Week 01 - Week 14
Ahmad Firas Bin Ahmad Fisal | 0345121
Games Development | Bachelor of Design (Hons) in Creative Media
Lectures & Exercises
INSTRUCTIONS
Games. Dev (Overview of the module)
- Playable Characters and Enemies (Playable experience is the end goal of
this module)
- *Optional to find downloadable artwork (copywriter free) to import in the
game making.
- Games UI (Are needed for design students to create themselves)
- One completed level with enough components is okay but the optimal is to
have 3 levels (tutorial, gameplay, and boss fight/climax)
- Sound effects/ visual effects we don't need to create but we can use AI
such as Eleven Lab or download online sound effect packs to use.
- Side-scrolling game.
Software:
- Codeium is an extension tool to be added to Visual Code to help us with
coding as it is an AI tool.
- Foocus is a software that we could use to create artwork to be imported
into our Unity game development.
Task 02:
- Sketching of the intended game development but not necessary to have it
fully completed. Sketching with minimal character movement to showcase the
idea of the game
Task 03:
- To have a list of your MVP of the game so that we have a direction for our
project
- to ensure that the coding processes are indeed checked before moving on to
the prototyping stage for the final project.
- Coding includes; Movement/actions, obstacles and enemy interactions, and
game levels (if any)
PRACTICALS
Week 01: Elements of Game Design (Analysis)
Reaper Test
- The control is a little too fast so it's quite difficult to control the
games but I am not sure if that's intentional or unintentional.
- The obstacles are also too difficult making progress really slow and
frustrating for players. However, if that is the intended goal by the game
designer they excel at making it so.
- The game concept (environment) of the game depicts horror and 'reaper' which
is great and although it has a darker colour palette, it doesn't obstruct the
view of the other elements of the HUDs.
Dream Cream
- The movement control of the game is too fast, making the player of the game
always slip from the ground and fall into traps or fall down and have to
restart the game all over again.
- After finally reaching the final level of the game, it feels incomplete
where no attacks can be made to the 'giant mixer'. I felt clueless as the
player as to what the objectives for the final round were. Tried shooting the
mixer but nothing seems to happen.
- The objective of collecting the ingredients is also unclear, what I managed
to find was the ingredients can be turned into ammo for the character to shoot
obstacles that are attacking you.
- The colour palette is great and cheerful. It wasn't too distracting to the
players and it was pleasing to the eye of the players trying to find
ingredients and going through obstacles of the game to reach the end.
- The animation of the figure running forward and backward seems awkward
because the anatomy doesn't depict it moving faster than just walking. For
example, running forward would require the character to be leaning slightly
forward to depict running.
Week 02: SCAMPER (Group In-Class Activity)
Week 03: Player Experience
- The freedom of choosing the actions of the sim brings excitement like with most other simulation games.
- Being able to express our creativity by building houses and also designing the interior design of the area that you've built so that your sim can live in the house of your dreams.
- The ability to narrate the stories of your sims and also create drama, memories, new skills, new partners, and families are things that add to the list of why I like this game.
- Coming from someone who started playing The Sims from the 1st generation up to the 4th, I like how familiar the HUD looks throughout the generations. It can feel confusing at first but it is relatively easy to pick up things at first play.
- The lore and history of the neighbours have a backstory to them. With every expansion that you buy, you can learn new things about the lore.
- It is also a classic game that you could play for 3 days straight and take a break from it for months and when you start playing it back, it feels the same.
LECTURES
Week 01: Games Development Components
Game Design
Designing the content and rules of the game in the pre-production stage and
design of gameplay, environment, storyline, and characters.
Story:
The story is the main component of game creation. It needs to have a narrative
and what is happening, and what is at stake so that it can expand to the
creation of obstacles such as enemies, physical limitations, etc. These
determine what sort of problems will the protagonist have to deal with at the
end of the day.
How and what happens - How can it affect someone - How does the main character
pursue to achieve the difficult goal - How does he or she change the player's
narrative.
Story Spine/Spline/Arc is important to project making, regardless of whether
it is a game, movie, advertisement, etc.
Exposition - Conflict - Climax - Resolution
Exposition: Introduction of the character and premise, goals and objectives
Conflict: The obstacle that the main character is facing
Climax: Final boss level
Resolution: The conclusion of the game or any possible twists introduced at the end of the game.
Resolution: The conclusion of the game or any possible twists introduced at the end of the game.
Gameplay, Game Art, and Game Technology:
Challenges
- An element that will make it difficult for the player to achieve the game
objectives.
- Punishments introduced are also an example of a form of a challenge to
further make it harder for the players. (and it can be too excessive, or if
the game's intention is to make players frustrated. Emotions are also
important)
Strategy
- Player should be able to think and generation of strategy would be a way to
let the players navigate through difficult situations presented in a game. The
obstacle should be the same and not randomise it all the time so players could
strategise their way to reach the end goal
Chance
- This balances the game, its function is to help prolong the player after
going through multiple challenges.
Example of chances;
- Bonus life points
- Health bar replenish
- Game time increase
- Periodic invincibility
- Super bomb
- Special weapon
- Speed booster
Choice
- Most commonly used in RPG games where the choices that you make will have a
different outcome.
Luck
- It is the same as chance, where it gives you positive ability. However, you
can't plan the positive outcome because it is randomised. However, we can
program the loophole to appear in certain circumstances.
Week 02: Game Ideation
Method 1: Brainstorming
- Versatile method where every opinions and choices matter. Finding unity is
key here.
Method 2: Brainwriting 6-3-5
- Rebuilding of ideas after one another in a group setting
Method 3: Scamper
- Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, Reverse
- This method can be done alone. It forces us to reflect on an existing
digital product for us to SCAMPER.
Example: Mario
Substitute: a character with different abilities and narrative to the game
Combine: We take several external features to be incorporated into Mario's
original gameplay.
Adapt: To adapt other games' functions into the new game you are proposing.
Modify: Changing the game properties of an element. Maybe making an existing
game property harder or changing the way it functions in this new game that
you are proposing under the SCAMPER method.
Eliminate: To remove elements to simplify the game or challenge the game's
norms.
Reverse: To flip the roles of a hunter and prey of a surviving game. Eg: the
game starts with a player as a Prey, and evolves into a hunter through game
objectives.
Method 4: 3(I)
(I)ncorporate/include
(I)improve
(I)nverse/Invert
Week 03: Game Design
- User-centred design is fundamental to game design.
- Interaction with game objects and perform various actions.
- Gameplay is created when the player interacts with the game and with other players.
Mechanics: are the game objects and actions that the player interacts with
Player Experience: is the player's subjective experience of gameplay.
- Why do you like the game that you play?
- Ask ourselves what specifically do we find enjoyable about it? what do we hate about it?
Bartle's Model (1996) diagram of the four character types:
Gamer Motivation Profiles
- Action Aspects
- Social Aspects
- Mastery Aspects
- Achievement Aspects
- Immersion Aspects
- Creativity Aspects
This leads to:
When all of these are determined, Game Concept would be the next thing that developers would dive into. Description of why is it fun, how you play it, what it looks like, and for what kind of player it is going to be a great experience.
Vision is the game that you want to make and the presentation of it is the game concept. What should you have in a Game Concept Document?
- Introduction (sometimes called a hook or elevator pitch - 30 seconds)
- Description/Game Overview (Gameplay, Game story, Game Mechanics, Mode and Settings, Information of the game world)
- Key Features (Unique Selling Points USPs, Game Modes, Battle Systems, Playable Characters, Progression Systems, Multiplayer Guild Systems)
- Game Genre
- Platform
- Target Audience
- Audio
Linear and Non-Linear Games:
Week 10
Week 10, it was one of our final sessions of lectures before changing the class approach to a consultation based on the final project. However, in this particular week, we were tasked to re-do a tutorial he had given back in week 05 to see that we were ready to actually kickstart our final project.
What did we do?
- Code to move our capsule (player)
- Code to make our capsule jump
- Code to ensure that we could tweak our jump force and gravity
- Code to ensure that we prevent players from double-jumping
- Code to update to ensure that we could double jump only after the player has jumped once
| Validating double jump only after jumping once |
- Steps to integrate the 2D Camera of our player to ensure that it could follow the player with the usage of Cinemachine.
| Cinemachine Settings |
- Added coins in and the relevant code to ensure that it's interactable with the player (destroyed and give value)
| Coin interaction |
To add the feature where the value is now added every time a coin is destroyed, it is to add (PlayerController.mycoins += 1;) We are essentially calling the logic of adding the amount back in our Player Controller script.
| Referencing the code back to PlayerController |
We are creating a conditional interaction where the wall that we have put in would be destroyed if the player has 3 coins.
Steps;
1. Create a wall that is blocking the way for the player to pass through
2. Open a WallTrigger script
3. Call a new public GameObject theWall;
4. Ensure that there is a private void OnTriggerEnter2D function called that is also referencing a specific function that if the collision is with the player's game object name, and also that the particular player has 3 coins too,
5. Then and only then, Destroy(theWall);
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