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                                                Example Code In order to make the game as close as posible to programming, all the topics have example code. when the player is reading what is a variable and what types of variables there are, then they might not be too interested in programming, but if the player reads the definition and then looks at what a line of code related to that definition, it will make it much easier to remember. All the example code is showcased on a black board with a chalk like font.  This has been design in order to make the player have a sensation of being in a classroom.  In the case of "difficult" code such as loops. A breif explanation of what the code does will be placed below. 
                                                                Topics The game has been made to teach children the basics of programming.  The topics choosen for the game are what every programmer first learns when starting in the programming world.  This are: The use of semi-colon in programming Variables and its types Loops and its types How to mix all 3 topics in a line of code The game is intended to be short and not have many topics to cover so that it doesnt make the young audience lose focus.  With an understanding in those topics, the players will have a much easier time trying to program basic codes.
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                                 Mechanics The game is aimed towards a young audience. Therefore, the mechanics implemented in this game need to be basic and easily to understand.  The purpose of the mechanics in this game is to grab a block that contains the correct answer and somehow open the wall that contains the answer to continue to the next room. The next thing to consider is motion sickness, the mechanic cant have any flashy movements or particles, it also has to keep the game interactive to not make the players want to stop playing the game The mechanics is to grab a answer cube and drop it on a red square situated in front of the question wall. If the cube dropped contains the correct answers. A animation will trigger, moving the wall slowly to the left. Letting the player pass to the next room. The game recognises the correct answers due to the use of "Flags" in Unity. The correct answer has a flag called "correct". The red sqaure i
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                            Room Design Before starting to develop the project, I needed to take into consideraition who out target audience is. This game is aimed towards children from 7 to 12 years old. Therefore, this might be theyre first time using a VR headset If the camera controls or the level design are too clunky in VR, the player will get motion sickness, getting a bad first implesion of the game. So the game has to have a basic level design that doesnt force the player to move the head to much or make fast movements. The second aim of the room is to clearly show:  A question Describe a programming topic Example code The answers  To fullfill all this aims, a wide room with slightly bent walls will work. This way the player will be able to see all the walls from the centre of the room. The image below is an example of a room in game, looked from above. This room is the first thing the player sees when entering the game.