igb120-weekly-update
igb120-weekly-update
IGB120 Assignment 1
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igb120-weekly-update · 19 days ago
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Week 13 Assignment 3 Postmortem & Submission
Overall, for the creation of 'Dark Ascent' I would have like to have seen more collaboration as a group, regardless, If I were to work on the game more or did not have an expected deadline for the games submission, I would have liked to add more story elements, such as a cutscene that shows the player their goal at the start of the game, however I am happy with the current state of 'Dark Ascent' as it is my first fleshed out game on a new game engine.
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igb120-weekly-update · 19 days ago
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Week 12 Assignment 3 Iteration and Changes
Some Iterations that had to be done for 'Dark Ascent' would have to be the placement of the platforms, its a repetitive process, and each placement has to be checked to ensure the player can reach the next and previous platform.
As for Changes, we have decided to edit the backgrounds for more variations, however, we are still withholding from implementing new mechanics for the jungle Cave areas.
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igb120-weekly-update · 1 month ago
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Week 11 Assignment development and playtesting
Assignment 3 Development:
After fixing the major bug of soft-locking the player when walking off a platform. We turned our attention to world building, essentially more of the cave elements for majority of the map, and then adding some retextured caves to act as Icy caves, along with planning to work on either an old mine or forgotten jungle ruins area, of which these specialized areas will have the new mechanics we plan to implement.
Assignment 3 Internal Playtesting:
As there is more we wish to add to the game before external play-testers try the prototype, we conducted our own internal playtesting, to see how the game is going so far, along with the new implemented mechanics such as ladders, Ice, wind and hopefully falling blocks soon. It also gave us a chance to communicate to each other what part we felt needed changing while watching one us experience that aspect of the game.
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igb120-weekly-update · 1 month ago
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Week 10 Assignment 3 Development and group formation
Assignment 3 group formation: Although a little late to the party , I hopped onto the IGB 2025 discord and messaged in the 1GB120 group formation channel to ask if anybody is still looking for a group, thankfully after a direct message to another student, I had joined a group and group DM consisting of Me, Oliver, Elijah & Sebastian.
Group Discussion: After Oliver and I had finished talking about a common game interest, we turned our attention to the group chat and what we should do for Assignment 3, more specifically, whose prototype should we work on and what to hand . Elijah informed us that he didnt have his Assignment 2 information readily available as he had an extension, we all told him that that was fine and that we would all give him a couple of days to work on it and if he had it ready to show, he could, or he could just tell us about his game, as for the rest of us, we sent in pictures of a Assignment 2 sell page for others to have a look at. In the end we ended up choosing my 'Dark Ascent' platformer prototype as the game to work on. Of which I got right to work tweaking the Assignment 2, A3 game development page, to fit our standards for Assignment 3 part A.
Assignment 3 Development progress: After handing in Assignment 3 Part A's vision page, I turned my attention to my platformer prototype, of which I stated to my group that i would re-build the prototype partially from scratch before I make the prototype accesible to them, as I needed to fix some common bugs that were in the old prototype such as player soft-locks, then we could implement new mechanics and essentially just work on building the levels.
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igb120-weekly-update · 1 month ago
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Week 9 Racer post-mortem and Assignment 2 Finale
Racer Playtest:
Within the playtest, I received reviews that the game was a little boring due to its singular gameplay loop, which didn't offer much to the player. That the idea and the art where good concepts but felt a little too much like an old-school arcade machine, which was the goal to aim for while remaining simplistic, however playtests were a little disappointed that the game had no way to track progress or record high scores.
Racer Post-mortem:
Overall, I felt that more could have be added to "Simple Driver' if I were to use this prototype for Assignment 2, as in its current prototype stage, I personally see it more as a passive, offline game, like 'Chrome Dino' which appears when you have no internet on google chrome. I would like to add a Leader board, but that would require a loading screen to pause in-between games, for the player to play multiple games within the same load of the game, or a dedicated server to check people high-scores. In this being said, I believe the game has more that could be added, however it is fairly limited as a game itself as it only utilizes a singular core game loop concept and doesn't offer much to the player.
Assignment 2 Finale:
After finishing the sell page, I moved on to the A3 game design page, of which I felt that the design of the page (besides the information that informs the developers about the game) should also have the same or similar art style used in the sell page to draw people towards it, as it could help developers properly understand the art-style of the game.
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igb120-weekly-update · 1 month ago
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Week 8 Racer development post, Assignment 2 update
Racer Development post:
Update on the development of "Simple Driver" after messing around with the base prototype featured in the week 7 tutorial, I have decided that I want to try and keep this game simplistic, with the minimal amount of newly introduced assets. After using the basic controls, I am trying to implement a boost mechanic that utilises the space bar, after that, I plan on adding more obstacles.
Assignment 2 progress: I have decided to focus on my "Dark Ascent" precision platformer prototype for assignment 2 as Its the game I felt most interested in while developing the prototype and found myself sinking many hours into it within my own personal time. I am going to design the sell page first in order to get a feel of what I should lay out on the game design page for what ideas I would give to developers to construct the games.
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igb120-weekly-update · 2 months ago
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Week 7 Asteroid playtest, post-mortem and Racer Elevator pitch
Asteroid Play-testing: Running a playtest for cosmic surge following the guidelines from Game Design Workshop chapter 9. The main focuses were testing difficulty, and player experience. I got my older brother who is an avid gamer and professional Qa tester, he noted that the game was fun as being in the early prototype stage, however, speed/the increase of pacing for harder waves of enemies wasn't very concise as he imagined. Another thing my brother noticed was that after I had told him that I was trying to emulate the feeling of retro asteroid games, he stated that the look was there but the feeling and experience wasn't. Looking back, even earlier on, I believe I could have added more sound effects or animations to the asteroids or enemies being destroyed. Asteroid Post-mortem: Overall, the game was pleasant in its current state, just not fully true to its intended purpose of releasing a feeling of nostalgia for older audiences (which is something that can be touched up on)
Racer Elevator Pitch: Name: Simple driver Elevator Pitch: Simple Driver is a top-down arcade-style driving game that continually gets faster as you play. Rely on your instincts to race and overtake other vehicles, dodge obstacles and collect boosts. X statement: Your reflexes are the only brakes Game controls: arrow keys for controls space bar or shift for a limited boost (either charged or item pick-up) possibly keyboard keys for local leader board (unsure as to whether this can be implemented before playtesting or finished checkpoint)
Selling points: Continual gameplay High tension gameplay spilt-second decision making - deciding what on the road is a boost or an obstacle My Contact information: Kaden Rowley [email protected] 11959568
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igb120-weekly-update · 2 months ago
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Week 6
After setting up the asteroid sample from the week 5 workshop, I got to work editing the sample into a prototype of Cosmic Surge, I started off with changing the background colour to the background and editing new models to be more pixilated to fit my retro design, as what I want to do differs a lot from the asteroid example, I will have to take some time to figure out how to implement a enemy that will target the player, along with the power-ups. Realization: While reading Chapter 6 of Game design workshop by Tracy Fullerton, (4th edition) it made me realise that the asteroid am making isn't very original, although that is fairly ok considering I am trying to emulate nostalgic feelings of retro games for older audiences, the Idea itself wasn't original at all. To follow the classical stages of inspiration as outlined on page 169 and 170, I believe that I am currently within the incubation and teetering towards the insight stage, however I do need to tread carefully, as aiming for a retro look, may end up looking too much like other games, and possibly could have copywrite infringement effects, which is something to really be weary of.
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igb120-weekly-update · 3 months ago
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Week 5 Platformer Postmortem and Asteroid elevator pitch
Week 5 work: finishing the platformer consisted of adding different types of platforms to provide a unique feeling of map change, as stated in blog post 3&4 Player on Rock: Player on Ice:
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Platformer Postmortem: Personal thoughts: Making the Platformer prototype was an interesting experience, besides the readings, it was great exploring a completely new game engine and develop something small within it. I am excited to develop more in GDevelop. What I would change: Provided I had more time to develop the game, I would of course make the map way taller, hence making progression and failure a real experience for the player. I would have also liked to add more enemies and scene changes that went with more interactive environments such as swinging vines, etc. what I have learnt: A large portion of what I have learnt especially from the earlier chapters of "Game Design Workshop, 4th Ed" (Mostly chapter 1) has been what I want to view from the players perspective and the player experience, I really wanted to provide a precise platformer similar to jump king and creating it from the developers perspective in GDevelop has been great. However, after me and others play-testing multiple iterations it has also helped me change my design multiple times and distinguish what is good for creating a game and what is good for player experience.
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(Last scene of the game) Asteroid elevator pitch: Game Name: Cosmic Surge Cosmic Surge will be a classic, slightly retro looking asteroid game, like the old classic loved from arcades, collecting consumable power-ups, destroying asteroids and ships alike.
Target Age: 10 and up (although aiming for more of a retro gaming feel, preferably an older audience) Core-concepts: Consumable power-ups - destroyed asteroids/ships have to chance to provide short-use power-up to help the player changes in pace - ships with different weapons and ships/ asteroids will travel at different speeds Selling points: Aimed for more retro gamers, trying to represent an old classic asteroid game (perhaps something similar to galaga?) Re-playability - each run should have the same phases of enemies in different sequences, with power-ups being random. Control scheme:
Arrow Keys – Move ship
Spacebar – Shoot
Shift – Activate Power-Up (When collected)
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igb120-weekly-update · 3 months ago
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Cyclone catch-up & Week 4
During week 3 and 4, I worked on Dark Ascent, after completing the QUT tutorial, I re-mapped the original platformer controls so that the player can still move left, right, up on a ladder and down through certain platforms, however I have disabled the platformer object (the player) from jumping to switch to a charged jump design. Most platforms have been made besides a few from the top along with basic slime enemies, coins and ladders, there are still a few additions to be made such a platforms with effects (e.g. icy platforms or crumbling platforms) and the games end sequence with getting enough coins and reaching the exit. There are a few notable issues that are yet to be resolved such as the player having issues being stuck in the jumping animation once landing, resulting in the player not being able to move, and with slimes killing the player and not respawning. As expressed previously, I will add iterations of special terrain to provide a feeling of progress, map change and "check point reward" for player experience (player believing they are making progress by progressing to a new, unique area), this is also iterated in Game Design Workshop, 4th ed, Tracy Fullerton (page 83).
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igb120-weekly-update · 3 months ago
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Week 2
Elevator Pitch: My first Prototype game for IGB120 will be a precision platformer/ basic puzzle game Game Name: Dark Ascent Genre: Platformer / Puzzle Age range: 10+ or a G (General) rating as the only thing that is likely to happen is an enemy or the player being removed from the scene. Its gameplay will hinge primarily on timed jumps to reach certain areas, the player will also be required to dodge simple enemies and collect coins on their way up. The players character will take the form of a purple rock/stone golem that will start in the depths of a abandoned mine and must work his way up to see the surface. Artwork: Artwork will be pixel art, experimenting with GDevelop, I found a great work that I will most likely use by Wishforge Games. (Remixed: Artwork by Wishforge Games, used under CC-BY 4.0 (https://creativecommons.org/licenses/by/4.0/) / Original work available at: https://gdevelop.io/asset-store/free/pixel-platformer-pixel-platformer-pack).
A proper Elevator Pitch also requires a ~3 sentence or 30 second long statement that tells players about the game, this is my revised elevator pitch: Dark Ascent, a precise platform puzzle game where Jump King meets Manic Miner. control a rock golem stuck within an abandoned mine who maneuverers enemies, collects coins, utilises precision planned jumps and proceeds to the surface in the goal to see the sunrise.
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igb120-weekly-update · 3 months ago
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About Me / Week 1
Name: Kaden Rowley Student Number: n11959568 Currently studying my second year in IX93 Bachelor of Business majoring in Accounting and Bachelor of Games and Interactive Environments majoring in Software Technologies.
Although I am primarily interested in playtesting, my aims and objectives for unit IGB120 is to learn the thoughts formed around creating a game in a easier to manage programming platform before moving onto high-end platforms such as Unity and Unreal Engine.
My love for games has come from growing up surrounded by gaming culture due to my fathers occupation as a game developer and programmer for over 25 years and has really allowed me (at least attempt) to understand video games at a deeper level as a consumer and a developer.
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