Games Development /Task 1: Game Design Document
Start from 25.9.2024
25.9.2024 -23.9.2024 /Week 1- Week 4
Kong Cai Yi / 0363862
Games Development / Bachelor of Design (Hons) in Creative Media
Task 1: Game Design Document
Kong Cai Yi / 0363862
Games Development / Bachelor of Design (Hons) in Creative Media
Task 1: Game Design Document
INDEX
1. Lectures
3. Feedback
4. Reflections
LECTURES
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:
- Challenge
- Strategy
- Chance
- Choice
- 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)
This week, Mr. Razif gave us a brief introduction to 2D game development
in Unity, followed by a session on 3D games to help us gain a deeper
understanding. Objects that can move, smash, or roll down in Unity aren't
controlled by coding alone; they rely on physics.
We can use the additional settings to organize the layers in our game
design, especially since there might be multiple layers. Sorting layers
allows us to label them properly, ensuring we don’t mix them up.
Fig 1.5 Order in Layer (9.10.2024 -week 3)
In Unity, adding a Rigidbody allows objects to move according to gravity.
By adding a Collider, we can make objects stop when they hit the ground,
and we can also adjust the size of the Collider to control how the object
interacts when it drops.
Fig 1.6 Rigidbody 2D (9.10.2024 -week 3)
Fig 1.7 Box Collider 2D (9.10.2024 -week 3)
Fig 1.8 Add both Collider + Rigidbody (9.10.2024 -week 3)
Fig 1.9 Add multiple square (9.10.2024 -week 3)
Fig 1.10 Using square to create KLCC (9.10.2024 -week 3)
Fig 1.11 Final 2D Exercise Outcome (9.10.2024 -week 3)
Implement Player Control Tutorial (3D)
Fig 1.12 Final 2D Exercise Outcome (9.10.2024 -week 3)
Fig 1.13 Move the camera behind the vehicle (9.10.2024 -week 3)
Fig 1.14 Customize the Interface Layout (9.10.2024 -week 3)
Vector3.forward is same with (0, 0, 1), but this will make the code even clean.
- Vector3.up = (0,1,0)
- Vector3.left = (-1,0,0)
- Vector3.one = (1,1,1)
- Vector3.zero = (0,0,0)
Fig 1.15 Give the vehicle a forward motion (9.10.2024 -week 3)
Fig 1.16 Code in (9.10.2024 -week 3)
Fig 1.17 Final 3D Exercise Outcome (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.
-
Some information that any game concept should always contain:
- Introduction (sometimes called a hook or elevator pitch) - 30 seconds!
- Description/game overview
- A list of key features, including its Unique Selling Points (USPs)
- Game genre
- Platform
- Target audience
Fig 1.18 Week 3 Lecture Slides (9.10.2024 -week 3)
- If condition: the logic of the game, make decision, if something happened do what?
- Change private to public = change speed/ X range in unity
Fig 1.19 Chapter 2 (16.10.2024 -week 4)
Fig 1.20 Player Controller Scripts (16.10.2024 -week 4)
Fig 1.21 Launch Projectile on Spacebar Press (16.10.2024 -week 4)
Create a new script, name as “DestroyOutOfBounds”, and apply to Projectile
prefab
Add Collider and Trigger components
Destroy objects on collision
Fig 1.22 Destroy Projectiles Offscreen (16.10.2024 -week 4)
Create Spawn Manager
- Create an Empty Object called “SpawnManager”
- Create a new script called “SpawnManager”, attach it to the “SpawnManager” GameObject
- Declare new public GameObject[ ] animalPrefabs;
Fig 1.23 Spawn
Manager (16.10.2024 -week 4)
Fig 1.24 Spawn Random Animals from Array(16.10.2024 -week 4)
- Select an Animal
- “Add Component > Box Collider”
- Drag the collider handles to encompass the object
- Check the “Is Trigger” checkbox
- Add a RigidBody component to the projectile and uncheck “use gravity
Fig 1.25 Add Collider and Trigger components (16.10.2024 -week 4)
- Create a new “DetectCollisions.cs” script, add it to each animal prefab
- Create a “OnTriggerEnter” function
- Add box collider to pizza as well
- Overrides apply to all
Fig 1.26 Destroying animal (16.10.2024 -week 4)
Fig 1.27 Final Outcome (16.10.2024 -week 4)
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.
GameDevZone Link:
Fig 1.2 Taylor's
(26.9.2024 -week 1)
GameDevZone
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)
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.
Research
Before starting my brainstorming process, I searched for and played 2D games online to gain a clearer understanding of how game mechanics work and to explore the types of games I could potentially develop in the future.
Fig 2.1 itch.io 2D online game (9.10.2024 -week 3)
Ideation
I compiled my three ideas into a Google Docs document, covering the game concept, mechanics, movement, theme, controls, and other details. Then, I converted it into slides for a clearer presentation.
Fig 2.2 Game Ideation Document (14.10.2024 -week 3)
Click Here to view Game Design Document Slides
Fig 2.3 Game Design Document Slides (14.10.2024 -week 3)
Video Presentation
Fig 2.4 Task 1 Video Presentation (14.10.2024 -week 3)
FEEDBACK
Feedback from Mr Razif
- The first game, "Find Your Missing Pieces,"needs a more captivating title.
- In "Find Your Missing Pieces," players not only search for their own missing fragments but also have the chance to discover pieces belonging to other players, adding an exciting element of surprise and collaboration to the gameplay.
- The second game " Dream Defender" should come out with more details storyline
REFLECTIONS
Over the past 4 weeks, I’ve been learning how to use Unity for game development. At first, I struggled to understand concepts like Rigidbody physics and box colliders, but following the recorded lectures by Mr. Razif helped me gradually grasp their functions. These components are essential in Unity for adding physics behaviors to objects, such as gravity and collision detection, which are critical for creating interactive game environments. As we progressed, we moved deeper into coding, working on player actions like jumping, avoiding obstacles, turning, and triggering actions like jumping or shooting with the spacebar. Successfully implementing these features was exciting and gave me a sense of achievement. However, I realize I still need a lot more practice, as this is all new to me.
For our first exercise, we were tasked with exploring existing games on GameDevZone to identify common game mechanics and gather inspiration for Task 1. We reflected on what aspects of the games we enjoyed or found lacking and suggested potential improvements. Writing critical reviews of these games helped me develop a better understanding of game design principles. I was also inspired by the impressive work of our seniors, which set a high bar and motivated me to improve.
When it came to brainstorming ideas for Task 1, I initially found it challenging. I don’t have a lot of experience with games, so generating three original ideas was a struggle. To help spark inspiration, I searched online for 2D games and played a few to better understand their mechanics. This experience allowed me to adapt and modify concepts to create my own versions. Still, I was a bit nervous about the feasibility of my ideas—whether they were too simple, too complex, or achievable in Unity. I wanted a game that was engaging yet manageable, as I didn't want to make my first project overly complicated.
Overall, these first few weeks have been an eye-opening introduction to game development, and I’m eager to keep building my skills.
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