Tutorial
On Friday I had a useful 1:1 tutorial with Thom where we discussed the progress of the game and goals moving forward. My notes were a bit hasty so that I could get info down in time:
World Without
- See the environment change based on research
- Make sure to note down original inspiration from research
- Ask peers for help on object design
- Conjoin spheres on a spline? Something blobby as a player reward
- Download some assets from sketchfab; may need to convert from obj
- Focus on gameplay first
Dev Log / Game Principles
- Focus on detail of why I did stuff in dev log
- Positive feedback loop/snowball effect – cumulative effect
- Achievements make subsequent achievements easier
- Ernest Adams: Fundamentals of game design p429
- Katie Salen: Rules of play p341-361
- Talk about experience with inspirational games – based on theoretical terms – player centric design
Research Project
- Switch topic to arcade culture: have a hypothesis
- Compare material conditions of entertainment culture to the physical space of arcades
- Get popularity figures for various machines
- Coin operated Americans – Carly Kocurek
- Retro vs ticket vs modern arcade game
- Definitely case study rhythm games
- Game models: getting people to stick to games
Chapter Ideas
- Analyse what business model supports arcades through…
- Monetisation models: mobile vs arcade
- Social prestige
- Links to pachinko parlors – ticket arcade buildings
- And then analyse the culture surrounding it
Structure Ideas
Define key terms and scope of analysis + a hypothesis – what do arcade games do to create a positive user experience, player satisfaction, ensure popularity of games
Rhythm game case study – at home vs arcade vs mobile
Conclusion should analyse the hypothesis results based on gathered evidence
A World Without Project
I added a variable to the fodder to track which level they are placed in, which I manually apply to the fodder on each level. I’m planning to only include 5 levels to simplify this, but changing this variable to be a switch case on the level name would be more efficient for more levels.
I didn’t know switches existed in unreal until the following week, so I used the following inefficient code to branch 5 different player size variables that tracked which level the fodder came from and adjusted that specific variable:

This was to enable a different max size goal per level. Looking at this I was certain a fix existed, but during the week I didn’t figure out that “get level name” was a built in command and web searching it didn’t help me out.