Week 13 is the last week of the trimester, and for this blog, I will be reflecting on how I feel about the module as a whole.
For the first few weeks of the module, I admit that I was slacking a bit, as the lectures we had then were re-capping about things we did last trimester, and I thought that I could ease my way out. However, when the submission date of the first assignment got closer and closer, I realized that I should have done a lot more research, added more heart and soul into the assignment, and before I knew it, it was too late for me to put in a whole 6 weeks of work, in 2 weeks, on top of other assignments from other modules. And when I submitted my first assignment and got my grade, I made a promise to myself to not slack and to never leave things or find a way to ease my way out of an assignment. The only way to get through an assignment is to make it seem fun. Like my lecturer said: "Make a game that you want to play as well." And that made sense. If I make a game where I don't like it, or don't want to play it, how can other people like it? How can other people even play it? And these are the questions I asked myself constantly during the duration of the second assignment of this module.
ASSIGNMENT GAM111.1:
The game I made was not good. There were no assets, no color whatsoever, and the mechanics the game had were barely working. After submitting the assignment, I reviewed the work, and looked at where I could make the game much better. And with the lectures that we had after that assignment, if I had the ability to re-do this assignment, I would have made it better. But, the only thing I can do from this assignment is to learn from my mistakes and not to repeat it again.
ASSIGNMENT GAM111.2:
For this assignment, I have told myself to not leave it to the last second, and to make the game enjoyable and something I would play. With these objectives in my mind, it made the assignment fun, and made each requirements, something like challenges or a trophy system in a game. The more you get, the higher your score, and the higher your score, the higher the chances of your work to be displayed on the hall of fame. Another factor which helped me make this assignment turn into a game was the newfound knowledge I learnt that could be used for the assignment, and even in the next trimester.
LECTURES:
I feel like the lectures helped me a lot for the second assignment, and it made me feel really good about the second assignment. We also have somewhat of an advantage for next trimester with the knowledge of the Finite State Machines, and Raycasting. The lectures also allowed me to understand how some game companies add in their own mechanic into the game, like crosshairs changing color when they aim at an enemy, how First-person cameras are made. In general, it makes me look at games, not only as a source of entertainment, but also a source of knowledge and inspiration.
For the first few weeks of the module, I admit that I was slacking a bit, as the lectures we had then were re-capping about things we did last trimester, and I thought that I could ease my way out. However, when the submission date of the first assignment got closer and closer, I realized that I should have done a lot more research, added more heart and soul into the assignment, and before I knew it, it was too late for me to put in a whole 6 weeks of work, in 2 weeks, on top of other assignments from other modules. And when I submitted my first assignment and got my grade, I made a promise to myself to not slack and to never leave things or find a way to ease my way out of an assignment. The only way to get through an assignment is to make it seem fun. Like my lecturer said: "Make a game that you want to play as well." And that made sense. If I make a game where I don't like it, or don't want to play it, how can other people like it? How can other people even play it? And these are the questions I asked myself constantly during the duration of the second assignment of this module.
ASSIGNMENT GAM111.1:
The game I made was not good. There were no assets, no color whatsoever, and the mechanics the game had were barely working. After submitting the assignment, I reviewed the work, and looked at where I could make the game much better. And with the lectures that we had after that assignment, if I had the ability to re-do this assignment, I would have made it better. But, the only thing I can do from this assignment is to learn from my mistakes and not to repeat it again.
ASSIGNMENT GAM111.2:
For this assignment, I have told myself to not leave it to the last second, and to make the game enjoyable and something I would play. With these objectives in my mind, it made the assignment fun, and made each requirements, something like challenges or a trophy system in a game. The more you get, the higher your score, and the higher your score, the higher the chances of your work to be displayed on the hall of fame. Another factor which helped me make this assignment turn into a game was the newfound knowledge I learnt that could be used for the assignment, and even in the next trimester.
LECTURES:
I feel like the lectures helped me a lot for the second assignment, and it made me feel really good about the second assignment. We also have somewhat of an advantage for next trimester with the knowledge of the Finite State Machines, and Raycasting. The lectures also allowed me to understand how some game companies add in their own mechanic into the game, like crosshairs changing color when they aim at an enemy, how First-person cameras are made. In general, it makes me look at games, not only as a source of entertainment, but also a source of knowledge and inspiration.