Games Development / Exercises

06.04.2023 - 06.07.2023 (Week 1 - Week 14)
Abigail Kartika Darmowinoto / 0350525 / Bachelor of Design in Creative Media
Games Development / Taylor's University 
Exercises


    LIST


    LECTURES
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    WEEK 2 (13/04/2022): LECTURE 1 - GAME DESIGN

    3 Main Components:

    • Game Design - a.k.a The Director
      • Not the visual
      • How the game will be (content, rules)
      • Requires artistic, technical, and great writing skills
      • Envision how the game will work during play
    • Game Art
      • Visuals
      • Concept, environment, character, UI
    • Game Technology
      • Programmers, back-ends
      • Platform decision
    Elements:
    • Story
      • Whose story? What happen? What's at stake? What problem that needs to deal with?
      • How What Happens - Affect Someone - In Pursuit of a Difficult Goal - How he/she changes
      • Spine: Exposition - Conflict - Climax - Resolution
    • Gameplay
      • Challenge 
        • obstacles, enemies, terrain, environment, what can stop the MC to go to the finish line.
        • punishment: further challenge for player

      • Strategy
        • player should be able to think and allow them do develop a way to finish the game.

      • Chance
        • Gives player a chance to be longer in the game.
        • Example : bonus number of life, health bar replenish, game time increase, invincibility, bomb, weapon, booster

      • Choice
        • Player given options that can affect the game.

      • Luck
        • While in a state of losing, suddenly manage to be in the state of winning.
        • Not every time, randomized.
    WEEK 2 (13/04/2022): LECTURE 2 - GAME IDEATION
    How to generate ideas for your games:
    1. Brainstorming -> write down any ides you have, possible, or not.
    2. Brainwriting 6-3-5 -> sit write and pass down the idea.
    3. Scamper -> Substitute, combine, adapt, modify, put to another use, eliminate, reverse
    4. 3(I) -> Incorporate/Include, Improve, Inverse/Invert


      PRACTICAL
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      WEEK 4 (27/04/2022): UNITY

      fig 2.1, UNITY Tour, Week 4 (27/04/2023)

      We were guided and toured about UNITY.

      First we were introduced on components feature.

      1) to make the capsule fall
      - use rigid body 2d

      fig 2.2, Creating Shapes Week 4 (27/04/2023)

      2) to make shape detected as ground
      - use box collider 2d
      - it follows the ground rate scale, so no need more physic calculation



      fig 2.3, UNITY Scales and Box Collider, Week 4 (27/04/2023)

      3) adding script
      add components - script - name - folder - name - move

      can be accessed from script - three buttons - edit script
      fig 2.4, UNITY scripts, Week 4 (27/04/2023)

      4) to make move based on cursor
      fig 2.5, UNITY move code (cursor), Week 4 (27/04/2023)

      5) to increase speed
      give * speed beside x/y/z
      Debug.Log(move); -> to know the position of cursor

      6) to make position freeze:
      rigid body - constrain - freeze
      fig 2.6, Freeze Position, Week 4 (27/04/2023)

      7) jumping
      change y
      register keyboard press
      limit jumping:
      fig 2.7, UNITY jumping scripts, Week 4 (27/04/2023)
      • tag the ground
      • check the is trigger on ground trigger
      8) adding jump speed move speed
      fig 2.8, UNITY easy access scripts, Week 4 (27/04/2023)
      *change accordingly

      9) change gravity
      fig 2.9, gravity, Week 4 (27/04/2023)

      10) is trigger = pass through

      11) create trigger max 2 jump:
      fig 2.10, UNITY max 2 jump scripts, Week 4 (27/04/2023)

      *is grounded must be checked on preview
      fig 2.11, still double jump, Week 4 (27/04/2023)

      if correct candoublejump will be checked


      INSTRUCTIONS
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      EXERCISE 1
      (06/04/2023) : play some games in TDS GameDevZone. Then choose 1 you like and review it.

      EXERCISE 2
      (13/04/2023) : 


      EXERCISE 3
      (27/04/2023) : 
      UNITY first attempt exercise - moving jumping 
      EXERCISE

      EXERCISE 1 : The TDS GameDevZone Games:
      *all games are sourced from TDS GameDevZone.

      I played some games, like for examples:

      1) Misty Night by Tamara Audrey
      fig 3.1, Misty Night

      The first game was actually quite fun, but the obstacles are hard to pass. For me, I think that the obstacles for level 1 is too hard. Graphic wise it's very nice and fun, not much visuals. The game also has a clear objective.

      2) Reaper Test by Sam Mun Hoe
      fig 3.2, Reaper Test

      Whiles the second game, graphic wise is using more gradient. It suits the concept of the grim reaper and darkness, which make it harmonious to each other. In term of gameplay, I like this better than the first game, since the game is easier yet not that easy, but still enjoyable.

      3) Zapper Snapper by Hanif Rashid
      fig 3.3, Zapper Snapper

      I feel like Zapper Snapper game graphics are better and look more complex compared to the first two. In term of gameplay, I like the second game better cause the control of the Zapper Snapper Game, when I press jump button, the character jump too high. But the obstacles are more fun and challenging compared to the other two.

      4) Dream Cream Survival of the Sweetest
      fig 3.4, Dream Cream Survival of The Sweetest

      This game has a very cute concept, different from the games I found on the web. I feel like graphic based, it's really cute, but the outline for the characters are too contrast, making it different from the art style. I mean it's fine to differentiate it, but for this case, it's too much. For the gameplay, it was so fun, but I think the asset files are too big, which make the game so laggy.

      5) Save Pon by Ash
      fig 3.4, Save Pon

      The five games that I play are actually nice games. I like them all, from the concepts, graphics, and gameplay.

      To be honest if chosen from the five games i played, the most I like is the "Save Pon," coz compared to other 4 the visual designs are kind of simple, yet cute, not too much graphic and detail, which makes the game easy and enjoyable to play, given not much tension. The gameplay also quite simple, just use the arrow bar and space bar to move and jump, and I like the idea of the character not walking but floating.

      But on the other hand I like the Zapper Snapper one, cause the illustration is nice and the game offer the "checkpoint" feature. But the thing that I don't like it, is that the game jump feature makes the character jumps very high and make it going everywhere which is hard to control.

      From the four games, I'm inspired to make my games to have the checkpoint features, and I think I want to make a game with similar styles as them, simple yet cute.


      EXERCISE 2 : New Game & Story Concept Making
      We were tasked to do a discussion of 5 people to create a new games, so we decided to go with some common games.

      I was grouped with Hansel, Lulu, Arun, and Hazeem. At first, we don't know what to discuss and everyone seems clueless on what to do, but then we started to speak some of game we played. Since, we are all from different type of game styles, we decided to pick some common games. Hence, we chose:
      • Jetpack Joyride
      • Angry Birds
      • Subway Surfers
      • Temple Run
      • Fruit Ninja
      We decided to go follow the main game of Subway Surfers and Temple Run, we follow the initial gameplay that we need to run. But what we think of is that, we reverse the runner into the antagonist, and we, as the stall owner, we chase the runner.

      We gave the game some power ups, the banana peel, actually, player can skate on them and we are following the concept of "surfing" on Subway Surfers. Besides that, we put some elements of other games also, like Angry Birds, we imitate the catapult concept to throw some fruits on the runner, and the jetpack concept to go to the second level.

      We also discussed on the rewards, the aim of the gameplay, and the obstacles elements, thus, everything are described as follow at the slides:
      fig 3.5, Final Concept, Week 2 (13/04/2023)

      EXERCISE 3 : UNITYYYYY
      In the next meeting we learnt about using the UNITY. First I started with a shape:
      fig 3.6, Capsule, Week 4 (27/04/2023)

      Then, I proceed on making a playground :D
      fig 3.7, Parkour Area lol, Week 4 (27/04/2023)

      I add components which command them, which is touchable, which is removable, and such.
      fig 3.8, Adding the Components, Week 4 (27/04/2023)

      I changed the layout so when it jumps, it can break the yellow rectangles.
      fig 3.9, Change of Layout hehe, Week 4 (27/04/2023)

      It was a fun experience and funny also, because we can randomize the mass and gravity which can make the scene so chaotic sometimes.
      fig 3.10, Playing With Gravity and Mass, Week 4 (27/04/2023)

      Then I add the script to move left right, jump and limit the double jump.
      fig 3.11, Limitation, Week 4 (27/04/2023)

      Preview:
      fig 3.12, Final Preview, Week 4 (27/04/2023)


        REFLECTION 

        I realized I'm going to like this module (except the coding XD). I found out that game isn't just a random game that made just to be made. It's not taken for granted. Game also, if you further study to it, has their own purposes, such as challenge, entertainment, etc. Even with the simplest form of element, we can create a game depending on our creativity. Also, I learned that all games are made from referencing one and another.

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