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FMP: FMOD Sounds

Before I begin to work on systems that I have been planning the architecture for, I decided to set up FMOD and work through utilizing it’s interface and plugin to implement the sounds in the game. In early August, a friend of mine doing Music Production at BIMM proposed that he work with me on […]

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FMP: Map Design

An issue in approaching the creation of a prototype for Scrimshaw is that the systems in use need to scale for the larger project, and the implementation of those systems will take more planning in order to accomodate for that. The initial step in the prototype design was to design the structure of the game, […]

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FMP: Scrimshaw!!!

Introduction to Scrimshaw Long overdue and well underexplained, I felt it time to properly introduce the subject of my Final Major Project; Scrimshaw. I began development on the game in December 2020, after hearing the term on the hit television show Suits (2011), through a casual comment from a character on the show impersonating a […]

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Understanding Gaming Experiences: 5 – Finalizing and Presentation

This post was originally written on: 23/06/2021 In writing the article, I found issues with the way in which I was presenting information, and how I wanted to convey the points I was making. At times, it seemed like I had to write too much preamble in order to make a simple point, which took […]

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Understanding Gaming Experiences: 4 – Structuring the Article

This post was originally written on: 21/06/2021 After conducting the interview, I wanted to restructure my article to better convey the information I had gathered from it. I knew I was going to include standard section headings, and follow the format that had been presented to me, but I wanted to better understand my objectives […]

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Understanding Gaming Experiences: 3 – Interview with a MOBA Man

This post was originally written on: 16/06/2021 Due to the niche of this particular area of study, and the lack of scholarly research done into the field of MOBA kit and build design, it will be difficult for me to find much academic literature on these subjects, and instead I would have to turn to […]

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Understanding Gaming Experiences: 2 – Aims and Objectives

This post was originally written on: 13/06/2021 In order to better design the structure and key elements of the article, I first have to better understand the fundamental questions that I am attempting to answer through it. My first difficulty was the broad nature of the Roguelike genre, and in order to properly explore the […]

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Understanding Gaming Experiences: 1 – A Starting Point

This post was written before it’s posting, I wanted the posts for the previous submission to be in order and separate from this one, and therefore wrote this before and am posting it now This post was originally written on: 02/06/2021 When first approaching this assignment, my initial instinct was to write about a new […]

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Experimental Development: 7 – Reducing Scope & Additional Elements

Between the past devlog and the current one, I have: Added some potion objects and sprites to the game Conducted some playtesting Added new minor elements like tweening the enabling of certain UI elements to fade in, and adding an exit game option, as well as a short enter and endgame sequence Potions As part […]

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Experimental Development: 6 – Trace Systems

My next step was to work on the note and grimoire UI systems. Notes will be tied to game objects in the environment that can be interacted with to be read. The system I designed was simple. A UI with a blank Sprite 800×600 pixels in size, each note has a collider and OnMouseDown() function. […]