Unit 6 - Assignment 2 - Task 2 P4 Analysis of a computer game GioGio's Bizarre Adventure is an adaptation of the fifth part of the now 30-year-old manga series, Jojo's Bizarre Adventure, this game was released on July 22nd, 2002. Analysis of the game GioGio's Bizarre Adventure (Jojo's Bizarre Adventure part 5 Vento Aureo/Golden Wind) has tried to adapt the art style of the manga and it works really well, with most people consider the game's visuals gorgeous and a good representation of the manga's art style, though people have noted that the environments look blurry up close. The game has a nice Italian styled soundtrack with good voice acting and good sound effects. The game follows the plot of the manga so it has stages where you only fight a boss fight with different characters these, boss fights also have secret factors which are little events that you can do to get a bigger health bar, these secret factors are based on things that hav
Unit 66/67 Creating a 3D modelling For this assessment I had to make a 3D model of the enemies that will be in our game. The methods that I used to create my 3D model was use two different images of a male figure from the front and the left side and used image planes and placed at far different ends of the grid then I placed cubes using the cube tool and I add subdivisions for the cubes so that I could have an easier time fitting the model to the picture that was used, to alter the cube by extending the model by pulling the Vertexes by using the move tool I also used wire-frame mode so I can see through the model so it is easier to make the model to point of the picture. I started by making the leg and after I finished it I used duplicate special to flip the leg so I had two of them I also did this for the arms. The reason I did it is because it would have wasted time if I made the exact same model again instead of just duplicating it. After I finished the model I used the
Unit 71: Object-Oriented Design for Computer Games Concept and principles: Simplified understanding is when blueprints of code in a game is simplified by saying what it actually does so that when other people see it they know what it does and what they have to do with it. Re-usability is when assets are are copied whether it be codes or entire models, it is used for increasing the efficiency. Maintenance is when a game developer fixes problems with the game and improves the game, whether it be to remove glitches or improve the gameplay and physics of the games. Efficiency are things that are done to make game production faster and makes the game better. Real-world modelling is when a game implements real life physics in to a game, this does not mean that the game has to be realistic. Collaboration and sharing is people who work in a development company share the code that they have used so that it is easier to finish the game. Communication is when people who work on develo
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