During my development of a parkour game called The Parkour Games the past few weeks, I've done a lot of things in the Unity Game Engine. However, there's also been some problems in the process.
Firstly, the pre-production. I created a Google document and got all of my ideas down. Next, I designed levels on paper and did a brief Game Design Document outline. Then. I compiled a list of all textures, models, and scripts I needed. My initial step in production was texture creation. I found images and tweaked them in Adobe Photoshop for some textures. For others, I created my own. For instance, I found pictures of thin ice and sand, very similar obstacles in The Parkour Games, and adjusted image filters to make them stand out.. I didn't create any 3D models in 3DS Max, my 3D program of choice, but instead made everything in the Unity Game Engine. I also created multiple scripts in Windows Visual Studio, including a player controller and camera controller script. Now, the game itself. The main premise is that the player represents a country and tries to survive an intense game of parkour. The first level is the desert level. There are pitfalls and sand traps, which cause the player to fall into the cave height of the level. The caves have pitfalls, which teleport the player back to the beginning of the level. They also have stalagmites, which also send the player back. The ending of the level, white flags, sends the player to the second level, the tundra. There is snow and thin ice in the tundra, which act like the desert default and sand traps, respectively. Likewise, there are pitfalls and caves, but this level has more obstacles and is more difficult to complete. Issues are next up on the menu of this blog post. My main problem was a discrepancy of the camera script and player script, which I haven't resolved. Either the camera or player is always faster than the other, regardless of how I change speeds. I solved texture issues, rigidbody issues, and a problem with the camera not following the player down into the cave height. Overall, although I couldn't finish The Parkour Games, it was good to be back in Unity and to feel more prepared for the creation of my team game. Summary
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Recently, Activision Blizzard, a prolific video game development company, has been exposed for a very toxic work environment. There were many reports that surfaced of harassment and abuse that occurred daily at Activision Blizzard. However, it's still a company and still working on games.
There's been an array of great quality, best-selling games produced by Activision Blizzard, some of which I've played. Crash Bandicoot, World of Warcraft, Candy Crush, Overwatch, and the Call of Duty series are all games made by the company. There are, of course, many future games expected to be produced by the game development studio, including a new Call of Duty game set to release this year. But how realistic is it to expect new games from Activision Blizzard, and, if so, is purchasing them morally wrong? First, let's take a look on something essentially every business has: a work environment. Whether it's bustling cubicles or a peaceful private room, the atmosphere is crucial to productivity. With heightened tensions only being added with the past year's exposure of Activision Blizzard's toxicity, it's safe to say that delays should be expected. How about the moral situation? To start off, the CEO, Bobby Kotick, who has been accused of continuing harassment, is still employed despite calls for his exit. It's clear that Activision Blizzard isn't completely committed to the safety of their employees. However, many video game companies overwork their employees in times such as crunches in order to release a game on time and not buying from Activision Blizzard would their harm their employees as well. Although occasional overworking is nowhere near as bad as daily abuse, it's important to consider that no business is perfect. That being said, I can understand the perspectives of both sides of the argument to boycott Activision Blizzard. Summary
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AuthorHI! I'm a 12th grader and on this page, I will blog about me and what I'm going through, both in Game Design class and in life. There are a mix of required blog posts and personal reflections, which you can sort, among other things, below the disclaimer and archives. DISCLAIMER
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. Archives
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