Recently in class we've been learning about affordances and how they are used to help guide players through games. In my past I've encountered many affordances that have distinctly stuck out and made me appreciate the design of the game, though I only attributed them to "good game design" rather than a specific aspect of it. To name a few, I specifically remember the green lights on platforms that indicate where the player should jump to in the newer DOOM games, as well as checkpoint gates in Nioh that are only meant to be opened from one side (shown by a bar that must be lifted from the other side, which shows the player where they have to get to). Now that I understand what affordances are and can recall many of the times I've seen them in games I will better be able to create games that make sense and are fun to play. I'd like to also incorporate affordances into the game we are working on as a team this year, which should be pretty easy for me to do because I'm the 3D modeler so a lot of the visual environment will be my job to create. Unfortunately we'll be making a few levels individually, so I'm not quite sure how exactly things will pan out in terms of consistency, so we may have to communicate more before adding additional things to our game idea such as affordances. On the bright side though adding affordances should be easy for our type of game, as we can indicate areas for the players to explore and weaknesses of the monsters just through how they are visually designed.
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Everyone says third quarter is usually when students achieve their lowest grades, and frankly I can already see it coming from miles away. Last quarter I completely skipped the creation of our third-person parkour level, as I would still end the quarter with an A even with a zero on the assignment (which is what happened) but now it is finally coming around to bite me. I should have considered the outcome of such an action, knowing fully well that this is a class that both loves to add on to old assignments as well use them for display on our portfolios, but I had a lot of other work to do at the time last quarter so I was only completing the bare minimum to maintain my A's. Luckily for me, earlier this quarter the option of reusing our parkour level for future assignments was tossed around and ultimately it was decided that we'd have quizzes and matching activities in place of using the parkour level, because apparently I may not have been the only student who had not turned it in yet. Unfortunately it seems this decision was completely forgotten because we now have assignments to complete using our parkour level anyways, and even worse I still don't plan to even get started on making my parkour level in the first place. Had I known we would have been actually using our parkour levels I would have gotten started on it after that fated class period, but now it is too late and too much work. It's not that I don't enjoy working with Unity, I just probably shouldn't have created such a workload from my other classes for myself that would cause me to enter scenarios such as this one. I don't expect any compensation for my mistakes because they were ultimately my fault for being lazy and thinking I could get away with one zero, but now I just have to accept that my grade will tank because of it even though it's an assignment from a completely different quarter. To end things on a positive note I'm sure there will be assignments in the future, especially fourth quarter, that I'll actually be able to complete in order to display my understanding of the content we will have learned.
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AuthorMy name is Andrew Prichard and the this is my first digital arts class, I look forward to a good year with lots of hard work. Archives
May 2021
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Last updated 5/14/21
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