Games Development - Task 1: Game Design Document


22/04/2024 - 13/05/2024 (Week 01 - Week 04)
Wong Khye Qing / 0361000
Games Development/ Bachelor of Design (Hons) in Creative Media
Task 1: Game Design Document


 
Instructions
 



Lectures
 
Week 1: Games Experiencing
 

Fig 1.0 Lecture Slides, Week 1
Elements of a Game: Gameplay
  1. Challenge 
  2. Strategy
  3. Chance
  4. Choice
  5. Luck
In the first week of the class, Mr Razif requested that we play some of the games that were previously done by our seniors by going to the published site to experience the game that were made using Unity and to review them based on the issues and the improvements that could be done to the published games. The site for the games is below:


Fig 1.1  Reaper Game interface
Reaper
  1. What are the issues of the game without the knowledge of creating a game?
    I feel that the game mechanics of the game might be confusing, some obstacles require some more trial and error to figure out some hidden feature.
  2. Suggestion of the fix of any suitable or beneficial features to the game.
    Create a more predictable kind of feature that user are able to get use to, make it less responsive
  3. Is the game easy or satisfying to play?
    It is fresh at first but it will slowly turn frustrating
  4. Is the game visually aesthetic?
    The game visual is fine overall not many words to read

Fig 1.2  Zapper Snapper Game interface
Zapper snapper
  1. What are the issues of the game without the knowledge of creating a game?
    The attack key of the game overlaps with the left and right button, making it hard to use the attack button
  2. Suggestion of the fix of any suitable or beneficial features to the game.
    Use the Q or E button for attack which is just in front of the A and D button
  3. Is the game easy or satisfying to play?
    The game has smooth animation and easy to play due to less keys to memorize.
  4. Is the game visually aesthetic?
    The attack key of the game overlaps with the left and right button, making it hard to use the attack button

Fig 1.3  The Cry from The Classroom Game interface
The cry from the classroom
  1. What are the issues of the game without the knowledge of creating a game?
    The game feedback is not that well, when the ghost is attacked no hurt feedback was shown
  2. Suggestion of the fix of any suitable or beneficial features to the game.
    Hurt animations can be shown for the ghost in order to know that attack damage was dealt  rather than just relying on audio that might not be access by some users
  3. Is the game easy or satisfying to play?
    The game is satisfying to play when you escaped the ghost and clear a level.
  4. Is the game visually aesthetic?
    The game has that horror graphics and background that suits and give off horror atmosphere

Week 2: Games Experiencing
 

Fig 2.0 Lecture Slides, Week 2
SCAMPER
  1. Substitute
  2. Combine
  3. Adapt
  4. Modify
  5. Put to another use
  6. Eliminate
  7. Reverse
3(i)
  1. Incorporate/Include
  2. Improve 
  3. Inverse/Invert
We were task to select a few games from Game Site 1 or Game Site 2 to play some classic games so that we can learn the mechanics and rules of the game. Then we will need to use SCAMPER to generate some new ideas by using the games and modify the main game that we have chosen. This is one of the ways to create a game by taking the strengths and value of other games to piece up a game of our own or modifying it. 


Our group decide to choose Kirby's Adventure to play. It is a retro game that features a pink chubby character, Kirby, that was tasked to collect all the 7 shattered Star Rod and confront the King Dedede. Kirby's powers include copying the enemies abilities or blasting energy star out upon eating them, Kirby is also able to suck up the air to fly around to avoid the enemies on the ground. 

Then, we managed to piece together a new Kirby with different mechanics and game features from other games that we have played. The SCAMPER method is one of the ways to maximise on other games features and advantages in order to create a creative and fun game for the user. I find this method rather useful as I myself have not thought too much on taking the features of other games, it will be very useful to learn get the goodness of the game

Week 3: Games

This week, we are to complete a mini exercise in the class, which is to specify on the game that we like to play and why we like to play it. One of the games that I have on my phone is the Redungeon game, it is a pixel dungeon game that has interesting graphics, I often played this game in offline when I am bored as this game could be a good time killer. 


Fig 3.0  Game Screenshots, Redungeon

Here are the things that I like about the game: 
  • It is a mobile pixel game, which sets apart from the usual games that have high quality graphics, as pixel design has some limitation in remaining details in a small amount of space, which requires even more attention to some details. 
  • The game also allowed me to play with multiple game characters, which would mean that I will not be bored with just one character. 
  • Memorizing the mechanics, I am required to memorize on some of the enemy patterns and trap patterns to avoid from dying in the game
  • Different game style. Due to the unique nature of different characters, the overall surrounding of the game would be different based on the powers of the character. For example, Panic Bot is a robot and requires charging, therefore charging station spawned along the map. 


Game Design Document
 
There are a few keywords about the game idea, Black and White, platformer, color changing, storyline, obstacles and puzzles. In short, I would like to create a game where the character would be affected by his surroundings based on what he has interacted with. Challenges such as obstacles and puzzles will be placed along the way to motivate the progress of the player. There will be a controls tutorial before the gameplay to guide the player on the basic mechanics.

Summarized Game Research 
  • Horror and unique mechanics can create a strong atmosphere to keep players engaged and it makes the game stand out

  • Clear introductions and tutorials are important to teach players mechanics without overwhelming them

  • Well-designed levels can be engaging even if they are short by requiring the player’s trial and error and experimentations


Aim of the Game
  • The whole game aims to allow the player to experience the overall changes of the character throughout the gameplay by slowly making progress based on the surroundings

  • It aims that players to understand that our surrounding might be affecting us, stepping out of our comfort zone might sometime lead us in discovering more

  • Tell players to be brave in taking the first step, go out to explore and learn more about something new and our surroundings


Characters, Objects & Enemies

Fig 4.0  The Boy, Dangerous Cupboard and Metronome

The Boy is a boy that is a shut-in that always stays in his house, he likes to spend his time doing his hobbies and playing computer games. His whole life is filled with negativities before going out for exploration, his point of view of the world is grayscale as he sees the future is bleak.

Dangerous Cupboard
  • It has unlimited health [∞]
  • It is meant to be an enemy to avoid not attack
  • Shoots sword projectiles
  • Projectile deals 1 health damage to player [-1 health ♥]
  • Attack speed is 1x
  • Projectiles deals no damage if player is in Invincible Mode
Metronome
  • Regenerate player health by random from 1-2 health  [+1-2 health ♥]
  • Grants Invincible Mode to player for 3 seconds [∞]

The boy Character stats

  • The player has 3 health bars [x3] - Each bar will diminish if in contact with attacks from the Dangerous cupboard or Spikes - Half of each bar will diminish each second if the player is on a spike
  • Player Invincible Mode [3 seconds] - Obtain by collecting the Metronome in the levels  - Player will deal no damage from sword attacks or spike damages for 3 seconds 


Fig 4.1  Color Changing Mechanics, background to foreground

The plan is to let the levels change color when the players progress through the levels, there will be different layers in the design of the level elements, which color changing could occur in stages. The concept is demonstrated in the image above but does not represent the art style of the game. The colors could be changed from the background slowly towards the foreground by stages (1-4).

Factors affecting the colors
  • Player’s health (reverting to black and white, if health gets lower)
  • Player getting attacked or hurt (surrounding will slowly transition to black and white)
  • Progressing through the levels (the levels will slowly be more vibrant)
The Levels
  • Tutorial 1: Learning of Movements
  • Tutorial 2: Learning of Object interaction 
  • Level 1: Get into the world (Exposition to the world)
  • Level 2: Learning the hard way (Challenge begins) 
  • Level 3: Eyes open

Fig 4.2  Game Flow Chart, Wireframe

The References


Fig 4.3  Color, Game Surrounding, Color Changing References



Submission Task 1: Game Design Document


Fig 5.0  Game Design Document, pdf


Fig 5.1  Design Document Presentation Recording, mp4



Feedbacks

Week 3
  • The game needed some puzzles and obstacles to motivate the player
  • We will need to try on the plan A (changing the color of the asset), if it did not work, we will go with plan B (changing the level color)
  • You needed some obstructions in ensuring that the game is not boring and keep the player invested in playing the game
Week 4
  • Focus on what the character can do and need to do in each level, there will be task where the user will do in a level
  • Have a detailed gameplay for each level
  • Try to set goals for each level and how can the player able to achieve it
  • Color in Unity might be able to achieve with post processing in Unity, but try to focus on the proposal at the moment



Reflection

My progress for the document is not that quick, in which I needed to pick up the pace in order to keep up with the schedule and deadlines. As I was doing the research, other game references are quite inspiring for the my idea creation. There were creative ideas that I thought it would be nice if I have thought about it, they were the ideas that makes me think that the sky is the limit. I was able to learn more about game experience which is a crucial part of creating an enjoyable game. Obviously, there are a lot of rooms for the improvement of the design document, there are some elements that I wish I could add to the game but might require some test runs and coding to understand its possibilities. I will be refining and adding more elements to the game so that I could create a presentable and established game that players can enjoy. Finally, a note to my future self to be on time for the dates and enjoy the process of game creation.

good luck.