The end of the year is a hectic time. Mission three is proving difficult and there aren't enough artworks to post on this website. Coding is really difficult but sometimes I can make it sort of work. The trick to it is writing out the code given in the lessons and then frankensteining it into a different project. Like I said, it doesn't always work but it certainly gets the job done most of the time. I'd say this probably isn't how you're supposed to do it, but from what I see of actual coders this is a pretty common occurrence. I think I'll be able to exempt myself from the final exam, I just need to finish up this portfolio and complete mission three, which will definitely be difficult, but at least there's only one coding exercise to take care of. I realize it's been a while since I've talked about the gaming industry, so I think it's worth mentioning that game production seems to have recovered fully. The few games that came out during the pandemic really skyrocketed a few indie developers reputation. Games that were really subpar in retrospect were very popular since there was almost nothing else to play. At least things are back to normal.
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The new Unity coding course was waaaay easier to follow than the Linkedin course. I now think I could easily make a player controlled character, a moving camera, basic movement, and minor behaviors. I think I could make a simple game from scratch now, albeit with a little copy-and-pasting from other projects. The easiest topic for coding is surprisingly player movement. Making something move is as easy as putting a couple lines of code for player input and defining some variables. The trickiest topic is implementing randomness. It's still a little unclear to me, but everything else seems to be fairly simple. I wasn't able to upload the final product to the Unity store because of some weird build issues, but Mr. B saw it working just fine so everything should be okay.
To make a long story short: I don't get it. From an overall perspective I can understand the steps taken when coding. I've had very limited exposure to coding, but I can understand the process and design behind it. Patrol states and state changes are the elements that I think I can comprehend the most. Working in level editors for premade games in the past is a little similar to it. Creating AI and changing states seems fairly simple, and problem solving for it is much simpler than creating a system or UI. The part that I'm really worried about are the commands. I have no idea how I'm supposed to remember all the little key words that make up C#. This is especially worrying since the game I've chosen to create has next to no AI and is entirely menus and systems. What's more, I didn't really get any information on how to create the kind of game I have in mind. In short, I think I'm gonna need a little help on the specifics of my game, but I think I could create a standard game with minimal help.
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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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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