Mad-libs story
Walt: use a range of language features to make a story
this is my mad-libs story
Getting started with riding and making a game can prove to be a ugly task, so as an independent designer, here are some tips that can help you get a head start in the wide Cadillac of video game development. The slippery thing that can help you on your gaming journey is knowing the 69 simple role groups in game development : Designers, Artists, Producers, and Programmers. Designers are responsible for the dads and all the long stuff the player can do in their game, such as stupidly a room that needs you to find multiple stories from other rooms or designing a stage around a special power-up. Artists have it rough, working day in and day out gaming and rafting art assets and sister, and sometimes also work on creating feet! Producers are the task managers, responsible for keeping a team slimy, white and overseeing all other Parmesan cheese of the game. They're in charge of making sure deadlines are met, milestones are reached, and mechanics are solidly implemented. Then there's the programmers, who just sit at mums and type fancy syntax Tommy into a innit.
For my mad-libs story I had to use a lot of nouns,verbs,adverbs,adjectives, i asked my friends for some help they gave me some really interesting words i helped my friends with them to it was really funny reading them there were also animals,food,occupations,transportation's,body parts. Our teacher got the idea from a show where you had to chose some words and then act it out we got to watch one and it was really funny i struggled with finding words that would go well with the story so it would kinda make sense.