Vincent Taylor

One common feature of a lot of games is limited-time challenges, where the player must do something within a short period of time to succeed.

How can time pressure/limits be conveyed inside a video game?

Often called Quick-Time Events (QTEs), challenges within a limited time duration usually involve the player reacting to and/or performing certain actions before a timer runs out or the opportunity is missed.

QTEs or time challenges often involve some or all of the following:

  • Time moving in slow-motion.
  • An object or…

Most games contain objects made of different materials. How can we show those properties without being able to physically touch the object?

What is bouncy?

A material property created by the springy/elastic nature of a material. Elastic materials are able to redirect the velocity of an object they make contact with, while retaining more of the initial speed than a non-elastic object.

Another common feature of video games: Danger/challenge/adversity/opposition. But how can this be conveyed in a game?

He couldn’t sense the danger.

What is danger?

The exposure or vulnerability to harm or risk. Simply put, it’s something often better to avoid in order to get the best outcome.

But games, especially video games, are not reality and generally pose no actual danger to players.

How can danger be conveyed inside a video game?

Like weight, danger can be expressed in video games in a…

Today I’m focusing on 1 particular impression conveyed in most games: weight. Not as simple to convey as real life.

Minimal knee bend, minimal vertical body movement = low weight

What is weight?

How heavy something is. Sure.

The force generated by the gravitational attraction of the earth on an object. Ok.

How can weight be conveyed inside a video game?

Unlike reality, to convey weight (or anything else) in a game, you need to individually consider and create each element of the thing you want to convey. Because a digital object…

“Game Feel”, also called “Game Juice”, is the intangible, tactile sensation experienced when interacting with video games.

The term “game feel” was popularized by Steve Swink’s book, shown above. Calling it “Game Juice” is weird, no negotiations.

So what is it, really?

Basically, anything that doesn’t fit into the other common categories, including but not limited to, art, audio, mechanics, etc. It could be called similar to design, and is affected by all of these things.

The simple answer: How it feels to play the game/How you feel about/when playing the game.

Recently I completed the 2nd project of my GamedevHQ course, The Great Fleece. I’d like to talk a bit more about its development.

The Guard AI Waypoint-Patrol System:

Read Part 1 and 2 here.

In this project, I needed a way for the guards to walk back and forth along a predefined route which included n-number of mid-points at which the guard would pause. …

Recently I completed the 2nd project of my GamedevHQ course, The Great Fleece. Now I’d like to talk about its development a bit.

The Great Fleece Development:

I recently completed a short 3D top-down stealth game project, called The Great Fleece, as part of my current GameDevHQ course. This was a solo project in which I coded all the game systems from scratch (apart from Unity’s inbuilt Navigation system).

The 3D models were created by GameDevHQ for…

Games of a medium or large size often contain a lot of stuff in the game scene, and that can take time to load. To avoid the player watching that, let’s make a nice loading screen.

Today’s Objective: Create a nice loading screen which shows loading progress and some nice…

Except perhaps, the tiniest of games, most games will need some sort of game manager to deal with data that affects the game in multiple places. Here, I will create one of my own.

Managers. They can do a lot.

Today’s Objective: Create a Game Manager to manage the game data and functions which are used by multiple parts of the game.

The Design:

Game Managers are commonly created using the Singleton design pattern, since there is usually only one of them, and it allows them to be accessed from almost anywhere…

Vincent Taylor

Unity game developer / C# Programmer / Gamer. Australian (Tasmanian) indie games developer since 8yo (18 years). Currently looking for games industry employment

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