The project has been giving me a lot of difficulty. Mostly due to the complexity of what I am trying to achieve, creating several new boxes that interact with each other and trying to work those out, as well as making it so that they interact properly with the original boxes and Lazarus. Luckily, the majority of the issues I've had can be solved by play testing and simple issues as they pop up. The most interesting thing I did last week was week was creating a line of code, which solved a massive issue I was having with trying to spawn one of several objects randomly. However, I am still going to have to take Monday to finish my project up, and I don't know if I can get the final game done in the three days I'll have. Hopefully I can.
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As a game progresses, you must have new levels. With new levels, must come new obstacles and difficulties for a player to overcome. New levels should make a player think differently, make them look at the game in a different way then other levels. Be it be increasing the difficulty to make them come up with new strategies, or introducing new mechanics for them to play around with, the player must be continuously challenged, and thus entertained by the game. In my project, which will be an expansion of the Lazarus game, will introduce new box types as the game progresses. The first 3 or so levels will be dedicated completely to the player's basic understanding of how the boxes work, and strategies to reach the button. Then, slowly, new boxes will be added, such as an explosive box and a slow time box. This will keep the player interested and engaged in the game as it progresses, as well as making them continuously think about their strategies and overall way of going about beating the game. The boxes will of course need to be added in a gradual format, as adding all of them at once may confuse and overwhelm the player, but by the final level they will be dealing with all box types and will have to use them effectively to reach the end of the game. This, I feel, will make for a very interesting game.
This week I worked on creating, testing, and finishing the Lazarus game. Aside from a day, in which I was feeling extremely tired, I worked diligently and productively. Of course, I ran into quite a few bugs, the majority of which were solved easily by going back through the tutorial and checking to see if I did everything correctly. All in all, it was actually a pretty uneventful week. I suppose that's good when working on a game, nothing going too horribly wrong. The final product came out well, and the finishing touches were added right on time. I followed my schedule and got everything done on time and done well. I am prepared to work on the project, which I've already started to lay out. It'll be an extension on Lazarus actually, adding more box types and interactions between them. A concept I learned and will use a lot in creating the project would be the use of controllers to check certain conditions, without the unpredictability of having them on a physical object on screen.
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AuthorI am 17 years old, and currently enrolled in Durham School of the Arts. Within the Game Design field, I'm looking to become a game writer or a programmer, preferably a combination of the two.
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 School Archives
June 2018
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