Game Design Workshop With Mayamada
- Family Friendly- 2-4 players- In the theme of buying and selling
In the games industry, there are many roles and skills to create a successful game. Those include the Director, Producer, Artist, Developers, Coders, and Audio Artists.
When comes the the important fundamentals of game design those are spacing, components, mechanics, goals, and rules.
Space - The spacing is essentially the environment that a game is set and played within.
Components - The components are the objects that exist in the space, such as characters, and props which the player can interact with.
Game Mechanics - The mechanics are used to guide a player's actions.
Goals - These are the missions and quests that a player has to complete they set a pathway for a character to pursue.
Rules - The rules are essential to make sure that the game has some standards. They are directions which help and ensure the game is played as expected.
Here is the game that we managed to create in a given time:
DDS 8 - A Place Called Home
Introduction to Construct 3
DDS 9 - Planning For A Game Project
2D Game Pre-production
2D Game Project Reflective Journal - Week 1
-The deadline for our project is the 5th of February-It must be created using Construct 3-It must fall in one of the following categories : Adventure, Puzzle, Shooter or Platformer (sub-genres are fine too)
2D Game Project Visual Experimentation - Reflective Journal
‘Cisna’. White Knight Chronicles Wiki, https://whiteknightchronicles.fandom.com/wiki/Cisna. Accessed 15 Dec. 2023.
2D Game Project Reflective Journal - Week 2
2D Game Project Reflective Journal - Week 3
DDS 10
2D Game Project Reflective Journal - Week 4
DDS 11
2D Game Project Reflective Journal - Week 5
Fix enemy AI (slower + less damage per hit)
Add some kind of tutorial, whether a screen before going into the game or a sticky note you interact with in-game
Fix key binds to something universally known, such as E to interact for example
Fix level hitboxes for both walls and objects as people clip into certain objects
Lower range of vision for AI
2D Game Project Reflective Journal - Week 6
This is the end of the final week that we have on creating our game. It seems that we have fallen a bit behind schedule and have had to make the decision of either having three uncomplete levels or two completed levels. The more logical option was of corse to stick and make sure that two levels work since I believe that quality matters more than quantity. Therfore thats what we did, we scrapped everything that had been done for level three including the code and enemies and focused on the other two. This is the week that we made our final touch ups on everything including when the animations and final sound was added to the game.
Background Ambience
This is definitely the ambience that I was imagining when we first created the moodboard for the game. It goes really well with the initial vibe of the game.
Character Animations
I think that the animators on our group did a great job in making the animations pop and I love the way that they were able to relay the concepts for the characers in the animations.
Final Outcome
02/02/2024
Our deadline to present our game to others is finally here and we asked three individuals to play our game.Beforehand we created a list of questions that would be asked as feedback from our play-testers and those include:
-Do you understand what to do?-What do you like/dislike about the game?-What other games would you compare this one to?
-What do you think of the initial visuals and overall gameplay?
Our game is called Quiver and is a puzzle horror game.
I asked for feedback from a few individuals on what they think about my attempt and the main good points were made out on how they like the way the trailer begins with the showcases of the levels. Some suggestions were to add text or some type of narration of the game, to possibly give the player an idea of what the game is about.
Individual 1:
- They found it constructed well and visually appealing.
- They enjoyed the animation and said it felt float-less.
- They exclaimed that the gameplay has potential and really liked it as a demo.
- It was misleading in terms of objective but they did manage to follow the blood trail with instructions.
- Sadly it wasn't scary but it was obvious that it was a horror game
- They didn't encounter the lamb in level 1, but he did encounter the poltergeist, likely because the areas are more open.
Overall Rating:
8/10 (7/5)
Individual 2:
- Good game
- Found that the second level had little direction, and he spent about 5 minutes on it alone.
- They found that the puzzles on the first level are a lot easier as it's a tutorial level.
- They voiced that the health bar provides no use due to instakill hits from enemies.
- They liked the visuals and could tell it was hand-drawn but it didn't take away from the experience.
- When asked to compare it to other games they name Life is Strange, Little Nightmares 2, an unnamed MMORPG, and Dark Pictures Anthology.
- They didn't find the game to be scary
8/10
Individual 3:
- Found the game quite interesting
- Said that it was unfortunate that you couldn't fight the main enemy, he felt powerless.
- Found the characters' animation to be buggy, but he did like the design.
- Really enjoyed the atmosphere as the backgrounds mixed with the sound design felt very real when in conjunction.
- They were impressed and unnerved by the jump scares
- When asked to compare to another game they said that it reminded them of an unnamed top-down Adventure Time game.
- After completing level one they didn't want to play the second level due to a general dislike of the horror genre.
Overall Rating:
N/A
Game Project Evaluation
It is finally 05/02/2024 and therefore the deadline for our group game project. It had to be created using Construct 3 and it had to fall under any of the given categories; Adventure, Puzzle, Shooter, or Platformer with the option of sub-genres which is a mix between those. The theme for it was elements. After a discussion, we all agreed and decided to create a horror puzzle game. When I heard that we were going to work on a game project I was quite excited about it and so was my group. To meet that criteria we were thinking about how we could implement elements and after an exchange of ideas, we took a scientific approach to it. We thought that the idea of implementing blood sacks could comply with those requirements.
Throughout the project, we kept the same concept for what the game was going to be about, we wrote up a GGD and stuck with it. However, one thing that went through a couple of changes was the drawn assets for our game. After the concept artist for The Enemies in our group created those first designs we looked at them and changed them to comply with all of our tastes.
During the project, there were quite a lot of issues regarding the technical, practical, and organisational aspects of our project. Technical wise the team coder for our group faced a lot of issues in getting things to work just as they were supposed to. As a result of this, there are a couple of assets that were scrapped and not imported into the project. Those include the cutscenes, originally the game was supposed to have a sort of a storyline with cutscenes for the second level of our game. However, it proved a bit too difficult and was never used. Having said that, the game in the first instance the game project was to have three different levels; The House, The Forest, and The Hospital. That all was proven way too much by the deadline so halfway through the project we discarded focusing on the third level because having two working levels is better than three broken ones. It was unfortunate that we were not able to make the assets up to level three but quite strange why on the coding part of a game level three was being made without levels two and three were even completed on the technical or practical part.
I'd definitely say that we had organisational issues for our group. In terms of keeping things to schedule and things being requested way too last minute, this added too much pressure on creating the animations and there were general disputes in the group with the correlation between the assets and codes as we noticed that we had our deadline nearing. Personally, I found making the assets for the first level not too difficult as I asked the producer in our group for a document with all the assets listed for levels 1 and 2 and this definitely helped me keep things organised on my part.
I wouldn't say that I personally had any challenges in communicating with my team members during the project however if I were to take the whole group as a whole I'd say that they were unquestionably there.
When creating the assets for our game project I took inspiration from the angles used in Binding of Issac for the initial look of the furniture. Having said that creating the first piece of furniture was quite strange but the more I did it the easier it got with the addition of looking at 3D models for the innovation for the final look of the asssets. To save time so all the essential assets can be completed reusing assets and changing them up a bit such as the brightness and contrast for them. I was using Photoshop to create those pieces and ended up using many different transform tools such as the perspective tool and skew tool to create those particular angles. To create the eerie atmosphere for our game we had to record a list of sound effects with both the Shotgun Mic and Reporter Mic. Using our previous knowledge about foley and which microphones would be suitable for which Sfx we recorded, we created sufficient foley for both level 1 and 2 for our game. As for the sound acting we had a team member create several grunts to give the protagonist a sort of life. All recordings had to be run through Adobe Audition so they could be mixed to really create that chilling feeling. I'm really happy with the way the sounds turned out even though it took multiple tries to get them to sound the way they do.
Judging from the ratings out of 10 from the three individuals that did focus testing on our game we have a pretty good average rating of 8/10. However, if we were to look at the number of positive and negative points that were given during the feedback there seem to be more negative points than positive. Taking in the final feedback that we received for our final outcome we should have definitely focused on making the game scarier, as it really didn't follow its purpose.
To conclude this evaluation as a whole on the final build of the game, I'd say I'm definitely glad we actually have something to present as a group project. I am quite disappointed in the fact that we couldn't get the game to be completed to the expectations we had written up on our GDD in terms of having level 3 and everything in it such as the boss fight. The number of issues that were left untamed was also quite sad to see, such as proper collision boxes and the appropriate size of everything for level 2, it seems that the main protagonist is as big as a tree which is quite inaccurate. Nevertheless. from my point of view on how I individually worked throughout this project I believe that it went pretty well, though I would like to mention that I spent too long to do complete my individual tasks, and I shouldn't have to work until the last minute. Looking at my previous team project which focused on creating a 2D animation, I would say that this one went better in terms of how much work was completed in the given time. Consequently, looking forward from this experience on to future projects, the thing that I learned is that it is very beneficial to strictly follow schedule deadlines. Rather than looking for the final due date for the overall project, I should focus on when the final due date is for each section of our project (pre-production, production, and post-production) and make sure they don't leak into each other.
Game Advertisement
On 08/02/2024 our goal was to produce our own individual game trailers based on our understanding of game advertising so far by using our previously learned skills on Adobe Premiere Pro.
Previously we looked at a few different game trailers and analysed them:
FORNITE OG
showcase of skins
gameplay in different environments and maps
a showcase of the logo with the game name for a few seconds at the end
THE LEGEND OF ZELDA
mainly narration talking about the environment with a comparison of how the game is improved from previous Zelda games
they show a bit of the gameplay of previous games they show a little cinematic of the new game showing off one of the main attacks in the game being used against an enemy.
CLASH ROYALE
It starts with the showcase of the company name and quickly begins showing off gameplay, it shows different items that you can collect and it ends with where you can download it for the price free.
Using those previous notes we picked the three main key points that we would personally use in our own trailers. Those include:
The criteria for our trailers were that they had to be created using Adobe Premiere Pro and had to be either 30 seconds or a minute.
There are many different objectives that game trailers aim to achieve:
My idea was to import a few Pngs of the maps of the two levels in the game; The House and The Forest, previously captured gameplay footage from the game and cutscenes that were supposed to be imported in the actual game but never were. My sound choice was to use something eerie and creepy as it is a trailer for a horror game after all.
When creating a game trailer its important that they include a form of these aspects:
-Showcase of General Gameplay
-A display of the games environments
-A showcase of enemies
-Expressing main points players can expect from the game
-Showcasing Unique features by highlighting any unique gameplay mechanics,graphics or technological innovations.
-Setting the Tone and atmosphere by establishing a narrative style for the game
-Captivating the target audience to explore the game further.
-Communicating the games main aims.
Stop Motion Animation
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