25.09.2024 - ?.0?.2024
Michael Chan Henn Loong / 0363611
Game
Development / BA of Design (HONS) in Creative Media / Taylor's University
Task
1 & Exercises
LECTURES
INSTRUCTION
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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.
PROGRESS:
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