Games Development/ Bachelor of Design (Hons) in Creative Media
Task 1: Game Design Document
- Challenge
- Strategy
- Chance
- Choice
- Luck
- 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. - 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
- Is the game easy or satisfying to play?It is fresh at first but it will slowly turn frustrating
- Is the game visually aesthetic?The game visual is fine overall not many words to read
- 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 - 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
- Is the game easy or satisfying to play?The game has smooth animation and easy to play due to less keys to memorize.
- 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
- 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
- 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
- Is the game easy or satisfying to play?The game is satisfying to play when you escaped the ghost and clear a level.
- Is the game visually aesthetic?The game has that horror graphics and background that suits and give off horror atmosphere
- Substitute
- Combine
- Adapt
- Modify
- Put to another use
- Eliminate
- Reverse
- Incorporate/Include
- Improve
- Inverse/Invert
- 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.
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
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
- 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
- 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
- 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)
- 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
- 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
- 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






