I learned that there is more than I expected when it comes to creating games. I mostly play PC and mobile games, but never think about the mechanics until I put myself in the developer position this semester. When working on my final project, I thought about logistics like how hard a boss is depending on the level because bosses need to be more difficult over time. Another thing is where health potions are placed; are there too many or too few, and are they spaced out according to possible damage taken? The mechanics and idea for the game was…

The people in my group are Tu Tran, Kayvon Fazeli, and Tom Mach. The game Tu and I created for the other project assignment is what we decided to continue working on for our final. I am still the programmer and designer, and Tu is also still the artist and producer .Along the way Kayvon joined as an artist and Tom as a programmer. …

  1. Discuss mechanics and your experience with your peers in the game.

When I played Drawful 2. Each player is giving a prompt to illustrate. Then, we go through each illustration done by the players. Each player writes a description of the drawing, then all the written descriptions (with some from Drawful 2 and the original prompt) are posed as options for players to select as the initial prompt associated with the drawing. By including descriptions from the players, players can trick one another. When players select the wrong answer, the person who tricked them gets points. When players select the…

Game: Wizard

The background music and all the sound effects were taken from freesound.org.

Instructions: Navigate across the map from left to right using the left and right arrow keys and space to jump. The F key can be used to cast a spell to do damage to enemies, currently including baby and adults zombies, and a plant boss. Dodge the zombies’ puke and the plant boss’s leaf attacks. To complete the level, collect the Leaf orb at the end of the level and walk off screen.

Known issues: The character gets caught on the platform, and the player must…

The name of the game is Wizard, and my role was the programmer. I used Unity to write the code for the game, as well as configured the game objects in the scene. I started by following a playlist that was a Beginner’s Guide to creating a 2D Platformer game on Unity from YouTube. After that helped me set up some of the basics, I googled around and looked at some Brackeys videos to help me add more specific and unique features to the game that wasn’t covered in the playlist. …

Out of all the video games I played, the three games that stood out to me the most were Super Puzzle Platform, Canabalt, and Athletics/QWOP.

I think the main Aesthetic of Super Puzzle Platform and Canabalt was Challenge. Although the basic controls stayed the same, some other aspect changed to make it more difficult. In Super Puzzle Platform, the types of blocks falling were more difficult to deal with over time. For Canabalt, it became increasingly difficult to notice the obstacles in order to jump over them in time. I found the dynamics interesting for Athletics. …

  1. The name of the game is Match that Set, and it requires a standard deck of 52 cards.Players will start with 5 cards each, and the rest of the cards will be the draw pile. As the game progresses, players will be creating 5 piles of cards to make sets. When a set is complete, it is moved from that pile to a discard pile. A new pile can be created when a set on the board is completed and moved to the discard pile, so there are always 5 piles on the board. …

Of the games I played, I wanted to talk about Klondike Solitaire. I used to play a lot of Klondike Solitaire on my desktop so the game was not new to me, but I never played it physically. I think by physically having the cards in front of me and having to move the cards with my hands, I was more engaged and interested than I would have been had I been on an app on my phone or laptop. I did enjoy playing the game and played multiple rounds, but only wrote a session report for one. I think…

The game I played was Berzerk. The objective of the game was to shoot the robots and exit to other rooms populated with more robots. These robots can be avoided, but shooting/killing them grants you points. Robots can kill you on contact, and there are other robots that can shoot as well. There is also a smiley face that floats around randomly and can’t be shot but can kill you on contact. If you clear all the robots in the current room, the robots in the next room are harder to beat.

I think the main difference I felt between…

Sumija Ande

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