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.
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
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.
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.
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
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