YOOO
I passed the exam!!
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YOOO
I passed the exam!!
Studying for a D.I.T exam this week! I think I got this! ᕦ(ò_óˇ)ᕤ
8TG Dro Gotti- D.I.T (Down In Texas) (Official Music Video) (ProdBy.Fonzi)
I can see you coming a mile away
You send my heart to 49
Girl you look so sweet just walking down the street, I can’t tell you what your doing to my eyes
And I’ve got to say it
Ohhh ahhhh
Baby, you bring out the best in me
cause you’re alright, alright baby
You bring out the best in me
When I see you smiling it fills my days
It send the chills on down my spine
Girl you look so pretty just got to have you with me by my side,
For allll time
(Chorus x2)
And I’m saying
Ohhhh ahhh
Baby you bring out the best in me
Cause you’re all right
(Gets down on the piano)
Game Design in D.I.T (Week Twelve)
In Monday’s Game Design we looked at the Mechanics Dynamics Aesthetics Framework and the Magic Circle. Mechanics refers to what you can do in the game (core mechanic), Dynamics relates to how the player chooses to play the game and finally Aesthetics refers to how the player perceives and feels about playing it. What about the Magic Circle? Well it’s basically an agreement between player and designer that the game follows the game world’s rules. We learnt that it is vital to keep the player within your game’s reality; as when the rules of that universe break, the player looses interest and goes back to actual reality. Games fuel escapism, and the player’s want this need to be fulfilled. Also, in twos we were given the task to look at the secondary mechanics of a game of our choice due next week or so. We must think about why these mechanics are in the game and how might it alter the player’s playing techniques.
Programming on Tuesday was dedicated to our “love assignment” due very soon. I had been trying and failing to add music into my project, however, in this class (with the help of the lecturer and classmates) I finally solved it! My sketch consists of an interactive ukulele, movable cat (”Pusheen”), other decorative patterns and music of course! Everything I love. I’m excited to finish this assignment and see how it goes!
In this week’s Ludology class we looked at the other “My Life as a Game” presentations that we didn’t get to hear two weeks ago. It was very interesting! I already presented mine previously, so I just listened to my classmates and even got to know more about each one. I do believe that if you create something you relate to, it’ll become more valuable and perhaps more successful then anything else you could make. Therefore, I can see that if we actually created games based on these aspects of our lives, they would be more interesting and authentic then any other.
The open day on Friday was fun! We showed our games to those who came in instead of having our usual Game Production class - it was like a play test. A few people tested out our ‘Saboteur Remastered’ game and thought it was cool! I felt very helpful and informative answering questions these students had (who hoped to do this course next year perhaps). Next week our game must reach completion, but luckily we’re pretty much done now.
Game Design in D.I.T (Week Ten)
Game Design class on Monday was another play testing day for our card games! This time, one member from each team had to stay with their game and see how players interacted without helping them; only if needed (not all teams decided to do this, but my team did). This invigilator would note any time the players would ask something, get confused, or say something positive. I found this very beneficial for our card game ‘Castle’ as the players had noted little things we had not noticed before! Also, when my team play tested another groups game, I found it very enjoyable and I felt quite helpful. I must admit the typos we found in the rules made the game that more hilarious.
Programming was very interesting this week - we looked at ‘Conway’s Game of Life’. At first, I wasn’t sure what to expect. We were shown videos of how this game came to be, in fact, it’s a game that plays itself. It has simple rules; but these simple conditions create a complex occurrence. Shapes are born, multiplied and killed. In the video we were shown this game in action, there were so many strange formations going across the screen. At one point it looked like a bug army; I was slightly scared at how unusual it was yet intrigued. We are beginning to create it for ourselves and honestly I can’t wait to see how mine develops.
Friday’s Game Production was a play testing class! We had a few people test our ‘Saboteur Remastered’ game and we got some handy advise - little tweaks to enhance our game further. I enjoyed seeing how the other student’s games had progressed since last week. Its still hard to believe that a few weeks ago I had not made a game properly before, but now, with the help of my team mate I have created one! At this point in time I’m very happy with it, however, I know that I’ll have plenty more games to come.
Game Design in D.I.T (Week Nine)
Last week was reading week; it gave me a chance to revise everything we had covered so far in every module and work on assignments. When I returned on Monday, the class play tested each others card games. In this Game Design class, my team’s ‘Castle’ game got some constructive criticism which has helped us a lot; we also gave tips to another team. The importance of play testing was highlighted - it is beneficial to show your game to other creators and various people. In fact, children are the best to approach as they are honest and are usually drawn to things that are fun! We learnt also that it is important not to give ‘excuses’ about your game on the day of play testing.
Programming on Monday and Tuesday was all about arrays. These are a collection of variables of all sorts, that are a neater alternative to an overload of variables in a sketch. I found this slightly tricky to catch onto at the beginning, but the more I practice these out, the easier it gets and the more I understand how an array is made. I still need to practice arrays more, but I’m getting there!
This weeks' Creative Practice class was a mixture of humor and helpfulness. We were thought about a new way of thinking; C.A.F (Consider All Factors). This technique includes writing a list of ten things about a topic; usually one of the last things noted are a more accurate representation of what you really believe. We were asked to try this out - we were asked “Why do you have the hairstyle you have?”. I have long hair with pink ends at the moment, and my first reasoning was; “I like pink”. However, by the end of the list my reasoning was; “I feel that pink is a unique color and having long hair allows me to do many hairstyles”. From this example it is clear how helpful this C.A.F method is. We had a laugh at some of the student’s answers about their hair, even some meaningful moments. That made the learning experience even more enjoyable.
In Ludology we individually talked through our two-slide presentations on two games we’d create from two aspects of our life. I was so nervous to present mine. It’s quite scary telling 40 something people that you’re a spiritual being, I don’t know why really! However once I presented mine, I got a positive response and a wave of peace fell over me. My first game was based on the musical/spiritual side of my life, while the second game was based on art. It was great to hear everyone else’s presentations; we definitely learnt a lot more about each other in this Ludology class.
On Friday we looked at clips from each other’s games. In this Game Production class we gave each other helpful advise on how to improve our games even more. I thought it was very productive to hear other students opinions on the games; it’s also great to hear different viewpoints and see little flaws in your game that you perhaps had not noticed before! I’m excited to see how all our games will turn out.
Game Design in D.I.T (Week Seven)
Monday’s Game Design class was all about card games. We learnt briefly about the different types and how to identify them apart from each other. Every mechanic you put in affects it’s core loop, and also, it is important to ask yourself “Why should the player care about this game?”. To complete this class we got into groups of four and we decided to change an existing card game (instead of making one from scratch). After we played the original, and tested our new version, we went through our ideas - we will have our “Castle” card game complete soon!
We started off Programming with yoga. You can’t beat that. We were thought the basics of how to make the game “BugZap” after our refreshing yoga session. It’s a simple game; but it’s a great one to start with making. We all adjusted our bugs and players to our liking - my laser is purple for example. I’ve yet to look over solution and fill in the gaps, but I’m proud of what I've made so far!
Creative Practice class was very thought-provoking for me. We looked at how to weigh the pros and cons of an idea before making a decision; people tend to judge to quickly and defend that view. P.M.I (Plus, Minus, Interesting) is a tool to use when observing an idea - which was created by Edward de Bono, a creative and critical thinker. I like this technique. For example we were given the statement “If buses had no seats” and had to write the positives, negatives and interesting points about buses with no seating. I believe this is great, as you are seeing both sides of the coin.
Wednesday’s Ludology was based on game genres; since this is what games are clarified by. There are many, from spacial reasoning (”TicTacToe” for example), to role playing (”The Witcher 3″ for example). I found the cinematic storytelling genre the most incredible; the cut-screens and game-play are blended so well in the game “Uncharted 2″ for instance. We learnt that today genres are blending. This gives more variety to players and more spec for people who like particular types of games. We also learnt that changes to games can increase the permutations (adding to difficulty and complexity basically), and this can happen quickly.
It was brilliant to see how everyone’s games had progressed on Friday; a play testing day. In this Game Production class we went around the room and tried out each other’s games, as well as giving constructive criticism. I found this class very helpful as we got a taste of how to improve our game. Personally, It felt great to help others tweak their games too. Hopefully by this time next week, our ‘Saboteur Remastered’ will have improved even more!