I joined this class so I could get experience making video games. I think having an industry recognized credential in this class could help get a job at Nintendo. If that does not work out, I could use the skills to start a Youtube channel. Having a code of conduct when working in game development is important since it stops people from using video games to get other peoples personal info. It also helps make sure that the developers make sure they make a game that meets the age rating of the game.
In video games, there are different styles of games, which are called genres, several of which are apparent in the game Prologue: What Remains. One of the genres it reminded me of was a narrative/interactive story. This is because it was mostly focused on storytelling and choices, in which your character has several options. Another genre it reminded me of was adventure. This was because you could make your own story, and make the risky exploration adventure unfold according to the choices made. One section that especially reminded me of that was when it asked me if I wanted to go to the beach or the forest, and I chose the forest. The last genre the game reminded me of was role playing games (RPG). This was because you were able to build skills over time, in this case about how to go about completing the game. An example of this was when I made a series of choices that almost led to my characters death, but I avoided dying. In conclusion, the main genres Prologue fits into are Narrative, Adventure, and RPG.
I think the character I made will affect the way I play because I will want to play the game in a way that reflects what I would expect my characters story arc to be. This is because most good stories have a character who goes through a personality arc, which also affects the way they handle problems. An example of this is Animation vs. Minecraft, because even though the main characters do not speak, the creator was still able to show off their unique personalities. If my character did things that did not line up with their personality, it would not be a good story. It is also because I already know how I want my characters story to end, so I need to play the game in a way that helps make sure I reach that goal. In conclusion, my character will change how I play the game because I want them to have a good personality and story arc.
Copyrighting is important because it prevents idea stealing. This means that people cannot copy a game, or even elements of a game. If a game designer or company does copy a game, the original company will be able to sue the people who copied the game, and make them stop working on it. An example is when Light of Motiram was sued by Sony for copying their game, Horizon Zero Dawn. Copyright is also important because if someone wants to make a game that has elements of another game, they first have to get permission from the original creators. In conclusion, copyright is important because it prevents idea stealing, and makes game designers or companies get permission if they want to copy an idea.
- YouTube. https://www.youtube.com/watch?v=mOSnqigOPR4. Accessed 2 Feb. 2026.
When I was working in Unreal, I noticed a lot of similarities and differences between it and 3Ds Max. One of the similarities was the modeling process. This is because they had roughly the same shapes, and options for moving, rotating, and scaling. One of the differences was adding textures. This is because before, I had to do a really complex process to add textures in 3Ds Max, but in Unreal, you could just drag and drop textures, and it worked instantly. Being able to identify the similarities and differences is also a sign of how using 3Ds Max helped me with Unreal.
I think learning 3Ds Max helped me with Unreal because it made Unreal easier to use. This means I could more easily determine how the shapes should fit together in order to make a building that looked good. I also think that it will be easier for me to use Unreal because of its keyboard shortcuts. This is because it lets me move the camera using the WASD keys, which is better compared to the 3Ds Max camera, which I could only move using my mouse. These shortcuts are also how I overcame some of the challenges.
I encountered a few problems in the project, one of which was the time limit, since I only had 1.5 days out of the 3 days given to work on it. I managed to finish it thanks to my past experience with 3D modeling. Another challenge was finding out where the shapes I could put in were located. This is because a lot of shapes and textures were in folders, which I had to navigate in order to get the shapes I wanted. I got through it by watching the videos in Gameplan, which showed me how to find and insert the shapes I wanted. In conclusion, the problems I faced were the time limit, and navigating the folders, which I solved thanks to my experience with 3Ds Max, and watching the videos in Gameplan.
Why might using multiple Inclined Planes be more effective than just one?
There are many reasons why multiple inclined planes are better than one. One of the reasons is that having more planes allows you to curve a rolling object. This means that if an object is rolling in a certain direction, making another inclined plane allows you to change the objects trajectory without losing much speed. Multiple planes are also useful because it allows you to control the speed of a certain object. This means that if you place another inclined plane facing the exact opposite direction, you can rapidly remove an object's momentum. In conclusion, multiple inclined planes are better than one because you can change an object's direction, and rapidly slow it down.
How does turning snapping on or off affect the way you build and test your level?
Snapping in Unreal has multiple benefits and drawbacks. One of the benefits is that you are able to rotate or move an object in intervals. This means that you are able to move objects in different patterns, like only rotating every 10 degrees. One of the drawbacks is that it makes modifying objects less smooth. This means that using snapping can make modifying objects look like it is moving at 1 fps. In summary, turning snapping on is helpful for building since it is easier to get an object in the exact right position you want, and it is not as helpful for testing since it makes the process appear very laggy.
What did you learn about problem-solving when your first setup didn’t work as expected?
I learned a lot about problem solving during the project. One of the things I learned was how trying multiple positions affected the process. This is because having objects in different orientations affected the way the object would move, and also how I could use the experience for the next part of the project. I also learned how to more effectively navigate the Unreal menu. This is because I had to try multiple folders to get the specific material I needed, which taught me where some of the different items were in the menu. In summary, I learned about problem solving by trying multiple positions for objects and navigating the Unreal menu.
Which challenges did you try? Write them below, and briefly describe what you changed or tested.
For the extra credit, I did the challenge to get the ball to land in the sink. One of the things I changed was how many inclined planes I used. This is because the sink was very close to the starting point, so I did not need to affect the ball's direction as much in order to get it into the sink. Another thing I changed was the size of the inclined plane. This is because even though the sink was close to the starting point, I still needed to make the plane larger in order for the ball to land in the sink. In conclusion, I changed how many inclined planes were used and the size of the one I did use.
Why does the distance from the fulcrum change how much force a weight applies to the lever?
There are multiple reasons the distance from the fulcrum affects the force. One is that if the object is closer, it does not move the lever as much. This is because the weight is close to the point where the lever turns, and that point cannot be pushed down. Another reason is that putting a weight farther away from the fulcrum increases the leverage it has. This means that a 10lb weight on the outside will need a 20lb in the middle in order to balance out. In conclusion, distance from the fulcrum affects the force because closer objects do not move the lever as much, and far away objects have more leverage.
How does scaling a weight affect the outcome compared to moving it closer or farther from the fulcrum?
There are many ways scaling the weight affects outcome. One is that scaling is essentially a counterbalance for moving the position. This means that if you double the distance from the fulcrum, you need to double the weight in order to balance out. Another way is that its distance from the fulcrum affects the weight needed to lift it. This is because if it is closer to the fulcrum, it is basically already as high as it can go, so you do not need to use as much force to lift it higher. In conclusion, scaling a weight affects the outcome because it is a counterbalance for an objects position, and it does not need as much force in order to lift it if it is close to the fulcrum.
In what ways can customizing materials be useful for both design and gameplay in a project?
There are multiple ways customizing materials helps design and gameplay. One of the ways it affects design is how it helps cosmetics. This means that you can make an object look more polished (literally and figuratively), metallic, or rough. One of the ways it affects gameplay is how it affects the players decisions. This is because in fighting games, it can allow players to change different aspects of their weapons to best suit their fighting styles. In conclusion, customizing materials is helpful because it improves cosmetics, and affects the players decisions.
How does changing the shape or sharpness of the Wedge affect the result compared to just moving it?
Changing a wedges shape has many effects on the result. One of these is that it affects its ability to cut objects. This means that if a wedge is too blunt, it will not be able to cut objects. Another effect is that its size affects how many objects it can cut. This means that if the wedge is larger, objects will have an easier time falling on it. In conclusion, a wedges shape can affect its ability to cut, and how many items it can cut.
What did you learn about controlling chaos when working with multiple watermelons and buckets?
I learned a lot about controlling chaos when working with watermelons. One of the things I learned was how positioning watermelons affected their ability to travel. This means that if they were close together, they would not be able to get through the funnel, but if they were in the shape of a vertical pillar, they would be able to pass through and not get stuck on each other. Another thing I learned was that having buckets in certain positions helped catch the watermelons. This means that if I had the wedge close to the edge and the bucket mostly in the middle, I could catch more pieces. In conclusion, I learned how positioning watermelons and buckets helped control chaos.
In what ways can experimenting with physics in UE5 help you think differently about solving problems in real life?
There are multiple ways experimenting with physics helps me solve problems. One is that I can more accurately predict where falling objects will land. This means that when an object falls, I can look at it, and have a rough idea of where it is going to land. I also learned how trying the same solution has different outcomes. This means that because of the natural chaos in physics, if I get a good solution the first time and a bad outcome the second time, I know that it still works and I do not have to try again.
How can you arrange the watermelons so they don’t get stuck in the funnel? You can line up the watermelons in a vertical pillar so they do not get stuck on each other.
Do you need to alter the proportions of the funnel? You will need to alter the proportions, but you should not do it too much or else the watermelons will have more room to not land in the buckets.
Where do the buckets need to be placed to catch all the pieces? The buckets should probably be placed right under the wedge. That way the watermelons will go into the buckets right after being cut.
Do you need more buckets, larger buckets – or both? You will probably need both, but you should only do this as a last resort. Otherwise people might think you did not put in any work.
Why do wheels reduce friction, and how does this change the movement of objects compared to sliding?
There are a lot of ways wheels change an objects movement. Wheels reduce friction because they do not face as much resistance. This means that the wheel only touches part of a surface at a time, and does not require as much effort to move. Wheels also change an object's movement because they let the other object move faster. This is because if an object is sliding, it gains a lot of friction, and does not go very fast, but if it has wheels, it overcomes a lot of that friction, and can move faster. In conclusion, wheels reduce friction because they do not face as much resistance, and change an objects movement be letting them go faster.
How did adjusting the Lazy Susan’s size or rotation rate affect where the ball ended up? What does this teach you about precision in design?
This part of the project taught me a lot. Adjusting the size and rotation rate affected the ball because they allowed me to control where the ball would go after being hit. This means that a higher rotation rate and size gave the ball more speed upon leaving, which helped negate the possibility of the ball stopping short of the buckets. One of the things this teaches me about precision is how rotation speed affects when an object will be hit by the wedge. This means that lower rotation speeds make the ball get hit later, and higher speeds make it get hit later. In conclusion, adjusting the rotation speed of a ball allows me to control where it travels, and it taught me precision by showing me how it affected when the ball would get hit.
Why might adding sound effects improve a Rube Goldberg machine or a game level? Think about both the player’s experience and the designer’s goals.
There are many ways adding sound improves a game. One of these is that it improves immersion. This means that adding sound makes it easier for you to imagine yourself in that scenario. Another reason sound effects help is that it makes it easier for designers to achieve their goals. This means that if they wanted to create a specific scenario, adding sounds would help them more easily enhance the experience in the scenario. In conclusion, adding sounds improves a game because it helps immersion, and allows the designers to more easily achieve their goals.
Explain what decisions you made to get the ball into bucket B.
First, I adjusted the rotation speed. This made it easier for the ball to land in the bucket and not stop early. Once I got the speed to a level I liked, I worked on the size of the wedge. This was important because it affected where the ball would be launched. After a few tries, I managed to make the ball land in the bucket.
The sound was working.Why is it important to leave a gap between the pulley basket and other objects when setting up a chain reaction?
There are many reasons why leaving a gap is helpful. It is important to leave a gap between the basket and the area where the object will fall in because otherwise the pulley will not move. This is because if it touches another object, it might not be able to go down completely, and the entire setup would not work. It is also important to leave a gap between the basket and the object on the other end of the pulley because they might bump into each other. This means that if the basket is in a position where it is on top of the object, they could get stuck, and they would not move properly.
How does changing the rotation or position of the pulley affect the outcome of the machine?
There are many ways changing the rotation or position of a pulley affects an outcome. One of the ways rotation affects the outcome is that it can determine whether or not it functions. This means that if the pulley is too far away from the object that weighs it down, the pulley will not be able to move. One of the ways position affects the outcome is that it determines whether or not the object that is going into it is enough to move the pulley. This means that if one end of the pulley is higher than the other, it will take more force in order to move it. In conclusion, rotation and position is important because it affects if the machine will be able to function, and if the weight going into it will be heavy enough.
If you were to redesign today’s pulley setup for maximum reliability, what would you change and why?
I think there are some ways I could improve my pulley setup if I needed to. One way would be to increase the size of the basket. This would allow the basket to hold more items, and decrease the chance of an object not landing in the basket. Another thing I would change is how many items would be put into the basket. This would help ensure that the machine functions even if one item does not land in the basket. In conclusion, the things I would change are the size of the basket, and how many items went into it.
Why do you think the screw is considered a simple machine, and how does it change motion compared to the other machines you’ve used?
There are many ways screws are simple machines, even though their function is complex at first. Screws are simple machines because they only use one piece. Most simple machines consist of only 1-3 pieces, which makes the screw a simple machine. Screws also change motion because they can act as elevators. This is because as long as there is not too much space the treads can rotate in such a way that they can lift objects up. In conclusion, screws are simple machines because they do not have many parts, and they change movement by acting as elevators.
When extending a Spline ramp, what trade-offs do you notice between making the path smooth versus precise?
There are a lot of trade-offs between making a spline ramp smooth or precise. If I make it smoother, it becomes less bumpy, but the ball will be less likely to hit its target. This means that it would take more effort in order to get the ball to a certain position. If I make it more precise, the ball will be more likely to get to its target, but it might stop before it hits it. This is because the ramp is bumpier, which may decrease momentum to the point that it stops moving. In conclusion, making the ramp smoother will decrease accuracy, and decreasing precision can make the ball stop early.
How could combining Splines, Screws, and Dominoes allow for more creative chain reactions than using them separately?
There are many reasons using these contraptions together makes more creative chain reactions. One of these is that it helps automation. This means that the contraptions will be able to trigger each other, which is helpful since otherwise all the contraptions would have to be triggered manually. Another reason is that it enhances problem-solving. This is because having to control multiple variables at once allows people to more accurately predict an outcome, which helps in problem solving. In conclusion, using the contraptions together is better since it helps automation, and enhances problem solving.
Which challenges did you try? Write them below, and briefly describe what you changed or tested.
I tried all of the challenges. For the dominoes, I made a heart shape. This was hard since the dominoes were not curving right. For the screw elevator, it was hard since the ball would not go to the top. I fixed this by increasing the tread count, and decreasing the amount of space between the screw and the tube it was inside of. In conclusion, the challenges I did were the domino shape, and the vertical elevator.
Identify the members of your team (each team is one pair of classmates).
I am working with River.
What is the theme of your machine?
We are going to be making an overcomplicated toaster.
Which role title did you take (Designer or Documenter)? Why?
I am going to be the Documenter because I have lately been good at writing reflections, and I can do it at home, which gives me time to help River with the project.
How did you and your partner make sure you both understand the design?
On Monday, we got together to talk about the design, and if we needed to change anything.
Write your short description (5–8 sentences).
The contraption will start with a ball moving down an inclined plane and hitting a book. The book will fall on a lever that tips over a cup that is holding a ball. The ball will be directed into another cup that triggers a wheel and axle. The wheel and axle spinning will pull a pulley and basket up containing 2 balls. The balls are directed into different paths by a wedge. One ball goes down a screw elevator and triggers a lever which then lifts a car onto an inclined plane. The car will go down the plane and topple a book that is holding a sheet of wood that is blocking the path of the other ball. Once the book topples and the wall goes down, the ball will knock into a wedge that will cut the string of another pulley. The pulley drops a weight onto a lever which flings an item into another ball. This will move the ball, and cause it to hit the toaster button, playing a celebratory sound effect and completing the contraption.
One of the gameplay features I understand more about is the story and narrative. This is because I now understand how a story can impact the appeal of a game to different people. One example of this is how it can improve immersion. This is because having a story and lore can help you understand more about why the game is styled the way it is. Another example is how games with stories are much more appealing than games without. This is because there are more genres of games with stories than games without stories, so the games with stories have a much bigger pool of people who would like it. In conclusion, stories impact the appeal of a game because they can improve immersion, and have a larger audience to appeal to.
Cult of the Lamb is a game made in 2022 by Massive Monster and Devolver Digital, and is one of the best indie rogue-like games in the world. The gameplay is a combination of combat and base building, since you are able to explore different worlds and fight enemies there, and after, you can use the resources to upgrade your base. The game design is a mix between 2D and 3D. The terrain is 3D, and the characters are 2D. This style make the game feel complex and simple at the same time. The ambient noises helps the game feel more alive. The music helps indicate key turning points or events as you are playing. In the game, You play as the last of your kind, sacrificed to prevent an ancient god from returning. However, when you die, the god you were sacrificed for gives you new life, in exchange for raising a cult in their name, as well as defeating the ones who sacrificed you. The story is told through in game dialogue, as well as experiencing events for yourself.
The game can be replayed for combat and base building purposes. You can replay for combat because after you defeat an area's boss, the enemies will become stronger, adding greater challenges. You can replay for base building because you are always able to indoctrinate new followers, which give new interactions and experiences, and help you unlock more buildings for your base. My opinion of the game is good because it has all of the game elements that I enjoy. These are action, story, enjoyment, and comedy. I give it a 9/10 because the story, combat, and base building is great, and there are basically no bugs. However, the bug amount has changed since the release of the Woolhaven dlc, though to be fair, the dlc was also released a few weeks ago.
How can simple mechanics lead to complex gameplay?
There are many ways simple mechanics make complex gameplay. One of these is Tetris. This is because its simple piece rotation and snapping can allow for near infinite possible patterns. Another example is Teardown. This is because its simple voxel structures and physics engine can allow for really satisfying building destruction. In conclusion, the best examples of simple mechanics making complex gameplay are Tetris for its infinite patterns, and Teardown for its physics engine.
Why is it useful to understand game mechanics when analyzing or reviewing a game?
There are many reasons why its useful to understand game mechanics when reviewing a game. One of these is it helps you explain what works. This means that you can understand which game mechanics have more influence in a game, like sound, story, or visuals. another reason is that it helps you understand why something works. This means that you can identify what a developer added to a game, like if objects behaved realistically, you can understand that they used a physics engine. In conclusion, understanding game mechanics is helpful because it helps you determine which game mechanics they used, and which mechanics had the most influence.
The part of the prologue I chose was the Arrival (1:20-1:43)
What is the mood in this scene?
The mood is initially very sad. This is because it is raining, and there is sad music playing. Then it becomes more positive. This is because a single beam of light is shining on a creature, and the music has turned hopeful. In conclusion, the mood is initially very sad, then it becomes hopeful.
What two design elements help create that mood? (e.g., music, color, animation, lighting, pacing)
The first design element that helped make the mood is music. This is because at first the music was sad, and then it became hopeful, which signified a turning point in the story. Another design element that helped make the mood is lighting. This is because it helped make the scene look sad, and then hopeful. In conclusion, the two design elements that helped make the mood were music and lighting.
How did it make you feel as a viewer?
At first, the video made me feel sad. This is because the character's body language and the overall tone was sad. Then it made me feel happy. This is because the character's expression, as well as the music, were hopeful. In conclusion, the video made me feel sad at first, and then happy.
Why is mood and atmosphere important in games?
There are many reasons why mood and atmosphere are important in games. Mood is important because it affects how you feel. This means that a good mood is able to influence your feelings and thought processes. Atmosphere is important because it defines the overall tone of the game. This means that if you wanted a horrific atmosphere, you would use gloomy visuals, and creepy music. In conclusion, mood is important because it influences your emotions, and atmosphere is important because it set the tone of the game.
How is it different from game mechanics?
There are many reasons why mood and atmosphere are different from game mechanics. Mood is different because it affects the experience. This means that it will affect your emotions, and how immersive the story is. Game mechanics is different because it affects the general objectives of the game. This means that it will affect how the game is portrayed, like if it is a platformer, survival, or action/adventure. In conclusion, mood and game mechanics are different because mood affects the experience, and game mechanics affect the objectives.
Write a paragraph that shows what you now understand about this term. Include examples of how the term is used in a game of your choosing.
I now understand a lot about mood in video games, and how to identify its influence in an area. One example of this is in Cult of the Lamb. This is because in the final boss arena, the game played ominous music, which indicated that the boss still had more phases. Another example of this is in Grounded 2. This is because in the entrance to the Community Garden from the War-torn Anthill, the game opened up into a forest of carrots and played majestic music, which made me feel a sense of wonder. In conclusion, I now understand a lot about mood because I understand how it can make you feel like a battle is not over yet, as well as make you feel a sense of wonder.
What do you now understand about risk vs. reward?
I understand a lot about risk vs. reward. Risk vs. Reward is the idea that taking greater risks gives greater rewards. An example of this is the Mace from Minecraft. In Minecraft, the Mace is a weapon that deals damage based on how long you fall for. The risk is that if you miss, you could take a lot of fall damage and die, and the reward is that you can deal a lot of damage at once. In conclusion, risk vs reward is a game mechanic which allows people to get better rewards based on how great of a risk they take.
How can you navigate and explore the first level using the mouse and keyboard, and what does this allow you to observe about the available assets?
Using the mouse and keyboard to move had ups and downs. On one hand, it allowed me more effectively control the camera. This allowed me to get closer to certain assets, which lets me see their design, and how I could use them in upcoming projects. On the other hand, I had very little experience with the controls. This meant that it would take time to get used to controlling the character with the keyboard. In conclusion, using the mouse and keyboard were good because it allowed me to more effectively control the camera, and it was bad since it would take some getting used to.
What is the difference between a Static Mesh and a Blueprint in the Content Drawer? Provide an example of how each is used in the project.
There are a few differences between a Static Mesh and a Blueprint. A Static Mesh is a simple object like a chair or stool. It is used to make the houses and static islands. A Blueprint is like a Static Mesh, but can be coded to have automatic movement. It is used to make objects like the players character or moving platforms. In conclusion, a Static Mesh is an object that can not move on its own, a Blueprint is an object that can.
Describe at least three interactive elements demonstrated in the level when you play tested Level 1. How do these elements contribute to gameplay?
There were a few interactive objects that can be interacted with. One was a lever, which I think will be used to open doors and solve puzzles. Another was a floating gem, which I assume is some kind of power up that will give us special abilities. The third was a button on the floor, which I think will be like a pressure plate for certain puzzles that you cannot step on. In conclusion, the three interactive items were a lever, a floating gem, and a button, which I think I can use to make a lot of puzzles.
How do you navigate to and open the correct map for building your game, and what is the name of the level you will be editing?
There are actually a few steps to open the right map. First you need to go to the content drawer and type world level. Then you need to click the one that says world level 1. There are a few other worlds that have a similar name, so be careful you do not click the wrong one. Once it finishes loading, you will be shown a house with no roof, which you can use as indication that you are at the right level.
What problem does the player encounter when pressing play in the default level, and what will students need to add in the next lesson to solve it?
The problem I encountered was that you could not go anywhere. I mean that there was a large gap between the starting point and the other island. I could not cross it because there were no platforms to jump on. I also could not fly over it, which makes me think that flying requires a power up. I will probably need to learn more about the assignment before I overcome that challenge.
Why do we need collision objects? Why can't the computer just use the static meshes to handle collisions?
There are many reasons why collision is important for a game. One is that it allows players to stand on it without falling through them. To do this, you would need to apply a blueprint to a Static Mesh. A Static Mesh cannot handle collisions because it is too taxing on the game. This means that putting a collision on a Static Mesh would decrease frame rate, leading to poor performance. In conclusion, collisions are important because they provide structure for the level, and they cannot be used by Static Meshes because it would decrease frame rate.
What was the hardest part to understand about collision detection?
There was not really much I did not understand about collisions. This is because I hear it a lot in game reviews, so I know most of what they are talking about. I think what I understood the least was the way the collision was structured. This is because at times it looked like I had selected multiple collision templates at once, even though I knew that was not possible. I think what happened was that since the collisions are so complex, it can look like there are two different collisions at once.
The game I chose was Cult of the Lamb, which was reviewed by IGN and GameSpot.
GameSpots review
The story was structured in a way that showed you all of the prologue, and the main premise of the game. They mentioned all of the Bishops, the One who Waits, and how he wanted you to build a cult. They described the combat gameplay as "inherently fast-paced and challenging." The ability to replay dungeons added a large replayability factor as well as giving you "the chance to grind when later areas prove challenging. They described the base building gameplay as calm and immersive, with the game giving you a lot of freedom in how you want to run your cult. They described the tone as "dark yet playful", and showed how this was reflected in the art style. They showed how the game assigned certain pallets to different areas, and called the followers designs " Saturday morning cartoon characters, albeit with ritualistic markings." The music was described as "upbeat yet unnerving", and they also showed how it contrasted with the games cute visuals. The game was rated a 9/10.
IGNs review
The story was structured with a much smaller emphasis on the prologue and the general story, with a slightly bigger emphasis on what you do in the game. They described the One who Waits, and how he wanted you to build a cult to defeat the ones who imprisoned him. The art direction was described as a "charming visual style that brings a bit of joy to every ruthless corner of it. The combat gameplay was described as (paraphrased) "not overly complex, with only 3 actions at your disposal, but each of these elements have been honed to a sharp edge." The base-building gameplay was described as "immensely satisfying to watch your base grow both technologically and visually as you recruit more followers." They described the music as "one of the catchiest I've heard in a long long time". They gave it a good replayability value since "you can revisit levels you've already beaten in an endless mode that continues to amp up the difficulty. The game was rated an 8/10.
Personal review
I personally agree more with GameSpots review as my experience with it was a 10/10, and GameSpots review is closer to that than IGNs review.
What do you think is important to create player immersion when designing a part of a level using static islands?
There are many ways to increase player immersion for an island. One is making the island more consistent with the rest of the level. This means that the islands should have similar designs and elements as the rest of the level. Another thing that helps immersion is giving the islands more life. This means putting things like flowers and pebbles on an island. In conclusion, the ways to increase island immersion are by making it more consistent, and giving it more life.
What was most challenging with creating the animations for the moving islands?
There were a few things that were challenging with making the animations. One was making sure the islands ended up back in the same spot as where they started. This is because you had to copy the exact coordinates of the island before it moved. Another challenge was testing the animation. This is because I could not find a play button, so I had to go through it frame by frame. In conclusion, the main challenges were making sure they started and ended in the same spot, and testing the animation.
If you had more time to work on the animations, what would you do to improve and make them more interesting?
There are a few things I would do to help the animation. To improve it I would make the islands speed up as they got farther away from the stopping points and slow down as they got closer. This would make it appear less choppy and more fluid. To make them more interesting I would put flowers and pebbles on them. This would make them feel more alive, and increase player immersion. In conclusion, I would modify the islands speed, and make them feel more alive.
Can you think of any other powerups that you would like to add to your game?
There are a few other power-ups I would add to the game. One would be a power-up that increases speed. This would help the players cross large gaps. Another power-up I would add would be one that lets you fly. This would give players a lot more freedom to explore the level. In conclusion, I would add a power-up that increases speed, and a power-up that lets you fly.
Why do you think players can find it satisfying to collect things like coins?
There are many reasons why it is satisfying to collect coins. One is that it can increase dopamine. Dopamine is a pleasure hormone, which makes you feel happier. Another reason is that it encourages players to explore the world more. This is because players will want to collect coins, which can lead them to hidden secrets around that map. In conclusion, collecting coins is satisfying because it increases dopamine, and encourages them to explore more.
How could we improve the level to make it even more satisfying to collect coins?
There are many ways to make coin collecting even more satisfying. One way is that we can add a jingle that plays when you collect coins. This is because having a jingle will encourage players to collect coins so that they can hear that sound more. Another way would be to add coins that are worth 10x more than regular coins. This is because people are more likely to collect a coin that is worth 10 times more than a coin that is only worth 1. In conclusion, the ways to make coin collecting more satisfying are adding a jingle, or adding special variants that are worth more.
The game I am reviewing is Cult of the Lamb. It was made by Massive Monster and Devolver Digital, and released 8/11/2022. It stands out because it combines two completely different game genres.
The main mechanics are Combat and Base-Building. The Base-Building is smooth, and the Combat is challenging, but they are all fun. The controls are balanced and immersive.
The visuals are a cross between 2D and 3D, with the terrain being 3D, and the characters being 2D. It makes the world feel more explorable, while also staying fairly simple. The visuals have a dark atmosphere, and cute characters, making the tone lean closely to dark humor.
The game has no voice-acting, but it does use sound effects and music, the latter of which was made mostly by the now deceased River Boy. The ambient music is unique to different areas, which helps determine the overall vibe of the areas. It also helps show if a scene is calm, funny, or dramatic.
In the game, you play as the last of the Lambs, sacrificed by the Bishops of the Old Faith to prevent the One who Waits from returning and destroying everything. But when they accidentally send you straight to the One who Waits, he gives you new life, in exchange for starting a cult in his name, as well as slaying the Bishops. The story is told through dialogue, cutscenes, and discovery.
I would want to play this game again, or at the very least 100% it. Because the game is always being updated, there are always new things to discover. The different ways to play are mostly different difficulty levels, though you can also change the way you run things in your cult.
My overall impression of the game is really good, since it has a style that I enjoy. It is good at guiding the player on what to do, while also letting them discover things for themself. It is also good at allowing the player to play the game however they want. Something that could be improved is the amount of content, because I want to play the game for a long time, and 13 hours of content does not feel long enough.
Based on everything, I give the game a 9/10. I would recommend the game to people who like combat, or base-building.
What surprised you most when comparing two professional reviews of the same game?
There were a few things that surprised me most when comparing 2 reviews. One was how they gave the game different ratings. This is because the only thing I can think of that would change a games rating would be bias, and the reviews were professional, which means there can be no bias. Another thing that surprised me was how they focused more on different parts of the game than others. This is because I would expect certain parts to have the same importance no matter who was reviewing them. In conclusion, the things that surprised me were how they gave the game different ratings, and how they focused more on different parts.
How can reviewing two different opinions help you become a better game reviewer or designer yourself?
There are a few ways reviewing 2 opinions helps you become a better reviewer. One is that it can point out things you missed. This means that they might point out something about the music that you were not aware of. Another way it helps is that you can see how they phrased something, and how it makes it more interesting. This is because if someone phrases something in a way that you agree with, you are more likely to favor them over someone who said something you did not agree with. In conclusion, reviewing 2 opinions helps you be a better reviewer because it can point out things you missed, and help you learn how to phrase something in a way people will like.
Why do we store the information about having the key in the Game Mode instead of in the door or the player?
There are a few reasons we have the info in the game mode. One reason is that game mode controls all the rules of the game. This means that it is able to have code entered into it, and have that code applied to an actor. Another reason is that it prevents loss of data. This means that if an actor has a key, and then dies and respawns, the key will not be lost during that process. In conclusion, having the key in Game Mode is good because the Game Mode controls all the rules, and it prevents data loss.
What was the hardest part to understand when building the key and connecting it to the door?
There were a few things that were fairly challenging. One was how the code for the key affected the code for the door. This is because the key and door code was not all on the same page, so it was hard to see how affecting the key would affect the door. Another challenge was making sure I had all the code necessary for the key to function. This is because there were a lot of different elements that I needed in order for it to be collectible, so it was hard to keep track of. In conclusion, the main challenges were how the different codes affected each other, and keeping track of the coding elements necessary for it to function.
Why is it better practice to keep the logic for updating the timer inside the HUD instead of directly in the Game Mode?
There are a few reasons why you should have the timer logic in the HUD. One is that the HUD is only supposed to read the data for the timer. This is because the HUD manages how the timer is displayed, so it also manages the logic that controls the timer. Another reason is that is helps server efficiency. This is because if the Game Mode modifies the timer every frame, it can cause unnecessary lag. In conclusion, it is better to have the timer logic in the HUD since the HUD needs to control the logic in order for it to read it, and the Game Mode handling it would create unnecessary lag.
What challenges did you face when creating a new event from scratch in the HUD, and how did you solve them?
There were a few challenges I faced when making a new event. One was making sure I did not have any wrong code. I solved this by this by checking my work, and testing the code in the level. Another was making sure I did not have code I that was not necessary. I solved this by checking the code after I finished testing, and removing code that did not have any effect. In conclusion, the problems I faced were making sure I had the right code, and making sure I did not have any unnecessary code.
What did you learn about how data is passed between blueprints and widgets?
There were a few things I learned about how data is passed. One was that an event dispatch can broadcast data from widget to blueprint. This means that a widget is able to receive data from one blueprint, and send the data to every other blueprint. Another thing I learned was that certain widgets are able to send certain data to other blueprints. An example of this is the timers, in which the widgets only send data about the timers to the blueprints. In conclusion, the things I learned were how the widgets are able to send data to every blueprint, and how they can send only certain data to other blueprints.
Why is it helpful to organize blueprint code using nodes like “Sequence” and reroute pins?
There are a few reasons why organizing nodes is helpful. One is that it helps debug efficiency. This means that because the nodes are more organized, it is easier to see where something does not work properly. Another reason is that it helps remove overlapping strings. This means that some connections between nodes may overlap, so organizing helps make sure you do not get rid of the wrong nodes. In conclusion, organizing nodes is helpful because it helps debug efficiency, and ensures you do not remove the wrong nodes.
How does your hero’s story (their lore) connect to the new world you will build in Unit 5?
My hero's lore probably will not connect to the world much. This is because most of the game is scripted, so there is basically no room to give your characters their own quests and desires. Because of this, I would probably have to change my characters lore to fit in with the game.
Do you need to change your hero in any way based on what you now know about the valley? Or should you keep your hero as they are and instead adapt the design of the world to fit them? Explain your reasoning.
I will probably have to change a lot about my hero since I modeled him and his personality after myself, and did not really determine how his preferences would be affected by the ancient look and feel of my game.
Thinking about your Unit 3 activities on game mechanics, mood, and fairness, which of those ideas will influence your world design the most in Unit 5? Why?
I think mood should have the most influence. This is because I want the players to be immersed, and want to keep playing just to see what they can discover. I do not think it should be the game mechanics because there are already built in power ups, and those do not add a lot to the gameplay other than helping with platforming. I do not think it should be fairness because there are no enemies, lives, or shops, so you can put in as many coins as you want without any risks.
Write down 3 keywords that describe the mood of your Level 2 world. Example: mysterious, hopeful, dangerous.
The three keywords are Awe-inspiring, Detailed, and Immersive. This is because I want this to be the main themes of the game, and I also want the players to keep playing.
How did experimenting with lighting help you understand the importance of atmosphere in a game world?
There were a few ways experimenting with lighting helped me understand its importance. One is that it helps me control the time of day in my world, and the mood. This is because the sun midday makes a happy mood, and sunset or sunrise makes a hopeful mood. Another reason is that the intensity of the light makes the mood dramatic. This is because if in a game, an enemy blots out the sun, the sun going dark would make the atmosphere feel dramatic. In conclusion, lighting is important because its position, and intensity can affect the mood.
Why is real-time global illumination (Lumen) such a game-changer compared to baked lighting?
There are many reasons why Lumen is great. One is that baked lighting has to recalculate the lighting every time an object moves. This can lead to excess lag, and even computer failure. Another reason is that while baked lighting does not update when you are actually playing the level, Lumen updates in real time. This means that Lumen updates the lighting as the player moves, which is much faster and immersive than baked lighting. In conclusion, Lumen is better than baked lighting because baked lighting does not update when you are playing the level, and Lumen does.
What kind of problems could happen if your level didn’t have the correct Game Mode?
There are a lot of problems that can happen if you use the wrong game mode. One is that a game mode that is only built for one skill level might be impossible. This is because people who do not have the necessary skills would not know what to do, and how to do it. Another problem would be that people might get stuck and be unable to continue. This means that if people do not know what to do, they might become frustrated, and stop playing. In conclusion, choosing the right game mode is important because it could be only built for one skill level, or people might get stuck and stop playing.
Which sculpting tool did you find the most useful for shaping your world today, and why?
There were a few tools I found that were useful. One was the Sculpter tool. This is because it allowed me to raise the terrain, and make structures. The other tool I liked was the Smooth tool. This is because it allowed me to smooth out the terrain, and make it look more realistic. In conclusion, the tools that were most useful were the Sculpt and Smooth tools.
What challenges did you face when trying to make your landscape look realistic?
There were a few challenges I faced when I was sculpting. One was that I could not easily control how fast I raised the terrain. This meant that by the time I stopped sculpting, the terrain would be too high to easily traverse. Another problem was that I would sometimes sculpt terrain I did not want sculpted. This meant that if I only wanted to raise a certain part of terrain, I would also raise the terrain around it. In conclusion, the problems I faced were how fast the terrain rose, and how much I was sculpting.
How could you use reference images to improve the realism of your world?
There are a few ways I can use images to improve realism. One way is that I can use natural shapes to show how the terrain would be realistic. This means that if I wanted to make a mountain, I could look at a mountain image and use that to see how I should add detail. Another way I could use reference images is by seeing how the shadows are present on the terrain. This means that realistic shapes have realistic shadows, and since shadows are not 3D, you can use that as another way to check realism. In conclusion, reference images help realism because you can put in better detail, and you can use shadows to check realism.
Which parts of the reference image were easiest to recreate in your landscape?
There were a few parts that were easy to recreate. One was the mountains. This is because the sculpting tools were fairly simple, and I was able to create the full mountains within a day. Another was the river. This is because it was even easier to lower terrain than it was to raise it. In conclusion, the parts that were easy to make were the mountains, and the river.
Which areas were the most challenging, and how did you approach them?
There were a few main events in the sculpting process. One was making the shape of the mountain. This is because it was hard to get the shape of the mountain to be really sharp. I solved this by using the smooth tool. I used it to smooth out the bottom, which made the tops sharper. In conclusion, the challenge was the shape of the mountains, which I solved by smoothing it out.
If you could improve one part of your terrain, what would you change and why?
I do not really think I should improve it now, since I am still really early in the project. If I had to, I would change the space between the mountains to be larger. This is because right now the mountains are a little too close to each other. If I have time, I would definitely do that. In conclusion, I would change the mountains space to be bigger, but only if I have the time.
How did painting with layers change the look of your world?
There were a few ways painting affected my world. One was that it made dead parts look slightly more alive. This means that putting a little bit of grass on the mountains made them seem slightly more lively. Another way was that it improved immersion. This is because having a little bit of grass and a little bit of gravel together is more immersive than only having them separate. In conclusion, painting with layers helped my world because it looked slightly more alive, and improved immersion.
What choices did you make when adding grass and gravel, and why?
There were a few choices I made when I was painting. One was that I did not put any grass on the sides of the mountains. This is because grass normally does not grow on mountains. Another choice was that I put smooth gravel under the water. This is because usually gravel looks smoother underwater than above. In conclusion, the main choices I made were to not put grass on the mountainsides, and to have smooth gravel underwater.
How did adding water affect the atmosphere of your landscape?
There were a few ways adding water affected the atmosphere. One was that it made it more alive. This means that a river normally makes a landscape feel more lush, especially in a forest. Another way was that it helped show wind. This is because the water had ripples, and normally water does not ripple unless there is wind. In conclusion, adding water affected the atmosphere because it made it feel more alive, and helped show wind.
How did you use natural barriers and paths to guide the player through your world?
There were a few ways I used barriers and paths to guide players. The way I used barriers was by making mountains. This helped because it provided a rough sense of where the player should go. The way I used paths was by making a paved path through the map. This helped because it showed the player exactly where they needed to go. In conclusion, I used barriers and paths to provide both a rough sense of, and show the player exactly where they needed to go.
What choices did you make to make your checkpoints unique?
There were a few choices I made to make them unique. One was by adding different props to new checkpoints. This helped because it made the different checkpoints sort of have their own stories. Another choice was by removing stuff from those same checkpoints. This helped because it made sure that no checkpoints did not feel like they were better than others. In conclusion, the choices I made when changing checkpoints were to both add and remove certain props.
How do checkpoints change the way players experience your level?
There are a few ways checkpoints change your experience. One is that it makes the world feel more lived in. This means that because my checkpoints have man made structures in them, you get the feeling that other people have been there before. Another way is that it allows the players to not feel stressed. This means that if there are checkpoints, the player will not be as frustrated if they die and lose progress. In conclusion, checkpoints help because they make the world feel lived in, and help the players not feel stressed.
Which foliage settings made the biggest difference in realism for your world?
There were a few settings that were important. One was the brush strength. This was good for if you wanted an area to seem less lush. Another setting was the density. This was for making sure that you did not put too much of 1 type of foliage in a single area. In conclusion, the main settings were brush strength, and density.
How did adding vegetation change the atmosphere of your level?
There were a few ways adding vegetation changed the atmosphere. One was that it made the area seem more alive. This is because a lot of vegetation makes an area seem more alive. Another was that it made the environment more immersive. This is because adding different types of vegetation makes an area more interesting. In conclusion, adding vegetation made the atmosphere feel more alive, and immersive.
How can you use forests and fields not just as decoration, but to shape gameplay and exploration?
There are a few reasons adding forests affects gameplay. One is that is allows you to put in specific types of enemies. This means that an area's environment makes the developer have to put in enemies that reflect the area's environment. Another reason is that it can affect the players movements. This means that if you put in something like a hedge maze, the player would have to navigate it in order to get to their destination. In conclusion, adding forest's shapes gameplay because it allows for region specific enemies, and affects exploratio
What choices did you make to design your castle’s exterior?
There were a few choices I made when designing. One was that I had it arranged in a cube. This would give me more room when I worked on the interior. Another choice was to make sure the locations and rotations were all good. This is because if it was not, it might come back to bite me later. In conclusion, the choices I made were to have it arranged in a cube, and the check the locations and rotations.
How did you organize your assets to keep the build manageable?
There were a few ways I organized assets. One was that I put assets in folders. This helped because it allowed me to select multiple assets much faster. Another way was putting folders inside other folders. This helped because it could minimize folders once there were too many of them. In conclusion, the way I organized assets was by putting them in folders, and putting those folders in other folders.
What atmosphere do you want players to feel when they reach the castle interior?
There were a few things I wanted the player to feel when they entered. One was that they would be slightly intimidated. This is so the the castle feels more imposing, and they will want to explore. Another thing is that they should feel in awe. This is because it shows how significant the castle is for the level. In conclusion, I want the players to feel intimidated, and in awe.
How did adding lighting change the feeling of your castle?
There were a few ways adding lights changed the castle atmosphere. One was it made the castle feels creepier. This is because having a mostly dark room with only a little bit of light makes an area scarier. Another reason is it improved immersion. This is because the lights flickering made it seem more realistic. In conclusion, adding lights changed the atmosphere because it made it creepier, and more realistic.
What choices did you make to balance mood and visibility?
There were a few choices I made to balance it. One was that I made the lights not reach very far. This is because if I did, it would not seem as intimidating. Another choice was that I made the lights be very bright, even though it had a small radius. This is so that the player would still feel like they knew where they were going even though the rest of the castle was dark. In conclusion, the choices I made were to make the lights have a small radius, but very bright within the radius.
How can light be used as both decoration and a gameplay tool?
There are a few ways light can be used. It can be used as a gameplay feature by creating light puzzles. An example is using mirrors to aim light into a certain area to advance to another area. It can be used as decoration to create a dark atmosphere. This is because having only a single candle in a large and dark area can make it seem really scary. In conclusion, light can be a gameplay tool for solving puzzles, and it can be decoration by setting the tone of an area.
How did flickering light change the feeling of your castle compared to static light?
There were a few ways flickering changed the mood of the castle. One was that is improved immersion. This is because lights that never flicker are not realistic. Another way was that it made the light seem not permanent. This is because if a light is flickering, it feels like it could go out at any moment. In conclusion, flickering lights changed the mood because it improved immersion, and made them feel like they could go out.
Why do you think it’s important to add variation between different light sources?
There are a few reasons variation is important. One is that it makes it more realistic. This is because different lights having the exact same characteristics are not realistic. Another is that it affects the players comfort. This is because if you have a line of lights going in a direction while decreasing in brightness, the player will get more scared. In conclusion, adding variation is important since it improves realism, and affects the players comfort.
If you wanted to push the atmosphere further, where else could you use dynamic shadows?
There are a few places to put dynamic shadows. One would be for the clouds. This is because seeing shadows from the clouds on the ground can improve realism. Another place is for the moving trees. This is because having the trees create shadows as they move improves immersion. In conclusion, the places to put dynamic shadows are in the clouds as well as the trees.
What details did you add to make your village feel lived-in?
There were a few things I did to make it feel alive. One was that I added farms to the castle. This helped because it showed how the people who lived in it got their food. Another thing I did was add flags to the top of the castle. This helped because flags help make a town feel like a nation. In conclusion, the things I did were add farms, and add flags.
How did coins and gems affect the way players might explore your level?
There are a few ways coins and gems might affect exploration. One is that they can somewhat guide players to where they need to go. This is because normally players want to collect as many coins as possible, so having them go in the direction of the finish goal can help make sure that they are not lost. Another way they help exploration is that they can guide the player to secret areas. This is because if players are aware that the coins are not leading them in the right direction, they could keep following the coins and find a gem. In conclusion, coins and gems can help exploration because they can guide the player to both the end goal, and a secret area.
How can creativity and variety make your world unique?
There are a few ways my creativity can make my world unique. One is that I have autism. This is important because it means my ideas will be different from things people normally see, which will help get them more interested. Another is that I get bored easily, which affects my creation process. This is because I would want the game world to always be interesting, so that I do not get bored. In conclusion, my creativity is important because I can create unusual ideas, and make the level always interesting.
What makes a player want to stop and look closely at a game environment?
There are a few things that can grab the players attention. One is something that is crucial to the lore. This is because it can help the players better understand the world's lore. Another thing is something that will help solve a puzzle. This is because you could have some hidden instructions for a puzzle shown is a glyph on a wall, which would make the player have to stop and observe. In conclusion, some things that would grab a players attention are things that are crucial to the lore, or help with a puzzle.
How can props and buildings help tell a story without words?
There are a few ways props alone can tell a story. One is that you could use them to show a battlefield. This helps because it can show where 2 sides fought in a war. Another way is that you could use them to make a shrine. This helps because it can show how some of the people worship a god. In conclusion, props can tell a story by either showing a battlefield, or a shrine.
How does your change connect to one of today’s essential questions?
How can creativity and variety make your world unique?
What makes a player want to stop and look closely at a game environment?
How can props and buildings help tell a story without words?
There are a few ways my change connects to the questions. One way it connects to the second question is that I made a spike impaling a boat. This helps because it would make the player want to stop and look at it to understand the lore. One way it connects to the first question is that I made the path all on my own, without any tutorials. This helps because it will allow players who have watched the tutorial to have a completely new experience. In conclusion, my changes connect to the questions because I made a spike impaling a boat, and made the whole path without any tutorials.
How can you balance decoration with gameplay flow, so the player doesn’t get lost?
There are a few ways you can balance decoration and gameplay. One is to make the decorations help progress the story. This is so that people can still observe the surroundings while still making progress. Another way is to have there not be too many decorations. This is so that people will still be able to look at everything, but not go too long without making progress. In conclusion, the ways to balance decoration and gameplay are to have the decorations progress the story, and to not have there be too many decorations.