Author Archive for Petri Lankoski

17
Aug
15

Media Violence Research and Youth Violence Data: Why Do They Conflict? (by Olson)

This is note for myself.

“Risk factors for violence tend to occur in clusters. Violent game play may disproportionately affect children who lack protective factors such as a nurturing relationship with at least one adult […]”

Olson, 2004. Media Violence Research and Youth Violence Data: Why Do They Conflict? Academic Psychiatry, 28(2) , pp 144-150. DOI=10.1176/appi.ap.28.2.144

11
Aug
15

Introduction from “Game Research Methods: An Overview”

Introduction from Lankoski & Björk, 2015. Game Research Methods: An Overview. ETC Press.
The book is available as free PDF

Printed copies can be bought at least from:

Petri Lankoski & Staffan Björk

This volume is about methods in game research. In game research, wide variety of methods and research approaches are used. In many cases, researchers apply the method set from another discipline to study games or play because game research as discipline is not yet established as its own discipline and the researchers have been schooled in that other discipline. Although this may, in many cases, produce valuable research, we believe that game research qualifies as a research field in its own right. As such, it would benefit game researchers to have collections of relevant research methods described and developed specifically for this type of research. Two direct benefits of this would be to illustrate the variety of methods that are possible to apply in game research and to mitigate some of the problems; each new researchers has to reinvent how methods from other fields can or need to be adjusted to work for game research.

Continue reading ‘Introduction from “Game Research Methods: An Overview”’

18
Jun
15

Tutorial: 1st-person sneak in Unity 5, part 7

In addition to door, I want to have force field gates that are controlled by levers. I also want to have force field gate malfunctioning so that the force field goes on and off defined intervals (with random variation).

Continue reading ‘Tutorial: 1st-person sneak in Unity 5, part 7’

08
Jun
15

Tutorial: 1st-person sneak in Unity 5, part 6

Previous parts of tutorial

Next I setup something for regaining energy and health. I want the PC to be gain health or power while it stands next to the power-up (and as long as the power-up have something to left to give). The power-up keep its state so that it does not pop us as full if the PC gets back to the level. I also want to visualise in some degree how much health/energy power-up has left or if it is fully drained.

Continue reading ‘Tutorial: 1st-person sneak in Unity 5, part 6’

16
May
15

Tutorial: 1st-person sneak in Unity 5, part 5

This part adds logic for the PC and keep track of things such as health, dying. I also add functionality for invisibility (that have already partly added in Guard class).  I also add HUD using the new GUI system to show health and energy (that is used to maintain invisibility).

Previous parts:

Continue reading ‘Tutorial: 1st-person sneak in Unity 5, part 5’

15
May
15

Tutorial: 1st-person sneak in Unity 5, part 4

This part will add doors leading a level to another and a logic for adding/moving the PC object in the correct place on the scene.

Continue reading ‘Tutorial: 1st-person sneak in Unity 5, part 4’

14
May
15

Tutorial: 1st-person sneak in Unity 5, part 3

Now we have a simple agent that follows patrol route and change colour when it sees the player object. To make this usable and interesting in the game, we need to extend to functionality and have something else than a cube.

Previous parts of tutorial

Continue reading ‘Tutorial: 1st-person sneak in Unity 5, part 3’




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