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Game Design Workshop 3
How are the concepts of Flow, Level Design , Reward & Punishment and Balancing implemented in my analyses game? To answer this question I have used the library and lab methods of the DOT framework. First I did some library research on the internet and I also played the game to search for this aspects myself. You can read the full analyses on the game analyses page. We have created a low fidelity world map of the game we are going to make. In this map we are trying to explain our game flow. The player starts on the starting point somewhere in the middle of the map. The player can choose which way to walk. On the map you can see which is the right way to walk trough the map.
Game Technology Workshop 3 - Endless Road
The following learning goals are applicable for this assigment: You are able to reuse combinations of GameObjects and Components as Prefabs. You are able to instantiate Prefabs at a desired position and rotation. You understand what a pivot point is. You are able to use Coroutines and the Yield pattern to let your code wait for a condition to be true. You can execute a SLERP from a coroutine. You know how to apply the Prototype Pattern in Unity I have started this workshop with some library research on different subjects. First I researched the Prototype and Factory method patterns. image from refactoring.guru image from refactoring.guru Then I researched Prefabs and Coroutines. After the library research I wrote some little scripts to test out the researched subjects. Bibliography https://gameprogrammingpatterns.com/prototype.html https://refactoring...



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