Game Development - Task 1: Game Design Document
Zhao GuanMei / 0363166
Game Development / Bachelor of Design (Hons) in Creative Media
Task 1: Game Design Document
INDEX
Lecture Series
Lecture 1: Introduction
Lecture 2: Game Ideation
Lecture 3: Implement Player Control
Lecture 4: Implement Basic Gameplay
Task 1: Game Design Document
a.Research and Analysis
b.Inspirations
c.Ideation
Final Submission: Game Design Document
INSTRUCTION
LECTURES
Week 1 / Introduction
In the first week, Mr. Razif introduced the Games Development module, giving an overview of the tasks and assessment methods for the semester. He explained the core elements of game development, such as game design, art, and technology, stressing the importance of incorporating a strong narrative to enhance the overall gameplay experience.
Pre-production Stage:
- Focuses on designing the core elements of the game, such as gameplay, environment, storyline, and characters.
- Establishes the rules and content that will shape the player experience.
Elements of a Game:
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Story
- The story revolves around what happens and how it affects the character as they pursue a challenging goal.
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Key aspects include:
- Who is the story about?
- What challenges do they face?
- What’s at stake, and how does the character change?
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Story typically follows a structure:
- Exposition (introducing characters and goals)
- Conflict (obstacles and challenges)
- Climax (the final major challenge, often a boss fight)
- Resolution (how things end after the climax).
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Gameplay
Challenge
- Introduces difficulty for the player to reach their objectives, which could come from enemies, obstacles, terrain, or environmental factors.
- Be mindful that too much punishment or difficulty can lead to frustration.
Strategy
- Players must think critically and develop tactics to navigate through challenges.
- Example: In Tetris, planning where to place blocks to avoid losing is key.
Chance
- Chance introduces random elements or rewards that help the player continue playing, balancing the difficulty.
- Examples: Extra lives, health replenishment, increased game time, temporary invincibility, powerful weapons, or speed boosts.
Choice
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Players' decisions can affect the storyline, gameplay, or character
development.
- Dialogue Choices: Can change relationships, plot direction, or player alignment.
- Quests: Players might choose to complete quests with different approaches, leading to various outcomes.
- Character Development: Options to build the character’s abilities or powers.
- Combat: Players may choose stealth vs. direct confrontation, altering the approach to battles.
- Environment: Freedom to choose where to go and how to interact with the world.
Luck
- Random elements that give the player an advantage in challenging situations, such as finding a health pack at the right time.
- Luck cannot be planned for, making it unpredictable but impactful when it appears.
Week 2 / Game Ideation
- Substitute: Replace certain elements of your game with something else.
- Combine: Merge two or more elements to create something new.
- Adapt: Adjust elements to fit a new context or environment.
- Modify (Magnify or Minify): Change the size, scale, or function of elements.
- Put to Another Use: Use elements in a different or unexpected way.
- Eliminate: Remove unnecessary parts or features to simplify the design.
- Reverse: Flip or invert elements, such as roles or mechanics.
- Incorporate/Include: Add new features or elements to improve the idea.
- Improve: Enhance the quality or performance of existing elements.
- Inverse/Invert: Reverse the roles, mechanics, or structure of the game.
Building on this story, we discussed adding features like upgraded maps, various obstacles, and collectible coins that can be used to redeem new clothes or equipment. These additions aim to make the game more engaging for players.
Principles we used:
Adapt: Minions Run gameplay adapted to a school-themed story.
Modify: Upgraded maps for increased variety.
Put to Another Use: Coins used for redeeming new clothes and equipment.
Incorporate: Added features like upgraded maps and reward systems.
Improve: Enhanced engagement through obstacles and rewards for collecting coins.
EXERCISE
In Week 1, we explored various games on GameDevZone to identify shared features and gather ideas for Task 1. We were encouraged to evaluate the games by reflecting on what we enjoyed and didn’t, suggest possible enhancements, and write a critical review based on our analysis.
GameDevZone Link: https://thedesignschool.taylors.edu.my/gamezone/
Game Title: Dream Cream
The overall visual style of Dream Cream employs a palette with low-saturation harmonious colors, creating a soothing and visually pleasing aesthetic. The use of gradient effects further enhances the environment, adding depth and a comfortable atmosphere for players.
A potential improvement could be consistency in the visual scaling. The game does not automatically adjust to different screen sizes, and without clear prompts, it can be difficult for players to find the optimal view of the game. I initially didn’t realize that zooming in and out would reveal the full screen.
Suggestion: Introduce an auto-scaling feature that adapts the game resolution to different screen sizes, ensuring the entire interface is visible to players. Alternatively, provide a clear visual or pop-up message to guide users on adjusting their screen to the optimal size for gameplay.

a.Research and Analysis
b.Inspirations
c.Ideation
Game Idea 1- Party Patrol
Overview:
"Party Patrol" is a Halloween-themed
game where players act as a ticket checker at the entrance of a
grand animal Halloween party. Their mission is to identify and stop
bad hunters disguised as animals from entering, while allowing
genuine animal guests to join the party.
Key Features:
-
Interactive Conversations:
Players engage in dialogue with guests, listening to stories and costume details to catch inconsistencies and identify disguised hunters. -
Costume and Ticket Matching:
Players match guest tickets (with names, pictures, and costumes) and solve mini-puzzles to spot impostors. -
Hunter Warning & Three-Strike System:
If a hunter sneaks in, players receive a warning. After allowing three hunters, the game ends with a failure screen and performance review. -
End-of-Day Summary:
At the end, players get a summary of their workday, including hours worked, wages earned (with deductions for mistakes), and an evaluation of their performance.
Creative Differentiators:
-
Dialogue-Based Clues:
Players rely on conversations and stories, adding a detective element that's different from typical inspection games. -
Halloween-Themed Costumes:
The Halloween costumes and ticket details add a unique, festive twist to the gameplay.
Game Idea 2 - Pipi's Adventure"
Concept: "Pipi's Adventure" is an interactive storybook game featuring a cat named Pipi. Players help Pipi navigate through his day. The game invites players to experience the world from Pipi’s perspective, discovering the joy and simplicity of a cat's life.
Scene Breakdown:
Scene 1: Waking Up Pipi
- Objective: Help Pipi wake up from his nap.
- Gameplay: Players can click or drag Pipi to stretch and yawn, triggering humorous reactions (e.g., sleepy meows).
- Visuals: A cozy bedroom bathed in sunlight, with minimal decorations like a bookshelf and a cat tree.
Scene 2: Breakfast Time
- Objective: Help Pipi enjoy a delicious breakfast.
- Gameplay: Players tap on Pipi’s food bowl to fill it with kibble and swipe to guide him to his water bowl.
- Visuals: A cheerful kitchen with a food bowl, water bowl, and playful spills for added charm.
Scene 3: Outdoor Adventure Begins
- Objective: Guide Pipi outside to start his adventure.
- Gameplay: Players swipe to direct Pipi through the house and into the garden, tapping objects for fun interactions (e.g., flowers, butterflies).
- Visuals: A vibrant garden filled with flowers, butterflies, and a bright sky.
Scene 4: Finding a Naptime Spot
- Objective: Help Pipi find a cozy napping spot outdoors.
- Gameplay: Players explore different areas (like under trees or soft grass) and tap to have Pipi curl up in a chosen spot.
- Visuals: A serene garden scene featuring various cozy resting places.
Scene 5: Searching for the "Treasure"
- Objective: Assist Pipi in finding his small toy (the "treasure").
- Gameplay: Players navigate Pipi around the garden, tapping areas to uncover clues or hidden objects.
- Visuals: Diverse parts of the garden, including flower beds and bushes, with a bright, colorful toy to find.
Scene 6: Returning Home
- Objective: Lead Pipi back home after his adventure.
- Gameplay: Players swipe to guide Pipi through the garden and back to the house door.
- Visuals: Transition from the vibrant garden back to the cozy home setting, showcasing Pipi’s happy expression.
Scene 7: Game Ending
- Objective: Celebrate Pipi’s adventure and wind down for the day.
- Gameplay: A final scene shows Pipi curled up in his bed with his toy, where players can tap to make him purr, signaling the end of the game.
- Visuals: A peaceful nighttime bedroom, highlighting Pipi’s contentment after a fun-filled day.
Overall Game Experience:
"Pipi's Adventure" offers an engaging, interactive experience that captures the essence of a cat’s daily life. Each scene encourages exploration, simple tasks, and delightful interactions, making it a charming game suitable for players of all ages. The focus on Pipi's perspective enhances emotional connection and enjoyment, creating a memorable journey through the eyes of a playful cat.
Idea 3 - Game Title: "Red Panda Playground"
Game Mechanics:
- Red Panda Characters: Various red pandas with different costumes and playful animations (e.g., rolling, climbing, or eating bamboo) drop into a round or square container.
- Panda Fusion: Players can merge identical red pandas to create larger red pandas, earning points for each successful fusion. The larger the red panda, the more points awarded.
- Score Multiplier: Fusing three or more pandas of the same size in quick succession can create combo bonuses, multiplying the points earned.
Gameplay:
- Drop Mechanic: Players can control where the pandas drop, aiming to create groups of identical pandas to maximize fusions.
- Cute Animations: Each panda can have unique and cute animations that play when they drop or when they fuse, like doing a little dance or a happy roll.
- Container Limit: The container fills up as players drop pandas, creating a challenge to keep fusing before it overflows.
End-of-Game Scoring:
- Players receive a score based on the total number of fusions, the size of the largest red panda created, and any combo bonuses achieved.
- Reward System: Players can unlock new costumes or fun accessories for their pandas as they reach certain score milestones.
Creative Differentiators:
- Environment Themes: Design different environments like bamboo forests, mountain tops, or playful jungles that change as players progress, adding visual variety.
- Special Red Pandas: Introduce rare red pandas with unique abilities, like temporarily slowing down the drop rate for better fusions or increasing points earned from fusions.
- Mini-Games: Incorporate mini-games that challenge players to perform tasks like gathering bamboo or playing with friends, providing extra rewards.
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