This week, the main aspects of my game are mostly done. It's not at all refined or even filled in with the correct questions but it does work. A lot of this is with thanks to the Brackley tutorials on YouTube. They're completely made for beginners and everything is explained a lot better than the Unity tutorials, I found. So the game works! Next week I'll be: refining it looking into more details I could add possibly adding mood music trying to change the timer from seconds to minutes trying to add more randomized elements On that last point, I currently have it so that the same is being made and it's a basic true or false system. This is fine and it works well in my opinion, but if I can add more answer choices or randomize the drink then that would be great. Not a top priority as I want the game to run smoothly before I decide to overcomplicate. (screenshot of my screen in unity once I finished putting the quiz elements in) In terms of plans and scheduling, I'm ...
(music note in a box with a heart in the righthand corner, thenounproject.com ) Hi, I'm Rosie, and unlike most people, I'm an out & proud Taylor Swift fan (sorry). Coincidentally, I am blonde with natural curls but I promise that was since birth and not since I listened to Love Story. Like many Taylor Swift fans, I'm still on a high from Taylor's eighth studio album surprise drop, 'Folklore'. I say this about every album, but I really mean it with this one - I defy anyone who can listen to that album and not find one song they enjoy. My personal favourites? Mostly all of them, but if I were to be more specific, I'd say: the 1 (catchy, has explicit language, relatable) my tears ricochet (this is a song that you'd send to someone who stabbed you in the back when you're 13 and on MSN but like, more mature) mirrorball (relatable, I promise) the lakes (this could've been on the LC poetry programme maybe) invisible string (this is snazzy and the ...
After reading these articles and applying my own experiences, I came across some interesting points. thenounproject.com The first article talks about the importance of vocabulary when it comes to gaming and game design. Having worked in a games shop, I realise now that this is something we don't even realise. So often people would come in to discuss games and often compare each one or relate each one when they don't realise that someone else may not understand them. "It's like Fifa but..." Whenever I heard this it was usually met with me explaining I'd never played Fifa. Or most games. Parents would come in at Christmas and ask what games were similar to so-and-so because that's what their son liked. Games aren't always comparable in that way either. Just because you like one game doesn't mean you'll like another. Some prefer particular mechanics, some prefer a type of storyline, some prefer certain graphics and unless you know what part of ...
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