Interactive Narrative Design - Week 5

 

21/10/2025 - 28/10/2025 / Week 5
ChenYuhan / 0378131
Interactive Narrative Design/ Bachelor of Design (Honours) in Creative Media / Taylors University
Week 5


TABLE OF CONTENTS



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LECTURES

week 5:

Core Patterns & Logic

Interaction Pattern: Detect player proximity via trigger colliders, track with playerInRange (bool), and trigger Interact() on E key input in Update()—uses OnTriggerEnter/OnTriggerExit. Feedback Loop: Visual (material swap) and audio (sound clips) feedback to confirm player actions. GameManager Pattern: Central script for shared data (e.g., cubeCounter) and game state; other objects access via FindAnyObjectByType<GameManager>() to call methods (e.g., AddCube()) and trigger events (e.g., activate magicalTree). Conditional Logic: Use if statements (e.g., cubeCounter >= targetNumber) to drive progression.

Core Syntax

== = Equal to, != = Not equal to; && = AND, || = OR; . = Access component/variable; public = Visible in Inspector, private = Hidden in Inspector; void = Function with no return value; Debug.Log() = Console testing.

Design Principles

Modular interaction logic, event-driven state management (triggers), centralize shared logic (GameManager), meaningful interactions (input + feedback + consequence).


WEEK 5

This week's interactive narrative design class revolved around the core game logic of Unity3D, primarily consisting of theoretical learning and practical exercises.

In class, the instructor explained several key game programming patterns, including interaction patterns implemented through trigger detection, Boolean variable tracking, and input detection; feedback loop patterns to clearly indicate to players that their actions have been recognized; the GameManager pattern for centralized management of global data and game state; and conditional logic and state tracking that drive plot and events using if statements. The instructor also reviewed core Unity scripting syntax, such as logical operators like ==, !=, &&, and ||, the difference between public and private variables, and the Debug.Log() method for debugging, emphasizing design principles such as modular interactive logic and centralized shared logic.

Fig. 1.1.1 Classroom records, week 5 (2025/10/22)

After the theoretical explanations, we completed four mini-challenge exercises. All tasks were based on the logic learned in class, requiring no additional complex code; the focus was on application and expansion. These included creating new interactive objects, adding new types of feedback to existing interactions, adding a second collectible and tracking its count using GameManager, and adding environmental change effects when the Magic Tree is activated. Through these hands-on exercises, I further solidified the core logic I learned in class and became familiar with how to expand the functionality of the existing system.


FEEDBACK

This weeks class effectively combined theoretical explanations of Unity core logic patterns (e.g., Interaction, GameManager) with hands-on mini-challenges. The content was practical and well-structured, helping me solidify key scripting concepts and design principles. The mini challenges, especially adding new feedback types, were useful for applying what I learned immediately.


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