Understanding Comics Research Lab – Joshua Young

“The trick is to never mistake the message for the messenger”

In Comics, it’s a whole other medium on how to convey a story to their respective audience. The medium is the comic, the message is shown within the comic, and the messenger is the author using the comic, what Mcloud wanted to say is to not confuse the authors words or intentions with what is shown in the comic.

“However much we may try to understand the world of comics around us, a part of that world will always lie in shadow– a mystery”

There is a vast majority of comics that have been released today, there may be a ton of hidden gems that can change your world view or others that have messages you hate. The many types of comics that focus on action like Marvel comics or the comics that are meant for comedic purposes like Garfield or the Sonic the Hedgehog comic. There will always be a shadow of comics for people because it also falls of their perception of what genres they’re interested in.

“Humans are a self-centered race. We see ourselves in everything. We assign identities and emotions where none exist. And we make the world over in our own image.”

Mcloud saying this quote to define how we as people perceive certain things as emotions like emoticons and even two dots and a line to signify a face. By making that connection, it explains the existence of being able to simplify certain expressions into more comprehendible images for viewers. Making images as simple as you can see fit can help bring that benefit of attracting more of an audience because it isn’t overly complicated.

Crawford Chapter 1 Research – Joshua Young

“Those who overrate their own understanding undercut their own potential for learning.”

In game design or in game development, we as both the players and the developers often overrate our skill wen making a game or product. The same goes for the opposite, people often underrate themselves in their in own skills when they create a game, they can be the most skilled programmer but if they don’t think of programming in terms of improving the experience for the player, then it’s hard to say whether that person is a good game programmer. The moral of this quote is that we all have the potential to create something amazing, but we can’t undercut or overrate our abilities, we can just do what is within our skill level to use as a learning experience.

“Games are objectively unreal in that they do not
physically re create the situations they represent, yet they are subjectively real to the player”

When playing games we like, whether it be the story or the gameplay, we get this subjective attachment to it that we feel immersed into the game. Games like Persona 5 makes us immersed with the characters and gameplay but also a game like OMORI can keep us attached to the characters with its storytelling, the situations the game puts us in and that we as developers put our player in must have some sort of hook took keep them playing the whole way through our game.

“the player of a game is encouraged to explore alternatives,
contrapositives, and inversions. The game player is free to explore the causal relationship from many
different angles.”

This quote means how in games it encourages the player to create their own story instead of always being presented the facts like a regular story. Games that do this often has some kind of quest system implemented that can both influence the story and give the player optional content and gameplay to go through for story reasons, an example of a game like these can be OMORI and even the more recently released Five Nights at Freddy’s: Security Breach by having the option to the player to access multiple endings. This is all a choice for the type of game you as the developer are going for, but as a suggestion, if you make a game where your choices should matter, and if it will have one ending no matter the choices, have a good build up in the story ending to make that ending satisfying to the player.

Obstacles and enemies

My obstacles are pigs, a poisonous flower, a tree trunk, and a pumpkin. I came up with the idea of a pumpkin because Fungi is allergic to pumpkins. For the demonstration, I chose to leave just the flower.

My Scenery

I created clouds and trees by using Piskel and entering it into Godot as my scenery.

Published
Categorized as Scenery

Background Music – Rose

I’m working on final touches for my game demo and of course one important thing is needed – music!

I found an entire album’s worth of music that fit the vibe I was going for. All this lovely music was made by Metaruka on Open Game Art, only editing I did was removing the fade out so the track would loop better. I’ve mixed up the track order so there’ll be a progression of hype as the levels go on.
https://opengameart.org/content/game-game

Here’s a video of it working:

Metrics & Collecting Items- James

I added the Metrics and Collecting Items in my game. In the second slide you can see that my character can collect coins (Rewards). You can also see that my player has lost a heart from the enemy. In the third slide, my player can collect the hearts to refill his life meter.

Rewards

Rewards typically just hover up and down until collected from cherries which explode into fire works when you touch them, water token which splashes down when collected, and sun tokens which glow and pop.

Background

My background is just a forest with flames in the background and in front of that bushes that havent quite been reached by the flames yet but have a subtle glow from them