their service acts as the server.

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned that coding a game is really a lot of thinking and time consuming

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