Submission & GG
Overall, I have really enjoyed this semester and learning about documenting the process of making games as well as having fun playing with Gdevelop. I hope to be able to take these new skills with me for future job opportunities!
i don't do bad sauce passes
Lint Roller? I Barely Know Her
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Today's Document
Cosmic Funnies
NASA
Cosimo Galluzzi

oozey mess

ellievsbear
PUT YOUR BEARD IN MY MOUTH

Kaledo Art
sheepfilms
styofa doing anything
taylor price
Aqua Utopia|海の底で記憶を紡ぐ

JBB: An Artblog!
KIROKAZE
art blog(derogatory)
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@lisahinton
Submission & GG
Overall, I have really enjoyed this semester and learning about documenting the process of making games as well as having fun playing with Gdevelop. I hope to be able to take these new skills with me for future job opportunities!
Week 13: Assignment 3 Post-mortem
What’s one thing you’d change about how you developed the prototype?
The main thing that I would change about how we developed the prototype would be keeping the idea in scope and sticking with a simple idea with multiple levels. Rather than making each level complicated with small details, as a group we should have prioritised making multiple levels to effectively show a platform style, puzzle game.
We had designed the second levels assets which came out really well and featured nice animations however due to time constraints we were unable to test the level.
In saying that, if we had set aside a time frame every week, I believe we could have made multiple, detailed levels. So lack of organisation and planning did affect the overall outcome of this game.
Author Tracey Fullerton writes about it is beneficial in discussing each idea from each team member and talk about the strengths the ideas have and to “make sure it is technically feasible, marketable, artistically interesting, and within the scope of your team to produce” (Fullerton, 2018). Our team however, looked at one idea and went with it rather than taking a deeper look into how long it would take to finalise in comparison to the other members ideas.
What’s one thing you’d change about the design of the prototype? Focus on the prototype, what would you change about it?
In terms of the design of the final prototype, I would change the quality of the assets. If the team had more time, I believe we would have produced higher quality assets, such as the table. Tiled sprites such as the flooring could also be improved upon to look more realistic and better suit the level design.
Week 12: Assignment 3 iteration and changes
After play testing, it was clear as to the elements that were required to be reiterated as well as the addition of features. As mentioned in the previous post, there were several points that had to be addressed in order to create an effective game. These included:
Increasing Visibility:
When observing the participants play the game, it was clear that they were unable to see that there was a cigarette in the characters hand. Seeing as the cigarette is a key element in solving the puzzle, we decided to create additional animations to make it clearer that the character was holding a burning cigarette that the player could interact with.
Providing the user with context:
When players first began playing the game, it was observed that they were unaware of the main objective of the game or the story. As a result of this, players were wandering around trying to guess what they had to do. They asked questions such as “why am I stealing bread?”. To solve this issue, we developed an opening scene to provide context as well direction for the player. Below is an example of the Zoo keeper telling the duck that he cannot have anymore bread, showing the player who the main enemy is and what the duck wants.
Change of controls:
As a result of having testers that predominantly play on PC, it was clear that their go-to controls were W,A,S,D. However, the controls for the game involved the use of the up,down,left,right arrow keys. As a result of this key binding, players were observed pressing random keys trying to identify what the main controls were. Therefore, we changed the main controls to W,A,S,D for ease of usability.
Player experience goals:
As a team, our player experience goals for our game consisted of humorous as well as inquisitive (being a puzzle game). Through play testing we noticed that the most common feelings received from playing the game were confused and inquisitive. Although it is not common for users to be confused in a puzzle style game, we did not want them to be confused about other simple elements such as controls.
With the lack of humorous response we decided to exaggerate the ducks response to picking up the cigarette to not only make it clear to the user that it enables him to burn the tree, but also to create a positive reaction from the user.
Control Diagram:
Similar to the change of controls, it was clear that the player was unable to identify what the key binding was for the main controls as well as abilities. Therefore, we placed a control diagram on the first level to visually display to the user how to operate the game, preventing any confusion.
Level Boundaries:
A major error we discovered through user testing was the level boundaries. In numerous tests, players would walk off the edge and fall. To prevent this error, we implemented a brick wall sprite that matched the design of the level being a zoo. With this wall, the user was not able to fall off the platform as well as added to the story of the game.
Overall, it is clear how user testing can further enhance the development of a game. By changing these features and adding new elements, Mr Quack has become a more refined game and a smoother experience for players.
Week 11: Assignment 3 Playtesting
Play testing for this assessment was proven incredibly beneficial in enhancing and further developing our game so it could achieve our overall goal as a team. Play testing is also helpful as fullerton writes how “A continual iterative process of play testing, evaluating, and revising is the way to keep the game from straying during that long arduous process of development” (Fullerton, 2018). Thus, to ensure the play testing was effective, we formed a play testing script to maintain consistency across the testers as well as provided them with a pre-game questionnaire and post-game questionnaire. We also wrote down notes as they were testing the game.
The main findings regarding the game can be viewed below. To quickly summarise, they consisted of:
Lack of visibility of key elements for the gameplay
Unsure what the main objective of the game was
Controls were tricky
Player unable to identify the difference in the characters abilities once elements were collected
Level design (prevent players from falling off edge of map
Fullerton, Tracy. Game Design Workshop : A Playcentric Approach to Creating Innovative Games, Fourth Edition, CRC Press LLC, 2018. ProQuest Ebook Central, http://ebookcentral.proquest.com/lib/qut/detail.action?docID=5477698.
Week 10: Assignment 3 development progress
Through communication online and in class discussions, our group decided on the main story and design of our game. From this, our elevator pitch was created:
Title: Mr Quack and his Quest for the Loaf of Rye
Mr Quack and his Quest for the Loaf of Rye is a 2D platformer style game. After having his bread taken away from him by the Zookeeper, Mr Quack begins his adventure through the zoo to collect pieces of his stolen bread. Players navigate 2D, side-scrolling zoo enclosures using their wits and abilities to solve puzzles, in order to collect his pieces of stolen bread. At each level, the player will be given a new ability by an animal in order to assist in solving the level’s puzzle.
The goal: Collect all the pieces of lost bread
Primary Gameplay loop: The player is able to solve puzzles using a combination of movement and abilities gained through meeting different animals along the way.
3 unique selling points:
1. Animal abilities as tools for puzzles - e.g. Player is given an ability by a giraffe that allows them to stretch out their neck.
2. Variety of zoo inspired, unique level environments and obstacles
3. Ability to play as a duck, waddling and cawing along
Process:
When initially building and designing this game, the first step consisted of creating the assets. Once the assets were created, we could then work to code the mechanics and movements necessary to achieve our overall objective of a puzzle, platform game.
One group member was confident in creating the featured assets so she was able to make them relatively fast for us to then implement into the gameplay.
What have I been trying to achieve in Gdevelop?
For this game, the main features that we were trying to achieve in Gdevelop was the player having to complete the puzzle before being able to collect the bread. This involved coding to prevent the bird from being able to collect the bread as well as implement a ‘Caw’ function so the user could trigger other non-playable characters to have a movement that would help the player. For example, to prevent the player from instantly collecting the bread, a force was added so if the player entered a certain distance from the character sitting down, they would be pushed back and not allowed to collect the bread. Another example is the NPC with a cigarette. By coding a collision with the player and the NPC, we were able to change the position of the cigarette to the floor for the player to pick up.
Something I learned:
Through the process of creating this game, I learned how to utilise scene variables to allow for change of outcomes. For example, once the player collects the cigarette, the scene variable changes to allow the tree to light on fire when the player collides with it rather than the tree lighting when the player collided with it regardless if they were holding the cigarette.
Week 10: Assessment 3 Group formation and discussion
After viewing games that classmates had made for the second piece of assessment, I was able to find ideal peers to make a group with for the third assessment piece. For example, I had an interest in making a platform style game and made one for my second assessment. Therefore, I was interested in grouping up with other classmates who created or were passionate about making a platform style game.
Once the group was formed, it was decided to go with one group members game idea and build upon it. This idea consisted of a platform style game that featured a duck that is up to no good. From here, we began discussing the story and level design.
Week 9: Racing Game Post-mortem & A2 Final Design
Runaway Eddie:
What’s one thing you’d change about how you developed the prototype?
The one thing I would change about how I developed the prototype would be to explore further than the tutorial example given. I would have preferred to have incorporated more complex mechanics or give the emu an ability through a certain key bind. For example, the ability to throw something at the zookeeper or something to defeat them in addition to avoiding them.
What’s one thing you’d change about the design of the prototype?
For the design of Runaway Eddie, the thing I would change about the design is having higher quality assets to really sell that it is set in a zoo. The current animations and design are too simple and don’t convey the story as well as they could. An example could be enclosures on the side or fences with animals cheering the emu on. There could also be random animals that run across the road, as if the zoo has turned into mayhem. These kind of elements would allows the user to stay engaged and be intrigued to try and stay alive for as long as possible to witness a new animal or feature.
Below is the final design for Assessment 2 (One-page/One-sheet):
Week 8: Assignment 2 Progress
What have you been trying to achieve in GDevelop?
For assignment 2, I have been trying to further develop my asteroid style game in order to assist in creating design documents. Alike my previous posts regarding my asteroid style game, I aimed to have a win/lose mechanic as well as a points system. Once I was happy with my overall design and development, I then began creating the design documents.
What was something you learned?
As this is my first time creating a one-sheet/one-page for a game, I learned the importance of these game design documents.
Sell Sheet:
In terms of the one sheet or also known as sell sheet, I was able to provide all the information provided as if I was to hand this to individuals helping develop my idea. This included:
Title: Jelly Jeopardy
X statement: Rescue the jellyfish. Friend the starfish for health. Avoid the sea urchins.
Slogan: Taking the classic arcade game ‘Asteroids’ underwater!
Defining details: Arcade genre, PC, Single player, Mouse and space as the controls.
3 Unique selling points:
1. Swim to dodge the urchins or use the bubble shooter to take them down
2. Gain additional health through picking up the starfish
3. Collect all the jellyfish before more urchins appear, heading towards your way
One-page:
For my one-page, I was able to create a reference tool for team members to use in order to understand what to build and the features of my game. In order to create this tool I provided these points:
Game title: Jelly Jeopardy
Designers contact: University email & details
Gameplay illustration: This will feature a screenshot of the game, mid-gameplay to display how every element is laid out.
Labels for each feature in the game: I will call out each feature as well as a short description on their role and their mechanic.
Short description: ‘Save the jellyfish before the sea urchins spot you and try to take you down! If you need help, friendly starfish will provide more lives to assist in saving the day! Your bubble gun will also be your best friend in scary times!’
After creating the first version of the game as well as providing information for the games design document, I am now able to create the one-page and one-sheet with visual elements.
Week 8: Racing Development Post
What have I been trying to achieve in Gdevelop?
When making Runaway Eddie, I had aimed to create an infinite game where the player could gain as much distance as possible without being caught by the zookeeper and his entourage. To do this, I had to code in Gdevelop to make the tree animations disappear as the emu ran along, to build on the illusion that Eddie was running. I also added a downward force for the zookeeper and friends however keeping it faster than the trees but slower than the emu.
As the main objective is to get as far as possible, I then integrated a distance counter. This was done through counting every tree that passes and adding to the score.
What have I learned?
After making this type of game, I have learned how to make an infinite style of game as this is my first time. For example, by making the emu the fastest object, zookeeper second fastest and the trees the slowest however going in different directions. The emu to go upwards, and both trees and zookeeper downwards, I also didn’t realise how simple games that I used to play in class at school that had a similar layout were, in terms of calculating the distance.
Week 7: Racing Elevator Pitch
Runaway Eddie!
Eddie has just escaped from his zoo! Help him run away as fast as he can without being caught by the zookeeper! Be careful though, the zoo have called for reinforcements so the longer you run the more enemies you’ll encounter!
Genre: Racing style, dodgems game
Primary mechanics:
- Left & right arrow keys to manoeuvre side to side
- Up and down arrow keys to move up and down
Setting Style:
- Zoo style level design
- Top down view
Audience or Demographics:
- Younger audiences, primary school age
3 Selling Points:
1. Game is infinite however gets progressively harder the further the player goes
2. Australian animal as the main character, unique
3. Collect bugs on the way for a speed boost!
Week 7: Asteroids Postmortem
What’s one thing you’d change about how you developed the prototype?
In terms of how I developed the prototype, the one thing I would change is allowing for more time to input more elements. For example, the implementation of audio for certain movements such as shooting the bubbles would make the game more engaging for younger audiences.
What’s one thing you’d change about the design of the prototype?
If there was one thing I would change about the design of the prototype, it would be the bubbles hitting the sea urchins. I noticed that sometimes I would shoot bubbles at the urchins however they wouldn't die instantly and I would have to hold the shooter down. I checked the hitboxes and tried changing it however I couldn’t see any improvement. It allows me to still play the game however would be ideal if that bug was able to be fixed.
Week 6: Asteroids Development
This week I spent time developing my asteroid style game Jelly Jeopardy.
What have I been trying to achieve in Gdevelop?
For this game, the main elements that I have been trying to achieve in Gdevelop consist of the sea Urchins damaging the player and the player requiring to either defeat them through the bubbles or pick up extra lives through colliding with the starfish. In order to do this, I had many collision conditions such as ‘When ship is in collision with starfish = +1 life’. I also achieved multiple scenes as a win/lose screen. I also had random timing and location for spawning of the enemies and starfish as well as jellyfish. I also implemented a condition that if the ship came into a certain radius of the urchins, they would move towards the player to make the game harder.
What was something I learned?
In the development of this game, I was able to learn how to implement multiple scenes for a win/lose sequence. I also learned how to use mouse controls rather than the typical W,A,S,D mechanics, as the ship follows the mouse. I also learned how to input a chosen font for the ‘lives’ and ‘jellyfish to collect’ text.
Week 5: Asteroids Elevator Pitch
Jelly Jeopardy!
Save the jellyfish before the sea Urchins spot you and try to take you down! If you need help, friendly starfish will provide more lives to assist in saving the day! Your bubble gun will also be your best friend in scary times!
Genre: Asteroid, shooter game
Primary mechanics:
- Mouse for player movement
- Space bar to shoot bubbles
Setting Style:
- Under water
- Light blue colour
- Bright colours for helpful characters such as starfish
- Light colour for the jellyfish that need saving
- Darker colours for the enemies; sea urchins
Audience or Demographics:
- Targeted more towards younger ages
Selling Points:
- Swim to dodge the Urchins or use the bubble shooter to take them down!
- Gain additional health through picking up the starfish!
- Collect all the Jellyfish before more Urchins appear, heading towards your way!
Week 5: Platformer Postmortem
What’s one thing you’d change about how you developed the prototype?
After creating the platformer style game I believe there are several things I could have changed about how I developed the prototype. As this was my first attempt at making a game in Gdevelop, I believe I required more organisation to create a higher quality game as well as the time to put in more complex mechanics.
What’s one thing you’d change about the design of the prototype?
In terms of the design of the prototype, I would change the fact that there are no boundaries preventing the player from exiting the area and ‘swimming’ off the screen. This is a vital aspect of the game as boundaries provide the user with direction and prevents bugs. I would also include a larger variation of assets for the enemies and obstacles the player must overcome to make the game harder. I would also change the score to objects left to collect to provide more of an objective for the player as well as a win/lose function.
Week 4: Platformer Playtesting and insights
This week I shared my platformer underwater game to other classmates for play testing to gain feedback and constructive criticism.
Player 1 comments:
Diver goes off the screen when going down to next platform
Wasn’t sure exactly what to do at first “Am I trying to pick up the parts?”
Spacing between platforms could be better
Designer Observations:
Player wasn’t sure what the aim of the game was
Player did not know about using space for a burst of energy
The diver looks a little clunky swimming down as there is no downwards swim animation only horizontal rotation.
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Player 2 comments:
Had to ask what the aim was
The score doesn't really reflect the aim of the game, suggests making it the amount of pieces left to collect so the player knows what the goal is
spacing between platforms is awkward
swimming animation when going down is awkward
landing on the monsters to defeat them isn’t realistic, “maybe use a shooting mechanic to defeat them”
Solid game idea
Designer Observations:
Player wasn’t sure how to defeat the enemies
Player wasn’t sure what to do once they collected all of the pieces
Game was too easy to complete, needs more obstacles or challenges
Week 4: Creating the prototype
|| This week I starting creating the prototype for my underwater platformer game called “Down Deep”. By working off the base game created in the last tutorial, I was able to start implementing features that suited the deep water aesthetic of my game. Through acquiring a tile set created by an Artist by the name of Luis Zuno, I was able to use ‘Piskel’ on Gdevelop to clean up the image and make it look continuous. I also used this for the enemies and parts of the submarine.
What was something you learned?
From building this game I was able to learn ‘Piskel’ which I found was an incredibly helpful tool in creating and enabling a highly finished sprite/tile. In terms of gameplay, I was able to follow a few Gdevelop tutorials to include a scoring system so the user could gain 100 points everytime a part of the submarine was collected.
Week 2: Readings
Chapter 7: Prototyping
In any design process, prototyping is an essential step in creating an effective and engaging design. In games design, Author Tracy Fullerton writes how “Physically prototyping allows you to build a structure for the game, think through how the various elements interact, and formulate a systemic approach to how the game will function.” (Fullerton, 2018). Therefore, when developing my first platformer game, I will make sure to create a basic paper prototype of the layout of the platforms, placement of enemies and the players as well as any obstacles. By doing this, I am able to locate and areas of improvement and refine them to ensure it is flawless. Prototyping is also beneficial in the fact that it helps communicate your ideas to others whether it is potential players or team mates.
Fullerton, Tracy. Game Design Workshop : A Playcentric Approach to Creating Innovative Games, Fourth Edition, CRC Press LLC, 2018. ProQuest Ebook Central, http://ebookcentral.proquest.com/lib/qut/detail.action?docID=5477698. Created from qut on 2021-08-08 01:22:09.