Game Development - Task 1: Game Design Document

24.9.2024 - 15.10.2024 / Week 01 - Week 04
Tan Zhao Yi / 0363285
Game Development / Bachelor of Design (Hons) in Creative Media
Task 1: Game Design Document




INSTRUCTION




LECTURE

Lecture 1: Introduction

Game Development: Design + Art + Technology

Game Design
  • Pre-production stage
  • Designing contents and rules
  • Design of gameplay, environment, storyline, and characters
Elements of Game:
  • Story
    • How + What happen?
    • Affect
    • In pursuit of a difficult goal
    • What changes?
    • Storyline: Exposition -> Conflict -> Climax -> Resolution
Story Spine
  • Gameplay
    • Challenge
      • The element that will difficults to achieve their game objectives
      • Enemies / Obstacles / Terrain / Environment 
      • Excessive punishment may create frustrations 
    • Strategy
      • To overcome challenges, player should think of a way to navigate through situations in the game
      • Exp: Tetris
    • Chance
      • The element to "prolong" the "life" of the player
      • “Chance” balance punishment in various forms and most of the time it will be in the form of “rewards” 
      • Bonus Number of Life / Health Bar Replenish / Game Time Increase / Periodic Invincibility  / Super Bomb / Special Weapon / Speed Booster 
    • Choice
      • Dialog: Affect character relationships, plot outcomes, or the player's alignment
      • Quest: Players are often given the option to complete quests in different ways, such as taking a peaceful or violent approach, which can lead different ending
      • Character Development: Options to choose how to develop their character's skills, abilities, or powers
      • Combat: In games that involve combat, players may have choices about how to approach an enemy, such as stealth vs. direct assault 
      • Environmental: Players can choose where to go, which quests to take on, and how to interact with the environment
    • Luck
      • The element to tilt the balance of the game situation
      • Luck item does not happen or be presented to the player every time and most often the player will not be able to plan or to formulate any strategy to obtain “luck” 
Lecture 2: Game Ideation

Methods to generate ideas for your game:
1. Brainstorming
2. Brainwriting 6-3-5
3. SCAMPER (Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, Reverse)
4. 3(I): Incorporate / Include, Improve, Inverse / Invert

We were given two links to try out some games in the class.
Alladin

Activity: Create your own game idea with either of the two methods or both (SCAMPER / 3(I)). Requirement: Story and Gameplay.
On The Way - In-class Group Activity

In-class Presentation
Lecture 3: Implement Player Control
We’ve officially started using Unity, a powerful game development platform. Our first exercise focuses on mastering the basics of Box Collider 2D and Rigidbody 2D, which are essential for simulating real-world physics in games. These components are key to creating immersive and dynamic game environments.
2D Exercise
Then we started with our very first 3D project. We were given a step-to-step guide slides and video to follow on. It was a satisfying accomplishment :)
Game Development - Chapter 1
Lecture 4: Implement Basic Gameplay
In Week 4 of class, we learned how to implement basic gameplay mechanics, specifically shooting. I found the most challenging aspect was creating a random spawn system, as I struggled to differentiate between game objects and prefabs. 
Game Development - Chapter 2


EXERCISE

In Week 1, we were invited to play existing games on GameDevZone to explore the common elements and inspiration of Task 1. We need to think about what do we like and dislike of the game, the improvements that might be done to the game, then write a critical review.
Fig 0.1. GameDevZone by Taylor's University

Fig 0.2. Sneak out to Snack by Katarina Indira
I chose the game Sneak out to Snack by Katarina Indira. It is a game that allows me to navigate the character to the snack without being observe by other character. 

In my experience with Sneak Out to Snack, I found the game's colorful and engaging design to be appropriate and visually appealing. The vibrant aesthetics made it enjoyable to explore, and the clear storyline, combined with straightforward navigation information, contributed to an overall smooth experience. The level of challenge was perfectly suited to my preferences, as I typically play games to relax. The game offered just enough difficulty to be engaging without causing frustration.

Fig 0.3. Incorrect Size and Hidden Zoom Button
However, there are a few areas that could benefit from improvement. For instance, the preview size was incorrect, and I had to search for the zoom button, which was not clearly indicated. This hindered the user experience slightly. 

Fig 0.4. Confusing Doors and Walls
Additionally, I found it difficult to navigate because the game's walls and doors were confusing. At times, I could walk through them, while at other times, I couldn't. The door would open when I approached, leading me to believe I should enter, only to discover later that the in-game keys were influencing this. It would have been helpful if this mechanic was more clearly explained on the info board. 

Fig 0.5. Character flying in the room
Lastly, there seemed to be some glitches, as my character could occasionally fly inside the house or climb the walls, which appeared to be unintentional errors in the game. Addressing these issues would significantly enhance the gameplay experience.


Task 1: Game Design Document

We are to design and create our own 2D side scrolling/platform game. The game design document serves as a blueprint for the game and will contain all the necessary information and visual references to develop the game. We have to research more on the matter to determine the necessary content items for our own game design development. 


A. Research
I started by reading some article about 2D platform game. 

2D Game Development refers to the process of generating games that are played in a two-dimensional environment.

Techniques and Strategies:
  • Game Design Principles: Simple game mechanics, balanced level design and visual style, considering colour palette, lighting and general aesthetic
  • Programming Techniques: C++ / C# / Java
  • Graphics Optimisation: Optimising sprites, animations, and other visual aspects
  • Playtesting and Feedback: To find and fix game flaws
To ensure that the game looks and operates adequately on a variety of devices, developers must consider screen resolutions, aspect ratios, and frame rates.

Process of 2D Game Development: Planning > Game Engine Selection > Graphics Creation > Sound Effects and Music Creation > Game Mechanics Implementation > Level Design > Testing > Release

How do you make your own game?
1. Find the perfect 2D game engine for your project.
2. Choose your 2D game genre (puzzle games, platforms, visual novels etc.).
3. Choose your 2D art style.
4. Make / Choose your 2D game assets (sprites, background and objects).


Most popular game genres: Platformers, Puzzle games, Role-playing games, Idle games and Roguelikes.

1. Platformer Games
  • Focus on jumping and climbing to explore environments.
  • Sub-genres include collect-a-thon, mascot, and puzzle platformers.
Fig 1.1. Super Meat Boy
2.  Puzzle Games
  • Emphasize problem-solving and mental challenges.
  • Range from real-world adaptations to uniquely gaming puzzles.
Fig 1.2. Candy Crush Saga
3.  Role-Playing Games (RPGs)
  • Inspired by tabletop games.
  • Focus on character creation, decision-making, and exploration.
Fig 1.3. Final Fantasy VI by Square
4. Idle Games (Hyper-Casual Games)
  • Involve low-effort tasks rewarding players with points or upgrades.
  • Designed for minimal energy investment.
Fig 1.4. Cookie Clicker
5. Roguelike Games
  • Feature procedurally-generated dungeons for high replayability.
  • Often include permadeath, restarting players at the beginning upon death.
Fig 1.5. The Binding of Isaac
B. Inspirations
As I don't have much gaming experience since I grew up, most of my inspirations are the classic old games or from the real-world.

1. Jetpack Joyride
Fig 2.1. Jetpack Joyride
Story: The player controls Barry Steakfries, who steals a jetpack from a secret lab and flies through various obstacles while collecting coins and power-ups.

Strategies:
  • Timing: Players need to time their movements to avoid obstacles like lasers, missiles, and zappers.
  • Power-Ups: Using gadgets and vehicles strategically (like the "Lil' Stomper" or "Crazy Freaking Teleporter") enhances survivability.
  • Coin Collection: Focus on collecting coins to purchase upgrades and new jetpacks.

Challenges:
  • Increasing difficulty as the game progresses with faster-paced obstacles.
  • Avoiding enemies and environmental hazards while maintaining control over flight speed and height.

Chances:
  • Power-ups and vehicles spawn randomly, creating varied gameplay experiences each run.
  • Coins appear at different points, requiring players to adjust their path on the fly.

Choices:
  • Players can choose different gadgets to enhance their abilities
  • Decision-making during high-speed segments is crucial for survival and maximizing coin collection.
Luck:
  • Random power-ups and vehicles can either help or appear at inconvenient moments, adding a luck element.

Reasons for Engagement:
  • Fast-paced action
  • Simple controls
  • Constant unlocks
  • The sense of progression through upgrades and missions motivates continued play.

2. Real-world Escape Room
Fig 2.3. Escape Room
In Malaysia, escape rooms are immersive, interactive games where participants are "locked" in a themed room and must solve a series of puzzles, riddles, and challenges to escape within a set time limit, usually 45 to 60 minutes. The rooms often have intricate storylines and various difficulty levels to cater to different skill sets. Common themes include mysteries, horror, or historical puzzles.

Strategies:
  • Teamwork: Players must communicate effectively and share ideas to solve puzzles faster.
  • Observation: Every detail in the room can be a clue, requiring players to be highly observant.
  • Logical Thinking: Solving puzzles often requires logical reasoning, pattern recognition, and lateral thinking.
Challenges:
  • Each puzzle must be solved within a limited amount of time, creating pressure.
  • Some puzzles require players to decipher codes, manipulate objects, or combine clues from different parts of the room.
Chances:
  • In some escape rooms, hidden clues or objects might be randomized, making each experience unique.
  • Chance elements come into play when certain puzzles or clues are found earlier or later in the experience.
Choices:
  • Deciding which puzzle to tackle first or which clues to prioritize.
  • Whether or not to ask for hints or assistance from the game master, as it may affect the final score.
Luck:
  • Some puzzles may be easier for players who randomly stumble upon the right solution or clue early on.
Reasons for Engagement:
  • The immersive experience and sense of accomplishment from solving challenging puzzles
  • The teamwork aspect is a major draw for groups of friends or family.
3. Cut the Rope
Fig 2.4. Cut the Rope
Story: A cute creature named Om Nom needs to be fed candy, and the player cuts ropes in creative ways to get the candy to him while avoiding obstacles.

Strategies:
  • Physics-Based Puzzles: Players must think about gravity, momentum, and timing to cut the ropes in the correct sequence.
  • Trial and Error: Trying different approaches to discover the best way to drop the candy onto Om Nom.
  • Star Collection: Collecting stars before feeding Om Nom adds an additional challenge, encouraging more complex solutions.
Challenges:
  • As the game progresses, levels introduce more complex mechanics like floating bubbles, spikes, and portals.
  • Timing and precision become increasingly important in later levels, where one wrong move can ruin the attempt.
Chances:
  • Some levels have elements that feel random, like moving objects that interact with the candy in unpredictable ways.
Choices:
  • Choosing which rope to cut first or when to cut it to maximize star collection.
  • Deciding whether to replay a level to collect all stars or move on to the next one.
Reasons for Engagement:
  • Cute visuals
  • Satisfaction of figuring out the optimal solution 
  • Players enjoy collecting all stars
C. Ideation
Inspired from the above games, I came up with 3 ideation: 
Idea #1: Eryndor
In a vibrant fantasy realm, the player assumes the role of a courageous hero on a quest to retrieve the stolen Crystal of Balance, which has thrown the kingdom into chaos. The player must navigate through enchanted forests, treacherous mountains, and dark dungeons, facing various dangers to restore harmony.

Objective: Reach the final level and defeat the antagonist who has stolen the Crystal of Balance.

Level 1 - Enchanted Forest: Navigate through tricky terrain while avoiding magical creatures.
Level 2 - Misty Mountains: Climb steep cliffs and avoid falling rocks and ice traps.
Level 3 - Dark Dungeon: Collect clues and defeat shadow creatures to find the exit.
Level 4 - Final Castle: A boss fight with the antagonist, incorporating previous mechanics learned throughout the game.

Measurable: Number of gems collected & time taken to complete each level.

Chances:
  • Random power-ups and bonuses along the way to boost their abilities.
  • Timing and quick reflexes can give the player a better chance of surviving obstacles and enemies.
Choices:
  • Players can choose different paths or routes through the levels (e.g., taking a risky but shorter route or a longer, safer path).
  • Deciding when to use power-ups or items to overcome obstacles.
Challenges:
  • Avoiding various dangers like traps, enemies, and obstacles while progressing through the world.
  • Defeating or dodging enemies that block the path.
Reason of Engagement:
  • Fast-paced gameplay and satisfaction from overcoming obstacles and advancing through the world.
  • Players are motivated to explore, find hidden treasures, and unlock new abilities that will help them in future stages.
  • The sense of progression as they defeat enemies and discover secrets 
Fig 3.1. Idea #1 Moodboard 
Art Style:
  •  Colour Palette
    • darker hues to evoke a magical and mysterious atmosphere
    • Use of deep blues, purples, and blacks contrasted with bright accents to create visual interest
  • Character Design
    • Miniature, toy-like
    • Soft, rounded shapes enhance their charm and appeal
  • Environment Design
    • Filled with imaginative landscapes, enchanted forests, and whimsical structures
    • Elements like glowing plants, sparkling streams, and ethereal lights contribute to the magical feel
  • Overall Atmosphere
    • Magical and enchanting
    • Mysterious and dark
    • Relax yet adventurous
Player's View: Side-scrolling
Fig 3.2. Side-scrolling View

Idea #2: The Manor
The player finds themselves trapped in a mysterious mansion filled with puzzles and secrets. Each room reveals more about the mansion's dark history, and the player must uncover the truth to escape. As they solve puzzles, they discover clues about the former inhabitants, leading to an unexpected twist at the end.

Objective: Escape each room by solving puzzles and finding the hidden password or key to unlock the door.

Level 1 - Library: Solve riddles hidden in books to find a key.
Level 2 - Gallery: Arrange paintings to reveal a secret passage.
Level 3 - Final Room: Solve a complex puzzle that combines elements from previous rooms to escape.

Measurable: Overall score based on collectibles and time, number of hints used, and time taken to escape each room.

Chances:
  • Finding clues or items that unlock other areas, creating opportunities to advance to the next room.
  • A combination of intelligence, observation, and puzzle-solving skills increases the chances of escape.
Choices:
  • Players decide where to look and what objects to interact with, influencing the path of discovery.
  • The order in which players solve puzzles may impact how easily or quickly they can escape
Challenges:
  • Solving complex puzzles to escape the room, such as deciphering codes, unlocking hidden compartments, and using objects strategically.
  • Finding hidden clues or objects in the environment that might be obscure or cleverly hidden.
Reason of Engagement:
  • The sense of discovery and satisfaction when solving a difficult puzzle or finding a key to escape.
  • Players enjoy the challenge of using their logic and deduction skills to figure out the best approach to escape the room.
Fig 3.3. Idea #2 Moodboard
Art Style: 
  • Colour Palette
    • Warm, earthy tone (deep brown, rich red etc.)
    • Faded colours to give the impression of age and neglect
    • Use of darker shades for shadows and subtle highlights in brighter colors for interactive elements, creating contrast within the environment
  • Character Design
    • Cartoony character
    • Spooky elements
  • Environment Design
    • Wooden mansion with creaky floors, dusty furniture, and cobwebs
    • Bold outlines for objects to create a clear, defined look while maintaining a cartoonish aesthetic
  • Overall Atmosphere
    • Inviting 
    • Mysterious
Player's View: Top-down
Fig 3.4. Top-down View

Idea #3: The Grand Heirloom
The game is set in and around the protagonist’s old family home, inherited from their great-great-great-grandfather. The player must explore the house and its surroundings to uncover clues that will lead to the discovery of the legendary treasure, which is the "Golden Underwear", a peculiar family heirloom hidden by the eccentric great-great-great-grandfather.

Objective: Explore the house and garden, find clues, solve puzzles, and unlock hidden compartments to finally discover the location of the treasure.

Game Structure: 
  • Achievement-Based Progression: Instead of progressing through levels, the player advances by solving puzzles and unlocking achievements. Each solved puzzle or discovered clue brings them closer to the final goal of finding the golden underwear.
  • Exploration Across One Continuous Map: The entire game takes place on one map, with the house on the left and outdoor areas (garden, pond, etc.) on the right. Players can freely explore, revisiting areas as needed to solve puzzles or unlock new clues.
Gameplay Mechanics:  Players can move between rooms and areas in the house, inspecting objects for clues. Some items can be interacted with, moved, or placed in specific locations to trigger events. For example, the player might find a note hinting that placing a pot of flowers in a certain spot will reveal a hidden key. Other puzzles could involve rearranging paintings on the wall, finding hidden objects in the garden to open a secret door etc.

Chances:
  • The player has the freedom to explore the entire environment and find hidden clues that will eventually lead to the treasure.
Choices:
  • Players can freely explore the map, deciding where to search first or which objects to interact with.
Challenges: 
  • Clues are hidden in everyday objects, and players need to be observant to find them. Some clues are straightforward, while others might be more cryptic and require interpreting old notes or family stories.
  • The player must place objects in specific locations or interact with the environment in a particular way (e.g., moving furniture or arranging items) to unlock hidden compartments or doors.
Reason of Engagement:
  • The open-ended exploration and freedom to solve puzzles at their own pace
  • The sense of curiosity and the goal of discovering the mysterious treasure.
  • The non-linear puzzle-solving structure provides a rewarding experience
Fig 3.4. Idea #3 Moodboard
Art Style:
  • Colour Palette
    • Bright, vibrant colors that create a cheerful and inviting atmosphere
    • Soft pastels and playful hues to enhance the whimsical feel
  • Character Design
    • Non-human characters inspired by styles similar to BT21
    • Approachable look
Fig 3.5. BT21 Characters
  • Environment Design
    • Simple, cartoonish illustrations 
    • Brightly colored backgrounds featuring stylized elements
    • Minimalist details that keep the focus on exploration and interaction
  • Overall Atmosphere
    • Chill, relaxing game style that encourages casual play.
    • A whimsical, fantasy-inspired environment that invites exploration and creativity.
Player's View: Side-scrolling
Final Task 1: Game Design Document Submission

Fig 4.2. Final Task 1: Game Design Document - Presentation Video


REFLECTION

Experience
Working on these three game concepts allowed me to explore different mechanics and themes. Each idea provided unique challenges in balancing creativity with practicality, especially in designing the gameplay, narrative, and engagement factors. I found the process of combining familiar game inspirations with original ideas both enjoyable and enlightening, as it gave me the opportunity to develop my game design skills while considering the needs and expectations of potential players.

Observations
I observed that each game required a different approach in terms of player engagement and design. The side-scrolling fantasy game focused more on timing and platforming mechanics, while the escape room game demanded intricate puzzles and careful environmental interaction. The treasure hunt concept brought an interesting blend of exploration and puzzle-solving. I noticed that player freedom and the variety of challenges were essential factors that influenced the depth and replayability of each game idea.

Findings
Through this task, I learned that effective game design hinges on understanding player motivation and the balance between challenge and choice. The more freedom and interactivity a player has, the more engaged they become. Moreover, creating a clear and consistent art style, narrative, and gameplay mechanics is key to making a game cohesive and immersive. Each game concept had its own strengths, and tailoring the challenges, choices, and overall atmosphere to the target audience was crucial in making each idea engaging and enjoyable.

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