25.09.2024 - 23.10.2024
Michael Chan Henn Loong / 0363611
Game
Development / BA of Design (HONS) in Creative Media / Taylor's University
Task
1 & Exercises
LECTURES
Week 3
In week 3 we started our first lesson on Unity, Dr. Razif
gave us some time on playing around with the components, mass and stuff in the
unity and taught us how it is easier to make all these now comparing to the
old days as Unity provides us the physics needed for the gameplay to work as
in their generation the physics are codded by their own very hands.
Fig 1.0, First try Unity, 18.10.2024
I'm getting hands-on with Unity for the first time, experimenting with the
interface and basic features that Mr. Razif taught us in the class. Adding
in rigid body provides the subject physics like gravity pull.
Fig 1.1, Collider Component, 18.10.2024
Adding a collider to the object to detect collisions and enhance gameplay
physics. With collider the square can stop on the platform without a
collider the square will fall through as in Fig 1.0.
Fig 1.2, Adding mass to the square, 18.10.2024
In Fig 1.2 I’m adjusting the mass to make the physics more realistic for
objects in the game. I found out with different mass there will be all sorts
of results too.
Fig 1.3, First try Catapult, 18.10.2024
Fig 1.4, Final try Catapult, 18.10.2024
As for these 2 its actually my tries on making the catapult, I mean the bar
fell off but it still get the job done right ? so I guess its a mission failed
successfully. I personally like the second catapult more as it seems more like
it ? like the thing flew high dropped down looking heavy as hell feels more
like a catapult to me.
Fig 1.5, Front fast(Left), Front slow(Right) , 18.10.2024
So this is the example of the vehicle after adjusting the speed of it.
Fig 1.6, Speed code, 18.10.2024
This is where I'm adjusting the speed of objects with , ensuring the car
mechanics respond accurately to the inputs.
Fig 1.7, left / right animation
Fig 1.8 , Direction codes (left), Rotation codes (right)
I'm adding directional animations and rotation codes to improve the car's
movements.
Week 4
In Week 4 we have another lesson on Unity learning on how to implement basic
gameplay. As usual Mr. Razif sent us the drive link and followed Mr. Razif
instructions on how to insert the codes and stuff.
Fig 2.0, Left, right and shooting
In this Fig I'm testing out whether the left right controls and shooting
codes are working.
Fig 2.1, Projectiles out of bounds
As Mr. Razif said in class we need to control the items we use in the
project like after shooting the projectiles if we don't destroy it, it's
going to keep flyting and as it accumulate our system will not be able to
stand it. So in the right image showing how the code is inserted to destroy
the projectiles.
Fig 2.2, Animals out of bounds
I've also added in the destroy object script into the animals to prevent
them from keep running outside the map.
Fig 2.3, Sorting animals into element
In this image it showed on how I insert the animals into their own elements
so that its possible for the spawn manage code to work.
Fig 2.4, Without spawnpos
Fig 2.5, With spawmpos
In Fig 2.4 & 2.5 we can see the difference of using spawnpos and
without it. Without spawnpos the animals will only spawn in one line but
with spawnpos they will form randomly on the map.
Fig 2.6, Own spawn
And with the own spawn we no longer need to spam the button manually to
spawn the animals we only need to apply the script to all the animals and
adjust the time of the spawning and they will spawn on their own.
Fig 2.7, Edit Collider
Here we are editing the collider for the animals so when we shoot our
projectiles the codes can sensor it and destroy the animals.
Fig 2.8, Game Over & Code
In the Pdf sir sent us also taught us to put in a game over code in case the
animals got passed the character without being "destroyed" in the console
there will be a Game over letting us know that we've lost the game.
INSTRUCTION
<iframe
src="https://drive.google.com/file/d/1usiTSebJdPoxEiFpz-dtWJ6utM-ZWH2x/preview"
width="640" height="480" allow="autoplay"></iframe>
As I missed out the first class of the Game Development module I have no idea
what happened. So I messaged my friends to ask for more information on what
happened during the class, and I get to know that this semester is going to be
hard and stressful due to both Experiential Design and Game Development
shouldn't be taken in one same semester as they both consist a lot of work so
they told me Sir Razif recommended us to drop either one. Well we'll see how
things go and decide whether I'm dropping the module.
So after asking my friends I knew that in Sir Razif gave us an exercise on
analyzing an existing game in the link he provided and submit it latest by
Sunday 1159pm.
EXERCISES:
-Week 1: Critical Analysis of an existing game
So I got the link from my friend and took a look in the website, didn't know
there's a dev zone like this in Taylor's it's my first time knowing this and
seeing how everyone is making games here make me feel energetic to go through
this module too
Fig 1.0, Taylor's Design School Game Dev Zone , (9.09.2024)
So I chose Adam's Nightmare by Matthias Lim Shou En and tried out the game for a bit.
From my POV its a traditional platform game with puzzle solving mechanisms
the controls are easy to execute and the controls are easy to understand
too, there's not too much of complicated mechanics just moving around,
puzzle solving and some pull push actions.
Like other platformers movement and jumping are centerpiece mechanics in
Adam's Nightmare. These parts seem simple and lack the refinement and
smoothness found in most indie games. The basic mechanics depletes the
complexity of the gameplay and while puzzles are present they fail to bring
further challenge to the player which lowers enduring participation.
The task of grabbing items and manipulating levers in the puzzle solving
improves the ease of the conventional platforming approach. But I think it
could have offered more challenging or varied challenges. The challenges
often stick to recognizable patterns that will boring to some players.
The game has a simplified or maybe minimalist visual that gives off the
"Limbo" or "Inside" vibes but even the game has simplified visuals that
suit its theme well, it declines to explore all its potential. Platform
games usually succeed through colorful and varied landscapes that stand
out against the character's story. The game's bleak scenery and
low-quality textures showing that more polishing are required.
Fig 2.0, Adam's Nightmare by Matthias Lim Shou En , (9.09.2024)
Fig 3.0, Adam's Nightmare by Matthias Lim Shou En , (9.09.2024)
And there are also few bugs that I've encountered while playing the game such
as shown above in Fig 2.0 & 3.0 in 2.0 the character can run straightaway
to the opposite of the land without using the boat and not sure whether it's
my controls problem or anything the boat wont budge. In 3.0 My character fell
out the map and I cant restart the level which I needed to refresh the game
and start all over from stage 1 again.
Overall I think Adam's Nightmare provides a strong base for new
developers and is a good project for first timer. With more knowledge and
skills it can be turned into a potential indie game.
Task 1: Game Design Proposal
Progress-
So I started with browsing through my steam account library checking out what
games and genre are actually suitable for me to take into account and use it
as a reference to create my very first game of my own. I personally likes game
that provides different ending, choices and probably more "Dark" themed and
souls like game. Our final project would be to create a 2D platform game so I
went through most of the 2D platform games that I've played before and came
out with 5 references or maybe I would say inspiration that I'm using for my
proposal.
So attached below is my references and ideation of the three rough proposal.
So this is the proposal I made, these 3 idea's story are more emotional rather
than being some sort of "shounen" or hot blooded story as I personally
prefer this sort more, and due to the liking of soul based game I'm planning
to make the games more souls like maybe like Blasphemous that is mentioned
inside the slides. So it might be something like the MC only consist of 3
health for each level or some sort of thing like that.
Below is the final slides for task 1
https://www.canva.com/design/DAGUPtUpOlQ/f_Mf8hxtQ5_E9ahshDK4Og/edit?utm_content=DAGUPtUpOlQ&utm_campaign=designshare&utm_medium=link2&utm_source=sharebutton
I made the canva slides quite simple most of the details are in the google documents this canva slides only serves as a presentation slides for me.
And I've also noticed that Mr. Razid asked us to record the presentation video with our face cam on I've tried using the canva presentation plus recording function but after i recorded for 4/5 times it still pops up with the error thingy and my presentation just goes to waste.
Fig 3.1, Canva face recording error
So I didn't really recorded my face in the presentation but only with audio and here's the presentation or the game proposal.
REFLECTION
This is definitely my favorite module this semester, and I’m absolutely loving
the process of understanding game design. The fact that I’m learning how to
develop a game myself feels like one of the best opportunities I could ask
for, especially since I’m aiming to work in game related job one day if
possible. I decided to make a sad, dark vibe game because it’s one of my
personal favorites. It allows me to create a emotional story and game concept,
where I can add strange and creative details as I see fit.
A
reminder for my future self would be to stay realistic about my abilities and
keep in mind what can actually be done within the given timeframe. There are
many more mechanics, ideas, and details I wanted to include in the game
proposal, but I held back from overloading it who knows maybe I'll get to continue further developing this for my FYP or major project.
Overall,
I’m really happy with my progress so far and excited to turn this into a fully
functioning game. I just hope I can finish everything on time while balancing
my other modules. I’m expecting this to be both a fun and challenging learning
experience.
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