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Showing posts from March, 2021

UNITY TUTORIAL 06

In this weeks tutorials I learned how to add UI to my game to show Ruby's health status using images. I created a canvas in my hierarchy then created an image as a child gameobject. I added the health bar background image into the image gameobject's source image. I clicked the 'set native setting'' button so the image would transform into its original size. The image became very big so I resized it to fit into the top left corner of the game scene. I chose the anchor preset in the rect transform section of the inspector so that the anchor would reposition into the top left corner. This makes sure that the UI stays in that corner at al times.  I created a child object to the health bar image and added a Ruby portrait into the source image, then resized it to fit into the circle. I made another child object of the health bar background and called it mask, resized the white box, and adjusted the anchors to each of its corners. I added the blue health bar image and resi

READING 7: DOING

Illustration from   Interface Illustration: Productive Work on dribbble . There were not many changes that I needed to make when I received feedback from my peers. The feedback was generally positive and I was told that my paragraphs are straightforward and stay relevant to the point. I also reworded the highlighted sentences below as suggested. In the first and second paragraphs, I mentioned that linear narratives have a defined beginning, middle and end. My classmate pointed out that it was unnecessary to repeat myself so I edited one of the sentences. I initially had numbers beside the quotes that correspond to the references list at the bottom but changed it and placed the author's name and year of publication in brackets instead.  Paragraphs with feedback applied: Difference between a linear and nonlinear story structure The most common storytelling structures that are present in games are linear and nonlinear, since there is  no single mode of narrativity in entertainment sof

READING 6: DOING

Illustration by Shane Francisco on dribbble . Difference between a linear and nonlinear story structure The most common storytelling structures that are present in games are linear and nonlinear, since there is  no single mode of narrativity in entertainment software [1].  Linear narratives follow a chronological path with a defined beginning, middle, and end. The player progresses through the game in a straight line by reaching predefined plot points. This is different to games with a nonlinear structure because they provide the player with the freedom to make decisions that can influence the story. The player's choices offers them several possible endings. There are games that have a combination of both structures. Three act structure The three act structure is a method of linear storytelling which divides a plot into a beginning, middle, and end. This model is widely used for designing a high level framing narrative for computer g

UNITY TUTORIAL 05

This week I was introduced to the package manager and installed a package called Cinemachine which would allow the camera to follow Ruby around the game. I created a new game object by adding a 2D camera from Cinemachine. The new camera view made some of the area around the game scene visible so I had to paint more of the tilemap, with water along the borders to make it look like an island. I applied Ruby to the "follow" section of the Cinemachine virtual camera in the inspector which made Ruby the centre of the screen as the camera follows her. I added the Cinemachine confiner to my virtual camera to prevent the camera from showing the area outside of the game scene.  In the second set of tutorials, I learned how to add a smoke effect to the robot. I created a new particle system and activated the texture sheet animation in the inspector then changed the mode to sprites. I added the two smoke effects in the spaces below it. I edited the start frame in the texture sheet anima