This week, we had the opportunity to hear from Adam Rosser - a games journalist. He gave us insight on how we could best market our game to reach our target audience. He stated that when presenting your game to others, it is essential to capture its essence in just three words. Additionally, it is important to consider the landscape of game releases occurring simultaneously. If your game shares similarities with others, it can work in your favor by capitalizing on the current popular trends. However, it can also pose challenges as you compete for the top spot among similar games. In the case where you lack the knowledge or expertise to effectively market your game, it may be wise to reconsider launching it altogether. By keeping your game's description concise, yet compelling, you can avoid the need for lengthy explanations repeated countless times to a wide audience. This approach ensures that you can efficiently communicate the unique appeal of your game to potential players.
Based on this, we created two bios for The Tower of Babel - while its not three words, one is much shorter than the other…
Short bio: The Tower of Babel invites players **on a captivating experience to reestablish language in a world where communication is solely based on pictorials. The game provides an engaging and thought-provoking adventure for puzzle lovers and those interested in the power of communication. Embark on a captivating journey, decode their symbols, and bring words back to the silent realm.
Long Bio: The Tower of Babel allows players embark on a captivating journey guided by the enchanting harmony of music from an old land, and the mesmerizing glow of lights, to reestablish language in a world where communication is solely based on pictorials. Set in a beautifully crafted and mysterious realm, the game challenges players to unravel the secrets of a future civilization and restore the power of language. The objective is to restore language by solving puzzles and collecting fragments of the lost linguistic system. Throughout the game, players not only restore language to the space, but also learn about the civilization's history, its rise and fall, and the reasons behind the loss of language. Their journey becomes a personal quest for understanding, as they uncover the profound significance of language in human connection, cultural preservation, and knowledge transmission. The game provides an engaging and thought-provoking adventure for puzzle lovers and those interested in the power of communication. Embark on a captivating journey, decode their symbols, and bring words back to the silent realm.
This week, we have also created Version 0.0.1…
V 0.0.1:
Blender files imported
Arranged assets into a traversable map
Imported PSX shader; applied it to main camera
Added ‘camera follow’ script
/ camera sits behind player without the PSX shader > fix it!
Within this version, players can control a cube and explore the space. As it stands, they can move using WASD and change the direction of a camera that follows behind them using their mouse. The code for this can be found below. However, the PSX shader is not attached to the players camera - right now, we can’t work out how to do this. Our PSX Shader code has script for a first person game, so we’ll need to change this for our game.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraFollow : MonoBehaviour
{
public GameObject player;
public int x_offset = 0;
public int y_offset = 0;
public int z_offset = 0;
// Start is called before the first frame update
void Start()
{
player = GameObject.Find("player");
Vector3 vector = new Vector3(0, 0, 0);
vector.x = player.transform.position.x + x_offset;
vector.y = player.transform.position.x + y_offset;
vector.z = player.transform.position.x + z_offset;
Debug.Log(player.transform.position);
transform.position = vector;
}
// Update is called once per frame
void Update()
{
//player.transform.position += new Vector3(1, 0, 0);
Vector3 vector = new Vector3(0,0,0);
vector.x = player.transform.position.x + x_offset;
vector.y = player.transform.position.x + y_offset;
vector.z = player.transform.position.x + z_offset;
Debug.Log(player.transform.position);
Debug.Log(vector);
transform.position = vector;
}
}