Understanding creative media companies
Understanding the differences between the different types of companies involved in creative media production and how they contribute to the industry
The companies are classified into listed and unlisted companies based on access to capital every listed company must be a public company
Company
Developers: Making games is an expensive job that requires the effort of many people and often costs a lot of money, sometimes in the millions.
Publishers; find the development and marketing of a game takes a lot of investment.
Exhibitors; the publisher of a game
When a parent company operates and/or owns more than one of the stages of production in a single industry
When a single-parent company owns other companies or studios across different industries.
After learning about different companies, we then proceeded to learn about different integration models.
Vertical Integration: When a parent company owns more than 1 stage of production
Horizontal Integration: When a parent company own multiple sub-companies
Developing contextual awareness
Developers: Making games is an expensive job that requires the effort of many people and often costs a lot of money, sometimes in the millions.
Publishers; find the development and marketing of a game takes a lot of investment.
Exhibitors; the publisher of a game
Vertical Integration: When a parent company owns more than 1 stage of production
Horizontal Integration: When a parent company own multiple sub-companies
- Game genre - A video game classification based on its core gameplay rather than visual or narrative features.
games genres
Action
sports
Battle Royale
Horror
fighting
shooter
racing
RPG
platformer
4X
Strategy
sandbox
Platformer- gameplay primarily centered around running jumping and claiming to navigate the player's environment.
Verbs - Action(s) that a player can do.
Versatile - Multiple actions that a player can do.
Claiming
Running
Jumping
Beating
sonic 1 realized in 1991
sonic 2 realized in 1992
level design workshop
Game Genre
A classification assigned to a video game based on its core gameplay rather than visual or narrative features.
Game Maker's Toolbox. (2017). The Secret of Mario's Jump (and other Versatile Verbs). Available: https://www.youtube.com/watch?v=7daTGyVZ60I. Last accessed 2nd Nov 2021.
introduction to construct 3
Construct 3 is a game development platform that allows users to create 2D games it also provides a user-friendly, drag-and-drop interface, which makes it accessible to both beginners and experienced developers.
I'm using Construct 3 to create my 2D game and also get to know the website more and know how to create a lot of 2D games.
Windows
Layout - the layout window is where the user actually designs the game world and adds objects to it it shows the arrangement of all the assets the user has created for example characters, platforms, backgrounds, and objects.
Project bar - This window displays the entire structure of your game project, including all layouts, event sheets, assets, and other resources it also shows a hierarchical view of your project, where you can organize layouts, event sheets, audio, images, and more.
Event sheet - The Event Sheet is where the game's logic and interactions are created using events and actions it can handle all game logic, such as character movement, scoring, animations, AI behaviour's, and more.
Properties: The Properties window allows you to change advanced settings of your project, such as layout size, object properties, or the attributes of an asset. You can set the game resolution, background colour, and speed of an object, among other things. This window will help you finetune the core elements of your project.
An object is any element within your game that has a specific function, behaviour, or visual representation. Objects are the building blocks of your game. They can be anything from visual elements like sprites and backgrounds to invisible items like variables or audio. Each object has properties that define how it behaves and interacts with other objects in the game world.
Behaviours are pre-built sets of instructions that you can apply to objects to give them specific actions or abilities without needing to manually code them. They define how objects move, interact with other objects, or respond to different events within the game.
Planning for a Game Project - Unit 7
DDS 2 - How to Become a Game Designer - 26th Nov
Learning Construct 3 part 2
The Event Sheet consists of Events and Actions
for example, where everything happens it is the main part of the website to see your final results.
Construct 3 and my experimentation with it Construct 3 was the best web I have used to create a 2D game I have tried a lot of websites but this one was too easy to use and when I use the website it's easy to get to know how to use it you just have to focus and it would be easy to use.
Here's my final design.
An Instance Variable is a variable associated with a class's instance (object). Each class object can have its own distinct value for the instance variable.
- Scope: Instance variables are scoped to the object of the class, meaning each object has its own copy of the instance variable.
- Usage: They store an object's state. Each object can have different values for the same instance variable.
- Life Cycle: The instance variable is created when an object is instantiated (when a class is instantiated into an object) and destroyed when the object is destroyed.
- Access: Instance variables can be accessed and modified using a class object.
2. Global Variable
A Global Variable is a variable defined outside of any function or class and can be accessed from any part of the program (including inside functions, classes, and methods).
- Scope: Global variables have a program-wide scope, meaning they are accessible from any function or object in the program unless shadowed by a local variable.
- Usage: Global variables are used to store values that need to be accessed by multiple functions or parts of the program.
- Life Cycle: A global variable exists for the entire lifetime of the program.
- Access: Global variables are accessible from anywhere in the code after they are declared, but they can also be modified by functions if not handled carefully.
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