storytelling and Gaming module2



 1/2/21

Narrative

Baldick, C. (1990) - 'A telling of some truth or fictitious event or connected sequence of events, recounted by a narrator to a narrative (although there may be more than one of each... a narrative will consist of a set of events (the story) recounted in a process of narration (or discourse), which the events are selected and arranged in a particular order (the plot)

Bordwell and Thompson (1993:065) - Narrative as 'a chain of events in a cause-effect relationship. They identify 3 core components of narrative; time, space, and causation.


Key terms:

Story - what it is, material available to the narrator, letting users use their imagination (diagetic material)

Plot - how it is told

Order - chronological events or not i.e. pulp fiction, reservoir dogs.

Duration - plot duration (3 years of character life in a movie) and story duration (events across a span of 30 years screen duration (lasting 2 hours))

Frequency - repetition of events but the narrator may show it 2 times. frequency is an issue within interactive narrative e.g. the game may be required more as a part of the interaction

Space - the 'space' of the medium e.g. the screen, the page, the frame.

Causation - centered upon characters events happen due to what the character does.. but can also be due to natural (earthquakes) or supernatural events. and in games it may be part of contribution of the user.


The medium is the message

Adaption to video games - Batman 1989, 2009

Atari games (producer of arcade game) i.e. Mario 1983

saga master system (3rd gen 8 bit home video game console. The master system was released in competition with Nintendo entertainment system(NES) - i.e. Zelda 1986

Super Nintendo & Mega drive i.e. Yoshi Island 1995, Sonic the Hedgehog 1991

PlayStation & N64 - super Mario 64 1996, Metal gear solid 1988

PlayStation 2, Game cube & Xbox - Halo 2001, Resident evil 2008

PS3, Wii, Xbox 360 - gears of war 2006, smash bros 2008, assassins creed 2008

PS4, switch, Xbox one - Spiderman 2018, fallout 64 2018, Zelda 2017


Evolution - Super Mario Bros - 1985, 2002, 2017, legend of Zelda 1986, 2000, 2017

Virtual reality

Augmented reality - Pokemon go 2016


games without graphics (text based) - Zork 1980

game meets film - Bandersnatch 2018



3/2/21

ideas for my game:


Storytelling and Gaming

2D platformer idea

 

Set in the late Middle Ages

Fantasy/adventure

 

Plot:

Kingdom sees dark smoke, villagers think it’s a volcano, king sends a prisoner due to be executed to see and determine if the village needs to evacuate. They send a helper with him? If they return, he gets pardoned – has to go through forest and there are doors locked by puzzles. He enters Steamland (door indicated by black smoke leaking from the door). Then Prisoner tries to take something back with him to his homeland, Steamland not happy about that and chases him.

 

Maybe different trees in forest represent different eras?

Use of animation clips to tell part of the story

Use of free assets and own drawn assets

Encounters creatures – friendly and non friendly – friendly help open bridges as an interactive element (i.e. press f to open) and guard doors – non friendly attack when character on their journey.

Enemy – executioner moving axe up and down, character must jump over when the axe is down. Creatures in the forest. Steamland residents chase character – use nav mesh like the ogres in class project?

Puzzles to open doors i.e. a jigsaw puzzle? A riddle?

Main character – prince? Prisoner?

A helper – follows character like a pet – ability? Gives hints? - Prisoner gets help from a rat - rat linked with prison cell

Collectables – coins – can use to spend for special pot abilities i.e speed boost, invincibility, extra health. Bought by a wizard merchant

 

Historical background:

Middle Ages (5th - 15th century) – people of god, beginning of western empire merging into renaissance and age of discovery

Renaissance – (14th – 17th century) – black death diminished faith in god and influence of the catholic church

Industrial revolution 1760-1840 (18th – mid 19th century)

I took inspiration for clothing of my main character below,  showing what a medieval farmer would have worn.

 


[9] Medieval farmer model






8/2/21

Today in class we looked at influences for our games such. Went over our ideas so we can base what the lectures will be about to aid us in our making of the game.

inspirational medieval styles - https://itch.io/games/genre-platformer/tag-medieval 


10/2/21

Kristaps session

We started earning to do multiple choice in unity.

component canvas group allows you to change alpha:


    [SerializeField]

    int FadeWaitTime = 1;

     IEnumerator UnLoadCurrentCanvas(GameObject nextCanvas)

    {

        yield return new WaitForSeconds(1);


        float elapsedTime = 0;

        float waitTime = FadeWaitTime;


        while (elapsedTime < waitTime)

        {

            CurrentCanvas.GetComponent<CanvasGroup>().alpha = Mathf.Lerp(1, 0, (elapsedTime / waitTime));

            elapsedTime += Time.deltaTime;

            yield return null;

        }


        nextCanvas.GetComponent<CanvasGroup>().alpha = 0f;

        nextCanvas.SetActive(true);

        StartCoroutine(LoadNextCanvas(nextCanvas));

    }


    IEnumerator LoadNextCanvas(GameObject nextCanvas)

    {

        float elapsedTime = 0;

        float waitTime = FadeWaitTime;


        while (elapsedTime < waitTime)

        {

            nextCanvas.GetComponent<CanvasGroup>().alpha = Mathf.Lerp(0, 1, (elapsedTime / waitTime));

            elapsedTime += Time.deltaTime;

            yield return null;

        }


        yield return new WaitForSeconds(1);

        CurrentCanvas.SetActive(false);

    }


}


10/2/21
Today we continued with multiple choice in unity




17/2/21

I looked at isometric tile maps as I'm unsure if I want open world or 2D platformer

Today we worked on using timelines in unity
you have to create a new timeline 

to trim time line press O


Getting button to play animation you can just add the timeline gameobject in the OnClick then playableDirector. play()


inputField(TMP) allows for user to enter text such as for entering their name.


22/2/21

Today we looked at narrative and art styles in gaming. 

different types of art styles:

- Pixel art - this was mainly due to the restricting size limits of the DPI (dots per inch) on the screen and capacity that the disk/cartilage could hold.

- Photo realism i.e. metal Gear Solid (1998), Cyber punk 2077 (2020)

- Stylised 2D/3D - anime inspired:

2D

Visual novels - Hatoful boyfriend (2011)

Classic cartoons - Cuphead (2017)

3D

simple toy - legend of Zelda (2019)

cell shading - legend of Zelda (2002)

voxel art - Minecraft (2011)


Then we looked at Tone and Age

Pegi 3 - Sonic Mania (2017)

Pegi 7 - Splatoon     - tones get darker, some bright colours and cartoon elements

Pegi 12 - Smash bros (2018)

Pegi 16 - Little nightmares (2020)

Pegi 18 - Doom (2017)




I think my game should be a pixel art 2D open world and rated Pegi 7 due to the cartoon nature and bright colours

so I looked at legend of Zelda (1991) , Stardew valley, and Undertale for influence.


Zelda

I think my game will be in the style of Zelda (1991) due to having a pathway to guide the character, along with a simple 2d pixel art design. I think using pixel art will make my game seem more retro which I think will suit my medieval theme. It also uses a combination of 2D open world and 2D platformer

[1] Legend of Zelda: A Link to the past (1991)


[1] Legend of Zelda: A Link to the past (1991)



Stardew Valley (2016)

This game is a farming simulation and rpg that is inspired by Harvest moon. The goal is to build your farm and repair the valley. This game is rated Pegi 7 for mild non realistic violence.

[1.1] Stardew Valley (2016)

Undertale (2015)

This is an RPG, that uses a top down perspective. About a child who falls underground and is introduced to a world of monsters. The game gives you 2 paths, to be a murderer or make peace and be friends with the enemies. It is rated Pegi 7 due to violence but lacks any apparent harm or injury, giving non-realistic violence making it child friendly.

[3] Undertale (2015)


1/3/21

Today we looked at puzzles in games.

I later designed one enemy and the user within photoshop for my game. I tried to see if could use Adobe character animate but I was receiving errors of "graphics card may need updating" so after some research I tried downloading a driver update. Unfortunately this didn't work, and I then tried plugging my laptop into a monitor that is 1920x1080, however this didn't work easier. Therefore I chose to continue in photoshop. 

I looked at free assets on unity asset store (referenced as Assetstore.unity.com) so I can build my world: Blackspire (2020) for medieval walls, Cainos (2020) for props, Cainos (2021) for pixel art top down basics,  and rafmanix (2021) for 2D speech bubbles  


How to pixelate characters - 

[4] How to pixelate photos in Photoshop


version 1, pixelated and thick stroke, I think the stroke should be thinner

version 2
Prisoner (user)


axe down

axe up


2/3/21

I updated my multiple choice game

I found that my buttons wouldn't work, till I realized it was because I didn't give the canvases the component "canvas Group".

I created an empty object to put my choice script in so when I enter the onClick() object I put the script game object in, instead of the button game object.


https://blogs.unity3d.com/2019/03/13/2d-pixel-perfect-how-to-set-up-your-unity-project-for-retro-8-bits-games/     - handy link on how to make 8 bit games

4/3/21

I create a tile map for my open world game, I realized I didn't have tile map pallet so I had to import tile map editor from package manager

I downloaded assets from Assetstore.unity.com (n.d.) and Karnage, K (2016) 


The medieval house didn't fit my pixel theme so I build it in unity using tiles given, then I screenshotted this and put it in photoshop where I removed unwanted marks and then made it pixelated (3pxl) and gave it a little stroke on the outline




The first castle I downloaded wasn't very good quality and didn't fit in with the rest of the buildings so I downloaded another castle from itch.io(n.d.) 'free Castle 2D game objects by free game assets'





5/3/21

I added my player and enemy into the scene, and for a while I couldn't view it in game mode, Then I realized this was because the z  position was about -111 when the camera was at -10 so I brought them forward to 0

I edited the castle asset in photoshop and built the castle as the assets were separate towers. I took the colour used on the houses to change the flags and brick colour.


I created a script for the character to roam using awsd using this script :


using System.Collections.Generic;

using UnityEngine;

public class testControllerScript : MonoBehaviour

{

    public float speed;

    private Rigidbody2D rb;

    private Vector2 moveVelocity;

    private void Start()

    {

        rb = GetComponent<Rigidbody2D>();

    }

    void Update()

    {

        Vector2 moveInput = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));

        moveVelocity = moveInput.normalized * speed;

    }

    private void FixedUpdate()

    {

        rb.MovePosition(rb.position + moveVelocity * Time.fixedDeltaTime);

    }

}


6/3/21

I created a mini map using a tutorial 

[5] minimap tutorial

 But I found his script for the camera zoomed in on my player so I used my camera follow player script that is used for the main camera.



I tried getting the walking animation to work and my character would stay as the walking animation when the key was released so I then added a transition in the animator which worked. However when the up and down keys (w and s) the character idles. Possibly because I haven't done the back view of my character yet.


I started adding collectable coins, I used parts if my old script.

I got assets from opengameart.com, referenced as  InThePixel (2020), Seraph, J (2016), Zabin (2013), and Julien (2014)


8/3/21

I downloaded pixilation from unity asset store for the game objects that aren't pixelated enough so I don't have to switch through remote access and edit them in photoshop.


more assets downloaded from openGameArt.com, but referenced as Angel (2020) 'RPG house', tontonMayonasie (2020) 'Tree houses', Hapiel (2017) 'village and room', AutumDeluge (2013) 'Mushroom houses', Surt(2017) 'Simple NES-like village tiles', and assetstore.unity.com (n.d.) 'Backyard Top Down tileset 2D environments'

I used figure  to help get the animations to play when the character is walking in a certain direction. I had to use a blend tree

[6] Top down movement in unity



My character kept walking left when no key was held so I added the idle motion into the blend tree and set the values to 0. This fixed that error.



I will work on interactivity next using figure 7.

[7] Interact with game objects tutorial



9/3/21

I downloaded more free assets from OpenGameArt.com, referenced as Buch (2014) 'spooky castle tileset', Maybelaterx (2019) 'Person Assets', and Zabin (2012)  'Castle tiles for RPG'.


10/3/21

First lesson back on campus since lockdown

We worked on session3 with clicking and dragging gameobjects in scene.

Then we looked at sprite masks the we change the mask interation to outside mask



17/3/21

We looked at line rendering for the separate session projects.

I looked at how to make a shop, however I couldn't seem to get it to fully work as it referenced other videos and codes. And due to time management, this aspect isn't entirely important, however at some point I want to figure how to get it working.

[8] Simple shop in unity


On my own laptop I installed the same eversion of unity that the computers on campus had so I wouldn't have to keep exporting and reimporting my packages.

the build settings were wiped and my tile pallets.

I also decided to reconsider the main character as a farmer, I decided to keep it as just a  peasant.

I started sketching the animation for the intro to get a rough idea.



19/3/21

I thought of a name for my game: 'Terrowin' which was a medieval peasant name according to...  and it is of English origin and means 'Strategically Genius and manipulative' which fits the theme and character of my game as there will be puzzle elements. I got inspiration from Stormthecastle.com (2019) where there was a variety of medieval names.



Most adventure quest type games have gold in their typography such as 'Adventure Quest', 'Monkey Quest', 'Stardew valley' etc.



I then curved the text and added a drop shadow. Then I pixelated the title to fit my theme and used a gothic font. I used 4pxl mosaic filter over the text.


24/3/21

In class we learnt how to do 3D inventory.


29/3/21

I started creating empty objects with box colliders so I can stop the player from walking through all the walls as I put them on using a tile pallet.

I downloaded a medieval building from freepik.com (n.d.)

I finished setting up the inventory for it to be fully working. The item never showed up in the players hand due to the position being elsewhere and was too small to be seen. So I increased the scale and reset the position.

I downloaded a rat sprite sheet from OpenGameArt.com as I want a little pet follower that would potentially help the player by giving them hints and controls. Referenced as Reemax (2015) 'LPC rat cat dog'.


30/3/21

I created a following pet rat and decorated my open world with assets from OpenGameArt.com referenced as Bluecarrot16 (2018) 'LPC Medieval village decorations' and  'LPC crops', Wulax (2012) 'LPC Medieval fantasy character sprites', and Daneeklu (2012) 'LPC style farm animals'.


6/4/21 

I started building my industrial scene where I got assets from OpenGameArt.com, referenced as Bleutailfly (2019) 'buildings', Bluce (2013) 'cog sheet', and KnoblePersona (2016) 'steampunk tileset'.

I created a rotating animation for the cogs to loop 


19/4/21

I downloaded more assets for my industrial scene from opengameart.com, referenced as LetargicDev (2015) 'ghost animated', Alucard (2016) 'industrial background', surt (2014) 'minimal industrial tiles', Alucard (2014) 'city background', knoblePersona (2016) 'Smoke and Fire animated particle', Rubberduck (2015) 'sparkling fireball effect', and Rafaelchm (2013) 'Magic book'.

I continued building my industrial scene

With testing my game I realised the player wasn't losing health when damaged by an enemy after leaving the first scene. Meanwhile the player can be damaged when in the first scene. I think this is to do with the healthManager script where the do not destroy affects more than just the coin count.


27/4/21

I finally get back onto campus so I can use there computers to make and export my intro animation to my game.

I changed the background to green on my smoke clip, and when I put it into premiere pro I used the effect 'Ultra key' which removed the background so I could layer it onto my tree scene.


I downloaded a door opening sequence from pixabay.com made by tv48. https://pixabay.com/videos/door-grinding-door-opening-6714/ I added a mosaic filter in premiere to give it a pixelated effect as the gameplay is also pixelated (when the rest of the ideo isn't) the door acts like you're enering their world.

For the speech bubbles I used the font 'Luminari' as it has a nice old medieval style.

5/5/21

I created my end scene, well, not real end scene as it will be triggered only if the player is holding the book which they should take from the industrial scene. The prisoner will present the book to the king and as he would expect to be free but the king has a few more jobs which won't be specified, followed by a black screen with the text 'To be continued'

The text to be continued will be Baskerville as there was a limited option.

I added a lighting effect on the cost up of the king to make the background a bit more 3D and dramatic.

I tried making the video in the style of the intro with seeing the start of each clip like a comic book strip. 

I added buttons to close the mini game which can be played by the wizard in the forest by pressing space bar when in range. This whole minigame works. In the future I can add more levels to it where the cups would move faster as the player progresses. I should have added a help trigger for the rat to suggest the user to press spacebar to interact and in the future the player shall earn a reward if they win the minigame. 

I added the rat help text in the industrial scene to hint for the player to pick up the book so they can take it to trigger the end scene when they make it back to the forest.


Testing game:


I tested my game from the beginning and found that the text when interacting with the archer, the text was very blurry and large. To fix this I reset the 'rect transform' and rescaled it. I also found that the UI character by the healthbar was really short so I had to reset the 'rect transform' for that too.



The shop somewhat works, when player clicks spacebar the shop menu will pop up however purchasing items doesn't work. To close the shop is also spacebar.

I also notice that the animation doesn't play when the character dies. The player disappears for a few seconds then it goes back to the game homepage. This was due to in my healthmanager code of having sprite disabled and then the scene waits 3 seconds before going to the homepage. So I removed that line of code and changed it from 3 to 2 seconds. Now you can see the playerDies animation.

Due to limitation of fonts on unity they don't match the videos or other text. Then I noticed that the health regenerates when the player goes to another scene. and position of the player is always at the start, in the future i would like to fix this.

Overall, everything seems functioning, as its an RPG there's so many things I could add to it but due to time I have added simple game functions such as damage, coins, puzzle elements etc. In the future I would like to come back to this to fix the shop and finish it properly.

Enemies: I have ghosts moving back and fourth in the forest scene, an executioner that will damage you if you walk into him in the open world scene, and angry industrial men that chase you where you have to run through to get their book.

I also realised as I put the intro video in the first open world scene, when the player goes from another scene to the kingdom the intro video plays every time. To fix this I put the video in its own scene and wrote a script for it to play and when it finishes it would change scene and changed for the home button to go to the video scene. After watching it again I realise that the king talking to the prisoner scene is too short so you can't read his speech bubble in time, I fixed this by changing the playback speed from 2 to 1.


I notice that after a skip button or close button is used the game slows down significantly. I fixed this by a line of code that was lookin to destroy the 'left cup canvas'.

Now I notice that the enemy in the industrial scene wont take health from the player in the exported game but it works in the editor. I looked online for advice in a forum, I tried checking my code for errors, restarting my computer, and I'm waiting for my package to export where I will try to reimport it in a new game. Unity forum that helped: https://forum.unity.com/threads/script-not-working-in-build-ok-in-editor.40806/  . I tested by adding a character prefab I knew took damage from the player and it also didn't give any damage so it could be to do with my playerparent. I removed it from the hierarchy and replaced it and built the game and tested it and it finally worked!

Now its been reimported I check my industrial scene and the background and enemies have fallen so I removed the rigidbody from the backgrounds and changed the trees to kinematic.


7/5/21

I edited my script for when the player leaves the industrial scene with the book in their hand that the video will change to the homepage scene once the video has finished, as well as pausing the game when they enter the trigger so that they don't walk through to the other trigger that would take them back to the forest or get attacked by the enemies.


8/5/21

I downloaded a coin sound from freesound.com [0.1] and a damaged sound [0.2]

 I reused the audioManager script from a previous game and referenced it in the healthmanager.


I added background music for my open world scene which the player starts in. This track was made by my housemate, Dylan Crofton, and we put it on loop only for the medieval scenes (the open world, inside the castle and inside the houses). I downloaded a wind sound for the forest from freesound.com [0.3] and background music for the industrial scene from Freesound.com [0.1]. This music has more of a beat as it is the harder level. I changed the volume to 0.2 for the background music and 0.7 for the coins and damage. 

I then noticed when the player gets the end scene the industrial music is still playing behind it as the canvas is in the same scene. So I scripted for the audioSource to stop when entering the trigger. using:

    public AudioSource[] allAudioSources;

        allAudioSources = FindObjectsOfType(typeof(AudioSource)) as AudioSource[];

        foreach (AudioSource audioS in allAudioSources)

        {

            audioS.Stop();

        }

I used the video below to create lighting to suggest the user to go towards the book. Created by Sykoo (2019) [10]


I downloaded the package lightweight rp and used a point light game object.



I used render pipeline and upgraded my scene to 2d renderer. In the screenshot above it shows where I have added lighting where the lamps are on the background. I made the light over the book brighter to suggest to go near it where the rat will tell the user to pick it up and put it in their selected inventory so that they can trigger the exit when they make their way back. 

10/5/21

I showed a friend my game and when I got to the forest scene I noticed that once the player is hit by a ghost, if they retreated to the underground tunnel, the ghost they touched would take damage from the player if they passed above them even though they are not touching. I checked the colliders and they seemed fine. I then reset the transform and removed the ghosts and player from hierarchy and put them back it. This fixed the problem however I cannot resubmit my game as the deadline was this morning. On the other hand, they player wont take damage as long as they don't touch the ghost and manage to avoid them.

 

References:

Alucard (2016) Opengameart.com 'industrial background' [online] - https://opengameart.org/content/industrial-background-2d [accessed 19/4/21]

Alucard (2014) Opengameart.com 'city background' [online]  https://opengameart.org/sites/default/files/city_background_night.png [accessed 19/4/21]

Angel (2020) Opengameart.com 'RPG house' [online] https://opengameart.org/content/rpg-house [accessed 8/3/21]

anon (2020) '15 games to play if you love pixel art' https://gamerant.com/games-play-love-pixel-art/ [accessed 22/2/21]

[1] Anon, Pinterest.com (n.d.) 'The Legend of Zelda' https://www.pinterest.co.uk/pin/298996862733566220/ [accessed 22/2/21]

anon, Slant.com '61 best pixel art games as of 2020' https://www.slant.co/topics/6128/~pixel-art-games [accessed 22/2/21]

[1.1] anon, GOG.com, 'stardew valley' https://www.gog.com/game/stardew_valley [accessed 22/2/21]

[1.2] anon, ING.com 'every art style zelda games ever had https://www.ign.com/articles/2019/02/14/every-art-style-the-legend-of-zelda-games-have-ever-had [accessed 22/2/21]

Assetstore.unity.com (n.d.) 'Rouge Fantasy Castle / 2D environments' [online] https://assetstore.unity.com/packages/2d/environments/rogue-fantasy-castle-164725 [accessed 4/3/21]

Assetstore.unity.com (n.d.) 'Backyard Top Down tileset 2D environments' [online] https://assetstore.unity.com/packages/2d/environments/backyard-top-down-tileset-53854 [accessed 8/3/21]

Assetstore.unity.com (2020) Cainos 'pixel art village props' [online] https://assetstore.unity.com/packages/2d/environments/pixel-art-platformer-village-props-166114 [accessed 1/3/21]

Assetstore.unity.com (2020) Blackspire 'Medieval pixel art FREE' [online] https://assetstore.unity.com/packages/2d/environments/medieval-pixel-art-asset-free-130131#content [accessed 1/3/21]

Assetstore.unity.com (2021) Cainos 'pixel art top down basics' https://assetstore.unity.com/packages/2d/environments/pixel-art-top-down-basic-187605 [accessed 1/3/21]

Assetstore.unity.com (2021) RAFMANIX '2D speech bubbles' https://assetstore.unity.com/packages/2d/environments/2d-atlas-speech-bubbles-alphabet-numbers-88398 [accessed 1/3/21]

AutumDeluge (2013) Opengameart.com 'Mushroom houses' [online] https://opengameart.org/content/mushroom-houses [accessed 8/3/21]

Baldick. C. (1990) Concise Oxford dictionary of Literary terms. Oxford university Press: Oxford.

Bleutailfly (2019) Opengameart.com 'buildings' [online] - https://opengameart.org/content/buildings-2 [accessed 6/4/21]

Bluce (2013) Opengameart.com 'cog sheet' [online] https://opengameart.org/content/cog-sheet [accessed 6/4/21]

Bluecarrot16 (2018) Opengameart.com 'LPC Medieval village decorations' [online] https://opengameart.org/content/lpc-medieval-village-decorations

Bluecarrot16(2021) Opengameart.com 'LPC crops' [online] https://opengameart.org/content/lpc-crops [accessed 30/3/21]

Bordwell and Thompson (1993) Film art: An introduction. Mcgraw-Hill: London.

Buch (2014) Opengameart.com 'spooky castle tileset' [online] https://opengameart.org/content/spooky-castle-tileset [accessed 9/3/21]

Daneeklu (2012) opengameart.com 'LPC style farm animals' [online] farm animals - https://opengameart.org/content/lpc-style-farm-animals

[2] Frank, A (2018) 'Undertale creator's new game' https://www.polygon.com/2018/10/31/18044640/deltarune-free-download-undertale-game [accessed 22/2/21]

Freepik.com (n.d.) 'Medieval buildings for free' [online] https://www.freepik.com/free-vector/medieval-ancient-buildings-set_4265833.htm#page=1&query=medieval%20house&position=19 [accessed 29/3/21]

Grahn, E. (2013) 'Modern pixel art games a study of GUI aesthetics' [online] https://www.diva-portal.org/smash/get/diva2:832803/FULLTEXT01.pdf [accessed 22/2/21]

Hapiel (2017) Opengameart.com 'village and room' [online] https://opengameart.org/content/opp2017-village-and-room [accessed 8/3/21]

itch.io(n.d.) 'free Castle 2D game objects by free game assets' [online]  https://free-game-assets.itch.io/free-castle-2d-game-objects [accessed 4/3/21]

InThePixel (2020) Opengameart.com 'well 16 x 32 sprite' [online] https://opengameart.org/content/well-16x32-sprite [accessed 6/3/21]

Julien (2014) opengameart.com 'Large forest background' [online] https://opengameart.org/content/large-forest-background [accessed 6/3/21]

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Karnage, K (2016) OpenGameArt.com 'Medieval town' [online] https://opengameart.org/content/medieval-town-0 [accessed 4/3/21]

KnoblePersona (2016) Opengameart.com 'steampunk tileset' [online] https://opengameart.org/content/steampunk-brick-new-connecting-tileset-16x16 [accessed 6/4/21]

knoblePersona (2016) Opengameart.com 'Smoke and Fire animated particle' [online]  https://opengameart.org/content/smoke-fire-animated-particle-16x16 [accessed 19/4/21]

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[5] YouTube.com (2017) Brackeys 'How to make a minimap in unity' [online] https://www.youtube.com/watch?v=28JTTXqMvOU [accessed 6/3/21]

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Audio

[0.1] freesound. (n.d.) 'Collected coin' by se2001 [online] https://freesound.org/people/se2001/sounds/470768/ [accessed 8/5/21]

[0.2] Freesound. (n.d.) 'Industrial drums 2 115bpm' by Viktorfox [online]  https://freesound.org/people/ViktorFox/sounds/376610/  [accessed 8/5/21]

[0.3] Freesound. (n.d.) 'Leaves falling on forest floor, moderate wind' by Mjeno [online] https://freesound.org/people/Mjeno/sounds/405140/  [accessed 8/5/21]

[0.4] freesound. (n.d.) 'Man getting hit' by Under7dude [online] https://freesound.org/people/Under7dude/sounds/163441/ [accessed 8/5/21]





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