So the last few weeks have been comprised of me getting up early every day and heading to the library and learning how to code. I decided that my first ever proper indie game will be designed in Corona SDK, which i decided upon after plenty of research that showed that it is one of the quickest ways to develop a game with fewer restrictions than other drag and drop software out there such as GameSalad, GameMaker and Stencyl. Construct was also another option, although it has only been out for a short amount of time and It was also drag and drop based mainly. I wanted to dig into some code and actually start getting the hang of it so I could code in the near future too. The more you know about every field, the better, but at the same time you don't want to spread yourself too thin.
Corona uses a very simple language called Lua. It is the same language that was used in Crackdown 2's Menu System and has been used with every Corona SDK game invented. It is a very basic language and is really easy to understand for beginners.
As part of my 4th year of university studying computer arts, I have to create a project and create a research question and delve into the depths of experimental bliss. The question I am thinking of is 'What various aspects of game development define a game as being successful?" although I am fully aware that that is quite vague. So I would like to expand on that question and get more specific. The question is, specific with what? as it is hard to find something truly specific which doesn't landslide the potential of creating a fully immersible experience for the user.
As part of my 4th year of university studying computer arts, I have to create a project and create a research question and delve into the depths of experimental bliss. The question I am thinking of is 'What various aspects of game development define a game as being successful?" although I am fully aware that that is quite vague. So I would like to expand on that question and get more specific. The question is, specific with what? as it is hard to find something truly specific which doesn't landslide the potential of creating a fully immersible experience for the user.
I want to delve into the lines of creating a game based on cathecting the user with the game, but even deeper than that, cathecting the game character with another character in the game which in turn creates feelings for the game. I will have to look up a lot of psychology articles on what it really means to feel emotionally attached to something.
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