Scrum Post: 1

We’re a few weeks into the project now, and we have had several scrums allowing us to discuss the work we have done, what needs to be improved and what needs to be worked on next. These scums have been especially helpful for me when creating the environment, as it took me a while to decide on what style to go for with the canyon tiles, and the asteroids. The scrums allowed my peers to voice their opinions on exactly how I could improve the look of them.

At first I wasn’t too sure how to make the canyon look stylised but still look good, both Matthew and Billy helped me come up with several variations until we found one we all liked. We also discussed exactly how the floor would blend into the wall tiles and exactly how the floor would tile together.

During the scrums everyone also voiced their input on the player and enemy concept art drawn by Lee and the models created by Billy and Steven. The player ship concepts were changed as they were too simple and lacked detail, and the enemy ships were made to look more dangerous, so it you player was able to actually tell if they were enemies or not. For the actual player model, Billy changed the wings several times until there was one everyone agreed on.

For Andrew, during the scrums we discussed player movement, and the scaling inside of Unity for the ships and environment. Changes to the game mechanics are still being changed to help with the game schedule. The mechanics will only be implemented if we have enough time to create the assets that compliment the mechanics. For example, the tractor beam will only be implemented if the explosive barrel and damaged wall that can be blown up are created.

Gary had not been in for a few weeks, so we decided we need to cut out animation from the game, this was a group decision.


Diegetic and non-diegetic sound

Diegetic sound is sound whose source is visible on screen. Like talking characters, music and sound effects. Non-diegetic is sound who’s source is not visible on screen. Like a narrators voice, or sound effects added for dramatic effect.

Portfolio reflection

Over the last few weeks i have not posted much of my work, as I have been working on my portfolio. However now that I have presented my portfolio and it is out of the way, I can start working on posting more work to my blog. But not before i reflect on my portfolio. I believe it went well, better than I ever expected. I ended up getting a merit. The work I had presented was high quality, however I was told that I needed to spread my time around my work more. I had mainly focused on 3D modelling and hardly did enough work on other subjects. However that is what I will need to do in my second year, so I will need to continue to do what I am doing.

Analysis of Game Design



Animal crossing is a well known game series published by Nintendo. Players move into a town filled with cartoonish animal characters and buy a house, then work, trade, and personalize their environment.

The game was first released on the Nintendo 6, but was initially meant to be released on the N64DD and was going to take advantage of the systems built in clock. However due to the systems delays the the game was moved to the N64 and a real time clock was integrated into the game cartridge. 8 months after the release of the original game animal crossing+ was brought to the Nintendo game cube. Animal crossing+ also used the built in clock in the game cube, allowing events and the passing of time to occur between game sessions.

When Nintendo began localizing Animal Forest+ for release in North America, just  as animal crossing, the game had to undergo a major translation process. The American version of the game ended up with more text than the Japanese version. Not only did thousands of lines of text have to be translated, but new items and holidays within the game had to be created.


Originally the game series animal crossing was intended to be for the Japanese public, including all ages. It was mainly intended for family members that want to play games together. The game was taken this direction due to the work of Katsuya Eguchi. “Another thing is that I’d always get home really late. And my family plays games, and would sometimes be playing when I got home. And I thought to myself – they’re playing games, and I’m playing games, but we’re not really doing it together. It’d be nice to have a play experience where even though we’re not playing at the same time, we’re still sharing things together.

However, in 2002 animal crossing was being localized for America, the audiences stayed the same, family members of all ages. However, the game itself had to chance majorly, new holidays items and other parts of the games had to be changed or added. 16 new holidays had to be added for the american audience, including valentines day, April fools and Halloween.


Game concept – programming exam: 2

Continuing on from last week I have created sprites for the enemy AI. I have added scripts that move the enemy around 3 waypoints. A death controller for the player, and a next level controller.


Here is the enemy AI, I like this sprite. However I am going to change the look of both the enemy and player sprites to look more top down.

Waypoints script

Here is the code from moodle, for the waypoints on the enemy, and a GIF of what it does.



This is the temporary sprite for the level objective, hitting this sprite with the player sprite will load the next scene.

Here is the code that makes this work and a GIF showing exactly what it does

Next lvl gif

Next lvl

This code is exactly the same as the death controller, other than the Tag name. In death controller the tag name is ‘Enemy’ in this it is ‘Nextlvl’. Also, instead of reloading the scene, it loads the next one when hitting the object.

Game concept – programming exam 

We were asked to created a 2D top down game in preparation for the Jam. I decided to create a stealth game, as that is the theme for the programming exam. The idea of the game is that the player much reach the end of the level without being seen by the enemy, just your generic stealth game. The player can hide behind things like grass and boxs to avoid being seen.

I started by getting the played movement code from previous games I have made, and also comparing it against the code Ant has on the moodle to see which one works better. The one ant has uploaded works better and is less lines of code.


I also created a few spirited for players and grass tufts, the tufts of grass are one of the obstacles the player can hide behind.



I am not very happy with the quality of the player sprite, and I am going to redo it in the next session with ant. I do not think it was very good as I did not use a drawing tablet. I did not have access to them that lesson, and my own tablet is acting weird so I could use that. The grass spire I am currently using is a free base sprite from the unity asset list.

In the upcoming lesson with Ant,  I will redo the player sprite, apply the movement code to the player and create a sprite for the enemy and the projectile they will fire, along with everything else I am expected to do in that time.

Art deco in real life, compared to bioshock

Art deco: The predominant decorative art style of the 1920s and 1930s, characterised by precise and boldly geometric shapes and strong colours and used most notably in household objects and in architecture.

Many building designs incorporate this style, with its simple colours and simple geometric shapes. Because of its simple style, it can be found in various video game.

Some examples of buildings that use this style are: BBC broadcasting house in London  and the palace of nations in Geneva.


Image result for palace of nationsImage result for bbc broadcasting house

These simple geometric shapes are easily transferred over to the digital world in games such as Bioshock, mostly 1 and 2.

Image result for bioshock art decoImage result for bioshock building

These images from bioshock clearly show the art deco style being used in games. The buildings have the simple geometric shapes and the simple light colours.

Christmas game research

The NextGen course has been tasked with making the 2016 Christmas game. I have researched several games, including the game created last year by the course.


and other games, such as motherload and Jetpack joyride.


Although these games arent Christmas themed they are made in Flash, which will help me see what i can achieve and what i cant achieve.