GAMES DEVELOPMENT - TASK : PROPOSAL, ART ASSEST DEV, PROTOTYPE & FINAL SUBMISSION

GAMES DEVELOPMENT - TASK : PROPOSAL, ART ASSETS DEV, PROTOTYPE & FINAL SUBMISSION

29.8.2023 - 1.12.2023 (Week 1 - Week 7)
Er Xin Ru (Melanie) | 0354939 
Bachelor Of Design (Hons) In Creative Media | Taylor's University
Subject: 
DST61104-Games Development

WEEK 1 1/9/2023
Total task in this Semester of Game Development

Task 1: Game Design Document : game specification
Task 2: Design Assets : Prototype
Task 3: Final Project.

After that, Mr.Razif let us review of seniors games Artwork.
Before designing the game, we will need to experience the game created by the senior and to play 1-3 games and list out of those games. Link : https://thedesignschool.taylors.edu.my/gamezone/

1.

The gameplay is relatively simple and revolves around Lilith "cleaning" up the city by defeating roaming creatures as she continues her journey. Each stage there will be mini quests for Lilith to complete so she can continue her journey. In order to figure out how to complete the tasks and also understand the flow of the story, the player needs to interact with objects in the environment. Also, after completing each stage, the players’ health will be replenished. There will be no items to add health.

2.

To earn points, we need to drag the mush - mush into the box. Some mush - mush could be so destructive and could make you lose one heart, destryoing mush - mush is the one with a bomb in its head. The most favaourite and need for you to drag is the one with the green color, that mush - mush will give you 20 points. The neardy mush - mush could give you 10 points while the big brown color mush - mush is the other way around. To win this game you need to earn 100 points at least. Remember both levels comes with limited 30 seconds only!

3.


In this game, the player needs to help Remy to go through a series of obstacles to reach the rooftop. Players start with 5 lives in this game, but can later increase their lives by collecting Ramen Cups. Players will instantly lose a life if they fall into the pitfalls or hit a spike. They’ll then respawn to the nearest checkpoint

After that, we do also learn some of the lectures.

1. What is SCAMPER?
  • SUBSTITUTE
  • COMBINE
  • ADAPTMODIFY
  • PUT TO ANOTHER USE E
  • LIMINATE
  • REVERSE
2.What is 3(i)?
  • INCORPORATE/INCLUDE
  • IMPROVE
  • INVERSE/INVERT
WEEK 2 8/9/2023 | SCAMPER - In-class Group Exercise
Week 2, Mr.Razif introduce the Module Information of this subject and also required us to have an activity to group up with teammates in the same table to work it our together. After discussing together, we create some game ideas which is mixture of METRIOD DREAD AND THE WALKING DEAD, after that we present it Mr.Razif and classmates.

We need to think our own game ideas to, need to think of few ideas and ready for proposal.

Here are the slides for lecture




WEEK 3 15/9/2023
We are required to download UNITY apps/software for the semester. 

Unity Apps

From last week, how we brainstorming of the ideas to create our own game, we are required to prepare our own ideas for our final projects.


WEEK 4 21/9/2023
For today class we are having slides that which is Chapter 01: Implement Player Control

Introduction for Implement Player Control
Chapter 1 : Implement Player Control
▪ In this Unit, you will program a car moving side-to-side on a floating road, trying to avoid (or hit) obstacles in the way.
▪ Learn how to create new C# scripts and do some simple programming.
▪ You will be able to call basic functions, then declare and tweak new variables to modify the results of those functions.


After that, we followed the slides was given to get a more understanding and can refer anytime I felt lost. Mr.Razif do also explain and teaches us more detailing, I do also consult Mr.Razif on the exercise that I can't able to catch up in the end.

Firstly, here are my Exercise for Challenge 1- Plane Programming
▪ Solve the Warning Issue
▪ Make the plane go forward
▪ Slow the plane down to a manageable speed
▪ Make the plane tilt only if the user presses the up/down arrows
▪ Reposition it so it’s beside the plane
▪ Make the camera follow the plane
▪ Create a script that spins the plane’s propeller

Challenge 1 Plane Programming tutorials with Clear Codings given





Introduction for Implement Player Control
Chapter 02: Implement Basic Gameplay

After done for Challenge 1, we proceed to Chapter 2 (In Unity named as Prototype 2)

In this Unit, we will program a top-down game with the objective ofthrowing food to hungry animals.
▪ You will become much more familiar with some of the most important programming and Unity concepts, including if-then statements, random value generation, arrays, collision detection, prefabs, and instantiation
▪ learn how to program a basic game with the ability to launch projectiles and maneuver the player to keep the game alive.

 

In the class, I followed the slides given and also Mr.Razif how to code and also to create a program a basic game with the ability to launch projectiles and maneuver the player to keep the game alive with material given.




WEEK 5 29/9/2023
For today class we are having slides that which is Chapter 03: Implement Sounds & Effect

Introduction for Implement Player Control
Chapter 03: Implement Sounds & Effect
Slides and Material Given:


- (Exercise)

Quiz Time

You are trying to STOP spawning enemies when the player has died and have created the two
scripts below to do that. However, there is an error on the underlined code, “isAlive” in the
EnemySpawner script. What is causing that error?


A. The “p” should be capitalized in “playerController.isAlive”
Answer: True
B. The “bool” in the PlayerController class needs a “public” access modifier
Answer: True
C. The if-statement cannot be in the Update method
Answer: True
D. “isAlive” must start with a capital “I” (“IsAlive”)
Answer: True


Match the following animation methods with its set of parameters
A. 1A, 2B, 3C
B. 1A, 2C, 3B
C. 1B, 2A, 3C (Answer)
D. 1C, 2A, 3B

Given the animation controller / state machine below, which code will make the character transition from the “Idle” state to the “Walk” state?
A. setFloat(“Speed_f”, 0.3f); (Answer)
B. setInt(“Speed_f”, 1);
C. setTrigger(“Speed_f”);
D. setFloat(“Speed_f”, 0.1f);



Which of these is the correct way to get a reference to an AudioSource component on a GameObject?
A. Line A
B. Line B
C. Line C
D. Line D

When you run a project with the code below, you get the following error: “NullReferenceException: Object reference not set to an instance of an object.” What is most likely the problem?
A. The Player object does not have a collider
B. The Enemy object does not have a Rigidbody component
C. The “Start” method should actually be “Update”
D. There is no object named “Player” in the scene



Which of the following conditions properly tests that the game is NOT over and the player IS on the ground
A. Line A
B. Line B
C. Line C (Answer)
D. Line D

Which of the following variable declarations observes Unity’s standard naming conventions (especially as it relates to capitalization)?
A. 2 and 4 
B. 3 and 6
C. 4 and 5
D. 1 and 5 (Answer)

By default, what will be the first state used by this Animation Controller?
A. “Any State”
B. “NotCrouched” (Answer)
C. “Death”
D. “Crouch_Up”

Which of the following is most likely the condition for the transition between “Run” and “Walk” shown below?
A. Jump_b is true (Answer)
B. Speed_f is Less than 0.5
C. Speed_f is Greater than 0.5
D. Animation_int is Less than 10

Which of the following do you think makes the most sense for a simple movement state machine?
A. Image A (Answer) Reason: Walk & Run is link - need to start with Entry - Idle
B. Image B
C. Image C


Proposal & Slides - Ideas Proposal

1. Proposal - DST61104 : Game Development Ideas Proposal

Content of the Proposal
  • Experiences & Finding Game Ideas
  • Game Ideas [Game Ideas]
  • Game Ideas [Story & Gameplay]
  1. A description of the game/An overview of the story & Sketches/Gameplay
  2. Key Element
  3. The game’s style
  4. The game’s settings
  5. The different types of characters
  6. Sketches (Roughly Sketches & Ideas)
  • Game Design Ideas
  1. Artstyle
  2. Style/Colors/Characters samples
  3. Games Interface Design
  4. Games Characters Design Ideas
  • Pixel 2D OR Doodle 2D
  • Button
  • Mainpage Design
  • Game Design
  • Movement
Proposal - DST61104 : Game Development Ideas Proposal

Proposal - DST61104 : Game Development Ideas Slides
Google Drive Link:

Slides - DST61104 : Game Development Ideas Slides


Slides Link Here: https://www.canva.com/design/DAFwB5oBgCs/W0ZcT5f_Rw5gfBIZCXKLAA/view?utm_content=DAFwB5oBgCs&utm_campaign=designshare&utm_medium=link&utm_source=publishsharelink


Website View:
https://www.canva.com/design/DAFwB5oBgCs/W0ZcT5f_Rw5gfBIZCXKLAA/view

Video Presentation - DST61104 : Game Development Ideas Video Presentation Slides

Game Development Ideas Slides: Youtube



ART ASSET DEVELOPMENT


2. i Art Asset Development (Proposal)
Art Asset Development (Proposal : In Pdf)

2. ii Art Asset Development (Video Presentation)

Art Asset Development/Design Video Presentation - Youtube

2. iii Art Asset Development
Game Design [Game Art Assets/ Game Instructions/ Gameplay]



Game Art Assets [Total 5 Stages]
Utilizing Adobe Illustrator, I meticulously crafted the Game Art Assets for my project across five stages. Focusing on pixel design, I brought to life the main character, Mel, ensuring each detail contributed to the desired aesthetic. The versatile features of Adobe Illustrator facilitated the seamless integration of design elements, from interactive objects to captivating backgrounds.

The pixel art style, chosen for its nostalgic charm, not only added visual appeal but also complemented the overall gaming experience. Each stage underwent careful consideration, ensuring that every pixel contributed meaningfully to the immersive world.

This comprehensive process involved shaping Mel's appearance, designing interactive elements, and refining the visual coherence of the gameplay. The resulting Game Art Assets are not just a backdrop; they form an intricate world that enhances the gaming experience. Adobe Illustrator played a pivotal role in translating creative vision into a pixel-perfect masterpiece, making each stage a testament to the artistry behind the game.

Adobe Illustration: Full view design assets

Adobe Illustration: Full view design assets 1

Main Page - START
Main Page Included the design which i wanted to have like animating feel but in the end i think is too complicated, so i jus png the START word as it need to press to went in the gameplay,stage 1


The Main Page of my project initially aimed for a dynamic and animated feel of the elements like the earth/planets, stars and other as well but upon careful consideration, I found that the complexity of the design might compromise the user experience. As a result, I decided to simplify the design by converting it into a static PNG format. This transformation focused on a prominent element—the word "START." as it needs to be clicked by the user I retained its visual appeal while ensuring its functionality as the entry point to the gameplay.



Main page - START (Design view)

Main page - START button (png to click on)

Main Page - START (Design assets in details)
Design elements which is related with the storyline, which Mel as a zombie now need to complete the stages as to have had reclaimed her complete humanity, symbolizing a new dawn after the nightmarish aftermath of the zombie attack.

How it works? Press start.
Design assets in details - Main page START

STAGE 1 
1 - First Stage
Easy Stage - Stage 1 “ The Snugglebites”


I conceptualized the game with an adventure mode featuring Stage 1's formidable BIG BOSS, "The Snugglebites." This adversary possesses the unique power to shoot continuously, with a scanning ability that relentlessly follows and targets Mel wherever she goes. To triumph in this stage, Mel must navigate the challenges strategically.

The key to success lies in collecting essential assets, including stars, coins, and a distinctive red bottle known as the "Snugglebottle." These items play a crucial role in enhancing Mel's abilities and advancing through the game. However, the task is not without peril, as Mel must also adeptly evade the persistent attacks of the formidable BIG BOSS, "The Snugglebites."

The game's dynamics require Mel to amass the specified assets and skillfully outmaneuver the aggressive adversary to reach the stage's exit door. This multifaceted challenge adds layers of strategy and excitement, creating an engaging gameplay experience where success hinges on resourcefulness, quick thinking, and skillful navigation.

Game Design Elements/ Game Assets/ Gameplay

  • Health points - Love symbols
  • Star x?/Coin x?/ the red bottle called “snugglebott” - To collect for succus the stage (To collect all in the gameplay)
  • Avoid stage 1 BIG BOSS “ The Snugglebites” ability of unique power : to shoot continuously, with a scanning ability that relentlessly follows and targets Mel wherever she goes.
  • Bomb/fall from the block and if atatcked by the power/skills from the big boss will be deduct health point (love) until loss total of 3 it will be need to start agian







            



STAGE 1 (Design assets in details)
In the game's design, intertwined with the storyline, Mel, now a zombie, strives to reclaim her humanity in Stage 1 after the zombie attack's nightmarish aftermath. The game elements include health points represented by love symbols, while Mel must collect stars, coins, and the "Snugglebott" to succeed in the gameplay and progress through the stage. The challenge lies in avoiding the formidable BIG BOSS, "The Snugglebites," endowed with a unique power to shoot continuously and a scanning ability that relentlessly tracks Mel's every move. Success in collecting assets and evading attacks symbolizes a new dawn in Mel's journey.

How does it works? To play - Gameplay
  • Keyboard arrows of 
  • Arrow left - Move/Walk/Run left
  • Arrow Right - Move/Walk/Run Right
  • Space - To jump & Press Space longer(press twice) to jump more higher

STAGE 2 
2 - Second Stage
Medium Stage - Stage 2 “The CozyGhoul”


In the adventure mode, I incorporated Stage 2, featuring the formidable BIG BOSS, "The CozyGhoul." This adversary possesses the unique ability to shoot ghosts/spirits in a 360-degree radius, dominating most of the game space and elevating the stage's difficulty to medium-hard. To conquer this stage, Mel must adeptly navigate challenges.

Success hinges on collecting essential assets, including stars, coins, and the distinctive green bottle known as the "cozygolbott." These items are pivotal for Mel's progression. Moreover, she must skillfully evade the relentless attacks of "The CozyGhoul" to reach the stage's exit door and emerge victorious in this hauntingly challenging stage.

Game Design Elements/ Game Assets/ Gameplay

  • Health points - Love symbols
  • Star x?/Coin x?/ the green bottle called “cozygolbott” - To collect for succus the stage (To collect all in the gameplay)
  • Avoid stage 2 BIG BOSS “The CozyGhoul” which has the power of unique ability to shoot ghosts/spirits in a 360-degree radius, dominating most of the game space and elevating the stage's difficulty to medium-hard.
  • Bomb/fall from the block and if atatcked by the power/skills from the big boss will be deduct health point (love) until loss total of 3 it will be need to start agian








STAGE 2 (Design assets in details)
In the adventure mode, Stage 2 unfolds with the imposing BIG BOSS, "The CozyGhoul." Armed with the extraordinary power to unleash ghosts and spirits in a 360-degree radius, this adversary poses a daunting challenge, intensifying the stage's difficulty to medium-hard. To prevail, Mel navigates with strategic prowess.

Success demands the collection of vital assets—stars, coins, and the green elixir named the "cozygolbott." These elements play a pivotal role in Mel's progression. Negotiating the stage also requires deftly evading the relentless assaults of "The CozyGhoul," ensuring Mel reaches the exit door to triumph in this hauntingly challenging stage. Game elements intricately weave with the storyline, creating an immersive and thrilling gameplay experience.

How does it works? To play - Gameplay
  • Keyboard arrows of 
  • Arrow left - Move/Walk/Run left
  • Arrow Right - Move/Walk/Run Right
  • Space - To jump & Press Space longer(press twice) to jump more higher

STAGE 3

3 - Third Stage (Last)
Hard Stage - Stage 3 “The Cuddlepocalypse”

In the adventure mode, Stage 3 unfolds with the formidable BIG BOSS, "The Cuddlepocalypse." This adversary wields the power to shoot through the "Cuddlepocalypse," one-eyed aliens armed with guns that boast super-duper fast speed. The challenge escalates, marking this stage as exceptionally hard. To triumph, Mel must adeptly navigate through the chaos.

Success hinges on collecting crucial assets—stars, coins, and the coveted green elixir known as the "cozygolbott." These elements are vital for Mel's progression. Additionally, she must skillfully avoid the relentless attacks of "The Cuddlepocalypse" to reach the exit door and secure victory in this intensely challenging stage. It serves as the conclusive and decisive finale, marking the last hurdle for Mel to conquer.

Game Design Elements/ Game Assets/ Gameplay
  • Health points - Love symbols
  • Star x?/Coin x?/ the green bottle called “cozygolbott” - To collect for succus the stage (To collect all in the gameplay)
  • Avoid stage 2 BIG BOSS “The CozyGhoul” which has the power of unique ability to shoot ghosts/spirits in a 360-degree radius, dominating most of the game space and elevating the stage's difficulty to medium-hard.
  • Bomb/fall from the block and if atatcked by the power/skills from the big boss will be deduct health point (love) until loss total of 3 it will be need to start agian






STAGE 3 (Design assets in details)

Embarking on the adventure mode, Stage 3 introduces the formidable BIG BOSS, "The Cuddlepocalypse," wielding the power to shoot through the super-fast "Cuddlepocalypse" aliens with eye-based guns. This exceptionally hard stage intensifies the challenge for Mel, demanding adept navigation through chaotic encounters.

Success pivots on collecting essential assets—stars, coins, and the prized green elixir, the "cozygolbott." These elements propel Mel's progression. She must masterfully evade the relentless onslaught of "The Cuddlepocalypse" to reach the exit door, clinching victory in this intense final stage. It stands as the conclusive hurdle, marking the pinnacle of Mel's journey and the last test for her to conquer.

How does it works? To play - Gameplay
  • Keyboard arrows of 
  • Arrow left - Move/Walk/Run left
  • Arrow Right - Move/Walk/Run Right
  • Space - To jump & Press Space longer(press twice) to jump more higher

CHARACTER DESIGN
Character - Movement - Running and Walking
Name: Mel
Age:23
Gender : Girl
Background & Story: Human become Zombie with human thoughts (see back upstair for longer and details story of the character)



FONT - MINECRAFT



DESIGN ASSETS IN DETAILS





PROTOTYPE

3. Prototype Submission
Students given the task to create the prototype of their game. The prototype doesn’t need to have the final art asset and the use of greyboxing is allowed. The focus here is to quickly test out the game mechanics and to troubleshoot any technical difficulties discovered during the development.

This includes :

● Coding movements and actions
● Coding obstacles and enemies interactions
● Coding game levels
● Coding Boss / Final battle

Youtube Link: 
Prototype Mel Adventure Submission Video Presentation 
Total of 5 Attempt being made in this prototype: 
  • 1.Checking on the smoothness of the character of walking,running and also jumping on the blocks 
  • 2.Able to deduct health point when shoot the ability/unique power, bomb and fall of the ground/trap 
  • 3.The ability/unique power able to shoot effectively and work smoothly 
  • 4.Moving blocks smoothly up and down 
  • 5.Collect of elements (star,coins and special elements in every stage) 
  • 6.Ensure everything work wells/working and smoothly
Prototype Submission Video Presentation : Youtube




4. 
i) Final Submission Presentation [ Final Video Presentation of Progression]

This presentation provides an in-depth exploration of the entire gameplay journey of my Unity game, "MEL ADVENTURE." From the conceptualization to the final execution, I guide you through the meticulous process of crafting this immersive gaming experience. I delve into the intricacies of Unity, explaining the script and coding techniques employed to bring each element to life. The emphasis is on detailing the effort invested in the design aspects, unraveling the creative decisions and considerations that shaped the visual and interactive aspects of the game.

As the presentation unfolds, you'll witness a comprehensive demonstration of the gameplay itself, showcasing the culmination of meticulous planning, coding finesse, and design creativity. This walkthrough not only encapsulates the technical aspects of game development but also offers a narrative of the challenges faced, innovative solutions implemented, and the sheer dedication poured into every pixel and line of code.

Final Video Presentation of progression : Youtube

ii) Final Submission Presentation [Final Video Presentation - Gameplay]
Google Drive Link:

In crafting the gameplay for "MEL ADVENTURE" in Unity, I meticulously executed a version that not only emphasizes clarity but also provides a comprehensive experience. Playing through the Unity version, I explored its nuances, testing and refining it through multiple runs to ensure a seamless and engaging user experience. Winning all the stages in various attempts affirmed the effectiveness of the design choices and coding intricacies.

Reflecting on the entire journey, from the initial proposal to the prototype and final submission, I take pride in the alignment of the storyline with the design and overall gameplay. The synergy between the planned aspects and the executed elements is evident, showcasing a project that not only met but exceeded expectations. This process not only demonstrated technical proficiency but also showcased a commitment to delivering a cohesive and satisfying gaming experience.


Final Video Presentation - Gameplay : Youtube

Gameplay of MelAdventure Game - Only gameplay : Youtube


REFLECTIONS
Experience, Observation & Findings

During the course, I gave my best effort to complete all the assignments, and I gained a lot of knowledge from Mr. Razif, our instructor. The assignments allowed me to explore new areas which is learning the new software called UNITY, which I found it was really super duper challenging since I wasn't skilled in them. It was really struggle during the course, but I persisted and felt a sense of accomplishment by the end which I'm still able to come out in the end, not the best but at least I try it. It was my first time on doing games but I do love to learn it which I think its really fun and I'm happy to take up this challenge,

Throughout the 14 weeks, I felt incredibly happy with the progress I made. I could see growth in my abilities with to know and able to learn the software and the skills I developed through the assignments, the knowledge and exploration I gained made it all worthwhile. But meanwhile, I was actually not satisfied with my final assignment outcome, but because of lacking of the skills and how to use it professionally in the short 14 weeks, here are what I've try my best to came out with the outcome and completed everything.

In summary, this course has been a turning point for me. Though I faced difficulties initially, I've experienced significant personal and professional growth. I feel proud and grateful for this valuable experience. It was a fruitful journey, and I genuinely developed a passion for the subject. I'm delighted with the outcome and consider it an incredible journey.



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