This week's task was an extremely nice breather from the heavier reading and writing tasks that we have been doing the past couple weeks though it still did take careful attention to complete. I was not exactly sure about the process of coding writing and linking themes as I began but after following the resources provided on the Multimedia Development Website, especially the resource at https://libguides.jcu.edu.au/py2106/lit-review which presented the process in a far more understandable and simplified way, it became a lot clearer and did not seem very daunting, just intricate. I was unsure how intricate or expansive the task was going to be so I decided to just begin and adapt my approach to any developments. I read through the first bibliography and just began assigning the base highlighter colours to similar topics I found in the first text alone to establish a base colour set for the Key that I would adapt later. As I continued through my bibliographies more and more linked works and topics arose and the colour Key was becoming hard to keep track of mentally thus I decided to write the Key in a note beside my text for reference as I continued through the texts and added additional colours as they came (This Key is included in the document). As I progressed further and further, the Key became slightly more fluid as words and topics covered began to overlap. I then read through the text a second time to cover any connection that I may have missed in the first pass. I then looked at the highlighted texts as a whole to begin filtering themes from the coded content. As I did so I found that I could group similar or adjacent themes to create a more succinct list but still cover most of the coded content and would allow me to write more on the refined themes.
Sunday, February 28, 2021
Reading 05: Doing a lot or rereading
Thursday, February 25, 2021
Unity Tutorial 4: Animation and projectiles
Sunday, February 21, 2021
Reading 04: Annotated Bibliography further analysis
Thursday, February 18, 2021
Unity Tutorial 03
In this weeks tutorial we learned how to add and alter health to the character which is a new game feature that I had not encountered previously in the 3D project. This feature made this project feel a lot more like an actual Role Playing Game rather than just a porotype project. I also reintroduced triggers but employs them to create health items instead of powerups like the previous Unity projects although the code for the health item pickup was quite similar to that of the powerups. This process however introduced new concepts that I didn't recognise such as properties and the maths functions for calculating the health of the player. The second part of the tutorial was far more complicated and introduced many new concepts for the 2D Unity workflow. This tutorial introduces damage zones which alter the value of the players health when collided with, this feature also introduced new concepts for triggers such as sleep modes and OnTriggerStay. It also introduced the concept of tiling sprites proportionally. We also added an enemy to our scene and gave it automated motion, this was vastly different to the motion that I used for my 3D project which involved animating game objects, the motion for a 2D project had to be executed in the code. We also added collision to the enemy which damages the player and in turn lowers their health. These features were quite complicated and difficult but made the game feel a lot more legitimate.
Sunday, February 14, 2021
Reading 03: Starting the Annotated Bibliography
Friday, February 12, 2021
Unity Tutorial 2
In the second tutorial we began the process of learning, interacting with and modifying the default Unity physics system for 2D projects. This entailed assigning the 2D version of the familiar rigidbodys and box colliders from the previous project to the assets in the current project, this proved itself to be far simpler than it's 3D counterpart and was not nearly as daunting of a process as in the previous project. The omission of the 3rd dimension in this project has helped streamline the process greatly so far. This tutorial also re-introduced editing asset scripts to interact with the physics system which was something I found extremely difficult to comprehend in the previous project and is seemingly similarly as difficult in the current project. An interesting detail I learned regarding 2D projects is that the size and shape of colliders for 2D assets is far more intricate and subjective than those used in the 3D project, one must take into account asset specific interactions when deciding colliders on 2D assets for fluidity and dynamic interaction. Colliders also had to be applied to certain scene tiles like water which was a new concept that was obsolete in the 3D project. The tutorial also introduced composite colliders which composites adjacent colliders into a singular body for precautionary and optimisation purposes.
Sunday, February 7, 2021
Tech Task: Twitter Lists
This week I decided to complete the Twitter Lists Tech Tip as it proved to be the perfect solution for a problem that was slowly arising due to the other tasks in this module. I had noticed that I was beginning to follow a substantial enough amount of people that my Twitter Feed could eventually become congested so making Twitter Lists was the perfect tip to resolve my concerns. I used the lists to create a private and public list, the former containing CDM personnel such as students and lecturers and the latter containing the interesting Twitter accounts I felt were helpful or relevant for this module.
Writing Project planning
This week we began the planning phase of the Writing Project for the semester. This process is honestly quite daunting as Academic Reading and Writing has never been my strong suit and the process for this project seems a lot more comprehensive than any reading and writing I have done in the past. Hopefully I can keep on top of the workload as it comes throughout the semester. I chose the topic of "Managing Difficulty" in games as it is an intricate topic that I find extremely interesting and have consumed media on in the past. My choice was also greatly inspired by many of the games that I have played recently that all handle difficulty in vastly different ways but were all still enjoyable.
During the lecture this week we were given a very informative and helpful 'tour' of the College library online services by Lindsey Dowling. She taught us how to navigate the online services while also giving helpful advice on how to find reliable research materials both through the library and elsewhere online. She also pointed us toward several helpful tools such as RefWorks which I plan to work with closely throughout the project.
I began my planning process by formulating keywords that would assist me in my search for relevant academic sources for my chosen topic of Managing Difficulty with some inspiration from the following videos:
https://www.youtube.com/watch?v=bxp4G-oJATM
https://www.youtube.com/watch?v=ea6UuRTjkKs
I found the folder system for the Matrix Method to be quite tedious and complicated and thus I intend to utilise the folder system available in RefWorks to store and organise the research I find which in turns helps keep my resources in a central place and streamlines the process of creating citations as it can all be done through RefWorks when needed.
In terms of a Review Matrix, I found the suggested example to be slightly too 'formal' and complicated for my own personal use so I plan to create my own Review Matrix in a similar style with the example as a guide but with my own criteria to better streamline the process and as to not overcomplicate or confuse myself.
Thursday, February 4, 2021
Unity Tutorial 01: Ruby's Adventure: 2D Beginner
Returning back to Unity for the first time in a while was daunting but as I expected, at least for the time being, the 2D engine and 2D game creation is proving simpler than it's 3D counterpart but still held it's own problems and challenges. It felt a bit frustrating, starting the entire game design process again with a different system but also felt good to be free of the previous stress of the 3D process. In this tutorial we began with the basics of game/scene creation with adding characters and environments; we also coded a basic character controller which was quite similar to the previous process. In the 2D game we utilise sprites instead of models for both characters and environments which has seemed to be a lot more intuitive and a lot less stress so far. I did however encounter a problem in which Unity did not have the required packages installed to create a 2D game but I was able to rectify that eventually. Creating levels and environments with tilemaps is a relatively new process but was a lot simpler to understand and manage than familiarising myself with the placement of objects in 3D space. It was actually quite enjoyable to create an environment with tilemaps and I look forward to working with them going forward.
Reading Task 10: Finishing touches
Image by Markus Winkler on Unsplash.com For this week's reading task we, as a class, collectively worked on our individual sections in...
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To start, to be completely and wholeheartedly honest, I don't really have a goal for this course. I wasn't so sure what I wanted to ...
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Images of my Unity 3D workspace Today I spent a few hours beginning my actual game for the this module. I will admit right off the bat tha...
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Image of 3D sandbox environment First of all, during my research I have had the epiphany that we aren't so much making a fully fledged i...