Categories
GDD710 - Module 1

Research

Week 8.1 – 18th March. 2021

Rapid Ideation session 2 continued…

This week I want to continue our rapid ideation project Tincan – Out in the Ocean, focusing on researching different ways to animate the seaweed, and other objects that are in our game.

How the seaweed looks currently

(Figure 1: Norton 2021 Under the Sea Design)

User and Audience response

Past Experience

This week, is one that I do have experience in, especially when talking about the audiences response. My degree was in Theatre and Performance, and one of the areas we focused on would be breaking the forth wall, to allow your audience in, to understand the feeling and emotion that was being portrayed, was key to keeping them engaged.

Especially, if we were due to do some undercover, Political Theatre, where the audience, (the public), would not be aware they were getting involved. You would have to tread carefully, by making a scene seem real, but paying attention to those that had started to get involved, that their reactions did not become too aggressive, panicked, upset or anything to the extreme.

After watching the user and audience research Introduction video, by Erik Geelhoe, I now have a clearer idea about how to conduct research, and what qualitative methods are, and how to put them into practice for our rapid ideation session two.

Erik demonstrates how to do the following correctly;

  • Individual Interviewing
  • Cognitive walk through/ thinking aloud – to sit down with the participant/with your app, and ask them to think aloud, you want to know what they think of the app, how easy it is to use, what they think will happen when they are about to press a certain button, and anything else.
  • Group Interview
  • Focus Group
  • Asking participants to keep a diary
  • Observations
  • Describing what, (and why) participants do something
  • Self reflections, (by you) the researcher

My Observation

My first approach to observation was for a theatre piece one time. You were asked to observe people more closely, and almost mimic there movements exactly. I had this one experience when observing at the train station, it was very weird, and I followed the timing and copied exactly what this passenger was doing whilst sat waiting for the train.

In doing so, It almost felt like we were one…the process happened for quite a while…

Obviously, when he went to look at me, I looked that way to, so he wasn’t yet conscious that I was mimicking him. This wasn’t harming anyone, or upsetting that passenger at all, which is what we were advised, stop immediately, if you think the observation is offending or making anyone feel uncomfortable. These were strict rules, which actually links to the next part of the blog below, about ethical implications.

Considering the ethical implications of your research.

Firstly, I start by saying that our research activity would be low risk

We have discussed our view of directing the game Tincan – Out in the Ocean, towards the 7/8 year olds, at the youngest, as some of the facts that pop up, may be upsetting for little ones.

We have focused on the development of our artefact, to be a learning /fact finding mission.

In this case no one will get hurt, the game is only playable on Windows and iMac so far, but if it was to be made into an app, then obviously we would have to go down the path of making sure that the age was highlighted for the recommendation, and that it was noted also during the game play facts will pop up which may upset/ disturb the player. That does mean it could only be downloaded by an adult, as they would have to enter the password for their account.

With reference to the above research of our artefact, to make it clear, this was intended to help Patricio and I practice our skills and put them to the test for the two weeks, working on the area that we each would like to use and for our personal development artefacts in the final term.

Different Scenario

However if we was to look at this from another point of view, and maybe set a different scenario, where this was a adult game, with an 18 years of age recommendation on the cover, one of the first things to do, would be to research more into, plat-former games, obviously if using facts, make sure they are true and have come from a reliable source.

We would need to look closer at our findings, and see if this game would be enjoyable, exciting and even moving with the environmental fact content, would there be a market for this kind of game, or would it be better, if we used this to just raise awareness of how bad the pollution is in certain oceans compared to others.

Also it would be important to get together with a focus group, for protecting the ocean and even a second focus group for gamers who like the 18 years of age, plat-former games, paying close attention to pollution, and recycling. Would they be interested in this kind of content?

I doubt this very much, and I do think its ideal for the younger ones who are still learning about the environment and how to care for it.

Medium Risk

Looking at this scenario from a researchers angle, It would still be a Low risk project, unless the content was changed, with Tincan, being redesigned to look really life like, and it had tendency to become more aggressive, and blood was spilled in a very violent way.

Basically if the whole game layout was changed, thats when we have to;

  • Identify any risks
  • Carry out an Ethics review
  • Complete an Initial ‘checklist‘ to confirm the the level of risk
  • Submit a full ‘Application for Ethics Approval’ to find out what it has been identified as Medium or High.

Week 8.2 – 19th March. 2021

Initial Intention

This is my chance to get some practice with different animation techniques. I have chose to search for seaweed animations, which have been created in animate cc, to look at some ocean movie scenes which shows the natural movement that happens under the sea, and to pay closer attention to the timing.

Plus I am also looking into documentaries about the Ocean and its sea creatures, to get a better understanding of other things that move very slightly, but still will help to keep the game more natural.

The game feel is very important, as this is not meant to be just a fish in the sea, searching for food, and finding a lot more rubbish, but to help you understand how the main character Tincan is feeling, and everything that is happening around him in real time.

One of the first animations I obviously checked out was “Finding Nemo”.

Here below shows a snippet of the seaweed movement in the animation.

Overview

From watching this part of the animation, you cannot only see all the other sea creatures movements and get a better understanding of the timing, but also I can compare the fish tank/ aquarium plants movements and timings, to the ones that are in the animated ocean.

Next step

Finding Nemo‘ is from someone else’s research, so next I will be looking at an ocean documentary, filmed live, which captures the real action thats happening at the bottom of the sea, and observe closely.

As we have a set time for this rapid ideation session 2, to make our game interactive, the next point of focus, is making brief notes of how the seaweed sways, what kind of direction, and the different kind of sea plants.

(Catch. 2018.)

Research

Catch is a documentary that reveals the species of sea creatures not found anywhere else, one of which is the Port Jackson Shark, which pumps sufficient water through their gills, whilst lying at the very bottom on the sea bed, waiting for its mate. When it gulps a large mouthful of sand, it is filtered through its gills also.

Most species of sharks have to keep swimming, to maintain the flow of water, to go over its gills to be able to breath, but they don’t.

This next creature however is very unusual. It movements and appearance, is just like a blade of sea grass. The Pike fish blends in with the sea grasses perfectly, when it moves, it can dart away very quickly!

This is a very simple shape, and one that I could add into animating, with my seaweed.?

One other that caught my attention in particular is the Pigmy Leatherjacket, this is the exact colour as the bright green sea leaf.

Now we travel from the coast of Southern Australia, to Egypt and the Red Sea.

(Real World. 2020.)

Bright colourful corals are packed beneath the Red Sea, and yet again it has some unique species that could be added into our game. This documentary purely focuses on the different kinds of fish, and some of the deadliest corals.

In comparison to the first one in my opinion, you have a better view of the sea bed, and movements that happen very rarely, but when they do, I noticed that bubbles pop up, very slowly.

Comparison to real life experience

I have been lucky enough to snorkel in the Indian Ocean, when staying in the Maldives. However the experience under the sea, was more amazing in the evening, then in the day time.

My partner and I got to see first hand what was happening to the coral, because of tourists over the years constantly touching it, a lot was dead, or dying. Don’t get me wrong we got to see some of the most scariest sea creatures, such as the Trigger Fish and the Moray Eel, and for me it was my first experience of snorkelling, so very excited and nervous at what we might find.

If we had more time this is something we could incorporate into the game, the feeling of what it is like to be under the ocean, swimming beside some of the most unusual, striking fish.

Here are some photos, which should also help with our ocean research for our game.

(Figure 2: Norton 2015 Maldives fish/ Anemone)

Week 8.3 – 20th March. 2021

I have began experimenting with Adobe animate CC, which I have been wanting to do for ages, and with my seaweed goal in place, this seems to be the perfect opportunity, to follow a beginners tutorial, this is what I followed below.

From this I learnt a few of the essentials.

Below is what I put into practice straight away, I have been so enthusiastic about this for such a long time, that I have been hesitating about starting to use this application.

Here is my second attempt on my sea weed shape. I only drew out a very rough drawing to see how I could transform these simple lines with adding movement to it.

Process

The first part of this tutorial was how to draw using this programme, what the brushes are like and how to add shadows with drawing behind and so on with many other buttons.

The second part demonstrated how to work on a layer, and add the asset warp tool to the shape, following some key frames and a classic tween, and because it was working with 24 frames per second, (the video was how to create a flickering flame) my sea weed looks like its taking off, trying to leave the ground. However this may look, I am so pleased…because it moved!!!

(Figure 3: Norton 2021 Seaweed Animate cc first attempt)

As you can see from the below, each piece of sea weed, looks like its having a good conversation with the other one. At least I have movement, now to focus on not moving the bottom part, and moving the seaweed more as one.

Result: Conversational Seaweed…

I will quickly mention, that I did find this video after wards, which shows the basics of creating a wave arc.

Seaweed Development

After reading, and following the method on Richard Williams, ‘The Animators Survival Kit’, I put into practice the approach of placing each piece of sea weed on alternate timing patterns, and incorporating the shapes outlined from the above video.

This was the result below, finally I was so pleased, as using Animate cc, started to become clearer, and these principles really worked, more to point we could use it in the game! I shall be reading this book a lot more, it was such an improvement from my original ‘conversational seaweed‘.

I was so determined to animate something for our game, and through the whole process I have began to speed up with all the apps I have been using, such as Photoshop, Animate, Trello, and even learning a little about creating a Repository.

Here is all the areas, we have been focusing on together, constantly collaborating, staying touch to share our ideation techniques, and work on what could be improved, and things that maybe wasn’t quite working.

(Figure 4: Trello 2021 Deb and Pat’s Rapid Ideation Process Continued)

Demo of Game – Tincan

Below is the Video of the first demo for Tincan Out in the Ocean.

Video – current gameplay – Left and Right swimming no eating.

Week 8.4 – 23rd March. 2021

Below is the game demo for Tincan Out in the Ocean, to show the final outcome, of our environmental artefact we have created. (This may open in another window.)

Evaluation

When Patricio and I decided to work to together to create a new artefact, that was intended from the start to be a game. I think we both assumed as he had a character of a fish as an animatic already, that the process would be long, but not too difficult.

Therefore, after the initial set up of deciding what I would start working on straight away, whilst he was testing Unity (which the game would be created in), alongside GitHub to check that the assets used was stored in the correct place, and the files wouldn’t get corrupted.

I went ahead to set up a Trello board for us, so we had something to follow, and knew what had to be done, what we were working on, and what had been completed.

This was a big support with helping us to organise ourselves, and know what each other was doing. It made you feel a little more at ease, due to being able to design the background of the Trello board, to suit the project you are currently working on.

Process

Patricio had collaborated with me about the fish he had already created, and his notion of a creature in the sea fighting human contamination, the moment he said this, my image was an alien, that would have a globe over his head, and had been sent down to earth, specifically to go into the sea and go to the bottom, and collect as much trash as possible from the seabed, which would lead to more points for certain items, and less points for others, that way we would be showing that the ocean needs some attention, making younger ones aware of the pollution in the sea, and because the main character was an alien…obviously the alien could be designed however, and wouldn’t upset anyone, as it wasn’t based on anyone.

But this is not what happened, the first priority was to get a background created.

I got to work paying close attention with crafting a new background, for the creature (Tincan). The layers I worked on was created In Illustrator, which were quite dark, especially the sand hills/ sea bed and rocks beneath, as I wanted to focus on the environment looking sad, dark, and murky, with that game feel in mind. From this starting point we began to look closer at ways to show how ill Tincan was getting, and after I experimented with some different blends, we both agreed that the key colour was sick green, and literally he just needed to turn back to normal, which would be sick green to orange.

Research to continue

We found more research needed to be done, about how much plastic was actually in the ocean?, what was the outcome for the fish, birds, and people? Whats the worst polluted country’s?

One of our peers suggested this documentary called The Plastic Ocean, which is actually what encouraged me to learn more about the different and unusual sea creatures, that are rare, and at this stage, may not be around that long.

This really helped us to focus on the key item of food for our main character Tincan, that being the Shrimp, as this was already suggested during out ideation stage, but discovering that this little fish when collecting plankton, which in many cases is actually micro plastics, (all kinds of plastics over time that has been ground down to tiny, winy particles), is actually the start of the food chain in the sea, and every slightly larger fish, that eats each other, would be getting this in its blood stream.

So I would next be focusing on creating some good sized rubbish pieces, and a good sized shrimp as the main food source for Tincan. Whilst Patricio, was coding Tincan ready for the first show and reveal week 7, with an aim for Tincan to move left and right, to move through the trash and between the rocks, seaweed, that we had so far added to the game, plus with a basic score counter, that he had been working on, with a focus on showing his health improving or deteriorating.

After this initial presentation, we could see what we wanted to improve for the second week, we knew what could be achieved, and one of my goals which I was very nervous about was creating some animated seaweed.

I set to work with creating more key trash items that I remembered I had seen in the documentary, and also I started working on the audio sound effects, which I had a lot of fun with, as each time I would record my self making blob noises, or munch sounds, ready to apply to our game. I hear the birds in the background, which we found very funny, I had to record them again, so it would sound more professional.

I suggested a ogg file on the website, sound image.org which Patricio recommended me for when I wanted sound for my first rapid ideation project. The piece I found for Tincan though, we both thought was perfect. But the next thing for me to do and complete….was animating some seaweed.!

Animating seaweed for the first time

Now to start this process was quite straight forward, I was extremely keen to start using Animate cc. As I had been putting into practice a few other sessions, of learning about the buttons, the screen, where the assets are kept, etc. However, when researching online I was sure I remembered seeing the word arc, and I kept searching for this, and each time of asking “how to create an arc for seaweed in animate cc” I was just getting random answers, thats why the first animate tutorial that you can view above is not relevant, as it focuses on a flicker flame. I only chose to use it as it said animate cc beginner. Though this is probably the reason why my first seaweed come out so fast, and was not grounded.

From this discovery in animation, it was still worth it in my eyes, as I still got to see the basics, of how she moved the flame, by the asset warp tool, and to understand about working on each layer. Which was a good starting point, but with little advise from Patricio, and a good old giggle, he recommended the next video tutorial for me, for how to create seaweed motion using a wave arc, he advised me to focus only on 3 parts of seaweed, and to keep it simple. That is what I done, and in doing so, created some animated seaweed that could be put into the game, which I was very proud of.

Re – testing the Final Demo – Tincan – Out in the Ocean

We both re – tested the next version of Tincan, you could hear the music, Tincan would eat the trash, his colour would turn green, back to orange, health and deterioration points would show on the score/points counter, and the facts I got from the environmental documentary, would pop up in my a natural looking bubble, and would float to the surface, making who ever was playing aware of what is happening to our oceans.

Very pleased with the out come, we both think its something we would like to develop even further, and are proud with how much we have achieved within the 2 weeks.

I

References

Barber, J. 2019. Animation Notes – Seaweed Motion (wave arc). Available at : https://www.youtube.com/watch?v=AvmGF8ndDzQ [accessed 22 March 2021]

COHEN, L., MANION, L. and MORRISON, K. (2018) Research Methods in Education (8th edn) London; New York: Routledge.

Catch. 2018. Secrets Of The Australian Ocean (Ocean Fish Documentary). Available at : https://www.youtube.com/watch?v=Z2GTEorghdc [accessed 18 March 2021]

GEELHOE, Erik. 1992. User and Audience Research: An Introduction. Available at : https://flex.falmouth.ac.uk/courses/911/pages/week-8-user-and-audience-research?module_item_id=49194 [accessed 22 March 2021]

Graph Desk, 2020. Adobe Animate CC tutorial for Beginners. Available at : https://www.youtube.com/watch?v=VYZoPkNzFXc [accessed 20 March 2021]

Mangosteen Kids. 2016.Finding Nemo – Video Summary. Available at : https://www.youtube.com/watch?v=OpgWbXthMlQ [accessed 18 March 2021]

PARKER, Alcwyn. 2021. Integrity, Ethics and Policy. Available at : https://flex.falmouth.ac.uk/courses/911/pages/week-8-integrity-ethics-and-policy?module_item_id=49195 [accessed 22 March 2021]

Real Wild. 2020. Red Sea Reefs: The World Beneath The Waves (Wildlife Documentary). Available at : https://www.youtube.com/watch?v=mx1ScqwVu04 [accessed 19 March]

Williams, R. 2001 ‘The Animator’s Survival Kit’ London; Faber and Faber Limited.

Full list of Figures

Figure 1: Norton 2021 Under the Sea Design

Figure 2: Norton 2015 Maldives fish/ Anemone

Figure 3: Norton 2021 Seaweed Animate cc first attempt

Figure 4: Trello 2021 Deb and Pat’s Rapid Ideation Process Continued

Categories
GDD710 - Module 1

Version Control

Week 7.1 – 11th March. 2021

Rapid Ideation Session Two

Patricio and I decided to work together for the rapid ideation event, due to having similar interests for what we wanted to create, with an overall goal in mind to make a game. That being said, we had one of his old handmade animated asset’s, as a starting point for the game already.

Theme

We agreed on working with the theme – environment, looking more closely at how much pollution is around, especially in the ocean, and getting a better understanding of what it is doing to our planet overall.

Concept

Fishy game level 1
(Figure 1: Land 2021 Sea Creature eating plastic)

(the game play of our artefact is based upon the adventures of a sea creature fighting human contamination)

Our initial aim is to show a way of recycling, and clearing waste, after it had been dumped into the ocean.

fishy game level 2
(Figure 2: Land 2021 Sea Creature no plastic)

However, this may sound quite straight forward, but we have reservations about the sea creature and if it will display this with just swimming around, searching for food, only finding rubbish instead.

Background ideas

(Figure 3: Norton 2021 Ideas for rock texture/ Alien globe)

Above – looking more into the Style of illustrationshape within shape, whether the creature may have a globe over his head, or is just a normal fish…? The orange fish below, is what we went with…but we was thinking about an alien to begin with.

Blends for the rocks, or sand hills under the sea, something that may show texture.

Example below.

(Figure 4: Norton 2021 Ideas for colour and texture of sand)

This is the texture we liked the look of above, and by using one of my old cloud designs, I had made for one of my children’s books, this helped with the atmosphere of the game, to create a dark, unhappy life under the sea.

Week 7.2 – 12th March. 2021

We set up a Trello board straight away to keep track of our development.

Trello This is the most useful product ever for organisation!

Screenshot 2021-03-13 at 17.49.11.png
(Figure 5: Trello Board 2021 Deb and Pat’s Rapid Ideation Development Process)

As I mentioned in my last post, when learning about retrospective,

I choose my Start item as;

  • Writing a weekly plan to help structure the work **

As for writing a weekly plan to organise the week ahead this has been working to, mostly because of Trello, one of the most useful things ever designed.
A board to write down all the things you need to do, what’s been done, and what your working on, whilst sharing with your team mates, choosing a perfect photo as a background, which helps to ground your focus to. Fantastic!!

Questions to address…

How do we clearly convey, with a sea creature searching for food, that we are looking to find ways of recycling to help the environment?

We wanted to look at the correct approach, and kept worrying about the sea creature which we had now chosen to be a Piranha, and how it would be able to show this through swimming in the ocean. I had an idea, of it changing different colours when it ate certain things.

We wanted to show how ill the Piranha was getting, from all the rubbish in the ocean.

Ideation start process for the Piranha – the change of different colours, on the approach, whilst eating, and afterwards

(Figure 6: Land/Norton 2021 Original Fish by Patricio/Colour Designs By Debbie)

Conclusion

From the above coloured fish versions…the Orange is the natural colour from Patricio’s original design, but I was determined to show the fish with a different colour, bright blend, as I was thinking along the lines of slime, and when things react to certain products in the sea.

I had an preconception that the fish may be glowing from when it approaches some kind of trash in the sea, and from that, its stomach is turning inside, and the way of showing that to the gamer without the fish being sick, would be through colour to show how its feeling.

From this small part of the process, we decided the bright slime green, in Patricio’s words…

Sick green, which I would be applying to all the fish that would;

  • a) approaching the trash – swimming
  • b) whilst eating – eating
  • c) spinning after eating – turning

Problem

When applying colour to the fish, first time around the process took ages, and Patricio did recommend we don’t use a blend, but I felt the sick green really worked, and was so invested at showing him this could be done quickly, and could still look just as effective as the first one I did.

Solution

With this in mind I began rechecking out ways on Photoshop, to get this look quickly and apply to all the fish versions, we had discussed.

First attempt – taking the fish, adding a layer, drawing over the top(tracking the fish), then selecting and colouring. this is what took forever.

Second attempt – Taking the fish, adding the layer, selecting the fish from the first layer, using quick selection tool, and then colouring.

Third and final attempt the best and quickest:

Taking the fish, creating a new layer, selecting fish from new layer, go back to new layer and fill shape selected with paint bucket, which then would allow you to fill on top with a blend.

I personal thought if we didn’t change the fish colour, the whole meaning behind the fish game would be pointless. From my perspective, if I was playing the game, all I would see would be the fish eating rubbish, and thats it!

You wouldn’t get to view, his colour, showing how sick he feels when just approaching trash, let alone eating it. For me the colour of this fish was vital for helping younger ones to understand, how poorly our sea creatures are getting from all the pollution that is constantly being dumped in our oceans.

Week 7.3 – 15th March. 2021

The underwater scene

Here is how the game art is looking so far, together with our newly named fish ‘Tincan’ and the trash in the ocean. When thinking up names, when Patricio was at work, I was relating the kind of fish with the teeth, the eyes, the moment, and his surroundings. Tincan seemed a perfect choice. The game now had a title, main character with two colours, base colour and sick colour, a back ground, and some trash items.

Below is my layered background, created in Adobe Illustrator.

(Figure 7: Norton 2021 Design for undersbackground)

I incorporated Tincan as the bright sick green, to get an idea if he would clash with the scenery. Patricio had recommended that we check first, some colour ideas against the backing, as the original character is orange, so I experimented with the bright green as that colour was one that I thought was crucial to show his sickness, on approach to food, after and whilst eating.

From this, we could see the sick green worked, but we did need one more colour version created, which yet I hadn’t done. Base colour mixed with sick green, this was how it looked.

(Figure 8: Land/Norton 2021 Original fish by Patricio/ Colour Designs By Debbie)

Further research required

I realised from our process so far, that we were stepping the right direction with our game concept, however we are not really aware of any facts a such. I started to take a much more in-depth look at Ocean pollution, and Ocean sea creatures.

Ocean Research

When speaking to our peers, about the aim of our project, and the kind of outcome we were focusing on, one of them recommended this; MarineBio Conservation. After watching and making very in-depth notes about the state our Ocean is in, and crying throughout. I have come up with some very interesting theories, of how we could implicate this terrible situation into out game.

Below is the video link to A Plastic Ocean”.

How to make more people aware?

From the documentary, I have been thinking about numerous ways in which our game could benefit the younger generation, and generally make more people aware of all the different kinds of plastics that first start effecting everything from a tiny shrimp, collecting plankton, not realising that its actually ingesting micro plastics.

Which is the start of the food chain in the ocean, leading to all the other fish, swallowing smaller fish and so on, which allows the toxins of the plastics, to circulate into the blood stream, there by all the marine life, has a shorter lifespan. Then it increases to get worse, through the seabirds, feeding its young, to people eating the fish, especially in parts of; Sri Lanka, and Manilla in the Philippines.

How to incorporate the research into our game?

  • Shrimp could be the main source of food – that Tincan is always looking for?
  • We could make Tincan – score points for every Shrimp he finds.
  • A real life fact could pop up – to make the younger generation more aware of recycling.

These were a few ideas, that I preposed to Patricio, while t he was working on the mechanic of making Tincan move from on side of the ocean, to the other. But making sure he focused on Tincan direction, that he would almost go between the some rocks and trash items.

Game Feel

I wanted to look more into the Game Feel, this youtube channel was recommended, and it certainly does help you get a better perspective of the importance of creating the right feel for your game, and helps you to understand how small objects, actions, gestures etc, can make a big difference to the gamer, and the players experience.

He looks at the notion of;

‘If you were to strip out all the elements in the game altogether, and are literally left with just the character moving, does it still feel fun..?’

Do you still want to engage with the character?

In Mario 64, the feeling of the game would still be engaging, because of all the new moves he can do, you would still have fun just with the character alone.

So if we tested this theory out …would our character be fun?

First Demo of our Game – Tincan – Out in the Ocean

This is a demo that shows the movement so far, what the fish looks like in his surroundings, you can move with left and right arrows for use with an Apple Imac keyboard, and A (to go left) and D (to go right) for Windows.

http://www.patricioland.com/Unity/Tincanweb_V1/index.html

Analysis of Demo

From the demo you can clearly see how the fish, goes straight in between the rocks and trash items, you also can view the added effects of the bubble, rising from the bean can for example, and the plastic bottle floating on top of the surface, a bubble of air, that has created a slight wave in the sea, and the constant motion of Tincan when not in use facing the front with his mouth opening and closing to breath.

While this was being created in Unity, we did have reservations about using this application.

But as the demo shows the development, all the elements we have used in it, and where we currently are, we can now start adding the extra content, and start working to focus on other ares of interest, such as creating more trash items, and working on the mechanics of Tincan eating the trash.

Week 7.4 – 17th March. 2021

Version Control – Why is it needed?

My understanding of version control, is ideally for coding, and for any kind of software development. By having original files safely stored, is one thing, however being able to update them within a click of button, is another. By creating a repository, you are able to upload your files, and make sure they stay up to date, which is just what you need when coding as its quite easy to make typos.

I cannot say I have experience in coding, but when talking to my peers I now have a clearer idea, of what a relief it is to have a repository. Its like a safety net, all the files you need, are backed up.

The only experience I had of creating c sharp script, in Unity was very difficult, and from that small experience, I can’t imagine what it would be like to loose pages of script, let alone an amount of just a single paragraph.

The solution that is used most often is Git.

Version Control – systems

Git is the version control system that allows us to keep many versions of the same project.

There are a few other Git Version Control systems such as; GitKraken, TortoiseGit, and GitHub Desktop.

Below are the Git system details, that I am about to put into practice, this is another new experience for me

Git System details

  • Set up a repository – the collection of files of your project that will be tracked by the system. In set-up, it is created online and ready to be populated.
  • Clone a repository – copy all the files in the repository to a location in your machine. From now on, changes to the files in your machine will be tracked by the Git client.
  • Commit changes to branch – to finalise any change onto your local repository and to give it a summary describing those changes.
  • Push and pull changes – once a commit has been made, it is possible to ‘push’ it onto the online repository, making it available to everyone with access to it, which will now be able to ‘pull’ your commit.
  • Create and merge branches – creating a branch makes an entirely different and independent copy of the project in the repository that can be worked on. This is useful to experiment on or even just implement a feature that has a risk of breaking the whole project. It is also good practice, in case of teams with multiple members, to never work on the same branch as other team members, in order to minimise conflicts. Once work on a branch is complete, the Git client can be used to merge it with other branches or with the master branch; the software does its best to help you manage conflicts.
  • Revert to commit – once the inevitable project-breaking mistake is made, reverting to previous working commits is as easy as a click in your Git client.

There are many Git version control servicesGitHub is the most commonly used one.

These platforms, while easily accessible online, can also be used through Git client software.

GitHub – We have been recommended GitHub, because of the features. It guides you about different tools, platforms and pipelines.

Version Control Repository

First experience – Patricio has already set up our repository to share our rapid ideation artefact progress, however I am keen to set one up, to have a better understanding of the process.

I am creating one, for the game art. (I am literally only putting a few thing in there to check it works).

https://github.com/dknindiegamedev/hello-world

please also see the link I followed below:

https://guides.github.com/activities/hello-world/

References

A Plastic Ocean (2016).Available at: https://marinebio.org/conservation/ocean-dumping/ [accessed 16 March 2021]

Game Juice (2015). Available at: https://www.youtube.com/watch?v=216_5nu4aVQ [accessed 15 March 2021]

Git Version Control (2021). Available at: https://flex.falmouth.ac.uk/courses/911/pages/week-7-git-version-control?module_item_id=49187 [accessed 16 March 2021]

SWINK, Steve. 2009. Game Feel ; Game Designer’s Guide to Virtual Sensation. Morgan Kaufmann Publishers.

Full List of figures

Figure 1: Patricio Land 2021 Sea Creature eating plastic

Figure 2: Patricio Land 2021 Sea Creature no plastic

Figure 3: Norton 2021 Ideas for rock texture/ Alien globe

Figure 4: Norton 2021 Ideas for colour and texture of sand

Figure 5: Trello Board 2021 Deb and Pat’s Rapid Ideation Development Process

Figure 6: Land/Norton 2021 Original Fish by Patricio/Colour Designs By Debbie

Figure 7: Norton 2021 Design for under the sea

Figure 8: Land/Norton 2021 Original fish by Patricio/ Colour Designs By Debbie