April 24th-April 28th Weekly Work

Session Number  5
Week Number 5
Total Estimated Hours Contributed this Week: 5
What was your overall goal for this week? Finish the second map



Work Tasks 

Date Task Description Time Spent Was this a Best Practice? 
April 24thAdded various background objects to the map.1 hourYes, since my job as level designer is to make the map.
April 25thFinished the layout of the map, completing it (for the most part)1 hourYes, since my job as level designer is to make the map.
April 26thI thought I had finished the map yesterday, but I didn’t, so I added some finishing touches, and fixed spawn points so that people can actually play the map. I spent the rest of the period doing nothing because I had nothing to do. 1 hourYes. Because I hadn’t finished the map, and we wanted to do a playtest of it, it was good to finish it. Because we didn’t playtest the game today (The multiplayer didn’t work) I didn’t have anything left to do,
April 27thWe did a playtest of the game. I watched everyone and tried to figure out what guns needed balancing. 1 hourYes, because I need to figure out what to balance before I balance them.
April 28thI began changing the stats of guns, to make them more balanced, based off of the playtest from yesterday. 1 hourNow that my job as a level designer is finished, I need to work on balancing the guns, so this was a best practice

April 10th-April 14th Weekly Work

Session Number  5
Week Number 3
Total Estimated Hours Contributed this Week: 5
What was your overall goal for this week? Add textures to the map.



Work Tasks 

Date Task Description Time Spent Was this a Best Practice? 
April 10thFigured out what textures to use for doorways, and added them to the map.1 hour Yes
April 11thBegan adding textures to the map1 hour Yes
April 12thTroubleshooted a problem where two walls were stuck together, making it look incredibly weird. 1 hour Yes
April 13thCompleted map textures, and began working on adding objects to the map. 1 hour Yes
April 14th Started adding objects to the map to add the final touches. 1 hour Yes

Session 5 Blog Post

SUMMARY

Role

Level Designer

Intention (SMART Goal)

By May 10, as Level Artist/World Builder, I will have evidence of finishing the second map outline in Unity by following this tutorial

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Madeline Thorson is the level designer for Celeste, a game with a heavy emphasis on precise platforming, that has masterfully designed levels to go along with it.

https://chargedshot.com/games/2018/11/16/celeste-interview

Training Source(s)

  1. The shape tool allows you to create shapes (2:26)
  2. You can see the shortcut for icons by hovering over them (2:45)
  3. The sub-menu allows you to freely customize a shape, and see what it will look like (2:59)
  4. The edit mode bar has four areas: object, vertex, edge, and face selection mode (3:57)
  5. You can set the 3d manipulator orientation to global, local, and normal (4:10)
  6. The face selection tool allows you to expand or shrink a specific part of an object (4:44)
  7. Extrude faces will make the part of an object expand by 0.5 (4:54)
  8. W is transform, I is rotate, and R is scale. (5:24)
  9. You can create a face inside of an object’s face (5:34)
  10. Alt+u creates edge loops (5:47)

Project Timeline

  1. Follow tutorials to learn how to better use Probuilder
  2. Complete the second map’s layout by using Probuilder
  3. Get assets from the Unity asset store
  4. Give the map textures for the objects.
  5. Playtest the map.
  6. Edit it until it’s fully complete.

Evidence of Team Planning and Decisions

https://docs.google.com/document/d/1F7He9Lt5is-k6p_z6awE9-OI27Pmys1Elump9pGWUrY/edit

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

We couldn’t upload the game to Itch.io, since the multiplayer that we developed for the game ended up being incompatible with webGL, which we needed to use to upload the game to Itch.io

Skills Commentary

I finished adding objects to the second map, and I changed the gun’s stats, such as damage and fire rate, to make them more balanced. I also put textures on objects in the second map to make it look better.

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

The lights that I had set up throughout the map weren’t functioning properly. The entire map appeared dark, despite the editor scene making it look like a normal light level. To solve this, I made invisible lights that pointed in every single direction. This effectively simulated the rooms being lit up to a normal amount.

Ways of Working (Communication & Collaboration)

To help figure out what changes I needed to make to the gun’s stats, we did several playtests of the game. This made us realize several ways in which the guns were unbalanced.

Tools for Working (Info & Media Literacy)

I used assets from the Unity asset store to make the map look textured. To build the layout of the map itself, I used a Unity extension called pro builder.

Ways of Living in the World (Life & Career)

We used Hunter’s feedback to add a sensitivity changer to the menu. This made the game much less frustrating, since you can cater your sensitivity to your liking

Reactions to the Final Version

When we showed the game to Hunter, he said that it looked impressive, and gave us a few suggestions. He suggested making the pause menu between rounds more clear and adding a sensitivity changer.

Self-Evaluation of Final Version

I think that the game turned out well, as it is fully playable, has two maps, and relatively balanced weapons. The only thing that is upsetting is that we couldn’t get it uploaded to Itch.io. Because of this, people aren’t going to be able to really playtest the game, which is very upsetting.

Grammar and Spelling

Grammarly

Editor

March 27-March 31 Weekly Work

Session Number  5
Week Number 2
Total Estimated Hours Contributed this Week: 5
What was your overall goal for this week? Figure out how to make holes in a ceiling on Unity.

Work Tasks 

Date Task Description Time Spent Was this a Best Practice? 
March 27Worked on trying to make holes in the map’s ceiling that the player can fall through1 hour Yes
March 28 Figured out how to make the holes look 3d instead of flat1 hour Yes
 March 29 Applied that to the other holes in the map, and then added some textures to the map 1 hour Yes
 March 30 Added objects to the second map, specifically ones with textures like crates. 1 hour Yes
 March 31 Worked on map textures. 1 hour Yes

Personal Comments (Optional) 

Are there any other comments you would like to include? If so, please enter them here: 

3/26 Weekly Work Log

Session Number: 5
Week Number: 1
Total Estimated Hours Contributed this Week:  4.5
What was your overall goal for this week? Continue to work on the second map of our fps game

Work Tasks 

Date Task Description Time Spent Was this a Best Practice? 
3/20Worked on the second map. Added a room in the center, also added filing cabinets that add decoration to the room.1 hourYes 
3/21 Did a playtest of the game for most of the period. Figured out shotguns were weak, and the LMG was too strong. Also found multiple bugs1 hour Yes
 3/22 Did a playtest of the game for 30 minutes, then spent the rest of the hour working on building the second map. Encountered problems with making the map have a hole in it that players could jump through 1.5 hours Yes
 3/23 Worked on the map for a bit, but then I had to leave for a doctor’s appointment15 Minutes  Yes
 3/24 Worked on the second map. Added more things to the second floor. 1 hour Yes

Personal Comments (Optional) 

Are there any other comments you would like to include? If so, please enter them here: 

Session 4 Blog Post

SUMMARY

Role

Level Designer

Intention (SMART Goal)

By March 1, as the level designer, I will have the layout of my second map completely finished and made on Unity.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Ari Gibson is the level designer for Hollow Knight. Hollow knight has a huge world that manages to keep the player engaged throughout the entire game.

Ari Gibson

Training Source(s)

  1. Probuilder is an easy way to prototype levels and get other people to play it.
  2. You should get feedback from an outside party as quickly as possible.
  3. Probuilder has a lot of different things I didn’t know it could do, I should test out its features before making the next map.
  4. FPS-level design should encourage constantly being in the action.
  5. I should try to get assets from the asset store in unity.
  6. I may need to make some assets myself, or at least get my team members to do it.

Project Timeline

  1. Sketch out the map on a piece of paper.
  2. Practice using Probuilder to figure out how to use it more in-depth.
  3. Begin designing the map.
  4. Get textures from the unity asset store.
  5. Give the map textures for the objects.
  6. Playtest the map.
  7. Edit it until it’s fully complete.

Evidence of Team Planning and Decisions

https://docs.google.com/document/d/1F7He9Lt5is-k6p_z6awE9-OI27Pmys1Elump9pGWUrY/edit

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

The game is not in a playable enough state to have posted. Next session, we will have the game posted.

Skills Commentary

https://docs.google.com/presentation/d/1ES7A8aecSduOOqIwVIa9NzuYRSCIfBw9jzGuYZ7s1CU/edit#slide=id.g1176dcbe26d_0_0

I made the layout for my second map on unity, and I made changes to the first map to make it look nicer.

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem-Solving)

I drew a sketch of the map I wanted to make on graph paper before making it on Unity to help me understand what I wanted it to look like.

Ways of Working (Communication & Collaboration)

We playtested the game frequently, and I would ask for pieces of feedback on the first map. This allowed me to make quality changes to make the map more fun for players.

Tools for Working (Info & Media Literacy)

I used the unity package pro builder to design my maps, and then I downloaded assets from the asset store.

Ways of Living in the World (Life & Career)

After making the second map, I was able to use my knowledge of how to use pro builder to improve parts of the first map that looked bad.

Reactions to the Final Version

The advisors, Lin and Nelle, said that they wish to see our game when it is ready since it seems promising.

Self-Evaluation of Final Version

I think the game has turned out very well, and I am excited to show it off next session. We have multiple guns, working multiplayer, and a playable map.

Grammar and Spelling

Grammarly

Editor

Leo Martinelli

Game Analysis Worksheet: Terraria

Summary

  • IN ONE TO TWO SENTENCES, DESCRIBE WHAT GAME YOU ANALYZED FOR THIS PROJECT AND WHY YOU CHOSE IT
  • DELETE ALL OF MR. LE DUC’s ALL UPPERCASE INSTRUCTIONS ABOVE

Game Play Analysis

Formal Elements
The BasicsREMINDER: PLACE YOUR RESPONSES IN THIS COLUMN (DELETE THIS MESSAGE BEFORE YOU WRITE)
Name of the gameTerraria
The platformPC
Time played (should be at least 30 minutes)200 hours
If you could work on this game (change it), what would you change and why?Expand the summoning class more, since even after several updates, it feels lackluster compared to the other 3 classes.
PlayersNOTES
How many players are supported?infinite
Does it need to be an exact number?no
How does this affect play?You can play with friends. The more players you have with you, the more health bosses have to balance the game.
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.PVE
Objectives/GoalsNOTES
What are the players trying to do?Defeat bosses to get better gear so that you can defeat more bosses.
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).Collection
Rules/MechanicsHealth, damage, accessory and armor slots which can boost your stats.
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.Setup: You begin by gathering up resources, usually through mining and exploring, and defeating enemies to get gear
Progression of Play: You get stronger, and can defeat stronger enemies and go to new places without dying.
Resolution: You beat a boss, and unlock new areas and items to use.
ControlsNOTES
What controls are used?Keyboard and mouse
Was there a clear introductory tutorial?No
Were they easy to understand or did you find yourself spamming the controller?the controls and movement is easy to understand, but hard to master.
Resources & Resource ManagementNOTES
What kinds of resources do players control?Players control the amount of ore they have, amount of loot from dead monsters, and weapons/armor to use and wear.
How are they maintained during play?The more you explore and gather, the more you have. When you craft items, you lose resources.
What is their role?Most resources have a use, like potions, or can be crafted into something, like ore.
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)
Game StateNOTES
How much information in the game state is visible to the player?Most stats like health and damage are shown to the player. Other stats can be unlocked by finding accessories that reveal them, like a stopwatch that tells you your speed.
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.Total Information
SequencingNOTES
In what order do players take their actions?They take them at the same time
How does play flow from one action to another?The movement is very fun, especially once you unlock grappling hooks and can quickly swing around from place to place.
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.Real-time
Player Interaction
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.Trading/information sharing
Theme & NarrativeNOTES
Does it have an actual story structure?No
Is it based on a historical event (or similar)?No
Does the theme or narrative help you know how to play?No
Does it have emotional impacts?No
Also, look for en media res (does it start in the middle of the game)?No
The Elements in MotionNOTES
How do the different elements interact?Enemies will chase the player or other NPC’s, while the NPC’s will fight back against them.
What is the gameplay like?You fight monsters using your weapons. They usually have very basic attack patterns, so it’s a lot of dodging while attacking.
Is it effective?Yes, it’s incredibly addicting, although it can be a lot of grinding.
Are there any points where the design choices break down?Sometimes it can take forever for an enemy to drop the thing you want.
Design CritiqueNOTES
Why did the designer make these particular choices?The designers made the game incredibly addicting and replayable.
Why this set of resources?Resources in the game are effectively infinite, as long as you gather more of them, allowing for you to never run out of items.
What if they made different decisions?If the game was more linear, it would lose its charm and would become boring.
Does the design break down at any point?Sometimes bosses are so hard that the best option is to just find a glitch or setup that beats the boss easily.
Graphics & SoundNOTES
Does the game art pair well with the mechanics?yes
Did you find any bugs or glitches?Terraria has several glitches and bugs, but the team consistently updates the game and either removes them or makes them intended features.
What about sound?The music is incredibly memorable, and the bossfight music is very intense, leading to much more engaging gameplay.
Can you spot any technical shortcuts?No
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them?The challenges you face are boss fights and resource gathering.
Is the game fair?Mostly, although some items are ridiculously hard to get.
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?It is very replayable, since their are four different classes with unique playstyles, allowing you to play through it again. Also, the world is randomly generated each time you play.
What is the intended audience?The intended audience is players who like a challenge or who like grinding out a game.
What is the core, the one thing you do over and over, and is it fun?The core is fighting enemies, and it is very engaging.

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/

Resources

Books

Mr. Le Duc’s Game Analysis Resources

To Be List

I appreciat my mom for always supporting me with life

I appreciate Mr Le Duc for helping me learn how to be organized.

I appreciate Valorant Woohoojin for teaching me how to play Valorant better.

Session 3 Blog Post

SUMMARY

happy mario day!
happy mario day!” by Rakka is licensed under CC BY-NC-ND 2.0.

Role

Level Designer

Intention (SMART Goal)

By Jan 13, as a Level artist, I will have made a map for our fps game by following this tutorial for session 3.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Shigeru Miyamoto is the creator and level designer for Mario. He is able to make games that are both challenging and fair, with incredibly fun gameplay.

Shigeru Miyamoto

  1. By predicting what the player will do, you can try and make them have a more memorable experience.

2. You should establish for the player what a game is about very early in.

3. You don’t want levels to be too hard at first, this is why Miyamoto replaces a Koopa with a goomba to make it easier.

4. You should have people who have never played the game before test it.

5. Players will almost never do what you think they will do, and you should design around that.

6. Weight on a character gives their jump more character and makes it easier to relate to them.

Training Source(s)

  1. Levels shouldn’t always be asymetric, since it is incredibly hard to make balanced levels

2. It can provide uniqueness to levels, but can also annoy players. So it’s situational to use asymmetric levels.

3. Action should flow through a map. You never want all the fighting to be in one place, that’s boring.

4. This allows for changes of scenery/choke points. And it changes which side is currently winning.

5. It’s important to understand where the conflict points are on the map.

6. Different methods of spawning players. Spawn them at a fixed location, spawn them at multiple fixed locations, near a teammate, and spawn them away from the action.

Evidence of Team Planning and Decisions

https://docs.google.com/document/d/1F7He9Lt5is-k6p_z6awE9-OI27Pmys1Elump9pGWUrY/edit

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Since this session was just pre-production for us, we do not have a completed project to present.

Skills Commentary

Google Slideshow

I was able to design the layout of a map for a shooter game when previously I had not had much shooter game experience. Using my experience in level design and watching youtube videos about how to do successful shooter levels, I was able to translate the layout of the map I made into probuilder.

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

To build the map I created in Unity, I used Probuilder. Probuilder is a very tricky tool since it can only make cubes successfully, other objects are much harder. So, I had to learn how to use the custom shape tool to make several weirdly shaped objects on the map.

Ways of Working (Communication & Collaboration)

We divided the team into an art group and a coding group. Since I was making the map, I was part of the art group. When I needed textures for the components of the map, the art team helped me find things on the asset store, and I helped them find gun assets that they needed as well.

Tools for Working (Info & Media Literacy)

I got materials for the objects in my map using the unity asset store.

Ways of Living in the World (Life & Career)

I learned how to use a new tool that I am unfamiliar with, and overcome problems related to map design, which is something I want to pursue in the future.

Reactions to the Final Version

I was told that the map on the slideshow was hard to see and that I should have multiple angles to show it off. Besides that, we didn’t get much feedback, since our game is still in pre-production and we didn’t have much to show.

Self-Evaluation of Final Version

The progress we made in our first session working on the game was very good. We have a moving player, a working gun, an almost-working multiplayer, and an almost-finished map. I’m very happy with how quickly I was able to learn probuilder and utilize it.

Grammar and Spelling

Grammarly.

Editor

Arlo

Production Project Session 1

SUMMARY

Role

Level Designer

Intention (SMART Goal)

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Training Source(s)

Project Timeline

Proposed Budget

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

Skills Commentary

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)

Ways of Working (Communication & Collaboration)

Tools for Working (Info & Media Literacy)

Ways of Living in the World (Life & Career)

Reactions to the Final Version

Self-Evaluation of Final Version

Grammar and Spelling

Editor