2D Solo Game – Week 3

Now all the pieces are coming together nicely, and the code is making more sense by the day. Especially with the layout, learning the difference between Allman & TBS1 bracketing.

===== 1TBS =====
while (x == y) {
===== Allman =====
while (x == y)

This basically shows different ways to layout the code so programmers can read it easily and make sense out of it. 1TBS shows the opening brackets connecting to the end of the first line of code which could represent the literal connection whereas Allman separates creates a new line for a new bracketing section… like a quarantine in a way. Keeps everything away.

Allman Bracketing (Physics Movement ‘Script’)

Doing either bracketing will not affect the workings of the code of what target you apply it to. Ultimately this should show what code is supposed to look like and also show an easier way of bracketing the code.  Below is an example of 1TBS bracketing, I wouldn’t expect you to read it all but if you want to, I highly recommend looking at the way the brackets are set in comparison to Allman.

Cone & Line of Sight

Back to the game in hand, there have been major improvements such as including collectable objects in my game to finally trigger the door, the idea.

  1. Get the Collectables.
  2. Avoid the Enemy.
  3. Get to the goal.

Simple, it’s just… making more levels & having the gameplay flow at an equilibrium alongside an increasing difficulty. Throughout the duration of the game…

collectable objects function / Recent progress

The 12 principles of animation ‘Illusion of life’

I have just watched a clip of the 12 principles of animation from Disney. I have also taken into account the vast range of different ways which an animation or a real life object can be altered to either look more fluent or fun in a way.

Click the link to watch the full video: The illusion of life

Extract from Illusion of life ‘Secondary action’

Squash and Stretch

This principle delivers weight and volume to an object as it moves throughout a scene.


Gives the illusion of preparation through movement prior to the objects main movement


The presentation of an idea so it is therefore clearer to the audience what is being shown.

Pose to Pose and Straight

The idea of animating through two different methods which give out a smoother animation.

Pose to Pose

Charted with Key drawings so you can therefore plan out what will happen through the timeline of your animation.


Working the animation from frame to frame/drawing to drawing to complete the overall animation.

Follow through and overlap

When the main character moves from one space to another and suddenly stops, the rest of the body continues to follow through. Therefore nothing stops all at once.

Slow in and slow out

When the action starts, less drawings make the animation go faster. On the other hand, more drawings make the object move slower.


All actions tied to an object give out a round or arc movement, it gives out the perception of natural action and better flow to an animation.

Secondary Action

It’s an additional action which therefore creates additional supplementary actions to give the main action more dimension and interest within the scene.


More drawings make between poses make the animation slower yet keep the animation smoother yet less drawings present the animation with faster movement but with a more static movement.


Keep the common views of reality yet come across that view in a wild and wacky view.

Solid Drawings

The practice of drawing out three-dimensional objects taking into consideration their weight and volume.


It is the charm and the personality/charisma of the character action which is aesthetically pleasing to the audiences eye.

All of these principles should be able to alter and improve the way we animate anything from 2-dimensional drawings to 3-dimensional models and drawings. There is a book which can help any aspiring animator hoping to make a mark on their work. This book is called  ‘The Animator’s Survival Kit’ by Richard Williams. It can be bought online and contains everything which you would need to know about any form of animation within the creative industries.


Unity: Variables and Physics

From the point of writing this blog I would have just finished coding a game for a Unity 2D game where we had to learn the basic data types which are;

  • Integer data type
  • Floating Point
  • Boolean
  • String

These data types are used to control the tools you use and the specifications of the physics engine or the ship alike. I had also learned that ‘if the variables aren’t public, they are out of order’. And all we had to do was to add the word ‘Public’ at the beginning to make that set of data accessible to whomever has access to the code and who ever is playing the game can experience the effect.

Doesn’t make sense? lets put it this way.

If I wanted to tinker with the gravity feature in the rigid body component, I would therefore have to change the rigid body to a ‘Public ‘ rigid body. Sounds simple going form a programming perspective, we then moved on to adding engine thrust and ship rotation. Tis is all we had done up till the end of the lesson, so as I am writing tis blog alongside many others. I am also reading through my code and revising the different types of data I can use in other projects such as my walking simulator and future projects on other software.

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The progression of character design

I have been getting more into depth of character design as lessons go by, previously I had a new perspective of how to start the creation of a video game character but now i realise that most of the time, literally doing doodles can be one of the most powerful idea generators alongside being a great start to any character design.

The image in this blog shows three character silhouettes which are all made by doodles that have been modified with erasers, pencils & warp transformation tool. So overall it just goes to show that you don’t need to be the next Picasso, Leonardo Da Vinci or Michelangelo to create a stunning world or a very complex character.

Finally, the characters above are the final product of a silhouette form as they will be modifies to look more like a finished product, I am thinking about either shading or adding colour… we will have to see as time goes on.

Game Project: Victim of Valor (Update)

Easter is here and after a long and stressful time working throughout the college term, I thought it would be a good time to take a small break (Playing battlefield 4 for an hour). Anyway, I have just came back from a long day with my girlfriend and now writing to update you on my current project named Victim of Valor which i have been creating for 2/3 weeks now.

Last time I spoke about this game I included that i had a team brought in to give a hand in the development process which was kinda hard considering there was a debate on names and where the story would progress from where we left off which obviously i cant tell you guys yet due to any spoilers.

On Wednesday during 2D lecture, my tutor told me about something called the Bafta YGD (Young Game Designers) which is basically a competition where you sign up your game project and could possibly win a Bafta in either the Young Game Designers category or The Tutors award or something like that… I’m still taking this into consideration because the game can only be entered if I have a team of 3 or as a singular entrant. Therefor I can either enter myself and take the “Possible award” for my team or wait intil next time and develop the game further.

Back to development of the game, It’s coming along fine. Just tweaking the last mechanics of the UI (User interface) then start creating more harder, longer and even enemy infested level’s. Also asking other peers of friends what they would like to see in the game. I get feedback such as, “Add boost during game-play” or “Have a twist so the player feels more ‘tied into the story line'”. I can find all feedback good even if there is something i come across that is totally irrelevant.

For now I can balance my time with coding my game then create some picture based scenes like in Diablo 3 but obviously not a awesome haha

I have some extracts of the scenes from the games story.

Flash AS3 game: Victim of Valor

Victim of Valor,

Now Logo, New name, new story and with a team that I have hand picked myself has been brought in to work alongside me in the development of this game which I hope can shine a light on what the level 2 Games design course can do.

Alex Heckles – Alex was my first port of call to work on the game after i saw him create a game with his team that went on to be pitched for an assessment, when i saw the game, i was intrigued if what he and a few others can do when the same mindset can be collaborative.

Wesley Bainbridge – ‘Wes’ was in the same team alongside Alex when the pitch was a go, he has a distinct way of reaching out to people when there is either a problem or an idea that pops into mind. I have also chosen Wes because of his skill to code and the fact that me and him can collaborate and give support through the coding process.

Connor Glendenning – Connor was a recommendation from Alex when i asked him if he wanted to join in on the project “You should ask Connor, he is a good story writer”, I asked if he would be interested then gave him the basics of what the story was about. I believed and trusted Alex’s judgment that Connor can come up with something creative and inspiring for this game.

I believe that with the team I have and the enthusiasm that we hold, we can make a better and more exiting game that could inspire other people to follow on from what we are doing. Finally, I would like to see this game be looked at by someone who could take it on and make something out of it, which I can stay optimistic about but overall… I just wanna make something cool that someone could see and say “Wow ! This is a great game”.

Winter break Overview

It has probably’s been about 3 weeks since my last published article on my progress; I’ve taken that time to enjoy my Christmas and new years… But it’s not all been kicking my feet up and relaxing.

over the course of the winter break I promised myself that I would make a quick Platform which I can either show off or play in my spare time. shamefully the videos that I watched must not have had the same code that i applied because the simulation that i ran came back with errors this therefor meant that changes had to be made… I asked my dad who codes online applications to go through my code but he said that there shouldn’t be anything wrong, I looked up other videos but at the end my choice was to try another type of game type.

Asteroids… i looked up another video on how to create an Asteroid style game play then create the anesthetics from there, yet again the coding was right; but the game was still filled with errors of how there was nothing defined or assigned. As much as the coding side of the development was really hard; i thought that creating the characters would be a lot more creative,fun and easy.

Now back at college got there early at about 7 a.m on a Monday, slightly hungry but just had the thought of learning something new on Maya, i started by learning Height maps, this required a plain Polygon Model with scale translation’s of 100 x 100 then applying 300 x 300 Sub-divisions to increase the quality of the height map, because i was on a MAC; i couldn’t achieve an more sub divisions so to get an more of a smoother landscape i had to shorten the sub-divisions to 250 x 250 then apply a smooth effect which would increase the sub-divisions by 50-60+.

Tuesday I wanted to take my modeling skills to the next level and challenge myself to how much detail and realism i can apply to my model’s, I opened Maya and the first thing that caught my eye was X-Gen, now i may be a Level 2 Games design student with maths and English to redo but that doesn’t mean I cant create good models and maybe program them to either move or be more amazing than they already are theoretically. so yet again I searched a tutorial on You Tube on how to get around the controls or ‘Basics’.

I watched a video where the XGen feature was applied to a low poly smooth model of tiger. Before the tool was applied to the model, a dialog box popped up with options on what kind of Splines would you like to apply to the model an example would be “Short spline’s”; this would be used to represent either short hair, grass or maybe other assets you could apply this spline to represent.

I thought of creating a small simple height map and then applying a short spline effect to the plane which would represent grass, i then used a grooming tool to create more a more random effect emphasizing the realism of my model. I finished the week learning two new assets to Maya which im sure to be using to create a more amazing model.