szewanleung2024
szewanleung2024
IGB120 Blog
30 posts
My name is Sze Wan Leung, and my student number is n11375841. I am currently studying Computer Science at QUT.
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szewanleung2024 · 2 months ago
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Farmer game Postmortem
What aspects of the readings helped inspire your design process?
The idea of task loops and player reward from the readings shaped how I structured the game
The emphasis on player feedback encouraged me to add delays and interactions instead of making everything instant
Concepts around player motivation helped me keep the gameplay moving and rewarding (selling = money!)
What’s one thing you’d change about how you developed the prototype? I would build the system more modular — for example, making each table interaction its own group of events or functions to reuse easily. It became harder to manage when all steps were coded together.
What’s one thing you’d change about the design of the prototype? I would add a progress bar or indicator for flower growth and customer wait time. Right now, it's hard for the player to see when things are ready or about to expire, which could improve the experience.
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szewanleung2024 · 2 months ago
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Farmer game Elevator Pitch
Name and brief description of the prototype Name: Flower Shop In Flower Shop, you play as the staff (or boss) managing a small flower business. You’re responsible for growing, packing, and selling flowers to earn money and keep the shop running. Every step—from planting seeds to collecting payment—requires smart timing and efficiency.
Genre Farming simulation / Time-management game
Primary Mechanics or Mode of Gameplay
2D top-down control
Use the “E” key to interact with objects
Complete a step-by-step cycle:
Collect seeds
Plant them
Wait 0.5 seconds for growth
Harvest 3 flowers
Pack them at the pack table
Move packed flowers to the sell table
Collect money from the customer at the pay table
Setting/Style
A colorful, casual flower shop/farm setting
Simple animations and interactions
Relaxing, task-based visual style
Audience or Demographics
Casual players
Age 8 and up
Fans of farming games (like Stardew Valley, Harvest Moon, or mobile sims)
Players who enjoy resource management and productivity-based gameplay
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szewanleung2024 · 2 months ago
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Fail game Postmortem
What aspects of the readings helped inspire your design process?
Week 2 taught me how to set up key mechanics and character control
Lessons on grouping objects and using timers gave me a foundation for the Rock–Paper–Scissors and battle system
The idea of making a loop-based game with risk and reward inspired the switch from random play to conditional logic (win RPS → unlock strategy phase)
What’s one thing you’d change about how you developed the prototype? I would simplify the core loop at the beginning and test small parts one by one (first RPS only, then card moving, then attacks). Trying to do everything at once caused bugs that I couldn’t track down.
What’s one thing you’d change about the design of the prototype? I would use fewer card types or clearer visual symbols, and maybe draw simpler cards to avoid confusion. Also, I would make a clear round system (turn counter or visual indicator) so the flow was easier to manage.
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szewanleung2024 · 2 months ago
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Fail game Elevator Pitch
Name and brief description of the prototype Name: Card Duel This is a two-phase card game where the player must win a Rock-Paper-Scissors match to earn the right to play a strategic card in a second battle phase. Each player has 3 heart points, and different cards interact with each other in unique ways to win or defend.
Genre Turn-based strategy / card game
Primary Mechanics or Mode of Gameplay
Mouse controls to select and drag cards
Phase 1: Rock–Paper–Scissors to determine who can act in Phase 2
Phase 2: Strategic card play with "Fire", "People", and "Wall" cards
Each card has a unique interaction and effect
First player/system to reduce the opponent’s heart points to zero wins
Setting/Style
Two-sided board layout (Player on one side, System on the other)
Simple visual style (placeholder art and logic-focused)
Focus on card interactions and smart play rather than flashy visuals
Audience or Demographics
Ages 10 and up
Fans of simple logic, turn-based strategy, and card games
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szewanleung2024 · 2 months ago
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Assignment 3 Postmortem
What aspects of the readings helped inspire your design process? The Week 2 class was especially helpful in shaping my design process. It taught me:
How to set up platform game controls using "W", "A", "S", and "D" for character movement
From the example game, I learned how to allow the player to jump and defeat enemies, which inspired us to implement a similar mechanic in our own game
The Racer game showed how to group enemies together, which helped our team organize enemy spawning and collision logic efficiently
What’s one thing you’d change about how you developed the prototype? If we had more time, we would:
Spend more time planning and developing the prototype
Allocate time for user testing to better understand what makes the game fun
Build tutorial instructions to teach the player how to play before starting the game
Work more collaboratively to improve the overall quality and polish of the gameplay
What’s one thing you’d change about the design of the prototype? If we could redo the design, we would:
Make the win goal more clear to the player
Add more game modes to increase variety
Design multiple levels to extend playtime and challenge
Focus on improving player engagement by identifying and adding more fun elements
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szewanleung2024 · 3 months ago
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Assessment 3 bugs fixing
when the playtester testing the game, we find some bugs in the game. the bug we fixed and new things we added:
the human will drop the corn and crow can get the corn on the floor. when crow feed the babies, the corn count will change. add the nice human functions. crow can use cron to buy the ground and plant cron. Next we may do:
make the gound more expensive. fix the problem (human was leaving but some human still can get the cron) block the crow cannnot go over the map.
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szewanleung2024 · 3 months ago
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Assessment 3 playtesting
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Our group created a shared Google Docs to collect and organize our playtesting results. This document included:
Questions for the testers
Surveys to gather structured feedback
Notes taken during testing
Findings from observations and responses
A script to ensure consistent instructions for all testers
To improve the quality of our analysis, we also recorded the playtester’s screen and audio. This allowed us to:
Review the gameplay experience clearly
Catch any important feedback or reactions we might have missed during live testing
Make more accurate and detailed improvements to the game based on real user behavior
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szewanleung2024 · 3 months ago
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Assignment 3 Progress
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szewanleung2024 · 3 months ago
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Assessment 3 processing
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szewanleung2024 · 3 months ago
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Group Formation
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szewanleung2024 · 3 months ago
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Assignment 3 Team Discussion
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To manage our project efficiently, we used Google Sheets to organize and assign tasks. This allowed us to:
Clearly list out all the tasks required for the game development
Assign responsibilities to each team member
Track progress and ensure deadlines were met
Make sure everyone knew what they were working on and how their tasks fit into the overall project
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szewanleung2024 · 3 months ago
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Assignment 3 Development Progress
1. What have you been trying to achieve in GDevelop?
We’ve been working to build a Minimum Viable Product (MVP) for our crow game. The main goals in GDevelop included:
Creating a player character (the crow) that can walk and fly at a fixed height
Setting up a corn growth system using timers so that corn regrows after being harvested
Implementing enemy humans who appear from the edges of the screen and steal corn unless the crow scares them away
Allowing the player to feed chicks in the nest, with a health bar that decreases over time unless they are fed
Adding trading functionality with a “nice human” to expand farmland by exchanging corn
2. What have you learned?
During development, we learned:
How to use timers and object variables in GDevelop to simulate farming mechanics like corn growing
How to implement multi-state characters (walking vs flying)
How to make enemies (humans) follow paths and interact with the environment
How to trigger win/loss conditions based on chick health and growth progress
The importance of playtesting and balancing game speed, corn regrowth time, and enemy difficulty to make gameplay fun and fair
3. Showcasing design ideas and concepts from/inspired by readings:
Our design was inspired by several class examples and readings:
From Week 2’s platformer lesson, we applied movement mechanics like jump controls and interaction zones
The idea of a core gameplay loop (collect–protect–grow) was reinforced by readings on game flow and feedback systems
We were also inspired by ideas around progressive complexity—starting with a simple mechanic (collecting corn), and layering in threats (enemies) and goals (growing chicks)
4. Thoughts on readings and how they apply to your game:
The readings on game structure and player motivation helped us shape our game loop. We focused on:
Giving players clear goals (feed the chicks, protect the corn)
Making the game feel dynamic and rewarding through time-based systems and player input
Using feedback systems (like chick health bars and corn counters) to keep the player informed and engaged
Designing for growth and tension—the longer you survive, the more farmland you manage and the more enemies you must deal with
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szewanleung2024 · 3 months ago
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one page- one sheet
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szewanleung2024 · 4 months ago
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Asteroids Development Post
What have you been trying to achieve in GDevelop? Add a scoring system to reward players for hitting different asteroid sizes
Implement a game timer to track play duration
Create win and loss conditions based on score and lives
Add end-of-game screens: “You Win!!!” and “Game Over”
Improve player control using mouse movement and spacebar shooting
Conduct game testing to find bugs and improve game balance
What have you learned? How to use GDevelop's event system for score and game state management
How to display and control the score, time and lives
How to trigger different scenes based on score or lives
How to use timers effectively to show time updates
How to debug player movement and object tracking
How to modify object sizes and collision areas for better gameplay feel
Game Testing & Fixes Identified Issues:
The dot (player tracker) was not following the mouse click
The timer display was updating too slowly or showing incorrect time
The player spaceship appeared too small on the screen
Fixes Applied:
Updated the dot’s position settings so it accurately follows the mouse
Used a GDevelop timer to add 1 second to the display only after each second passes (instead of continuous updates), and stop when the screen changes
Increased the player size to make it more visible and easier to control
Showcasing design ideas and concepts from/inspired by readings: Inspired by class
Implemented player feedback systems through visual and numeric updates (score, time, lives)
Thoughts on readings and how they apply to your game: Readings emphasized the importance of iteration and testing, which directly influenced the changes made after identifying issues
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szewanleung2024 · 4 months ago
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Racing Development Post
Development posts
What have you been trying to achieve in GDevelop?
Implement a win screen for high scores.
Restart the game immediately after a crash.
Reduce the size of the car's collision box to make the gameplay fairer and more fun.
What have you learned?
How to build a basic racer game using GDevelop's scene and behavior tools.
How to group objects like obstacles for easier control and event handling.
How to simulate motion using background elements like trees.
How to fine-tune the collision box for better hit detection and game balance.
Showcasing design ideas and concepts from/inspired by readings:
The game draws inspiration from arcade game design principles, especially the use of tight feedback loops and escalating challenge.
The tree animation effect follows the concept of “implied movement” to make a static camera feel dynamic.
Thoughts on readings and how they apply to your game: In Car, players must make quick reflexive decisions to dodge traffic, which directly ties into this principle. Car becomes more engaging as the player gets into the rhythm of dodging, aiming to beat their high score.
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szewanleung2024 · 4 months ago
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Assignment 2 Progress
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the game call 'flower shop' add some game information in the post. fix: add the editor name, number. miss some info.
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szewanleung2024 · 4 months ago
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Racer game in class
Elevator Pitch
Name and brief description of the prototype The name is "Car"
The genre This is the Racer game
Primary Mechanics or Mode of Gameplay
A - left D - right
Setting/Style the player can control the car move left or right to avoid other car in the highway.
If the player car touch the other car, player car will 'boob' and lose the game.
the left and right side tree can make the screen look like moving.
if the player avoid the car, will add 100 score for the player.
Audience or Demographics more than 10 years old
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