Games Development /Task 1: Game Design Document

Start from 25.9.2024

25.9.2024 -23.9.2024 /Week 1- Week 5
Kong Cai Yi / 0363862 
Games Development / Bachelor of Design (Hons) in Creative Media 
Task 1: Game Design Document




INDEX
1. Lectures
2. Task 1/ Game Design Document
3. Feedback


LECTURES

Week 1/ Introduction to Module
In the first week of Semester 4, Mr. Razif provided an introduction to the Games Development module, outlining the tasks we'll be working on and the assessment criteria. He highlighted the key components of game development, which include game design, game art, and game technology, emphasizing that every game should have a narrative behind it. 

The key elements of gameplay include:

  1. Challenge
  2. Strategy
  3. Chance
  4. Choice
  5. Luck
During the class, we were asked to play and critically review game designs created by previous students, which can be accessed through this link.

Fig 1.1 Week 1 Lecture (25.9.2024 -week 1)


Week 2/ Game Ideation

This week, Mr. Razif briefed us on game ideation and introduced four methods we can use to generate game ideas. The first two methods are Brainstorming and SCAMPER, followed by the 3(i) method. Details are as follows:

What is SCAMPER?
  • Substitute
  • Combine
  • Adapt
  • Modify
  • Put to another use
  • Eliminate
  • Reverse

What is 3(i)?
  • Incorporate/Include (Include elements from existing games)
  • Improve (Enhance aspects of existing games)
  • Inverse/Invert (Create something totally different from existing games)

    Fig 1.2 Week 2 Lecture (02.10.2024 -week 2)

    Before progressing to the next stage, we played a few class games to better familiarize ourselves with the game mechanics, similar to those found on websites like Classic Games.

    In a class activity, Mr. Razif divided us into four groups of 6-7 people to develop a game concept. My group quickly came up with an idea inspired by existing running games like Temple Run and Subway Surfers, and we called our version 'On the Way.' The storyline follows a character in Malaysia who is running late for school, an exam, work, or a presentation. Along the way, they collect coins to upgrade their shoes, which helps them move faster and reach their destination more efficiently.

    Fig 1.3 Group activity (02.10.2024 -week 2)

    Storyline
    You are a university student, in Kuala Lumpur, who wakes up late on the day of a big event and find yourself stuck in a massive traffic jam.Desperate to make it on time, you jump out of the car and start running across the tops of vehicles, dodging motorbikes, buses, and city obstacles like construction zones.As you race against the clock, you must navigate the chaotic streets, collecting coins and speed boosts to reach the venue before it's too late.

    Gameplay
    • Collect coins and save them up to buy new upgrade shoes/outfits. 
    • Obtain coffee cups as speed boosts to reach the venue faster Avoid construction and obstacles as they will slow you down. 
    • Reach the destination within the time limit to proceed to the next level. The faster you complete it, the better!
    Different Levels

    • Late for school 
    • Late for Work 
    • Late for Exam 
    • Late for interview 
    • Late For Presentation
    •  Late for School Trip


    Group Game Idea Slides: ON THE WAY 
    Fig 1.4 Presentation Slides (02.10.2024 -week 2)


    Week 3/Game Design Concept & Game Design Document

    This week,

    Fig 1.4 Unity (9.10.2024 -week 3)

    Fig 1.4 Unity (9.10.2024 -week 3)

    Fig 1.4 Unity (9.10.2024 -week 3)



    When creating a new game, we may already have some basic ideas, what kind of a game it is, what the player will do, or how it will look. But we need to turn these ideas into the actual concrete details of the new game, building a new design from the ground up.

    Fig 1.4 Week 3 Lecture Slides (9.10.2024 -week 3)





    INSTRUCTIONS


    Exercise 1

    During Week 1, we were encouraged to explore existing games on GameDevZone to identify common elements and gather inspiration for Task 1. We were asked to reflect on what aspects of the games we liked or disliked, suggest potential improvements, and then write a critical review of the games.


    Fig 1.2 Taylor's 
    GameDevZone
     (26.9.2024 -week 1)


    I have played the game name call CONJURE by Kezia Lynn.  The gameplay is relatively simple and revolves around Lilith “cleaning” up the city bydefeating roaming creatures as she continues her journey. Each stage there will be mini quests for Lilith to complete so she can continue her journey. In order to figure out how to complete the tasks and also understand the flow of the story, the player needs to interact with objects in the environment. Also, after completing each stage, the players’ health will be replenished. There will be no items to add health.

    Fig 1.3 CONJURE by Kezia Lynn (26.9.2024 -week 1)


    Before starting the game, there is a notice board that informs players of their mission and the storyline. However, I believe this could be presented in a more interactive way, such as by adding animations or displaying the text horizontally rather than squeezing everything into the center.

    Fig 1.4 CONJURE by Kezia Lynn (26.9.2024 -week 1)

    Is very good to have clear instructions on which keys correspond to specific actions, as it helps players familiarize themselves with the controls. However, the keys assigned for attack and interaction are a bit difficult to remember, especially since the chosen keys don't correspond to the first letter of the action they represent. This can create confusion and slow down gameplay, as players may struggle to recall which key performs which function. 

    A more intuitive mapping, such as using the first letter of the action (e.g., "A" for attack or "I" for interact), could make the controls more user-friendly and easier to memorize, enhancing the overall experience.
    Fig 1.5 CONJURE by Kezia Lynn (26.9.2024 -week 1)

    The visual design of the game is highly appealing and not overly complex, creating a comfortable and welcoming atmosphere. Despite the "ghost" theme, the visuals are charming and lighthearted, which helps to avoid scaring players who might typically be afraid of ghosts. The characters and environment are designed in a cute and approachable way, making the theme enjoyable for a wider audience.
    Fig 1.6 CONJURE by Kezia Lynn (26.9.2024 -week 1)

    I noticed that I can't move past the left end of the game, which feels a bit confusing and frustrating. If the intention is to prevent players from going further, it would be clearer to place a visible barrier like a gate or a wall. This would give a better indication that the area is restricted and prevent players from becoming confused or impatient.

    Fig 1.7 CONJURE by Kezia Lynn (26.9.2024 -week 1)

    I noticed that when I entered this area, I didn't have much of an immersive experience because, even after successfully passing through the fire dragon, I kept dying from the fire, despite not being directly hit. It felt frustrating and broke the flow of the game, leading to frequent game-overs, which made the experience less enjoyable, haha!

    Fig 1.8 CONJURE by Kezia Lynn (26.9.2024 -week 1)

    As I progress to the next level, the visual design becomes immersive, drawing me into the atmosphere of a dark forest. The dense, shadowy environment feels almost alive, but the main character stands out, illuminated by a soft spotlight that follows her, ensuring she's always visible. This contrast between the eerie surroundings and the character's guiding light enhances the tension while keeping the focus on her journey.

    Fig 1.9 CONJURE by Kezia Lynn (26.9.2024 -week 1)

    When I move to the far left side, I encounter a cliff edge. As I keep walking, I fall off the cliff and end up on a blue screen, where I’m stuck and unable to do anything.
    Fig 1.10 CONJURE by Kezia Lynn (26.9.2024 -week 1)

    When I reached the game over screen, I noticed that the "quit game" option didn't work, preventing me from returning to the home page or the previous screen. The only options available were to keep pressing "try again" or manually exit the game by hitting the "esc" key on my keyboard. This lack of functionality makes the exit process frustrating and could be improved by enabling the "quit game" button to work properly.
    Fig 1.11 CONJURE by Kezia Lynn (26.9.2024 -week 1)


    Task 1/ Game Design Document

    Instructions:
    • Students are required to design and create their own 2D side scrolling/platformer game. 
    • The game design document serves as a blueprint for their game and will contain all the necessary information and visual references to develop the game. 
    • Sample GDD will be provided as a reference, but students are expected to research more on the matter to determine the necessary content items for their own GDD.
    • To complete all exercises to demonstrate understanding of the technical knowledge required to develop a platformer game.






    Cat

    jump up the clouds collect stars .

    light and shadow













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