carena-gamedesign-120
carena-gamedesign-120
Gamers Design- GDevelop
15 posts
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carena-gamedesign-120 · 18 days ago
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Assignment 3 Postmortem-Paw Path
Paw Path is a GDevelop platform game with a cat as the main character. The player acts as the cat to eat 10 fish at least to unlock the key and pass the level. In the beginning, cats have to avoid the ducks and flies's attack. After the cat collects the fish, it can use the fish bone to kill the enemies.
In our group, we are successful in implementing the gameplay of jumping, moving and climbing in a cat. These ensure the smooth operation. The project added background music, jumping and falling sounds, and UI elements such as scores, health points and keys. These enhance the game's immersion of players. To be guide level, through a simple text method. These make players can easy and quickly understand the goal and gameplay to reduce the confusion of the beginning.
Due to time constraints, we can not implement music adjustments and add multiple levels. The game includes the tutorial level and the first level, I realise the limited of levels reduces the challenge for the player. In addition, the player can be confused about the cat dying, especially if they don't know the enemies' behaviour. This reminds us to put more information about gameplay. Also, we use GDevelop's material resources to maintain the game style, but the art's performance still needs to increase.
I learnt the advanced event system setting. Among them are condition triggers (such as the key will appear after eating 10 fish) and enemies' behaviour arrangement. (such as duck automatical sprint). I also know how to set up UI and sound effects to improve a player's experience of gameplay. After this project, I need to practice more GDevelop event systems to reduce wasting time in development games. Furthermore, I will look for Itch.io and YouTube to learn from other game examples to help my future creations.
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carena-gamedesign-120 · 19 days ago
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Assignment 3 Iteration and Changes - Paw Path
After playtesting and researching various cording, our team discussed and designed to improve the interface and audio in the game.
Main Menu- We added 3 function buttons below: Start - The player enters the button into the game. Setting - Allow the player to adjust the music and sound. Quit - Close the game screen. These features give players more control and make the game professional from the start.
Tutorial Level- Many testers did not understand how to play the game on the first sign. To improve this issue, we designed to have a tutorial level with text, so users can understand the game rules and basic controls. This will make the game more clear for new players.
Multiple sounds- To make the game enjoyable, we added several sounds below: Jumping sound Falling sound Background music
These additions help the game become more interesting and enhance players' interaction with the game.
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carena-gamedesign-120 · 1 month ago
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Assignment 3 Playtesting
This week, we ran our first playtesting for the Paw Path platformer game. We invited a few schoolmates to test the game in the QUT esports arena on Friday. This game's goal is to test the gameplay, such as movement, jumping, enemies, and fish collection.
There were many errors, like the fly enemies were not working, it was unable to pick up the housekey because the housekeys follow the player's movement, and there were multiple housekeys appeared. The cat fell off the platform, and the game hasn't ended. The fishbone item hasn't been set up yet. Also, the testers don't know about the gameplay, so we realised we have to make a tutorial level to instruct the players.
This playtest was helpful. We designed some improvement ideas to enhance the game experience. It reminded us the players' views are different from ours. We plan to improve the next version and then conduct a round of playtesting.
Example error:
The player jumped, and the key followed the player jumped too.
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carena-gamedesign-120 · 1 month ago
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Assignment 3 Development Progress
In our four person team, we shared a bit of assignment 2 in the class and scheduled a meeting on Friday. The basic is to share our design work and discuss the further development of assignment 3, and organise each person's work. Our teammates chose my design, "Paw Path" platformer game, to become our assignment 3, to create and design. I share my design concept so they understand the gameplay during the meeting, and we start to divide of work. For example, a classmate and I are responsible for coding, another classmate works on testing, and another classmate works on sound design. This game is derived from the cat scratching platform. The player must help a curious and hungry kitten to eat fish and find its way home. On the way, annoying ducks and flies will chase the little kitten, the player must use the fishbone to destroy them.
In this experience, I learn how to communicate in our team. Everyone is very enthusiastic. I feel confident about the upcoming tasks and look forward to completing the game.
One page:
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One sheet:
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carena-gamedesign-120 · 1 month ago
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Racing Post Mortem
This racing game includes vehicle movement, avoiding collision and UI elements(score and trees). The player must control the car's direction to avoid oncoming traffic. When the player drives a car to avoid cars successfully, the player can get 100 points. However, if the player's car can not dodge oncoming traffic can lead to car collision explosions. The gameplay is very simple, but it needs a lot of trial and error during the creation. I would like to know more opinions, so I asked some friends to play the game and provided feedback. This helps me to know the strengths and weaknesses of my game.
Players' advice and future versions below:
The oncoming cars are always on the same road, never change to a different road, and also it is always at the same speed. I will improve the gameplay to make the cars different.
It is best to include some sounds, such as the car engine, smoke, wheel tracks and car explosion sound.
The environment is quite simple and can create some traps. For example, potholes, car oil on the road.
Creating some gaming items on the road used to hinder other players.
Add different vehicle speeds, like acceleration and deceleration.
Developing more maps to attract players.
The game does not have an end; we need to set an end.
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carena-gamedesign-120 · 2 months ago
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Racing Development
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I followed the tutorial guide document to create my racing game. This was my first racing game. It was exciting and also quite a challenge. However, some instructions weren't in order, so I struggled. To solve this problem, I researched on Google and I found an official guide link: https://wiki.gdevelop.io/gdevelop5/tutorials/roadrider/#road-rider-endless-car-game-tutorial This helps me to create the whole game. in addition to this, I still had some challenges, such as the tree not being in the right place, the cars did not display, and the score did not add. After my continuous testing, I solved them. After that, I add a "GAME OVER" scene to finish the game.
In the future, I would like to add the background sound and different cars must have their engine sound. I also want to design more graphics maps to make more game levels.
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carena-gamedesign-120 · 2 months ago
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Racing Elevator Pitch
This is a racing game, I will create with GDevelop. The player controls a car and races past another car. The target is for the red car to pass more cars without hitting another car and destroying my car. Once I pass a car I earn a 100 score. The game challenges player reaction and control to earn more scores.
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carena-gamedesign-120 · 2 months ago
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Asteroids Post Mortem
I follow the document of the Asteroids Tutorial to make this game. Some instructions I need to consider more because the version is different from mine. Also, I some parts of the instructions I could not understand, so I researched YouTube to find another example to help me create part of the game. For example, the "GAME OVER" scene. This was my first shooter game, I learned about the diverse objects interacting with each other in GDevelop. I also know about the importance of timers. For example, the asteroids running too fast may make the game too difficult. People might lose their interest in the game.
I would like to add more sound to make the game more attractive, such as destroying asteroids and background music in the future. Also, maybe can update the increase in the speed of asteroids to be difficult at the next level.
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carena-gamedesign-120 · 3 months ago
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Asteroids Development
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I made the game by using GDevelop. I followed the tutorial from my class to develop this shooter game Asteroids. This is a game that uses the mouse to control the direction and shoot the asteroids to hit our ship. I create the main object ship, which is the player. The different size asteroids object use timers to spawn them randomly from different directions. The bullet, the player can shoot the enemies by using bullets. The gamer earns a score by destroying different asteroids. The gamer will lose their life when the health bar is less than 0 if the ship is hit by an asteroid too many times. In this project, I practised using different objects and set up timers, text-score and text-health in GDevelop.
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carena-gamedesign-120 · 3 months ago
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Asteroids Elevator Pitch
Asteroids is a fast shooter game and it will be created using GDevelop,. The player has to control a small ship in the universe, which is dangerous and unknown. You must shoot the asteroids to survive the life before they crash the ship. Asteroids will fly to you in all directions, you must destroy them before they hit you. If your ship gets hit too many times, the game will be over. You will gain a score when you destroy an asteroid each time. The game challenges gamer's reflexes and accuracy. How many scores can you get, will depend on your flexibility.
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carena-gamedesign-120 · 3 months ago
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Platformer Postmortem
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This is my first game design at GDevelop. After building my game, I realised when I finished collecting all the coins that this game had not ended. To solve this problem, I created a key and door system to finish this game level, and it worked well. Also, when the player falls out of the platform, it will restart the game again. and to know how many coins and key collections, I made the text object to show the player. Through this experience, I learned that the game must be tested many times, and every time I played the level, I could find some errors or new ideas to fix and improve my game.
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carena-gamedesign-120 · 3 months ago
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Elevator Pitch
This is my first game creation at the GDevelop platform. The character jumps over or steps on the slime(enemy) to kill it while collecting coins. If the player touches an enemy, you will lose the game.
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Through many times testing the slime movement speed, and adjusting the gaps between platforms. I got a sense of achievement. This project taught me how to use the GDevelop platform to create a game. I learned how to set up all the characters and backgrounds. How fast the enemy movement. These will infection of player's experience. In the future, I would like to put sound, a scoring system to enrich the player experience.
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carena-gamedesign-120 · 3 months ago
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GDevelop Experimentation- Advanced Pixel Platformer Template2
Continuing from my last post, This is the Advanced Pixel Platformer Template Level 2, this level is much more difficult.
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When I touch the spikes I will die.
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When I touch the enemy, my blood condition decreases.
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The fish move in a circle. If I touch the fish here, my health will decrease.
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The fish moved up and down, sometimes fast and sometimes slow, and when I entered the door above, my HP bar would be restored.
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When I jump on the wooden platform, the platforms collapse, causing me fall on the spikes or land on the enemies.
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Enter the door, this level is completed.
This level is much harder than level 1, because of the challenge about collapsing wooden platforms and the enemy's movement. I found jumping needed to calculate time to avoid falling onto spikes or enemies.
I learned from this level is observation of enemy movement. The fish move in a circular path and move up and down, sometimes fast and sometimes slow, which means I need to walk on my movements carefully. Also, entering the upper door restores my HP bar, which adds a strategic method to the game.
After testing the content of this game, I will adjust the platform collapse timing and provide more methods through the enemies. Overall, this was a great experience to improve my platforming skills and I really enjoyed this game.
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carena-gamedesign-120 · 3 months ago
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Platformer Elevator Pitch, GDevelop Experimentation
I tried to play the Advanced Pixel Platformer Template made by Arnik.
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It has 4 save records for players: Slot 1 to 4.
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There are 2 template levels of the game to choose from players.
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Template Level 1 does not have enemies, player jumping on the wall can make jump higher.
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I can use wall to jump 2 or an unlimited number of jumps, this allow me to jump higher to overcome obstacles.
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This is the tricky part of the game. I tried to jump many times but I couldn't get through it because I always hit the wall above. With this tricky part experience, I knew I would not make the same mistake.
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carena-gamedesign-120 · 3 months ago
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Myself
Hello, welcome to my blog. My name is Carena and I am studying for a Bachelor of Games and Interactive Environments at QUT.
I love to play games in my free time and my Favorite games include Arena of Valor, Hayday, Zelda, Mario, Racing, Werewolves of Miller's Hollow and historical games. These games influenced me because of the interactive gameplay, creative design and storytelling. I really enjoy these games and I wish I could design my own game that engages people and makes them enjoyable. Also, I am interested in animation and storytelling. I want to combine animation, and narrative skills with game development to build visual experiences.
Through this blog, I will write my journey in IGB120 and I would like to share my opinion about games, my development insights, and my personal project to continue working in this area. I wish to connect with others who has the same interest.
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