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In order to know what I’m doing when I use Unity, I had to take an online course on LinkedIn to become familiar with the tools and features I had at my disposal. This course helped carry me through the process in which game creators are able to craft their games in the most simple way, so as to not overwhelm me with too much information. Although basic, it provided me with a lot of interesting techniques I could use to my advantage. One feature I grew very fond of was Probuilder, which allowed me to create my own unique geometry, whether to create part of the map, or to make small props around the area. Probuilder was also very similar to 3ds Max’s modeling, which added another layer of familiarity, and, in some places, I actually prefer probuilder’s modeling to 3ds Max’s.
On the Topic of 3ds Max, the interface was extremely familiar and easy to adjust to. For a time I debated if they were created by the same people. The ability to alter the interface was also very appreciated, as I can put floating windows into smaller, organized tabs (like what I do with probuilder) in any sector of the screen, and split the displays of the actual game itself. It’s evident a lot of time was taken to improve the quality of life of the creator when developing this UI. Of course, this new software couldn’t come without problems. Most of the issues I struggled with weren’t mentioned in the course, however they also weren’t significant enough to halt my progress for long. Most issues I had were graphical, and they were all involving the textures which either wouldn’t work or wouldn’t appear at all. I learned that for the Tree9 Pack I downloaded, I had to manually apply the textures to each individual tree, which was a small inconvenience until I realized I could just copy and paste each tree. Another texture issue was it not looping or scaling correctly, evident in the planes I used as pathways in the first part of the game. Poking around in the settings, I changed the tiling value to .2 for it to loop seamlessly on all the planes, and, when the texture I had didn’t seem to work at all, I simply looked for one that did. A stone texture for one of the caves didn’t work, and thanks to the Tree9 pack it came with various natural textures, stone being one of them, that I applied to every in-cave path and worked seamlessly. The biggest issue was involving adding guns to the player character to fight off AI in the cave that would hurt you. I had no knowledge of how to code the guns and enemy behavior, so I simply left that alone. A simple solution could’ve been building the game within the microgame, however I had worked too long on my original project before finding that out, so I stuck on improving my current work.
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My name is Mario, and am currently studying Digital Design and Game Art in DSA. This is my class blog Archives
January 2023
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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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