Game Development / Exercises

22.4.2024 - .2024 (Week 1 - Week )

Loke Yan Ling / 0344602 

Game Development / Bachelor of Design in Creative Media

Exercises


Instructions


Lecture

Week 1
Introduction to Module: Games Development
This module assessment is about designed a 2D platform game (prototype) which is functional, consist of gaming experience, based on user preferences (motivation). Example of gaming experience can be came from achievement, story telling, and exploration. The final outcome (prototype) of the assessment have to follow MVP of your game.

This includes :
    • Coding movements and actions
    • Coding obstacles and enemies’ interactions
    • Coding game levels (Logic of the game)

Different from UI/UX, the procedure of designing a game is start from sketches on game asset such as gameplay, environment, storyline and characters. Visual elements are very important in game design.

There are several reference platform from Mr Razif.
Audio platform
-> Eleven labs (audio generation)
-> Download sound effect pack

Coding platform
-> Visual Studio Code
-> Codeium (AI powered toolkit)


Elements of Game Design
• Basic on the common elements of game design, character development and storytelling.
• Critical reviews of existing games

Game Development divide to 3 category: 
-> Game Design 
-> Game Art 
-> Game Technology 

The game concept can be presented on gameplay, environment, storyline, characters.
Our role envision (blue print) the concept out on the game. 

Step 1: Story
-> main character
-> scenario
-> time period

According to Story Arc/Spine/Spline
-> how what happen
-> affects someone
-> in pursuit of a difficult goal
-> how the character changes

Step 2: Gameplay
1. Challenge
2. Strategy
3. Chance
4. Choice
5. Luck

Further Research about gameplay in Chat GPT
Gameplay is what engages and immerses players in the gaming experience, providing them with opportunities to make decisions, solve problems, and progress through the game.

Several key elements contribute to gameplay:

1. Mechanics: 
These are the rules and actions available to players within the game. Mechanics dictate how players interact with the game world, such as moving characters, attacking enemies, or solving puzzles.

2. Objectives: 
Gameplay often revolves around specific goals or objectives that players must achieve to progress. These objectives provide structure and purpose to the game, guiding players through the experience and giving them a sense of accomplishment when completed.

3. Challenges: 
Challenges are obstacles or hurdles that players must overcome as they play the game. These challenges can vary widely, from defeating enemies to completing timed tasks or navigating complex environments. Challenges add excitement and difficulty to the gameplay, keeping players engaged and motivated.

4. Progression: 
Progression refers to the sense of advancement and improvement that players experience as they play the game. This can include leveling up characters, unlocking new abilities or items, or progressing through different stages or levels. Progression rewards players for their efforts and encourages them to continue playing.

5. Player Agency: 
Player agency refers to the degree of control and freedom that players have within the game. Games with high player agency allow players to make meaningful choices that impact the outcome of the game, while games with low player agency may have more linear or predetermined paths.


Week 2
Game Ideation


Week 3
Games Design Document



Tutorial

Week 1
On tutorial, Mr Razif provide us a resource from previous Taylor's student game design and let us have a play and consider to various elements in planning and designing game art assets..  We need to identify and analysis issues of the game and give some suggestion (beneficial feature) on the improvement. There are three elements that need to be focus and observe.



Visual Feedback
Visual feedback (also called optical feedback) is: visual output from a system such as a video game that allows the user to interact better with the system. (https://itlaw.fandom.com/) It can be reaction or audio feedback such as getting the coin with coin sound effect, hit somebody with punch sound effect or die with blackout screen. 

HUD Design
In video gaming, the HUD (heads-up display) or status bar is the method by which information is visually related to the player as part of a game's user interface. (wikipedia)

Interface
A video game UI is an interface with components that help players navigate, find information, and accomplish goals. There is a large list of game UI components—life bars, coin counters, level maps, etc. (https://nandbox.com/)


Sneak Out to Snack by Katarina Indira

Fig 1.1  Story 1

Fig 1.2 Information page

The game illustration is cute with enlight colour scheme which fit to their game concept and they also have a consistent design. At first it was quite struggle, because cctv detection time limit is short and not sure how to pass through the door. After my friends told me we can pass through the wall directly and have accidently open the information page, then successfully pass through first level of the game. The cctv sensor is quite sensitive, sometimes does not reach the area also failed the game. The suggestion maybe put the key to press page and what to do (avoid of being seen by whom) at the start of the game, but exploring the game also part of the gaming experience. It provide the visual feedback directly by telling us we gameover and restart the game.

Fig 1.2 End of 1st the story


Misty Night by Tamara Audrey

Fig 1.3 Challenges

This game concept are more similar to ninja game that need to escape from one space, the overall design with the colour scheme and graphic is good. This game let me memorized my childhood, the fireboy and watergirl game on y8.com. The obstacles give a sense of challenge especially on the figure 1.3, the hardest challenge that i cannot pass through. I feel that 5 lifes time are not enough TT. The movement of the character is quite laggy which increase the sense of challenge. The HUD are clearly stated on the top left with the resource (coin) gainned.

The Cry from The Classroom by Yong Jeen Jeen

Fig 1.4 Scene 1

Fig 1.5 Scene 2

Fig 1.6 End of the game

I was amazed by the illustration of this game, is quite aesthetic and mysterious horror atmosphere, really like the comic book illustration. The instruction given clear and i like how i explore the storyline step by step. I having the best gaming experience within these three games. Battle with ghost and boss give the thrill excitement. The HUD only displayed at the end of the challenge (boss). On the other hand, the storyline also match the story arc, I was surprised by the conflict. Maybe the suggestion can be given can have more challenge in each level and show the HUD of the ghost. 

Conclusion
All of these 3 games have a consistent illustration style that match to their game concept. The game interface also placed nicely. Visual feedback provide clearly with reaction / response, but some of it dont have. Audio feedback also provide the immersive game experience. Therefore, the selection for the background music is crucial to pull the player attention into the game. 


Week 2
Establish the game baseline: the main reference game, then describe and explore the game mechanics by using scamper to generate a new game. It must be platform game.

Our group decide to choose Karby Adventure as the main reference game. 

Figma Board

Every group need to present the game they redesign using scamper. I learn through a different mindset of thinking while listening the others having a different thoughts in combine, adapt and modify stage. 

Week 3 - Exercise
Pick a game and ask yourselves on what specifically that you like about the game.

The recent favourite game I play the most are Overcook All You Can Eat. It is a combination of Overcooked 1 & 2 with extra features. It extra add on seven new kitchens and three new chefs. The player can select their own chef with different appearance.

Fig 2.1

The illustration of the game and also the story telling, overcooked 1 have time travelling to beat down the big pasta meatball and overcooked 2 are the castle are being attacked by the zombie bread that accidentally done with dark magic by the Onion King. It excites me to play along the game to see how it goes (motivation). 

Fig 2.2 Different background setting

The game background also differs from where the level is. If lucky, it will be normal kitchen but with others aspect  such as throwing fireball, kitchen with no light, the kitchen that break the half long way. If not lucky,  it is on iceland with slippery floor, volcano with fireball attack, above the sky, on the space or even on a moving vehicle.

Fig 2.3 Requirement

Then, I like the interaction with the process of preparing the food and serve it with chop, throw, dash, pickup and drop off. The throw action is the most interesting, sometimes I used it to annoy the others player. 

The game also allowed multiplayer from different device such as PS5, steam, and nintendo switch so that I can play the game with sibling that stay overseas but having other device. Multiplayer provide the gaming experience that we must collaborate together to serve the order with different requirement like boiled, fried, baked and grilled. 

At the end, the result always give me the big sense of accomplishment if I pass through the maximum point with extra more marks. Sometimes, even after getting all 3 stars for the superscore, I'll replay the level if I feel that I can done better with improved strategy or I have make some mistake that causes not getting a higher mark.

Feedback from AI
Based on the description of Overcooked All You Can Eat, why it's your favorite game. Here's a breakdown of your feedback:

  • Game Features: You appreciate the combination of Overcooked 1 & 2 with additional features, such as new kitchens and chefs. This expansion keeps the game fresh and exciting.
  • Illustration and Storytelling: The game's illustration and storytelling elements, like time travel and battling a big pasta meatball or zombie bread, add depth and motivation to the gameplay. The unique settings and challenges keep you engaged.
  • Gameplay Mechanics: You enjoy the interactive process of preparing and serving food, utilizing actions like chop, throw, dash, pickup, and drop off. The throwing action, in particular, adds an element of fun, even if sometimes used to tease other players.
  • Multiplayer Experience: The ability to play multiplayer across different devices enhances your gaming experience, allowing you to collaborate with friends or family regardless of their location. This collaborative aspect, with its varied food preparation requirements, adds depth to the gameplay.
  • Sense of Accomplishment: Successfully completing levels with maximum points gives you a great sense of accomplishment. Even after achieving top scores, you're motivated to replay levels to improve strategies or correct mistakes, showcasing your dedication to mastering the game.

Overall, the feedback highlights the game's diverse features, engaging gameplay, and social aspects, all of which contribute to its appeal and your enjoyment.


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