Games Development / Task 1

25/09//2024 - / Week 1 - Week 4
Iman binti Kamarudin / 0364014
Games Development / Bachelors of Design (Hons) in Creative Media
Task 1: Game Design Document


INSTRUCTIONS


TASK 1
Before I came up with some ideas, I chose 3 games that I knew/enjoy and studied what about it was interesting to me. The three games I chose were; Haunted Chocolatier, Little Goody Two Shoes and Celeste.

RESEARCH

1. Haunted Chocolatier
Haunted Chocolatier is made by the same developer as Stardew Valley, ConcernedApe. Although it has not been released, there is a teaser that the developer posted to announce this new project which gives us insight into what the game mechanics may be. There is also a blog with progress updates.

From the early gameplay video, we can see that the player lives in the chocolate factory and must make chocolate. However, in order to do so, you must collect your own ingredients by foraging and engaging in combat in the ‘wild’. 

Quoting from ConcernedApe himself “the gameplay loop involves gathering ingredients, making chocolate, and running a chocolate shop”. Furthermore, in the video it shows that you can decorate the place and also build relationships with villagers just like in Stardew Valley.

Strategy:
- Attacks: You can temporarily stun or attack enemies with weapons to kill them.
- Dodging: Dodge attacks from enemies to prevent losing your health.

Favourite Takeaways:
1. Foraging for ingredients - Gives the player a challenge and a goal.
2. Forest setting


2. Little Goody Two Shoes
Little Goody Two Shoes is a horror narrative game where you play as Elise, a girl who aims to have a life, bigger and better, than what she has now. She lives in a small town whose people believe there is a witch, terrorising them, that lives in the forest.

The gameplay consists of ensuring that Elise is well fed and that her sanity level is high. You also help out the townsfolk by doing chores, which is in the form of mini-games. In order to prevent being burned at the stake, you must make sure that the townsfolk are not suspicious of you.

The day is separated into 6 parts; Dawn, Morning, Afternoon, Dusk, Night, and the Witching Hour. Each activity/event that you participate in progresses the day and takes up 1 bar of your food/hunger.

During the Witching Hour, you have to avoid enemies so that Elise doesn’t get hurt. If an enemy is alerted of your presence, they chase you down however you can run away. There are also some puzzles that you have to solve.

There are 10 different endings in the game.

Strategy:
- Chores: Completing chores helps reduce the townsfolk's suspicions of you and pass the time.
- Dates: Going on dates builds your relationship with that character, which can unlock different endings
Avoiding: Prevent Elise from being noticed by enemies. Don’t get too close to the enemies ‘circles’ surrounding them.

Favourite Takeaways:
1. Art direction - The artstyle of the game is very mediaeval and has 90s anime aspects.
2. Story - The story of the game is very interesting and brings a sense of mystery.


3. Celeste
Celeste is a 2D platformer game. In this game, you play as Madeline who aims to climb the mountain “Celeste”. While doing so, she learns about herself and is confronted with a ‘physical’ manifestation of her anxiety and doubts, who tries to stop her from reaching the peak.

The gameplay is a platformer which is quite challenging but multiple implemented mechanics help the player get through the levels. For example, the game has coyote jumping so even though you have technically already left the platform, you still have some time to get a jump in. You also have the ability to dash however it has a limited number of uses that must be replenished. There is a case study on Celeste’s level design that I found which analyses how the design helps communicate information to the player and is really insightful.

Favourite Takeaways:
1. Story - The story of the game is very emotional and it gets the player immersed in Madeline’s thoughts and you grow alongside her during the journey to overcome her struggles.
2. Level design - The level design is really well thought out and challenging.


IDEATION
After conducting the research, I came up with 3 ideas. I also found visual references on Pinterest and wrote some ideas for enemies and levels for each game.

Idea #1
Taking inspiration from the game mechanic of “Haunted Chocolatier” as well as the platformer movements from “Celeste”. You work as a baker for your small town. Your neighbours each want a special dessert (featuring their own story on why and for what/who) and commission you to bake it for them.

In order to bake, you need to gather all the ingredients yourself. Each level has three ingredients that you need to collect in order to successfully bake the dessert and move onto the next order.

At the end of the game, they all throw a party for you to show their gratitude

Objectives:
Collect ingredients to bake desserts for your clients.

Measurables:
Health
Ingredients

Complex Moves:
Wall jump
Bounce (on mushrooms)

Enemies:
Thieves
Wolves

Boss Fights:
Sentient plant/forest monsters

Visual References:

Fig 1.1 - Idea #1 Moodboard


Idea #2
Crash landing from the heavens into a post apocalyptic/dystopian earth. Ancient stories were told of a civilisation that caused its own destruction and it was thought that the world was an empty radioactive plane. Turns out there were survivors, and humans that survived doomsday evolved and now live in dome cities.  

Team up with a researcher to find out how to get back up to the heavens. Explore ruins, fight zombified humans and gather relics. Collect 3 pieces of broken relics to put them back together and dissect the information. The information will help guide you to a place that can help you get back home.

Objectives:
Collect relic pieces to help guide you back home.

Measurables:
Health
Relic Pieces

Complex Moves:
Short fly (almost like flappy bird mechanic)

Enemies:
Zombified humans

Boss Fights:
Demon (ish) figure or
Those that fell from heaven and resented the world above

Levels:
1st level - The researcher tells you of ruins that were allegedly touched by heavenly beings. You go to explore them and find relics that tell a tale of an ancient temple.
2nd level - In the temple, there are 3 carved illustrations, each missing pieces of text. Gather the relics within the temple and put them together. The texts reveal the location of an important artefact that can help send people up to heaven.
Final level - The texts led you to the peak of a mountain where a broken statue resides. Buried underneath is the artefact which you place into the hands of the statue. Magic begins to surround the area however a curse prevents anything from happening. Instead, it summons the final boss in which you have to defeat.

Visual References:

Fig 1.2 - Idea #2 Moodboard


Idea #3
This idea was inspired by “Little Nightmares” as you play as a smaller person surrounded by giants. 

A miniature being (You) and a robot run a shop together. Unfortunately one day, the robot breaks down. In order to get your robot friend and business back up again, you need to help repair it by entering inside its body and fixing up the misaligned pieces of their circuitry.

Objectives:
Return missing components in the robot’s circuitry and defeat the bugs that live inside

Measurables:
Health

Complex Moves:
Bounce (on springs)

Enemies:
Bugs (literally and figuratively)

Boss Fights:
Giant Bug

Visual References:

Fig 1.3 - Idea #3 Moodboard


FINAL

Fig 2.1 - Game Design Document

Fig 2.2 - Game Ideas Canva

Fig 2.3 - Game Ideas Presentation



REFLECTION

My experience with task 1 was pretty positive however I did struggle trying to come up with game ideas that would be good as a platformer as I don't really like playing platformers at all. Furthermore, it was difficult thinking of a good objective that would make the player motivated enough to progress further into the game. It was really fun researching the games that I enjoyed though, as it was really interesting to learn more about how they work.


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