Sunday, October 28, 2018

Game design document

I found that using Dundoc to create my game design document was very helpful. I appreciated how the site already has various game sections ready so you can just add in your own game information and answer the questions. At first I became slightly confused on how to use the site after I signed up however I quickly figured it out and began to create my game design document.
Some sections of the game design document template were difficult to answer but I answered everything I possibly could to the best of my ability.
I enjoyed creating my game design document as it allowed me to get more creative with my game and develop it further by adding in the characters, their descriptions, storylines, the game controls etc.

My Dundoc projecthttps://www.dundoc.com/project/4785/game-design-document

Character style inspiration
Image here

Thursday, October 25, 2018

Unity tutorial 05

In this weeks series of Unity tutorials I learned how to further develop the standard and aspects of my game. Tutorial 06 dove into more detail about UI elements and used Raycast again this week. I also learned how to create more UI elements and how to adjust/align them with an 'action key/text'. An action key/text is an on screen description of the instructions that tell us what to do next. 
Next we learned how to add in extra cursor elements while slightly touching on fonts. I then learned how to create an action such as picking up a gem by using the action display and text. 
We then went on to learn about adding a raw image to the cursor which I then renamed. From here I created a script which I named "collect gem", I then learned how to edit it in the visual studio section of Unity. Lastly in this tutorial we learned how to add variables such as the distance from the player casting script.

Tutorial 07 taught us how to create more environment elements and how to create a weapon for the character using animation. The tutorial was helpful in this part as it started from the basics of animation instead of an advanced animation. I then learned how to improve my environmental elements by adding in a fence, playing with the size and adding a box collider which prevents the player from being able to walk through objects like the fence. 
Next we learned how to create the weapon for the character by downloading an axe element and attaching it to the first person controller. The tutorial then went through how to adjust the size of the axe and how to create a cube to contain the axe. For the animation part we created an animations folder and created an animation within it called "swing axe". Then I learned how to record the animation in order to make it loop or play once and learned how to move between key frames. 

I found these tutorials to be well explained and informative. They helped me learn how I can further develop my own game by using animation and UI elements. I had no trouble with this tutorial as I took my time creating each aspect. 

Game animation

Tuesday, October 23, 2018

Game GDD

The article "Design Components" by Greg Aleknevicus explored a suggestive set of rules for good design instead of listing a definitive set. He also states that not all of these suggestions are practical for all games.

The article contains a list of possible components for games where they can be applied. Each component contains an example while some contain a "good" and "bad" example which I found to be very useful.

The list of components includes, making tiles smaller than the spaces they're placed upon - This means that they can be either moved or bumped slightly but without disturbing the other spaces.
Use highly contrasting/distinguishable colours for player pieces explores how it's important to consider people with impaired vision or people who have some form of colour blind therefore it's crucial to find what colours work together. It also states how you should never use red and orange as player colours.

It also teaches us to use shape as well as colour to distinguish pieces by adding different graphics and shapes. A good example is 'TransAmerica' which creates a unique shape corresponding to five different colours. Graphics are important to use to help differentiate colours. An example of poor design is 'Schotten-Totten' which placed 9 cards in 6 colours. The suggested superior method is to pair the picture to the suit. This allows colourblind people to distinguish the suits from each other.

Another suggested component is to use different components for different functions. Different forms are easier to separate different functions. An example of this is Monopoly where the money and the property cards are different so it's easier to know that they've two different functions.
It's also vital to make sure that indices/icons are distinct from each other. Icons are great for showing and quickly summarizing important information however if you use a lot of them they'll be indistinguishable from each other. An example of this is Dahon where it's icons for coins are similar to the magical vortex both in colour and shape.

The components list also suggests that the starting tiles should be backprinted in different colours so that they can be separated at the conclusion of the playing. Using a legible and distinguishable font is vital within a game. It's better if the font is simple and clear however the 6 and 9's should use a bar/dot to improve their distinction.
It's necessary to create a clean game and avoid any clutter. This component suggests that you shouldn't crowd too much visual information into one small area. If a decoration makes signs or worse difficult to read then the design is classified as an automatic failure.

Next the article talks about the box and what components you should consider when designing the box. You should first list the game name on the side of the box. A buyer should be able to read the title from around 7 feet away so it's vital to have a distinct title that's easy to read. Attracting the attention of the buyer is a must. You should also make sure any photo on the back of the box shows the legal game position. Players are always looking for clues in a game so when they see the photo on the back of the box they're likely going to determine that that's the proper way to play. This can be misleading as the photographer will arrange the photo despite not knowing how the game is played.
Printing the opposite sides of the box horizontally and vertically means that a store owner has the option of displaying the game on it's side or edge. The greater the visibility in the store creates a more definite advantage as the buyer is more likely to see it.

The next part of the article is about cards and how to design them correctly. A component of this is placing index cards on all four corners. This means that having indices on both sides ensures that they'll be visible either way. The designer should place the indices as close to the corners as possible.
Using large indices means balancing the indices have to be small enough that the cards only need a moderate fan to be visible and big enough to be labeled as 'clear'. Each card size depends on how many cards the player will be holding at a time. White borders help hide any imperfections and reduce the chance that the deck will become scratched or damaged. Card replacements should also be available incase one specific card goes missing.

Theme is the next category in the list of suggested components. You should have the theme work with the rules rather than against them. An example of this is the game Fantasy Fright Cave Troll. In this game monsters are placed occasionally on the board and follow certain patterns. Starting out in the centre, they travel from room to room and interact with the player pieces. The Cave Troll is different as he enters anywhere on the board and once he's placed in a room he's unable to move which bans the player from entering that room for the rest of the game.

Another section of the components is the rules. The first suggested step here is to blind test the rules which means that the game is sent to a group of people who are made learn how to play the game just by reading the rules and nothing else. When creating a game the rules are an important and vital aspect therefore you shouldn't intentionally write vague rules. A game that has the player come up with the rules shows that the game wasn't fully developed. You should include a detailed list of components and include many examples. Diligence is necessary to make sure that the examples agree with written rules.

The last part of this article shows some common questions that many games fail to answer. Some examples of these questions include Are fractions rounded up or down? This is stated as obvious yet often missed. Are money/victory points public or private? If they're private it should be stated. What if a player has no legal move? Is that player allowed to pass or is a special action allowed?

To conclude. I enjoyed reading this article and found it very useful with it's suggestions. I'll definitely take these into consideration when creating my own game as I found them to be interesting and clear to read.

Items of interest:
The Art Career Project
WikiBooks
Unity

Gameification
Image here







Sunday, October 21, 2018

Game Vision Statement

My game will be called The Mysterious Island and will be available to play on the PC. The main first player character named Detective Craine will venture on a journey to a mysterious island known for it's creepy reputation and suspicious locals in order to try and help solve the disappearance of one of it's local residents named Jane. There's also a large dark mansion that sits on the edge of town where nobody dares to visit. This is where Detective Craine will eventually explore and uncover the truth about her disappearance.

It's an adventure game suitable for audiences between the ages of 12-20. It's a mind-racking game at best as its demanding to the player mentally as they try to solve all the riddles/puzzles and reach the end goal of the game. Detective Craine embarks on this journey by himself through the little town located on the mysterious island. He must search for clues which will then present him with a riddle or puzzle. In order to progress and continue on through the game he has to solve each riddle and talk to some of the locals for clues.

Once he completes all the riddles and puzzles Detective Craine will come to the end of the game where he reaches the final riddle. Once this is solved the missing girl is found and the game is completed.

The idea of this game is to teach players that once they overcome obstacles in their lives they can move on to bigger and better things like the Detective Craine is doing in this game. This game is definitely suitable for anyone who loves a challenge and those who have a heightened sense of curiosity about them.

The key features of this game include the undirected exploration as the player has the ability to roam freely while they look for clues and hints. Another key feature is the riddles and puzzles. An example of one of the riddles would be something like "I'm often running yet I've no legs. You need me but I don't need you. What am I?" (The answer is water!). To help the player solve each riddle they'll be able to type in an answer and suggest it to see whether it's right or wrong. If it's wrong the player just has to keep trying until they succeed! Other key features include the specific storyline, the background music, it's an adventure based platform game and the challenge aspect of the game.

There'll also be some background music possibly inquisitive/curious sounding music throughout the game. As for the setting the game will be centered in the little town on the island so the background will likely contain houses, street lamps and some greenery. There will also be a large forest on the edge of the town.

I think this game will stand out with it's deep background story and unusual gameplay. This game gives off an inviting and curiosity driven vibe which I think will attract players and encourage them to take a look at it and hopefully give it a go!

Some links to sources
Kotaku
Packt

Game Concept
Image here

Tuesday, October 16, 2018

Games MDA

I started today's post by watching a video on MDA Framework and reading the academic papers by LeBlanc, Hunicke and Zabek. I firstly learned that there's a difference between mechanics and dynamics. Mechanics are more or less the rules/restrictions that each game operates under while dynamics are the "play" of the game when the rules are in full swing. Dynamics and mechanics are different views of games with dynamics emerging from mechanics.

An example of dynamics is Time Pressure which can easily create a sense of dramatic tension. The mechanics that make up time pressure include depleting resources, a simple time limit and a "pace monster".
Aesthetics refer to the players experience of the game instead of focusing on the visual elements.
Models are formulas or abstractions and can also be referred to as "lenses". Formal models have no Grand Unified Theory but have a lot of smaller models instead. MDA for models is the knowledge of the links and interactions between aesthetics, dynamics and mechanics. Some properties of solid good models are formal, abstract and proven. Abstract means refers to this as widely applicable while formal refers to a good model as well-identified.

The next part explored a new meaning of the word "fun" as we are encouraged to think and use this word differently. The authors then go on to introduce us to eight new forms of "fun". The first way was Sensation which in game terms refers to the game as sense - pleasure, the second way is Fantasy which portrays the game as make - believe. The third way is Narrative which is the drama aspect of the game, the next way is Challenge which refers to the game as an obstacle course. The fifth way is Fellowship which refers to the game's social framework. Next is Discovery which refers to the game as uncharted territory. Expression and Submission refer to the game as self - discovery and positive.

Next was a very interesting part of the article where the authors explored the individual aesthetics of different games such as Charades, Quake and Final Fantasy. Each game contained different aesthetics and none were the same as the other. An aesthetic model is described as a rigorous definition of an aesthetic goal which states the criteria for both success and failure.
An example of this is given to us in the article along with more examples of each. Models of game dynamics include once again no Grand Unified Theory but instead a collection of many dynamic models which are analytical in nature.
Finally an example of the feedback system is shown which was very useful to me. I enjoyed reading more about game MDA and found all these articles and video to be very informative.

Links:
Link 1
Link 2
Link 3

Game mechanics
Image here

Sunday, October 14, 2018

Feedback strategies

The following 2 articles explored different ways on how to give feedback and how feedback impacts people.
The first article that I read was "What Kind of Messages Help Kids Grow?" This article discusses how the language used towards kids impacts their mentality. Positive feedback to children can teach them to mentally have a model of how people learn and grow. Its important to introduce children to growth mindsets, from the research shown in this article growth mindsets help kids to view failure as a positive thing which they learn from and acknowledge their mistakes in order to improve in the future. The language used by parents towards their kids has a huge impact on them and their well being. If a parent congratulates their child on their failures they learn to see failure and mistakes as a learning process. The article also speaks about how a parent/teacher should tell the child what's good about their work specifically. The power of yet also comes into play again in this article. By telling the child they can't do it "yet" they gain perspective and positivity. By expressing a personal story on how you overcame a problem to a child makes them more resilient when confronted with a challenge. I found this article to be very informative especially when dealing with children either in a learning environment or a home environment.

The second article that I read was titled "Be a Mirror." This article discussed how we can give fellow students positive feedback and show them what they're doing well. In return this emphasizes the students growth and mindset qualities. The mirror aspect of this title means to give positive feedback without judgement. The article then goes through 5 main qualities of feedback  such as specifying an aspect of their work and focusing on that. Next is to focus on what exactly the reader is doing. Then we are told to focus on the amount of work the reader has put into what they're doing and the process. The fourth quality is to make sure it can transfer so its important to name what the reader is doing and discuss how they can use in a different context. The last quality is to take yourself out of the feedback. Start with saying the readers name and keep the focus on them.
Feedback is always important especially to students. These strategies really explore how we can give feedback the right way.

Positive feedback
Image here

Game Idea Research

The game idea I chose to research is my first game idea which is a problem solving adventure game. The game play for this game would be to have the first person character go on a journey to solve the disappearance of another character. On his journey the character has to solve riddles and puzzles to progress through the game. The character also has the ability to roam freely around the game and find clues to solve the riddles.

Game mechanic 1 - Undirected exploration is one of the game mechanics in this game. The first person character has the opportunity to walk around and explore the town setting, interact with the local characters in the town and discover more clues in order to solve the riddles and progress through the game to solve the final mystery.
Link to article here. 

Game mechanic 2 - Riddle repeats until the character can solve it/difficulty increase. As the character tries to solve each riddle the level of difficulty goes up. If the character is unable to solve the riddle the first time they can continue to try until they succeed. Once the riddle is solved the difficulty level of the next riddle will increase slightly and continue with each of the following riddles as the character goes up a level.
Link to article here. 

Game mechanic 3 - Time. Some of the bonus riddles may have a limited amount of time on them. If a bonus riddle is solved the character gains another instant clue. If the character doesn't solve the riddle in time then the opportunity of the bonus riddle is no longer available for that level. Another bonus riddle will appear on each level despite this.
Link to article here.

I think these game mechanics are suitable for my game as my goal is to create a sense of mystery within the game. This will be portrayed through the riddles and puzzles. These game mechanics also give a good idea of what I hope my game will be like to play.

Detective game.
Image here. 

Thursday, October 11, 2018

Unity tutorial 02

From watching Unity Tutorial 4 and 5 I learned new aspects of creating a game. Tutorial 4 kicked off by teaching us how to import sound which can be downloaded from the Unity website. I found this part simple enough and didn't have any problems importing the sound. I also learned how to add and adjust audio and pitch which came in useful to alter the volume of the sound. I discovered how to rotate and add sound to the gem. The mesh element and the collider were explored in more depth in this tutorial also. I learned how to add in components and change the collider size. Once I pressed play to walk my character didn't move so I tried it again from the mesh collider and finally got it to work. Finally I learned how to add and create water from the environment assets. I found this a bit tedious but got it to work in the end.

Tutorial 5 taught me how to create a cursor and a main cursor for my game. I also learned how to use raycast and the value of static and what it does. I found this part a little confusing however after a few tries I understood it.
I enjoyed creating the water and adding more texture to objects and elements to further develop them and look forward to improving my game.

Unity image
Image here

Tuesday, October 9, 2018

Game elements

I found the article"Formal Abstract Design Tools" to be very informative and detailed upon reading it. It started out by explaining to us what a modern computer game is made of. A modern computer game connects a technical base with the designers vision for what the players experience. It's important components that are used to form a game include levels, code, art and design.
As we all know over the years the games industry has greatly evolved. Screens have been developed to have better resolution, quality and more colours. Paint and modelling tools are also up to a higher standard now along with faster audio processing and newly developed sound cards.

All games from various companies and genres have evidently been built off past ideas as we develop and learn new techniques and abilities. The aspect of design in video games however has lacked evolution and lags behind the rest of the gaming industry. Design tasks determine the players goals as well as the pacing. It assists the code, levels, putting art, sound and vision in coming together to make the game. Without design we'd just be left with "a CD full of data and no experience" which is why another shared form of language of game design is needed according to this article.

The article also talks about the issue of not having a form of language to communicate innovations and mistakes through which is where a design vocabulary would come in handy. A design vocabulary would improve people's understanding of game creation, allow the discussion of underlying game components and help people better understand how it all balances and fits together. Refinement is the medium in which design evolution occurs.

The article also uses a game example which is the Mario 64 game. In this game the player has a whole world of freedom to do whatever they want. There's a choice of worlds and which world the player wants to explore/work on, each player can decided what they're next move or task will be. As for the design of this game each of the worlds have different goals at the end which provides the player with the element of choice. Although Mario worlds are often predictable with strange goals and objectives, the player has ease of the controls as they're made to be simple. This was the most enjoyable part of the article to me as I grew up playing this game so to read about how the game has been dissected and what the gameplay consists of in professional terms was eye-opening and had me intrigued.

In the next part of the article the author discusses what a story is and defines a game story as being a narrative thread which is continued throughout the entirety of the game. As for tasks each task requires different tools to suit each individual task. The game isn't player controlled however as the designer creates "cool" moments throughout the game. Whatever the player discovers it will impact the combat aspects of a game.

A brief description and summary of a few game genres are also explored in this article. SquareSet games are in short, storybooks. In order for the player to progress in the game they must win each combat aspect as they control the fight themselves. While sports and fighting games are generally tied into 1 by the tools they contain, fighting games have a consistent controller action which is visually shown in the on-screen characters. Sports games on the other hand have the players direct and control themselves while they select an action, watch the response from their chosen action and learn from it's outcome. I thought this part of the article was very interesting as it explained what each of these genres consisted of and how they connected together with their similarities.

Finally the article dives into the aspect of tools. Tools presents the player experience that the designer had set out to create. They do this by means of a vocabulary for analysis. The aspect of game design is better understood by means of tools which also boost the player's feeling of involvement.

This article dives directly into the dept of the world of game design, the evolution of game aspects and is an example of the game design breakdown process. I enjoyed reading this article despite it being fairly lengthy. I found it to be very educational and well explained.

Game elements
Image here


Sunday, October 7, 2018

My Feedback Thoughts

Article 1 - "Silence the Critical Voices in Your Head"

This article was very useful and helpful to read, I took tips from this article to help myself in the future as it made some very good points and suggestions.
Everyone has their own fears and doubts thinking they aren't good enough and this article really explores that in depth and suggests what you can do to help yourself. The article presented an example story of a real person who began to struggle with self-doubt and how he overcame it. Self-doubt not only increases depression within the person struggling but also pushes their goals out of reach.
The example story was the story of a man named Rajeev who was an executive vice president of a billion-dollar business. He was a great worker who created strong, well-working teams however once he got promoted he received less feedback from others and suffered as a result. As a solution he hired the author of this article as a coach for feedback which resulted in him receiving a lot of positive feedback. He didn't see the feedback as positive but rather as negative so he came up with certain strategies to help him. The strategies he used to changed the voices in his head from negative to positive were looking for the positive, hearing the positive, understanding the positive and believing the positive. He was then more aware of his tone with others and became a positive voice for others including his employees.
This article showed me that once you take steps to change those negative voices in your head to be positive voices in your head you and your work will succeed. It will also make a huge difference in your energy level and output. I really enjoyed this article as it helped me gain more positivity within myself.

Article 2 -  "Seven ways to crush self-doubt"

This article explored the burden of self-doubt by firstly discussing the authors personal experience and struggle with self-doubt. The article then goes on to suggest seven solid ways to banish self-doubt. Right off the bat we are told to not compare ourselves to others as it's the main downfall in self-doubt. Instead of viewing it as a competition one should view everything as a community. Competition leads to jealousy and downfall but once you let go of that you can strive as a person by doing what you love and taking chances.
Perfectionism is also explored here as the author suggests abandoning perfectionism. Once this is abandoned you can create better work. Perfectionism is an illusion that ruins your work and stops you from growing as a person.
The author then suggests finding a community that you can trust and be vulnerable with. A book and a TEDx Talk by Brene Brown Brown are suggested here too. These discuss the power of being who  you are and encourage vulnerability.
The next step is embracing a growth mindset. Carol Dweck introduces the idea of having 2 mindsets which are fixed and growth mindsets. With a growth mindset you can learn that mistakes are a natural part of the process. The rest of the article then discusses the importance of setting out goals within your control, treating your work like an experiment and trusting yourself.
I found this article to be really useful as I myself often struggle with self-doubt which can get in the way of your potential in life.

I think feedback in general is very important especially on the road to success as it helps people to learn what works and what doesn't as well as their strengths and what they can improve on. I've received feedback in many areas of my life however from my school experience I had a teacher give me feedback on a piece of artwork I created. She told me where my strengths and weaknesses were which helped me develop my art skills and create better work. 
Feedback Image
Image here















Game brainstorm

Game idea 1 - My first game idea is to create an adventure game. An adventure game is a type of video game that involves problem-solving, exploration and puzzle aspects. It's a single player interactive story in which the player takes the role of the protagonist. It usually follows a story line and includes a narrative voice over.
I'm interested in creating this type of game as I've previously played many games in this genre as a kid. I think these games are very fun and addictive to play. They usually aim towards a target audience of 7 - 14 year olds due to the level of problem solving and puzzle aspects the player would need to have basic problem solving abilities and a basic understanding of game controls.
I'd tackle this by firstly researching some adventure games for inspiration. From there I'd plan out my visual ideas, characters and game play.
My idea for an adventure game would be to have the main character go on a quest possibly to save another character that's gone missing but to do so he has to solve riddles, puzzles and tasks.
  Link to article here.

Game idea 2 - For my second game idea I thought I could do an action game. I've previous experience in playing action games and would be interested in creating one myself. An action game involves a lot of running, jumping and shooting/punching etc depending on the game play. Most action games have an option of one player/2 players and usually provide the player with a series of weapons such as guns, knives and arrows. They focus on the players ability to attack, reflexes and hand-eye coordination. The player must also possess good reaction time in order to achieve the game objectives.
I'd be interested in creating an action game as I think they're one of the most popular types of games and have a larger target audience.
My action based idea would involve a war scene where the player has to get through while battling an enemy force. Power ups and extra lives would also be included to help the player live.
 Link to article here.

Game idea 3 - My third game idea is to create a survival game. A survival game is a sub-genre of an action game. The aim of the game is for the player to stay alive throughout the night or mission with a limited amount of resources/strategies. The player is usually the protagonist and has to survive against the antagonist(s) in order to complete the game level.
I'm not a fan of survival games myself however I admire the idea of the game as I think it's a very interactive type of game that puts the player to the test as they try to complete the game.
My survival game idea would be a zombie based game. The main character would be a human trying to survive the night against the zombies by using tactics and weapons of choice. If they survive the night they get a level up.
Link to article here.

Game idea 4 - My fourth and final game idea is to create a first person shooter game. I've done a lot on research on this genre and from that research I discovered that this is a very popular genre with a lot of aspects to it. A first person shooter game is exactly as it states, it's played from the point of view of the player as they shoot the antagonists/enemies or objects. These games are also a sub-genre of action games as the player is involved in a lot of attacking, running and jumping. The control movements allow the player to move left, right, backwards and forwards as they move around the enemies.
I'm interested in this game genre as I've played a first person shooter before and found it to be really engaging and interactive. It's a genre that grabs the players attention from the very beginning to the end. It can also be addictive as the genre contains a lot of objectives and missions for the player to complete to achieve new weapons/power-ups.
My first person shooter game idea would be to have the player as a sniper character in an apocalyptic scene, the antagonists would be a zombie invasion. The objective of the game would be to survive all the zombies and finally reach a safe zone where the game ends.
Link to article here. 
I'd like to learn how to create a successful game of my own based on one of these genres. At the moment I'm leading more towards my first game idea.

Adventure game.
Image here.



Wednesday, October 3, 2018

Unity tutorial 01

Although I've previously used Unity in a PLC I was rusty on my knowledge of the software and how to use it. Watching the tutorials and practicing while pausing them really helped jog my memory and taught me easier ways to use Unity.
The first tutorial went through the very basics of Unity so that first level beginners could follow along and learn the basics. We learned what the purpose of the game tab is, what the inspector panel contains and what type of assets the project window stores such as game objects, textures and scripts.
I also learned how to add in any extra tabs that I may need such as the animation tab. This tutorial also went through the basic methods of inserting 3D objects like a cube and how to develop them into bigger aspects. At the end of the tutorial we learned how to create a basic layer of terrain.

I found this tutorial to be very useful with easy to follow instructions suitable for gamers and non-gamers of all levels. I learned how to properly create a basic game structure from scratch and develop this structure in the second tutorial.

Tutorial 2 explored the aspects of terrain, creating textures and applying them to the terrain. I learned how to use the point height tool to create a specific height for where the terrain sits and how to add color, change opacity/brush sizes and how to blend the textures for a smoother realistic effect.
I enjoyed experimenting with the different textures and blending them however I had a bit of difficulty when I first tried to create the terrain. I overcame this by continuing to try again until I got it right. I look forward to getting used to creating a game from scratch and developing my skills while I learn new aspects of game development.

Game design
Image here

Tuesday, October 2, 2018

Game Design

From reading all six of these game based articles i can clearly state that each one was lengthy yet informative and interesting. The Essence of Euro-style games article explored what makes a Euro game Euro, their characteristics and why they've become so popular while Pulling the Plug: In Defense of Non-Digital Teaching and Learning explored the reasons why we should use non-electronic games to teach and learn electronic game design. I found this last article to be very educational and informative as I gained some insight into prototyping a game and the nature of non-electronic games.

The article called So You're Going To Make A Game For The Very First Time was probably my favorite as it takes you through the steps required to make a game for the first time and which parts are the most important. This article was very useful as soon I'll have to make a game for one of my modules and I'm a beginner.
The series of understanding games was also helpful and playful as they educated the reader in a more entertaining fashion which grabbed my attention as I've never encountered anything like that before.


Game Design