Game Development - Task 1: Game Design Document

24.9.2024 - 15.10.2024 / Week 01 - Week 04

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:

  1. Story

    • The story revolves around what happens and how it affects the character as they pursue a challenging goal.
    • Key aspects include:
      • Who is the story about?
      • What challenges do they face?
      • What’s at stake, and how does the character change?
    • 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).
  2. 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

    • 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.
Fig. 1.0 Week 1 Introduction PPT (week 1 25.9.24)

Week 2 / Game Ideation

During this week, Mr. Razif introduced methods to help us start our ideation process using the SCAMPER and 3(i) techniques:

SCAMPER Ideation Method :
  • 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.
3(i) Ideation Method  :
  •  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.

Activity
During our group activity, Mr. Razif formed us into a group of six, and we were tasked with creating a gameplay idea using either the SCAMPER or 3(i) method, focusing on both Story and Gameplay. Our group referred to the Minions Run game and based our story on a real-life scenario of a girl who is late for school.

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:

    Substitute: New character (a girl late for school).
    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.

Fig 1.2 presentation (week 2 02-OCT)


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. 

Fig. 1.0 game home page 

However, the lack of a tutorial or instructions on the game’s controls causes confusion and disrupts engagement, so I had to figure out the controls through trial and error. 

Eventually, I learned that the left arrow key moves the character backward, the right arrow key moves it forward, the space bar makes it jump (pressing it twice makes the character jump higher), and clicking the mouse attacks monsters.

Suggestion: Include a quick tutorial or show the controls on the screen when the game starts. This would make it much easier for players to get started, especially those who are new to the game.

Fig. 1.1-1.2 Game screen zooming contrast

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.


Fig. 1.1-1.2 items in game


Fig. 1.3 The weight is reduced after obtaining the corresponding item

One of the most confusing aspects of Dream Cream was identifying the objects I needed to collect. While the objective was to find specific items, what I encountered were "cartons" that did not clearly match what was displayed in the status bar. This lack of clarity made it difficult to engage fully with the game, as there were no visual cues or animations to indicate when an item had been found. Only the reduction in the food weight in the status bar provided feedback, which felt indirect and hard to notice.

Suggestion: Enhance the user’s sense of progress by adding clear animations or effects when an item is collected, such as a glowing highlight or a sound effect. This would not only make it easier to recognize the items but also increase the player's sense of accomplishment and engagement. Additionally, consider redesigning the items to visually correspond more clearly with the icons shown in the status bar.


Task 1: Game Design Document

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:

  1. Interactive Conversations:
    Players engage in dialogue with guests, listening to stories and costume details to catch inconsistencies and identify disguised hunters.

  2. Costume and Ticket Matching:
    Players match guest tickets (with names, pictures, and costumes) and solve mini-puzzles to spot impostors.

  3. 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.

  4. 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.

  5. Fig. Sketches - Party Patrol (week 3)

Creative Differentiators:

  1. Dialogue-Based Clues:
    Players rely on conversations and stories, adding a detective element that's different from typical inspection games.

  2. 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.

Reference:

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:

  1. Drop Mechanic: Players can control where the pandas drop, aiming to create groups of identical pandas to maximize fusions.
  2. 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.
  3. 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:

  1. Environment Themes: Design different environments like bamboo forests, mountain tops, or playful jungles that change as players progress, adding visual variety.
  2. 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.
  3. Mini-Games: Incorporate mini-games that challenge players to perform tasks like gathering bamboo or playing with friends, providing extra rewards.


Final Submission: Game Design Document



REFLECTIONS 




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