Getting a Better Score (Board)

Get the scoreboard here. How to Use: Import TyeKBryant-Scoreboard.unitypackage Drag ScoreBoard prefab into the scene Modify “Number Of High Scores” field to be a desired amount Create method of setting the¬†player’s score in ScoringManager The scoreboard has a few areas of functionality that are visible from the inspector. As the scoreboard uses a prefab to […]

The Trimester – A sort of post-mortem

So this isn’t quite a post-mortem but definitely a brief reflection on this trimester and why I am currently writing blogs for marks even though the trimester has finished for me. Unfortunately, as much as I would like to be able to shift the blame, this situation is my fault. For those who don’t know, […]

The Sound of a Firefly

Well, a little more than just the sound a firefly makes but I needed a catchy title. The Firefly project I worked on involved collaborators from the audio department of SAE Institute Brisbane. For the project we had two audio collaborators that were both enthusiastic and incredibly easy to work with. From the day of […]

Why Art Bible?

The final instalment in my ‘Why documentation?’ series. An art bible is an incredibly useful tool for game development as it acts as a guide for how the entire game should look. Just as it is important to have functionality in a game, that functionality only becomes useful when there is somewhere to use it. […]

Why Technical Design Document?

I know, another ‘Why documentation?’ blog. Unfortunately my experience in writing or using a Technical Design Document (TDD) is incredibly lacking, as in lacking entirely. My lack of experience in the use of one is something I find undesirable as since discovering what a TDD is and the usage of one I believe it could […]

Why High Concept Document?

Another instalment in the ‘Why Documentation?’ series I seem to be writing. Why High Concept Document (HCD)? A HCD is used as a short document that contains the basic points and core concept that the project is centred around. Having a HCD is something I have found to be useful in the two out of […]

Why Game Design Document?

A question that I was asked and even though I knew the answer, still didn’t use. Up until project 4 this trimester I had been using no Game Design Document (GDD) or at least nothing formatted as one. So for anyone who doesn’t know, why GDD? A game design document is an incredibly useful tool […]

Firefly – A Post-Mortem

How to Play: Felix the firefly is flying around a train station, collecting light so that he can grow his own light in the hope of attracting a mate. The player plays as Felix and must avoid obstacles in order to collect the light scattered around the busy train station. In doing so the player […]

Video (Board) Game – Post-Mortem

How to Play As the game starts each of the three players is assigned one of three secret identities. Players keep this to themselves and use this to advise their motive throughout the game. Five of the six available incident cards are then placed face down on the table and each player is dealt three […]

How to Know When is What

I imagine that many of the people who read my blogs took a look at that title and either read it as “How to Know What is When” or became a little confused as to the topic of this blog. Ordinarily the title of this blog would be “How to Know What is When” but […]