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henrysham 2 years
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Submission & GG!!
Finally every assginment is finish!
Time to exam>< Wish everyone get a good result!
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henrysham 2 years
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Assignment 2 Final Design
To sure player will enjoy the game i design ,i try to get the idea of fun From Game Design Workshop by Tracy Fullerton.Beside a exceeding goal for player to reach within the map and dfferent level,i add different ability for the player forms.It require player to get pratice on it to master the skill of different fomr.Let them can feel sucess while playing the game.Also the choice of bring different form ino the game will be a interestiong choice for them,the play experience of game will be totally different .The ability of thef rom will give them different path to go through difficulty .
Fullerton, T. (2018). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. ProQuest Ebook. Retrieved from:聽https://ebookcentral.proquest.com/lib/qut/reader.action?docID=5477698
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henrysham 2 years
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Assignment 2 Progress
This is the elevator pitch for the assignment 2 ,try to be the design document for the biggest game in the IGB220
鈥hat is your game play?聽
It will be platformer that player need to fight and solve different puzzle with the power of transformer聽
鈥hat is the player鈥檚 role?聽
the player will be a man that have the power of transforms, try to safe the city from monster聽
鈥hat genre is the game?聽
Action-adventure聽聽
鈥hat聽 setting?聽
Player 鈥榮 city got destroy by monster. From the path of escape ,player get the power of transform. Now is the chance to fight back and save the city.聽
鈥ow will you motivate the player? How will they be rewarded?聽
it will reward the player by coin, power and sound聽
elevator pitch ( the basics of the game)聽
Transform rescue will be an action-adventure game with fighting and puzzle. Player 鈥榮 city got destroy by monster. Luckly player get power while escape. Now is the time to fight back! Try the best to collect more power Different power will give player a new experience to deal with danger. Rescure the citizen and rebuild the city!Do not let the monster continue Demange our life!聽
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henrysham 2 years
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Asteroids postmortem
For the last game i develop in the IGB220,i try my best effort to bring a great prototype.However at the same time i also find my problems in game develop. From Game Design Workshop by Tracy Fullerton,there is stage for game develop and the biggerest problem is the concept stage.As this is a team work,a concept in mind is not enought.The concept in mind will be hard to Unite as one with just dicussion.Some part of the prototype will easily go wrong and wasting time.
If I was to improve a part of my process, I will use visuliztion to be tool for commucation as Tracy said.It can show differet design effectively,i can use picture to show the layout of space ,the room size etc.Increase the the team corporation in every step,make a better game.
Fullerton, T. (2018). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. ProQuest Ebook. Retrieved from:聽https://ebookcentral.proquest.com/lib/qut/reader.action?docID=5477698
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henrysham 2 years
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Assignment 3 Playtesting
pro:
1.smoth movement with walking and jumping
2.the character skill design is interesting
3. interest to find out what happens next if I were to continue playing.
4.clear instrustion
cons:
1.do not have any sound effect
2.do not have clear infomation for the story
3.cannot go back to select level after start te stage
4.the prototype is too short
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henrysham 2 years
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Assignment 3 Development Progress
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first we desgin different character for players to tansform ,most of it have different pwoer to figh or move.Give players different play experience.Above are the thour character we already created,try to have quess what is their power.
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Base on the character desgin, we created a tutorial to teach player how to play the game.It sperate into three different,base control,power control and basic game desgin.Make sure they hve basic knowledge efore start playing the game
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After every stage they will go back to the map section.Now only the backbag system and map work.They can change the from they carry in the backbag system and go to next level in the map.Let player know how many level they already pass.
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In the bag system ,player can select different form to use in stage by clicking on the graph.Also they can use the tool by click on the bottom part and use the tick and cross to control use the item or not.
In the future development,we will make more stage for player to have a long play testing experience.Also create the shopping system to help players pass different stage.
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henrysham 2 years
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Racing Post Mortem
For the racig game,i think the bigget problem is the feature of feedback and different element to attact players.I only made score board to be the feed back of the game.From the comment of play testing,it will become bored quicly .The score board only compare with themself ,canot attract most of he players.If i need to change the prototype, i will add acheivement feature in the gameAlthough it still cannot compare with other player,but it an give them a target .Using different acheivement to enalrage teir want to discover the game.
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henrysham 2 years
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racing development
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The prototype of the racing is focusing on the gamplay screen.
in the gamplay scene ,i used different colour to let player can easily notice different object.for example i used green road sife and green plant to be the barrier that player cannot pass through.Let the colur different to be an alert.Also shrp colour red to be player,easy to get player attenin,focus on thing happen to them.
As the score is the bggest feedback for player,Attract them to play the game and fight for the higest score. i add status bar on right hand coner,let player keep on track of their goal and show the clear staus of the final score.(photo belwo)
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henrysham 2 years
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Racing
The Third prototype in IGB220 will be racing game. To get brainstorm of ieda,i tried stream of consiousnes from the Game Design Workshop by Tracy.It help me to find the focus of the racing game,race with time,no battle and control speed.Below will be elevator pitch that brief introduction of the game com out from the focus.
鈥hat is your game play?
drive a car on top down view,try the best to arrive destiontion as quick as possible.
鈥hat is the player鈥檚 role?
car driver
鈥hat genre is the game?
racing
鈥hat setting?
Players is employess which is going to late for work.They need to advoid the block of traffic and go th company on time.
鈥ow will you motivate the player? How will they be rewarded?
they will reward by score and motivate them with time pressure
elevator pitch( the basics introduction of the game)
Late for work is a racing game that try to get your best record on different road.Playerd will be employess which is going to late for work.You need to drive as quick as possible.Advoid the block of traffic and go th company on time!
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henrysham 2 years
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Asteroids postmortem
For the second game,i done impovement on my development proess.However ,there are still things i need to change for bring better game eperience to player
If I was to improve a part of my process, I will make better planing. Most part of the game is develop while planing,so that it will be weird for some of the part of game.For eample the theme of monster look different
if i need to make changes to the prototype,i will make the upgrade system more userfriendly with Gui.Without any help from others,the players is hard to know rules of upgrade and stuck there.So tat i thnk i should add help page and let the uprade system more simply.User can understand with the first look.
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henrysham 2 years
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Asteroids Development
The prototype of the asterido have two main scence ,upgrade and gamplay.
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As mention in Lecture 5 Macro-choices concern the long-term progress of the game experience. And the upgrade scence is one of the Macro-choices which will affect the game experince, you can choose different uprade using the score.For example upgade you staic of power and heart or getting shield ability .
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In the gameplay scence,I have design three different item for the players to attack.Let player will not be that easy to get bored.Also some of the item have feed back beside score ,which increse the play experience. Chris Lee. (week6).聽Fundamentals of Game Design聽[Lecture notes]. Blackboard. https://blackboard.qut.edu.au/webapps/portal/execute/tabs/tabAction?tab_tab_group_id=_3_1
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henrysham 2 years
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Platformer Postmortem
From Game Design Workshop by Tracy Fullerton,i find that i should not struggle into the loopholes, which may satisfy different kind of player.
If I was to improve a part of my process, I will make better time management not just stuck into one part the development and leave other feature behind. Sometime the part i think not ok may e give different play a great play experience.so clearly i should stat the play testing process earlier to gather different opinion .
if i need to make changes to the prototype, i will delete feature and checking bug.I got some feedback from tester that my prototype do not have a main feature It is weird that do many thing at the same in one level, it will be confuse. So that delete feature and only hard working on few features to give players great experience.
Fullerton, T. (2018). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. ProQuest Ebook. Retrieved from:聽https://ebookcentral.proquest.com/lib/qut/reader.action?docID=5477698
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henrysham 2 years
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Asteroid
The second prototype in IGB220 will be a Asteroid game. This elevator pitch will be a brief introduction of my idea on the game
鈥hat is your game play?
upgrade and control a space ship to fight differet enemies ,and try to get the higest score.
鈥hat is the player鈥檚 role?
a space ship to fight differet enemies and get high score
鈥hat genre is the game?
Asteroid
鈥hat setting?
Players is in an infinete loop of revive in space.Player need to try there best to upgrade their ability keep them away from death and try to find the boss to escape the loop.
鈥ow will you motivate the player? How will they be rewarded?
it will reward the player by score and abbilit upgrade
elevator pitch( the basics introduction of the game)
Space fighter will be a Asteroid game. Players was trap with different enimens with revive ability.The only way to escape the horrible loop is find the boss of that space.They can try to gather point from each game and use it to upgrade the ability . Help them to face dangers . Try to get the higest mark to find the boss escape from the deadly loop!
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henrysham 2 years
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pitch note
done:
1.To deal with the cons of falling out of without notice,i have create a barrier under the map.Which will detect the item pass through it and restart the game when it is player.
2.a new power of spawn monster to attack players.
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Working:
1.let play can shoot to all direction
2.create a extra path for player and new puzzle.Make the prototoype more interesting
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henrysham 2 years
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playtest
By the material from the couse,Iterative design is needed to make good games.It can help anticipate in advice and predict the experience of the game.So that i start to playtext after create a prototype , give player better game experience.
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Game design feedback:
pro:
1.smoth movement with walking and jumping
2.feedback when receive and deal damange
cons:
1.too easy to fall out of map without system notice
2.the boss fight is too hard and normal
3.the perecentage of puzzle int the prototype too low
Chris Lee. (week2).聽Fundamentals of Game Design聽[Lecture notes]. Blackboard. https://blackboard.qut.edu.au/webapps/portal/execute/tabs/tabAction?tab_tab_group_id=_3_1
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henrysham 2 years
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GDevelop Experimentation
This post will show different experiment on Gdevelop base on Game Design Workshop by Tracy Fullerton.In the book it have point out Working with Formal Elements,Working with Dramatic Elements and Working with System Dynamics.It will seperate into three post to do different experiment.
Working with Formal Elements players and rules is the most inportant formal elements in game.
The experiment is focus on signle player.Gdevelop have many premade funtion for players.To made a players control character platformer character will auto setting players can control that characte with -> <-.With rearrange the data inside the funtion,i can get a "flash" character or super jump.
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Event is the powerful tool to setup rule."Always" easy to set up loop for monster.Let the pattern of monster fighting have more different pattern.
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Sources:
Fullerton, T. (2018). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. ProQuest Ebook. Retrieved from:聽https://ebookcentral.proquest.com/lib/qut/reader.action?docID=5477698
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henrysham 2 years
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Platformer Development
From Game Design Workshop by Tracy Fullerton,i find prototype only the elements need to funtional and let player can have a bief idea of the game.So for the prototype i am creating ,part which will not affect the players experience of game play will be minimised.The graphic will be using past material and simply drawing.
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The first prototype include the main feature of puzzle ,bos fight and parkour,As it is just short protoype of the game,every feature will only include a little to show how it look.To make sure every player will not miss any feature ,so the prototype will only have one path way to finish the level ,let the users try the feature one by one.However it will have two different option to go through the same excit,let users hae option to choose.
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For the character ,it have include a health behavior to count the damage receive .Both monster and player's character have their own health bar .Although it will not show on screen,but there is visual effect when recevie damange to show players they hit the monster or not.When the players get a item in the game, a sound effect will remind the players they got an item .
Sources:
Fullerton, T. (2018). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. ProQuest Ebook. Retrieved from:聽https://ebookcentral.proquest.com/lib/qut/reader.action?docID=5477698
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