28 AUGUST 18 -
Hanif Rashid (0333455)
Games Design.
WEEK 1
On the first week of class, Mr. Kanan then showed us some of our seniors' works and asked each of us on what we think about the games give a pros and cons towards the games. Mr. Kanan then asked us to discuss together on what can be improved from the game play that we just watched. After discussing with the whole class, we came up with a few points which we thought are essential in order to create a good game.
Color scheme
Purpose of the game
Challenges in the game
Interactivity
Rewards
Sound effects
The color scheme that we saw from one of the game was quite dull. The character of the game, instead of being highlighted, was kind of blended with the background. Mr. Kannan then explained that it is necessary to give highlight of the necessary things inside the game to make it noticeable.
One of the games that we watched was also quite boring because there was not much purpose in the game. The character was just constantly attacking a monster that doesn't fight back, collects coins, and continues to move forward. From our observation, the game that we watched lacked a sense of purpose where there's no story from the game itself. We then discussed about how it would be better for the game to have a background story which can be shown by either comic strips, videos, or game itself.
Another thing we noticed is that there's not much interactivity from the game we watched where the character just keep on moving forward, seeming to know what he needed to do. After our discussion, we came up with the conclusion that the game would be much better if there were some other non-playable character that could communicate with the main character itself. Mr. Kanan also added that each NPC should also be shown clearly, such as their roles, etc. The rewards from reaching the goal should also make sense and make the players feel like they've accomplished something.
Sound effects are also essential in games design to ensure the game is interesting throughout and to kind of bring the vibe and atmosphere for the players when they're playing the game.
Further Research :
One of the website that provided by Mr.Kannan is how to create a story telling. The website is a good website for us to start give a jump start our creativity and ideas. Here are some basics points of creating a games :
- Characters
- Make an interesting character with a unique selling point.
- Player Agency.
- Give a player a control.
- Back Stories.
- Creating a richer path and giving a purpose
- Personal Touch.
- An Authentic Motivation.
- Give a little research!
- Visual Element.
- a vibrant visual to stand out.
WEEK 2
3 SEP 2018
2nd week class started by our lecturer, Mr.Kannan presenting us a completed timeline of our game design course. From that timeline we can estimated how our workflow and what to expect every week. Even though is not a compulsory to follow exactly but is MUST for us to follow closely to the timeline. The reason behind this method is to train us to get used to the industrial system.
Another important reason that our lecturer mention for the timeline system is for us to divided our workload a little by little and to priorities our task. Speaking of priorities, here Mr. Kannan explain how priorities will have a great impact on our games design. Mr.Kannan explain during the game development, we need to divided our games development into 3 priorities which is :
- P1 - The most important task in games design that need to be complete in order the game to be playable.
- P2 - Secondary element that is an additional to have in games in order to make richer games experiences.
- P3 - Extra element that makes the games visually stunning. This P3 section also where the touch up process happen.
And from this screen shot that Mr.Kannan provided, we were task 1st to list down the things that we visually available on that screen shot. Screen shot of the game :
Here the list that our classes provided :
- Platforms - P1
- Characters - P1
- Power UP - P3
- Environment - *too wide to narrow down, will bring into further discussion.
- Item - P2
- Puzzle - **not applicable for this level
- Checkpoint - P1
- Depth of Field - P3
- HUD - P2
- Portal - P3
- Collectables - **not applicable for this level
- Rewards - P2
- L.O.D - P3
- Background - P3
- Obstacles - P1
For today class, we were randomly separate into 3 groups and tasked to create a game by using a blackjack card and along the way our lecturer will be giving a simple comparison and connection between the blackjack card game that we creating and the real situation of creating a game.
For my group, the game play is simple, each of the player need to count a from 2 till the King and at the same time open the card in the middle, and who ever got a the same number that their pronounce while open the card need to tap the card. Who ever the last one to tap will get all the cards in the middle. The game will start from the lose player and the count reset.
After a few rounds and we explain to Mr.Razif about the game he did give us all an idea how some of the games can easily using a reversed method. For example the famous game of Super Mario have been using but in reversed method. One of the game is Jetpack Joyride, instead of walking forward this game is floating around.
After that our group decided to mix the game play style to make it more complex and challenging. Instead of just counting numbers and open the card, and who ever got the same number will tap, we changing it to only EVEN numbers and only using the Blackjack default color which is black and red and to make the game even more interesting, the player can only tap if the color that their pronounce is the right one and at the same time is EVEN number.
So this is where the challenge came due to the fact the player need to tap as fast as they could but at the same time need to stay in rules. This is where the visual, and thinking process happen at the same time pressure the player to act fast. Bellow are the image that capture by our lecturer Mr.Razif :
WEEK 3
10 SEP 2018
No class for Monday week 3 but we were require to update our games idea progression. Bellow are my draft games idea and story plus with my initial sketch follow up by references and mood board :
Core idea/ Story of the games :
Willam is a teenager that is currently doing his undergrad study and he's just move in to a new place that is not in particularly in good condition but due to the values plus a great location he had no choice but to move in the house. He have a phobia of insect especially cockroach this lead to him being very traumatized. He will kill every cockroach that we manage to found but and hunt them all down until he feels satisfy but the cockroach just wont die. So one fine as he was having a great lunch eating ramen with the thought of cockroach in his house is already extinct, he was wrong as the cockroach multiply and seeking a revenge for the right time, the cockroach attack his food, and slowly trying to take over the house. Willam angry and swear that he will get rid of every single cockroach in his house for the 2nd round and won't let the cockroach spoil the ramen. This is lead to him going on adventure inside and outside his house just basically to get rid of the cockroach in his point of view due to the fact that he has a vivid imagination.
The inspiration of this game is basically inspired from my classmate that just move in into his new place and he hate cockroach so much that he buy a bunch of insect repellent. Another inspiration that i get for the imagination part is from the movie Sucker Punch (2011) director by Zack Snyder where the main protagonist retreats to a fantasy world where she is free to go wherever her mind takes her.
This is where my inspiration comes in from the character of my friend hated so much in cockroach combine with the retreats to his own fantasy but basically is just him getting rid of the cockroach. I try to make my game idea simple with a clear direction that the protagonist want to achieve and also can related to the player since cockroach is not an insect is that likable by everyone since is a unhygienic insect and also hard to kill. He as a main protagonist have a motif and direction that almost everyone will related too.
Bellow are my reference and mood board :
My direction for the visual and art is more to pixel art style since is does giving the retro aspect but mix with modern game play. The setting is his house interior and exterior. For the setting and prop i was heavily inspired by the modern urban setting.
Bellow are the main protagonist, Main Objective and Enemy inspiration :
Bellow are the few inspiration that convince me with the art style and direction :
First initial draft sketch and inspiration :
And finally my main protagonist and the typical 1st level mob produce using pixel art :
A
WEEK 5
24 SEP 2018
Progression update for game design. Re-polish the look for the games. Instead of 8bit change to 16bit to give more stylized. Adobe Photoshop is the primary software for me to created my assets and design from sketches.
Bellow are the progression and the inspiration :
Old style Main Character :
NEW style Main Character :
Character Sprite (WIP) :
- Idle
- Walk/Run
- Jump
- Attack
Bellow are the animated using Adobe Photoshop Timeline :
Low Level MOB / Enemy (WIP).
Idle and Walk:
And finally the progression for my Grey Box level design and also Game Asset :
Grey Box level :
Grey Box level :
Progression will update soon :
26 SEP 2018
For this week class, Mr.Razif our lecturer teach us the basic coding using C sharp script, at Unity to make our character movement, creating level and finally teach us how to integrated free asset from unity Store.
Bellow are the process :
Above are the process where we required to created a simple object as our main player and created a base for the platform. After creating that we must apply component to every object due to make the animation working such as gravity, the movement. After that we need to add a C++ script to configure our character working.
Bellow are the process :
Above is the scripting process to make all the movement and element working in Unity. It's a bit challenging to understand how the Script work around and the function but the process is actually enjoyable as we can straight away see the result from Unity platform. If there's an error inside our scripting, It will straight away tell us and donse't allowed the result to play as Unity will ask to amend the script in order for the games to work.
And finally the video of the prototype game play :
Game progression will update further - - -
WEEK 6
01 SEP 2018
Progression on Game Project :
After completing the primary and secondary asset, i decided to bring the primary asset to Unity to start prototyping my Games as our lecturer recommended me to start my prototyping by using the primary assets. The reason he told us to understand how Unity works for example the games obstacle and does our primary character movement have any glitch around our level design and many more other thing we will face once we start our prototyping and from here we can understand more on how to make our whole game.
Bellow are the progress that i learn by searching on the internet. I do refer to many medium such as video tutorials, eBook and also Unity forum on the internet.
Character Movement, The Physics, Double Jump :
Outcome of the Movement :
Sprite process, cutting and Animation :
Camera working :
Outcome of the Movement :
Game progression will update further - - -
WEEK 7-14
00 --- 2018
Progression
1st a major re hauling towards the stories is change as progressively towards the end the stories need to be change adapting to the overall game play. Decided to add some a few element and improve the overall game play. Bellow are the progression and the update towards the game.
Game Summary
One day, an experiment gone wrong in the laboratory far far away from the city, a virus that have mutated the whole laboratory. Some of the mutant slip through and slowly affected the city. Now it is up to Willam, the main protagonist to stop the virus and destroy the virus and also the whole laboratory.
Zapper Snapper is the Official Title.
Game Genre
Platformed, Puzzle, Action Adventure.
Game Aesthetic
Inspired by the retro 2D pixel art aesthetic and fusion with the latest technology advancement provided to enhance the overall look and feel.
Major Inspiration.
Metal Slug
A series primarily of run and gun video games created by SNK. Spin-off games include a third-person shooter and a tower defense game. Originally created for Neo-Geo arcade machines and game consoles, the original games have also been ported to other consoles, with several later games created for various other platforms. The games focus on the Peregrine Falcon Squad, a small group of soldiers who fight against a rebel army, aliens and various other forces intent on world domination.
Games Assets.
Main Protagonist
Initially the main aesthetic style for the overall look is only using 8 bit pixel style but throughout the 2nd stage, i decided to change from 8 bit to 32 bit due to reason 8 bit aesthetic have a limitation and by using 32 bit style give more depth and room to play around with the visual.
Main Protagonist Mech (Special)
The social part of the game provided a power up, but instead of giving a special abilities, this game provide a Mech, giant robot towards the end of level to give the player the feel of power. This was heavily inspired by the Metal Slug vehicle system.
Enemy.
There is 3 level of enemy, 1st one is the easy level, medium and hard level. All the enemy is there on the game to slow your journey if the main protagonist is collide with the enemy. Aesthetic wise for the enemy also going through the same process where the 1st stage was 8 bit then moving on to 32 bit.
1st level, Maggot - Mutated maggot combination with cockroach & the virus.
2nd level, Cockroach - Mutated Cockroach that grew the same size as the protagonist.
3rd level, Zombieroach - The poor innocent Scientist that has been affected by the virus, and change them completely from human to a disgusting mutated zombie combine with cockroach DNA, hence the name.
Level Design.
Since it’s a platformer game, majority of the level design is pretty flat and straight forwards with combination of puzzle and a few obstacle. For leve Design, it’s divided into 2 Section, The city & the laboratory. From here, the city's been sub-divided into 2 section which is introduction & the Crane level. For laboratory, it’s divided into 3, the intro for laboratory, the rampage stage and the exit.
CONCLUSION
Overall, i do believe this subject do teach me a lot of value and i do learn a lot of new technically skills but i do regret that i didn't manage to polish to the finest as i need to juggle with other subject. The majority of the art i do used half of the free assets that provided throughout the internet BUT i do modify almost 70% of the assets that i decided to used for my games. The only Artwork that i produced is the Main Character, the enemy and some of the level Assets. Even the period of producing the games is short, i manage to push myself to the limit and able to understand and produce a satisfy quality but if given a proper time with no other commitment, i do believe i can even push more further. All in all this subject makes me believe that i will produce a small game demo for Final Year Project.
Screen.
Gameplay Video.
Game Documentation.
THANK YOU!
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