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



LIST

Lecture 1: Introduction

Task 1: Game Design Document

Feedback
Reflection
Further Reading



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 :)







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 1.1. GameDevZone by Taylor's University

Fig 1.2. 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 1.3. 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 1.4. 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 1.5. 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.








FEEDBACK








REFLECTION

Experience


Observations


Findings




FURTHER READING






Comments