I must say, Unity seems at least ten times easier than 3Ds Max. Granted, it's not the software you'd want to use to exclusively create 3D models. The interface is much more user friendly and the ability to drag and drop items is satisfying and easy to do. I can definitely see how it could get complicated fast with all the potential properties you can assign to objects, but for now it seems fairly simple. What I really struggled with was the packages editor. It's nothing complex, but there's a lot to take in when you open/use it. I like the hierarchies window and how organized all the content is, I like how simple it is to edit a specific object with the inspector window. I have to say: I'm a bit worried that we were looking at specifically 3D stuff. No 2D game design at all. Anyways, the Unity Game Engine is pretty cool in my books, but I know this class is going to screw me over somehow.
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Sub Terra is a cooperative board game centered around escaping the board as a group. As such, all mechanics are present to push players towards teamwork. I tried my best to explain all mechanics within the graphic, but here are some points I missed: Players have individual abilities meant to be used in combination with other player's abilities, creating a synergy between the group. The rules specifically limit the actions each player can make individually, meaning the group's combined actions will amount to more than splitting up. The "hazards are drawn" step in the state diagram takes place after all players have taken actions, not after a single player's actions (sorry if that was confusing). Out of all the mechanics, I definitely think player is the most important relative to the game. Unlike most games that focus on the chance or skill aspect, Sub Terra wants the player to make decisions relative to the other players on the board until eventually the shared goal is reached. Each player's experience is different depending on what class they picked, but at the end of the day the game is about creating an experience together rather than apart. I give Sub Terra a 10/10, very well designed game with mechanics at the forefront while aesthetics take a backseat (something that's rare in board games today).
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Cole ThomasInto video games and the likes. The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools. Archives
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