My first two ideas came from inspirations I had for the brief before performing my initial research on hypercasual games and the market for them. In one of my classes, a friend had been planting the idea of capybaras in everyones head but purely overhearing him talking about it gave me an idea for a… Continue reading BSc2a C++ Initial Ideas 2
Author: lloydmills
BSc2a C++ Hypercasual Research
Going into my C++ Project, I need a supporting body of research into Hypercasual Games. I want to establish a theme between popular games in the early and late market as well as what the industry defines as a Hypercasual game. I go into a large deep dive here, https://machinations.io/articles/what-are-hypercasual-games Machinations suggests that Hypercasual games… Continue reading BSc2a C++ Hypercasual Research
BSc2a – Experimentation in Indie vs AAA
(This is copied and pasted from word, it is highly unrefined and unstructured, I got distracted for an hour talking about just Hyper Light Drifter. Still the topic of study here is applicable to both my Hypercasual game research and potentially the essay). A talking point in Dean’s lecture from a week ago talked about… Continue reading BSc2a – Experimentation in Indie vs AAA
BSc2a C++ Initial Ideas
*Copy and Pasted from my messy word document, page is due to be proof-read and refined. My first two ideas came from a very initial understanding of Hypercasual genre meaning it just needed to be a lot lighter on the mechanics that players engage with, and the controls needed to be simple. FIRST IDEA: Exploration… Continue reading BSc2a C++ Initial Ideas
Year 2 – Unit BSc2a start
This post marks the beginning of my work on Unit BSc2a, although the work is being uploaded quite late. I will tag and categorise posts as BSc2a and either ‘C++’, ‘Form and Function’, ‘Industry Practice’ which are the three parts of this unit. The start of this is going to be a little rough, I… Continue reading Year 2 – Unit BSc2a start
Unreal Fundamentals
My notes for the fundamentals seem to be all over the place but I found my unreal project for it. I’m going to identify which TASK 1 As a minimum, try and implement: As stretch goals, you can try making: For the fundamentals, I planned to make elements that I already had in mind for… Continue reading Unreal Fundamentals
Last Minute Changes
I’m in the very fun period of making changes to the game while close to my hand-in. As a PRECAUTION, I am going to package my project now incase anything goes terribly wrong in the next 29 hours.We’ve been shown how to package our games on monday, where I made some of the simple changes… Continue reading Last Minute Changes
Indie dev, play tests #2 pre-work and results.
So there’s a room being booked for playtests at 13:30 03/05/23 again and I’ve ran short on time to work on the game since the last one. The time is 12:06 so this might be rushed. PRE-PLAYTEST WORK These are the main changes I want to make right now based on last playtests. This is… Continue reading Indie dev, play tests #2 pre-work and results.
Indie Dev playtests
For April 26th, a room at NUA was booked for students to host their games for playtests, other students could come to test their games and provide feedback. In preparation for the playtest, I added a few features for the playtesters: -A widget with a picture of the controls appears when the player enters the… Continue reading Indie Dev playtests
BSc1b – Indie Development 21.04.23
In a presentation from Rich, he gave a couple ideas of extra level of detail and effects we could include in our games.+ Add an all slate/cast to make the screen black between level end/starts (This makes the transition between levels look smoother as levels unloading and setting up is done without the player seeing).… Continue reading BSc1b – Indie Development 21.04.23