Games Development / Lectures & Exercises
25/09/2024 - 16/10/24 / Week 1 - Week 4
Iman binti Kamarudin / 0364014
Games Development / Bachelors of Design (Hons) in Creative Media
Iman binti Kamarudin / 0364014
Games Development / Bachelors of Design (Hons) in Creative Media
Exercises
In the first class we had, we went over the MIB and what projects we will be
doing throughout this semester. Afterwards, we played some games from past
students.
Fig 1.1 - Playing 'Conjure' by Kezia Lynn
Game Design Elements
Consists of;
- Game design
- Game art
- Game technology
Game Design
Process of designing the content and rules of a game in pre-productions
stage and design of gameplay, environment, storyline and characters.
Director and visionary behind the game, what is it going to be about? Where
is it going to be set?
Elements of a Game: Story
- Whose story is it?
- What is happening?
- What is at stake?
Elements of a Game: Gameplay
1. Challenge
Element that will make it difficult for the player to complete their
objectives. Eg punishments, enemies, obstacles, terrain and environment can
affect the players
2. Strategy
Help the players understand how to play the game better and progress further
into the game.
3. Chance
Help prolong the life of the player. Balances punishments and most of the
time will be in the form of rewards.
4. Choice
Most common in RPGs. Decisions that players make can affect the way the
story plays out and what ending you get.
5. Luck
Can tilt the balance of the game. There is no way to purposefully gain the
item. Eg your player is about to die but then an item spawns that can help
replenish hearts.
Week 2
During week 2, we grouped up and came up with a game idea using the SCAMPER technique. Afterwards, we presented the game to the whole class.
Week 3
INSTRUCTIONS
EXERCISE 1: CRITICAL REVIEW
- Play existing games made from previous students.
- Pick one to review.
- Breakdown what you like and dislike about the game.
I chose to review Reaper Test.
Fig 2.1 - Reaper Test
In Reaper Test, the character walks very fast which makes it harder to
jump onto platforms however maybe this was a strategy implemented
strategically (and im just bad at playing it). On the other hand, forcing
the player to be precise with their movement and also implementing very
small platforms can lead to players feeling too frustrated too early on
into the game.
Furthermore, there are obstacles that the player can push to be able to
move forward in the level. To move these obstacles, you need attack using
energy. However, this poses an issue if the player has used up all their
energy and killed all the enemies. There is no additional source to get
energy from and so players can end up getting stuck. A suggestion to
improve this could be to have more enemies that you don't HAVE to kill but
can if you need more energy or simply changing it to normal attack to push
the obstacle.
Lastly, in the beginning of the game there is brief information about the
story that seems interesting to players however it lacks some depth that
could give the players more motive to go through with completing the game.
Fig 2.2 - Reaper Test Story Dialogue
Pros & Cons Summary
Controls
Fig 2.3 - Reaper Test Character Controls
Pros:
- The height of your jump can vary depending on how long you press the
spacebar for
- If you happen to barely make a jump and end up landing on the very edge
of the platform, there is space to allow you to pull yourself up on the
platform
Cons:
- There's not much leeway in the jump so sometimes it doesn't register and
you end up walking straight into the spikes
- Speed of character is too fast/not adjustable
Art
Fig 2.4 - Reaper Test Environment Art
Pros:
- Simple and digestible
- Animation gives the player the feeling that their actions are impactful
Cons:
- Some more animations could help aid the player more such as some red
effects on the border whenever you get hit by an enemy to let you know
that you're losing HP.
- Keep the art for energy consistent as there's two different artworks
that could confuse players.
- Background is a little bit too distracting compared to the foreground,
blurring it could help keep players keep focused or adding more contrast
Level Design
Pros:
- Interesting and versatile. New mechanics are introduced and it brings
variety into the gameplay and keeps interest
- Challenging so players want to keep playing out of spite
Cons:
- Some levels are a *bit* too challenging so players may feel too much
frustration too early on/too fast
- Very small platforms that require very precise movements and fast
movement of sliding platforms may largely increase player frustration
EXERCISE 2: SCAMPER
For our second activity, we had to group up and use SCAMPER to create a
new game idea. My group decided to use 'Modify' and 'Adapt' for mobile
games like Temple Run, Minion Rush and Subway Surfers.
Our idea was a girl who is often running late for events such as exams,
prom etc. When she gets stuck in standstill traffic, she abandons her car
and runs over vehicles to get to the venue. The player then has to help
her dodge obstacles. They can also collect coins and coffee cups on each
level.
Fig 3.1 - 'On The Way' Game Idea
EXERCISE 3: UNITY INTRO
Our third exercise was an introduction into Unity. We first learned about Rigidbody and Collision components with 2D objects.
We then learned how to code inputs using C# scripts so players could control an object by moving it using WASD.
EXERCISE 4: CODING
During class, we learnt how to code objects to spawn in and how to 'shoot' out an object when a specific key is pressed. Furthermore, we were taught about prefabs and how you can change certain aspects of multiple prefabs by editing its root object.
EXERCISE 5: SIDE-SCROLLER
We did a tutorial during class to make a side scrolling runner game using Unity. After importing the background, player and obstacle assets, we assigned rigidbody and box collisions to them. Then, we made the obstacle and background move to the left side of the screen and coded it so the player can jump when the spacebar is pressed.
Next, we made it so the obstacle would spawn in intervals at a specific distance and made the background repeat.
EXERCISE 6: 2D PLAYER CONTROLLER
REFLECTION
I feel like all the exercises were very beneficial to me as I've managed to learn a lot about how Unity works and a little bit about coding.
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