This week we got back into our team games after working on our individual educational games for our PBM. As a group we met up at the beginning of the week to sort out how we would continue working moving forward. As one of the 2D artists, my main job will be the 2D cutscenes within the game. This means I will be working more closely with both the writer and other 2D artist. This week we decided on using a watercolor-esque style of animation since it fits well with the idea of memories since they are somewhat faded or blurred. I began working on the storyboarding for the first cutscene, and since we are using a watercolor style I decided to find a good paper texture that would work well in the background of our animations. I also decided to use the Kyle T. Webster watercolor brush pack, and I shared both the background and brush pack with the 2D artist and writer so that our animations will look consistent across the board. In the upcoming week I will continue working on the storyboard for this flashback, and once it is finished I'll continue storyboarding for the others. I will have to continue talking with the 2D artist to see which of the remaining flashbacks each of us should work on, as well as getting feedback from both them and the writer.
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The creation of this game is not over for me yet, but even still it's been a journey that's taught me a lot already. Although my main concern now is coding, I was still able to learn a lot of new skills in C# through the tutorials I watched and info I read outside of the given materials in the AGAD course. Unfortunately, I still have not been able to fix my issue with the typer script and assigning my canvas text to the word output public variable in Unity. My next step may just be to create a new canvas for the typing UI and then reassign my script, because the way I created my canvas and the panel itself may be causing issues, as strange as that seems. All in all, I was able to learn a lot more about coding in C# both through practice and researching on my own, I have a better understanding of how to connect various scenes in Unity through scripts and build settings, and a far better understanding of UI than I previously had. One of the most enjoyable aspects of this project though, had o be building the environment. Although it was tedious at times, it was nice to be able to see everything come together how I wanted and trying to figure out how to use the assets themselves as parkour obstacles and platforms while remaining somewhat immersive was fun, and deciding how to add affordance and signifiers was as well. Hopefully creating a new canvas will fix my issue with the typer so that my game can be playable soon!
In Summary:
The typer code was a far more strenuous process, as it required several different scripts to be created. Having to incorporate the typing into the parkour how I wanted meant I had to make certain box colliders trigger the typing UI, which would be a separate scene in Unity, to pop up and then I had to make the actual script for the "typer" or how the player's typing would be registered as correct or incorrect, and how the game would know when the full word was correctly typed. Then I had to figure out how to get the scene to switch back to the actual game scene once the word was completed, and I had to create a separate script for the word bank, which was also complicated by the typing UI only being on screen upon the player entering certain colliders, triggering the event. This is currently not functional as my public variable of word output, which would allow my words to be displayed in the typing UI is not allowing me to assign my canvas' text to it.
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About meI am a Senior at DSA and currently taking the Advanced Game Art and Design course. I enjoy playing video games and drawing in my free time. The opinions expressed within this blog are my own, and do not reflect that of Durham School of the Arts of Durham Public Schools Archives
May 2022
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