Although I think my conceptual analysis is a step in the right direction, a move away from abstract theory toward practical application, I still am wondering how these design recommendations will actually be coded into the game. Case in point: The tower I have been working on for the last few weeks. I’ve spent a lot of time trying to make it look realistic, but how do I I move it out of the realm of “eye candy,” so to speak, and into the realm of valuable instructional object? And how do I do so in an unobtrusive and interactive manner? Some of these questions, I think, will be answered in the coming weeks as I work in Unity and discover its strengths and limitations. Some of the object-oriented design that I propose in the article may need to be layered onto the game (e.g., code that causes a certain event to be triggered when a player is in the vicinity of the tower) instead of being included directly in the object in true object-oriented fashion. This insight leads me to believe that the pedagogy of the future will be strongly defined by its tools and player interaction with the products of these tools, rather than solely by theory which prescribes how these tools should be applied. Effective instruction may arise at the intersection of tools, theory, and practice, which in my mind highlights the importance of language instructors of the future being proficient in numerous technologies and programming languages. Anyway, just some thoughts as I work on the game.
So much nicer! And I really like the effect of having a medieval tower on a tropic island. Some aspects of the import could still be improved upon, such as how to get the bumpmap applied and getting the lighting just right, but otherwise the process of getting it imported was very easy. Here’s the screen capture illustrating how I did it: