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Opinion: Junk Food Games

27/3/2019

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Hey there, Gamers and Game Makers!

Lately I've been thinking a lot about how people have been saying games need to push the envelope more when it comes to what we expect. That games need to continue to change expectations and push boundaries. This is something I agree with. I think we do need to explore interesting new ways to entertain and surprise players and create new an enriching experiences. However, that's not what I want to talk about.

Instead I want to make the case for games that don't do this. To give you some context, I was recently looking for a horror game to play. Something short and effective. I wasn't interested in a gripping narrative or new and interesting gameplay mechanics. I just wanted a good old fashioned jump scare game. I wanted a junk food game. The kind that you can argue isn't that great. The kind you say isn't doing anything that hasn't been done already. While this may be true of games like this, can I say the game entertained me? Yes. Yes, it did. Very much so in fact.

The point I'm trying to make is that a game doesn't have to push the limits of what we expect from games. it doesn't have to draw us in with a gripping story that holds us for hours in anticipation of the outcome. Sometimes all we want, all we might need after a long day of work or college is to jump into a simple jump scare game or casual repetitive game that has no end goal. Sometimes we just need some junk food games and in my opinion, having games like that around is just as important as innovating and pushing the limits with new games. So, go and enjoy some junk food.

Until next time!

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Change Scene On Trigger

24/3/2019

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Hey there, Gamers and Game Makers!

In this week's blog, I'm going to show you quickly how you can load a scene on a collision trigger in Unity.

First off, you'll want to open a blank scene and delete the main camera from it. Now add a plane to act as your floor and add in a first person controller. Next we'ere going to add in a cube object. In the object inspector of the cube be sure to mark it's box collider as "Is Trigger".
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Next, we're going to create a new C# script. Open it in visual studio. Once open, remove the default functions that appear. We'll first create a private string variable called loadScene. This will hold the name of whatever scene we wish to load. As it's marked as private, we'll have to add [SerializeField] before it. This forces a private variable to become visible in the object inspector in Unity.

Next we'll create a void OnTriggerEnter. Inside of this we'll add an if statement that will compare the tag of the colliding object with the value it expects. In this case "Player". If it's a match then it returns true and executes the SceneManager.LoadScene and loads the scene that is stored in the loadScene variable.

With our script out of the way, let's head back to the scene editor.

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We'll now add this script to our cube. You'll see the loadScene field now appear in the inspector and you can enter the name of the scene you want to load. Once you've entered the name of the scene, make sure that scene and the current scene are added to the build settings. Make sure your first person controller is tagged as "Player". Once you've done so, you'll be able to run the scene and once you collide with the cube,you'll load the next scene specified.

Until next time!

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What Do We Need More Of?

10/3/2019

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Hey there, Gamers and Game Makers!

In this week's blog, I'm trying to gather some information in relation to not only my blog personally but across the game dev scene as a whole. I want to try determine what areas game devs don't talk about enough. This can be from the technical (code, art, audio) to the personal (struggles, business, community). I'm going to pose the question below as a form. Let me know what you think game devs should talk more about and feel free to post suggestions too.

    What Should Game Devs Talk About More?

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