Games Development: Task 1 + Exercises

25/9/24 - 16/10/24 // W1-W4

Mercy Chong HuiZiun // 0360929

Games Development // BDCM
Task 1: Game design Document


Instructions

Fig 1.0 Module Information Booklet

Lists
Lectures + Exercises
Task 1
Feedback
Reflections

Lecture Notes
W1

  • game development and experiential design uses the same software to do - Unity. = more coding!
  • Design the UI > (if you wanna explore more on arts) character > boss fights? > props and bg able to download online 
  • (task 3) Game prototype- when ure starting to develop a game, to ensure the level of design is accurate and functional
  • lastly, to make a final game that’s only for desktop. publish online
For week 1, sir started off with a briefing on our module Games Development while referring to the Module information booklet. After that, we had a session where we get to play our past year student’s developed games compiled in this website. 
Fig 2.0 Final games showcase from past year students

Introduction
Game art
Game technology
Game design
: A game development process of desigining content and rules of a game in pre-production stage 
: having an artistic background is a bonus/more valuable here bcs you can articulate ur ideas better.

Role of game designer
Elements of a game: Story
  • Exposition
  • Conflict
  • Climax 
  • Resolution
Elements of Gameplay
Challenge
  • The element that'll make a certain stage in the game difficult for the player to achieve their game objectives.
Strategy 
  • Some games are meant for players to build strategy to overcome challenges, learn the pattern of the game (Eg: Tetris) 
Chance 
  • Offers players the ability to prolong your gameplay/more lives to live/game time increase/special weapon/booster/health bar replenish (Eg: Monopoly)
Choice 
  • Most common in RPG games/ interactive story. 
  • The choices that you make will lead you to different story & outcome.
Luck
  • An element in the game that can change the game situation.
  • Eg: A player is about to die but their fates change after receiving an item that can "save" their life.

W2: Game Ideation
How to generate ideas for your game
Method 1: Brainstorming
Method 2: Brainwriting 6-3-5
Method: Scamper
Generating ideas from nothing
What is SCAMPER?
  • Substitute 
    ->Eg:shooting game, instead of shooting bullets can change to shooting webs to make it more family-friendly)
  • Combine
  • Adapt 9 take from other games and put into yours, more like copying)
  • Modify (change certain elements of the game)
  • Put to another use
  • Eliminate
  • Reverse (Mechanics, storyline.)
    Eg: Instead of medieval storyline change to futuristic timeline
Method 3(i)
  • Incorporate/include
  • Improve
  • Inverse/Invert

W3:Unity tutorial + intro for Implement Games Control
Notes 
To add Rigidbody 2D - for games
in order to detect collision - component called collider > to add box collider 2D > Edit collider (green dots appear) > can enlarge
When adding collision it gives gravity/physics and the component will fall on the ground properly 

To increase/decrease mass- gives physics that the boxes are moving

don't need to add collider as there's always the shape of the object

changing the speed and mass of the object
creating a script > Script folder 

Camera following the vehicle tutorial
settings > colors to change the colours between when ure editing the game and also playing
right- positive, left- negative

To-do:
- done the exercise of the vehicles in UNITY n+ check coding in PlayerController
- do the challenges in the PDF file

W4
We had an in-class Unity tutorial today and we've learned on how to create this "glorifying" dropping ball effect on the boxes by playing around with the mass.

Fig 2.1 Unity Tutorial W4


W5
Chapter 1: Implement Player Control
Another week another tutorial where we import the prototype files that sir gave and followed the in-class tutorial. There's also a step-by-step PDF guide on this as well which was really helpful for me when I can't really keep up with class tutorials.

In this tutorial, we will try to program a car moving side-to-side on a floating road, while trying to avoid (or hit) obstacles along the way.
Fig Unity tutorial W5 (CH1)

W6
Chapter 2: Implement basic gameplay
This week's tutorial we have learned on how to program this game exercise with the objective of throwing food to the animals.

Fig Unity Tutorial W6 (CH2)




Exercises
Task To-do
Critical review of past year student's games
- To play senior's published game on the website (link below) and give an overall review of the game experience and etc.
 

Game Review exercise
When I first click onto the website I can see that there's a variety of games to choose that was developed by past year students so it's good to see that there's quite a lot of options to choose. However, when I tried on some games it can't be proceeded into the gameplay and it only leads me to the blank screen after the loading screen for a long while. Tried changing to another site to try and still doesn't work so quite sad to see that it's not just this one game that I can't access but also a few other games as well. 
 
Fig 2.1 Blank screen issue

Later, I tried playing this game called "Misty Night" by Tamara Audrey and I really like the smooth gameplay and pixelated game visuals and brief storyline. There's even a window showing the game controls which was pretty helpful too. However, as I continued playing the game I was confused by the game mechanics (see fig )as I couldn't jump that high on the higher platform so I was just stuck there in the same level after collecting the coins. Maybe the game can add a hint button for players when they got confused on how to proceed to the next stage of the game so it eases the gameplay. But overall I think it can be a fun game to play minus the confusing part.

Fig 2.2 Misty Night Game by Tamara Audrey

Fig 2.3 Game controls tab 

Fig 2.4 Misty Night Gameplay


Exercise #2: Group activity (W2)
Game Ideation exercise
Fig 2.5 ON THE WAY Game ideation presentation slides



Task 1: Game Design Document
To-Do
  • Give 3 game ideas which also includes the storyline, visual references and game mechanics.
  • To design and create our own 2D side-scrolling/platformer game
Game Document to include:

  • Visual References
  • Storyline
  • Character overview
  • How to play the game
  • Game objectives
Game Ideation

Idea #1: City Maze Runner
Genre: Action

Storyline
The city is crumbling due to an unknown disaster, and the player must escape before the destruction catches up. You are one of the last survivors now so are you able to successfully escape within the time limit?

How to play?
  1. Players swipe left, right up, and down to move their character, dodge obstacles, and jump over gaps.
  2. Collect coins and power-ups while avoiding obstacles in game.
  3. The further you run, the faster the pace becomes, increasing the challenge.
  4. Players succeed when they escape within the time limit given.

Idea #2: Pixel Maze
Genre: Puzzle/Platformer

Storyline
Players take on the role of a pixelated hero trapped in a virtual maze. Each level represents a different challenge, with hidden doors, traps, and enemies trying to block your path. To escape, players must solve puzzles, collect keys, and defeat enemies while navigating through tricky obstacles.

How to play?

  1. Players control the character using basic arrow keys (for movement) and spacebar (for jumping).
  2. The goal is to find keys hidden in each level to unlock the next stage.
  3. Collect power-ups to gain temporary boosts like speed or invincibility.
  4. Avoid traps and outsmart enemies by using quick reflexes and timing.


Idea #3: Tower Builder
Genre: Casual/Physics

Objective
The player builds the tallest tower possible by stacking blocks. The blocks are randomly generated and vary in size, requiring precise timing to place them correctly. The goal is to build a stable tower without it collapsing.

How to play?
  1. Use the spacebar or tap to drop blocks onto the growing tower.

  2. Each block swings left and right before dropping, and the player must time it perfectly to balance the tower.
  3. The higher the tower, the more unstable it becomes, adding difficulty.
  4. Game ends when the tower collapses.
Here's the Canva link for my game ideation slides along with the visual references.
Fig 2.6 Games Development Ideation Canva Slides

Final chosen idea: Pixel Maze

Game Documentation Process

Game flow








Feedback 



Reflections




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