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React Native: A classic event model approach for the Reducer

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Are you having a hard time understanding the Reducer hook? ** to be clear this is a blog non intended for beginners but for showing a different view for Reducers. As some may remember from college(those who studied CSC or computer related stuff) the classic event model uses 3 concepts: " Events ", " Handlers " and a " Monitor ". An event is a constant which describes(as detailed as possible) what happened. A handler is a function that gets the event as a parameter to execute what would happen after the event. The monitor is an arbitrator who chooses when the handlers show be executed according to the events. In other words, it is the one who controls the entire event system. Whit that in mind relating to the Reducer-dispatch model is just as simple as applying what you learned to code in Java(back in school) to ReactJs or any library, API, or framework that uses this Reducer concept.  Therefore, I decided to create my own interpretation of Reducer whenever...

Kerstin's Fate developer diary

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Kertin's Fate developer diary Kertin's Fate Design: Kertin's Fate is a platform game directed and writed by Ivan Zamora, as part of Yao's Story games. The gameplay design for the game is based on the GNS model. Although GNS is based on role gaming, I decided to use the modes concept to direct design goals. The goal by ussing GNS is to "Focus on a gamism experience while narrating the game". Whit this goal, the game is not intended to advocate for simulationism, however things would change during testing. Moreover, for general gameplay I decided to stick with some common gameplay patterns. The game is designed by the following game play design patterns: Value of effort Luck Revoke Roles Character Levels Critical Failure Critical Success Items Gameplay Mastery  Time Limits On the other hand, to design character development I divided the experience according to the MDA framework, focusing mechanics as methods/actions. Mechanics: Jump/ double jump Sword attack Att...