This was one of the games here I new what I was doing and what I was working with. In this mission I learned how to make a better main scene and have a better under standing of it. Before This mission I was looking at video's on how to do it but I did not really understand it but the mission help me get a better understanding. For my own games I learned how to make a working main scene that has everything I need. I Also learned how to save information across my scenes and making it connect to my main scene.
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Phasmophobia is actually the fear of ghosts. But as a game, it’s pitting you against a variety of haunts to determine which ghost is infesting the location. You’re armed with a wide assortment of tools to discover what kind of a haunt you’re currently investigating. And there are more than just the traditional ghost you’re facing. It’s a great multiplayer game for Steam friends. Using your in-game radios adds a whole new layer of play and fear because of the surrounding environment. At any rate, you can investigate locations on your own or have up to four players in a single session. When you pass missions, you’re awarded in-game cash that you can use to buy more equipment. So, the more you play, the more you can add to your arsenal. Flashlights, cameras, trap cams, EMF detectors, candles, smudge sticks, and more are available to identify the haunt or to combat it directly. Sometimes I’ll have an issue with sound or mic control in-game. However, I only had that problem once, and Phasmophobia hasn’t given me a sound problem since. The sound quality while investigating the house is simply amazing, and the effects really tap into the fear of the unknown. It’s unnerving when you hear footsteps pounding the floor behind you as a demon rushes your location. Or, perhaps you're standing in one spot monitoring the temperature when something whispers in your ear. The reason why you don’t want to rely on something like Discord when playing Phasmophobia is because of the in-game voice recognition. In that, I mean that the haunts can “hear” when you’re talking to each other. It creates a sense of realism to the gameplay and greatly amplifies the fear factor. Especially if you’re trapped in the house by yourself with all of the doors locked so you can’t escape. At the time of this post, Phasmophobia is only $13.99 on the Steam storefront. And for 14 bucks, you get quite an amazingly planned out game.
Five star
What I learned from the mission two was how to make a background repeat and a object spawner
The MP custom scripts was hard cause the coding was challenging a few problems I had was the navmesh and the throwing script. For the navmesh the enemy bellow grounds would follow me just fine but the one above ground would not follow me. So I checked the script and the video every thing was matching up. So then I realized that my navmesh was broken. When it was baking it broke apart. The other one was the throwing script I could hi the ground and the walls but not the enemy. Every time I tried to fit the enemy it would go through I check the scripts and it matched up with the video and i was stuck case I have never done something like that before. But over all I like.
So far in class we have been coding and in that we have been watching videos to help us do that. The hardest part about it was the matching up with what he was doing cause if you put a period where its not supposed to be it mess it up. Also
most of the code that your are writing its already there you are just putting it in a sentence. Also the other thing we did was create board games and that was fun and challenging because its something i have never done before. so far we have been in unity and learning about thing in unity and the asset store and how the asset store can help us in unity but I can see how it can get difficult. When I was doing my maze game i was watching some videos con how to make my game better and one of theses things was code and how code can make your game have real game aspects other than rigging. IN one video I saw someone code the enemy to follow the player and attack him is the enemy was close to the player
when making my game the first thing I did was making my ground. I did that by going to unity assets and getting a terrain. My first terrain did not go so well cause when I brought it in it was all pink nut I learned that I had to go in and change the texture that was on the terrain. But that helped only a little soon after I had a problem with the trees in my terrain I could not walk through the trees. When I tried to put a collider on it it did not work so I had to go back in to unity asset and grab another terrain. This time I type in forest instead of terrain so I can get something better than what I just had and I did so I got that. Then I deleted the trees that was on it and then but the trees back but in the way I wanted it. After that I created my flashlight and put it on my fps person and made it look like I was holding it next I made my path to my maze. I made my maze next I just put up walls in a maze pattern the put rock texture on top and bottom. Then I got some runes from unity asset and put them in from of where you would go into the maze. After that then I made what would you would follow in the maze. I got torches from unity asset store and put them in the scene on the path you would follow in the maze. Then I put signs out side to follow outside to get down to the maze after that I went and got my skeletons from unity asset store and put idle motion on them and put them in the end room in the maze. Lastly I went into 3ds max and made some pyramids and some rings and put them together and made a light in the middle. So it looked like the light was being contained inside the rings then I put that in my scene.
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So far we have learned about state flow and that is concentration and engagement that can be achieved when completing a task that challenges one's skills. and we showed that by doing a flow chart. And we also did player Interaction Types some of them are Player vs. Game, Player vs. Player Team Competition. Those are some of the ones we learned the player vs player is like you against someone else like when you play search and destroy in modern. Player vs game is when you are against not a person but the game it self like when you play zombies by your self. Team competition is when there are two large teams that are going against each other such as football, rugby.
In Deep Vents players each control their own ecosystem to which they add new life and geological features each turn, competing to survive by being efficient and preying on nearby systems with deadly hexs.
The mechanics of deep vents are TIME and is portrayed in deep vents by how long it takes for you to finish your turn or the other persons turn. Space in deep vents is the area you grow your hexs on and als0o trigger them to do damage to hurt other players. Chance in deep vents is if the other player is going to attack you while its there turn. Skill is having enough archaea to survive that attack and attack back when its your turn. Resources are the hexs that you collect in the game and the shells you lose when you get attacked. Rules in deep vents if you or your enemy has 8 hexs they win the game and you have to restart. Procedures in deep vents is you can attack your enemy or not. Player in deep vents is you and the people you are trying to beat. Flow is Taste of complete immersion in an activity also known as the sweet spot. Reaching flow is important when you play games because when you play a game you emerge in it. When you are that focused playing the game the game balance between challenge and skills and Clarity of goals and reward in mind and immediate. If you don't have that the game will get bored or frustrating or both and the player won't want to play the game. Destiny is fun to me because of the side story and how it makes sense and goes with the original story. Like in one mission the cable landed a ship on a ship called the dreadnaught and that ship has a raid boss and its kind of hard its number 10 .The small ship that landed sends a signal out to the main ship and the message says to destroy the ship case of what they found. That leads us to go and find what's on the ship and it's a prison inside the ship which leads to a fight that's number 9. The type of fun the game is Sensation, Expectation, Narrative, Victory. I think the designers of the game did achieve a state of flow through gameplay. Because throughout the gameplay the challenges were getting harder when we got high in level and the rewards got better for you to beat stronger bosses. human-game interactions help the player move into a state of flow by telling us a little bit of the story and why things are. Like when you are in a pvp match and on the way there they'll tell you how one of the vanguards has never been beaten. Also how when in Crucible how shakes makes fun of the enemy team if they're losing badly and how if you get like 15 kills in row he will say i'm speechless or someone will stop him.
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AuthorTyrell CategoriesArchives
May 2022
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.
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