One thing I've been trying to do is make it so not everything was greyscale. And I have found the answer. On a forum I found the suggestion of multiple cameras. So I tried it out. I made the main camera not look at a specific layer, and made another camera as a child to that one, so they would look the same place, and made it only look at that layer. Works perfectly, though I do need to bring the colours up a bit.
My Uni course started up again and I haven't had as much time to deal with this as I would have liked. So my project hasn't really gone anywhere. But maybe that's a good thing. Because I'm learning a lot in my units this Tri.
CIE152 - is teaching me about the business side of things, and while it hasn't been very relevant to what I am trying to do, I am sure later in the Unit this will make more sense.
GAD174 - is about asset creation and I have been learning about UI. This is awesome, since UI is one of the things I don't really know about yet. I'm also learning new things, not that I want to use in the game I'm making, but that will come in handy at some stage, and that may allow me to figure out how to do other things.
GAD181 - this is the big one, and going to take up most of my time. We're learning about planning, and making use of different sites such as HacknPlan and GitHub. So it's going to be extremely important as I move along.
I am hoping to find time to get back to this, so I can keep working on it. And this game isn't really about having "Fun", it's about me learning things, finding ways to do things, and exploring narrative devices. It's more for practice rather than trying to create something popular. If it turns out that way, then I'll be happy, but as long as I learn new things, that's the key here.
This video was an after class activity. And I found it very interesting. I'm linking it here for others to be able to see it. The big thing here was that the creator wanted to make a game people would play. He wasn't just working on his skills, he was trying to make a GAME. The biggest take away I get from this, is that he made mechanics, and tried to mesh them together, and then tried to make that fun. Forcing fun where there just wasn't any. And from that he kept adding new features and such, and it just wasn't working. Without a CORE, the game will never feel cohesive. And a twist is useful to make it different.
My game is...
a specific kind of genre/game
where you can...
here is the hook, unique theme