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VR game industry, Submission & GG!!
During the final week of the semester I got the opportunity to experiment with a VR game. A peer tutor developed the game for their capsule project. The experience was amazing-they even set it in a sci-fi world and made it a rhythm game! After going through chapters 13-16 about VR game design, I was really energized and inspired by the potential. The VR chapter especially was very appealing to me as it emphasized how immersive and powerful VR is as a platform. While the challenges of the design process in VR are certainly there, I see it as a fascinating area that has an infinite capacity for innovation.

The chapters were also about the VR current market, which is quite small, but it's obvious that VR is penetrating new areas such as medical, education, and architecture, that I find very interesting. Though VR may not be very popular still, I still think that it will keep expanding and get a major role in the gaming and tech world.
One of the things that really struck me in these chapters was the concept of an independent game project. Although the financial resources might not be sufficient, the liberty to venture creatively and come up with a novel product is really fascinating. The first thing that came to my mind was Stardew Valley, a game created by a single guy named Eric Barone. His work in the game industry is a great source of inspiration to me, and if I ever got that opportunity, I would definitely want to develop my own indie game.
Submission!! GG everyone, including peers, tutors, and all the staff. I am satisfied with the unit and, overall, l've gained valuable game design and development skills that I really enjoyed. Even this short time in Australia, Brisbane, has been great.
Thank you so much!
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Assignment 3 Postmortem - Whole
The main objective for the game "Whole" was to develop a fascinating magic system that lets the users modify the spells via the rune combinations. The fundamental mechanics of the game are based on the use of spells, firing projectiles, and performing dashes.Players might have actually used their magic to move through levels and defeat monsters.
Design Notes
Initially, we aimed to create an interesting magic system in which users perform spells by sketching runes. Whole is a 2D Metroidvania platformer concentrated on this mechanic, thereby giving players the opportunity to employ magic for firing or dashes grounded on the rune combos. While GDevelop's limitations with animations and syncing caused us to scale back some features, we still created varied enemies that required players to adapt and explore the world through magic-driven gameplay.
What Worked Well
Core Mechanics & Controls:
The main aspect of the game's spellcasting system proved to be one of the most appreciated features. The option to create runes and come up with new spells was enjoyable and made the players feel that they had the power. The dash and projectile powers complemented combat and movement for both, thus adding variety and flexibility to the gameplay. The stages were constructed in such a way as to promote the player's use of the spells, thus leaving space to use the mind creatively.
Art and Theme:
The art style and theme were simple yet effective. The mystical nature of the game was reflected in the magical visuals, and the spells themselves looked visually appealing. We used free assets for most of the art, which helped keep the project within budget but still contributed to the magical atmosphere we aimed for.
Playtesting Feedback:
In the stages of playtesting the feedback received was mostly supportive. The users liked the power system and the way it was implemented; after they had been given an explanation of the controls, they accomplished the level without any problems. The levels were difficult but not irritating, and players liked the room given to them to employ their ingenuity to get past obstacles.
What Could Be Improved
Tutorial Clarity:
The biggest problem was that a great number of players had difficulty comprehending the game and especially with the magic casting system. The tutorial indeed lacked more clarity as the players were not always able to get the idea of the spell casting or the runes that each one was. A more interactive tutorial incorporating visual hints and step-by-step guidance will be definitely helpful for future updates.
Game Levels:
The reach of the levels I think could be made larger. We reached only one level with the most basic spell abilities, but it is the necessary that there should be more levels with the difficulty growing gradually and the introduction of complex enemies in order to provide the game with more depth and replayability.
My New Knowledge
This project has heavily influenced my knowledge of iterative design and the playtesting process. We experienced that with such feedback, we could be more grounded in our choices when a mechanic was not quite clear to us. I have also become more aware of working with GDevelop, and the restrictions it can cause while creating more complicated games. The issue with animations and the collision system remains, but I have become more of a problem solver as a game designer.
DO NOT MISS OUR GAME
https://gd.games/instant-builds/5cf31010-68ee-4dc9-8e8a-3c497c72a207
Final Thoughts
Generally, Whole has been a time-consuming, although rewarding, experience. The fact that due to the time and tool constraints, we were not able to fully implement all our original plans, however, I am happy with the results. The magic system was interesting and enjoyed by players, and the feedback we received confirmed that we were on the right track. In the future, I would mainly work on the tutorial part, continue to improve the collision detection, and also add more levels to make it more interesting and exciting. From this project, I have learned a lot about game design, and now I am very willing to keep improving my skills further.
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Assignment 3 Iteration and Changes
First, when we conducted our initial round of playtesting, it was clearly seen that a lot of the key aspects of the game needed to be improved. The general opinion from the playtest video (YouTube Link) was that the players didn't understand the mechanics, especially the spell-casting system, and they struggled a lot. There was also no real challenge and the enemies were not varied, and the other issues were on the player's animations and the in-game feedback.
Our solution was to make a number of changes in this version to meet these challenges. For a start, the level of the game was the first that was to be modified to enable a player to go further and have a gradual increase in the level of difficulty. We selected the parts of the playtesters' comments which need to win a variety of enemies of the highest order and used these for our objective of challenging and involving the participants. The present adaptation is supposed not only to keep but also increase the interest of the players at the same time as it imposes different enemy behaviors and different attack patterns.
Besides, we have also been occupied with tweaking the player experience through the elimination of the issues that were connected to character animations and controls. Now the movements are much smoother and there is a better visualization of the actions being performed. The other noteworthy change was the complete remodeling of the player help section. We adjusted the in-game prompts to become extremely easy to understand with the help of more detailed instructions, a simple tutorial system as well as visual tips that let the new players know how they can use the magic system in a better way.
Primarily, this version is an attempt to sharpen up the game's message, multi-aspects of gaming, and user experience. The updates have a direct link with the playtesters' comments and they are looking to make the game more pleasant for the players who will join in the future test rounds.
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Game Discussion (Unity and Gdev)
As a newbie game developer, I took two units, IGB120 and IGB100, which use different tools to build games. One uses GDevelop, and the other uses Unity. They both have totally different build setups. In my perspective, Unity is more useful and functional for game developers; however, since it has a lot more features than GDevelop, it is also more difficult to use, especially for a beginner like me. Unity also requires knowledge of C# programming, which has been pretty tough for me since I knew nothing about C#. On the other hand, GDevelop uses event-based visual scripting, which lowers the barrier for non-programmers and helps me focus on logic without worrying about syntax.
GDevelop actually helped me understand most of the game mechanics, and because it is simple to use, it allows me to be more creative with game ideas and concepts. However, there are limitations in GDevelop. Also, working with team members is a big issue because you need a premium subscription to collaborate smoothly. In contrast, Unity with GitHub is quite a suitable tool to work together as a team.
I have done some larger-scale projects with Unity compared to GDevelop, which works well for 2D games and prototypes but can struggle with performance for bigger or 3D projects. For example, my previous Fi-shine racing game had some issues with 3D collision. (Read more here: https://www.tumblr.com/krittayasgame/783237094794543104/racing-game-post-mortem)
Now, almost at the end of the semester, I have developed my game design and development skills. I would say that learning game design has been the most challenging for me, as I needed to put in many hours and work harder to create a valuable game. I am proud and impressed with myself for coming this far—from someone who only knew how to play and purchase games (hahaha) to someone who can create games by themselves. Game designer and game developer could now be my alternative career paths in the future.
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Assignment 3 Playtesting
Participation in the testing of play is one of the foremost evident ways of how game developers get feedback directly from the players in the early stages. This procedure is used to find out the issues, engage the players in the process of making and result in the improvement of mechanics, UI, pacing, and overall enjoyment aspects. By noticing the reactions and hearing the feedback, developers are able to further refine the gameplay, remove the bugs present in the game ensuring that the final product has all these qualities: captivating, easy to learn, and well-balanced.
The playtesting sessions we are having both in person and remote to some extent. The in-person method gave us the possibility to follow user conduct closely, while remote playtests allowed us to cover a greater audience. In order to be familiar with our players better, we're asking the participants to complete a pre-session questionnaire. The questionnaire contained simple demographic information such as name, prior gaming experience, and familiarisation with platformers. As well as a post-session survey will be provided after the session that contained deeper question about our game which could give us the way to better our game.
We've created the Google form Questionnaire and Survey:
For instance, "Have you ever played a platformer?" and "On a scale of 1-10, how skilled do you consider yourself at survival games in this genre?" are questions that help us to divide feedback according to player skill level in the game, from which we can see how players engage the game in different ways.
The first playtester was a bit long as he wanted to explore and solve the problem for the Spell Casting system which still now is unclear and need some more instruction. After a while of letting the playtester go throughout the game without explainning, we explained how it is work and let the playtester do it again and ask some question. Plus, in the video also include him doing Questionnaire and Survey. As a role of contributer/speaker for this playtest, I believe that there are ways to improve this playtest session. Keep the time limit for the playtester or/and keep prompting some more questions for the playtester while playtesting.
youtube
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Group Formation and Assignment 3 Team Discussion
Our group 12 decided to work on Man-ho's Game design, "Whole", the platformer style of game with the unique spell casting system to kill the enemies and acheive more various spell when unlocking new chapters (levels). Finally beating with the Dragon (Last Boss) to win the game.
Our members are working on different tasks:
Finally, for the working process we've discussed that we will work on our task separately and update/upload our work on the google drive. Using Google drive as a platform we sharing our work is free and easy to access. By having more communication while working on the project, could decrease the unnecessary errors like losing assets, overwrite the project.
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Assignment 3 Development Progress
I have assigned as on working on the platform and the first levels ...... to do so , I started with the Manho's Prototype....
I have started with some simple feature like the player's animations and add an enemy's animation.
Week 10 Progress Update: Over the course of the project, my main focus was to improve the game playing experience by adding some certain features. Here I'll describe in detail the things that I finished:
Health System Implementation: I first created a health bar for the player. The damage occurs during the collision with the enemies or when falling. This change of a game not only enable players, to be more skilled but also added more excitement to the gameplay.
Enemy Addition: A new enemy was integrated into the game so now, players have to either avoid or defeat the enemy to carry on. The direct correlation of the enemy-player interaction with the health system has been established, which means that a collision between them causes the decrease of health.
Animations: Both the player and the enemy now have additional animations to make the gameplay more dynamic. The player's movement is smoother, and the enemy's behavior is more lifelike.
Camera Reset: I also set up a camera reset to the game, which turns the camera back to the normal position after the player's death or falling. In this way, the view in the game is always guaranteed and the elimination of the players from the game no longer causes any issue.
Overall Aesthetic Updates: The game's appearance has been also given major changes, with a cleaner and more polished UI and animated transitions, leading to a richer and more aesthetically pleasing user experience.
This week, while we were progressing with Assignment 3, I got into lots of thoughts about gaming fun and accessibility. That came primarily from my reading of Chapter 11. The chapter made me understand that it's vital to strike the right balance between gaming and accessibility in the layout of the game. The game that I have been working on is called Whole, and in it, I am utilizing Manho's concept for a spell casting system for the magic. The designing of how the magic would work in the different chapters of the game and with the different types of the enemies that would be interesting, and thus the gameplay would become more fun.
Yet I have additionally been pondering upon the topic of accessibility. The present spell-casting system involves the use of a mouse or mouse pad. This might be a problem for those players who do not have access to such devices, thus, they would be limited in the number of people who can play our game. Ensuring that the game remains both enjoyable and accessible is certainly a matter I have to pay attention to while I am still revising the game's mechanics.
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Assignment 2 Final Design
After recieved some feedback from the tutor, I have revise and improve my overall look of the Assignment 2
Turning Witch
One-Page (For commercial/ selling/ marketing)
One-Sheet (For Developers/ Insights of the game)
Week 9 lecture has changed my way of thinking about RPG mechanics. I didn't know that such elements are so universal in the gaming world-just about every game features items, equipment, skills, and abilities. I suppose EHP (Efficient Health Points) is a really good example of a concept which I understood as being a clever method for health balancing in a game.
I was just starting to think about the final design of Assignment 2 when I came to the conclusion that I need to explore some other complex game mechanics in greater detail. For sure, I am going to continue researching how RPG mechanics can be beneficial for my designs and help me create a more enriched player experience.
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Fi-shine Racing Game Post-Mortem
Originally, I set out to create a game that was going to be fun and interesting, 3D racing with a different kind in it, the underwater theme. Fishes were racing against each other in a fascinating ocean filled with dangerous predators and pesky obstacles - this concept was stimulated by classical car racing games. First and foremost, it was the plan to dive into 3D game creation utilizing GDevelop, but at the same time, I had to tweak my approach to match the tool’s limitations resulting from the impossibility of easily editing collision markers on 3D models. Nevertheless, my reorientation enabled me to still get the job done by focusing on a top-down 2D view with 3D elements which made the game dynamic.
Design Notes
At the very beginning, I was all in for giving the game a deeply 3D look, thus achieving a high level of immersion, but GDevelop’s inability to allow for changing the collision of the 3D model made me rethink the aspect and stick to a 2D view. This way, the project became friendlier in terms of design, nevertheless, despite going into 3D touch for the fish, the 3D aspect still was there. The main purpose of the game is for the players to get through a hectic sea environment being chased by enemies and still be in the race to stay along.
A wide range of fish enemies and a setting that had the feeling of being underwater were a combination of factors that made sure that the game was all the more interesting. The design of the game was a charming touch.
What Worked Well:
Core Mechanics & Controls:
The play's basic controls and mechanics functioned as required. Players are allowed to speed up by pressing the W, A, and D keys with a mechanic of a cooldown in between. The enemies that appear randomly are there to increase the variety of the game and as players achieve some progress to make it harder also it adds to a fun and challenging experience.
Art and Theme:
While I be working in 2D, using 3D fish was a smart decision. The theme of the underwater world, that is, with such lively fish and other sea creatures as crabs and reefs, was for the game to have a rather special and cute atmosphere that was in full agreement with the game’s plaything nature.
Challenge:
One of the key issues that I was unable to solve was the malfunctioning of the 3D models' colliders in Develop. Due to this, the collision detection has become inaccurate so that players will be unable to avoid the bad fish. The collision system of the game still presents difficulties, while the effects on the user are both the original and some addition.
What Could Be Improved:
Collision System: If I had more time, I would focus on refining the collision detection system to make it more accurate and fair.
Game Levels: More levels and varied enemy behaviors could increase the game’s replay value and challenge.
Audio: The addition of more sound effects and music could help immerse the player further into the underwater theme, making the game feel more lively.
Playtesting and Feedback:
During testing the game, the feedback of the players to the game's appearance and underwater nature was more than favorable. At the very beginning of the game easily, at least, sea horses and octopi are about to be added and the play island will be additionally formal.
The game's health system and instructions from my side failed to make the player understand the gameplay.
Regardless of that, the group of players strongly recommended that more hurdles be introduced, as well as levels, to enable the game's realization as going beyond words appearing on the screen.
It was pretty clear that the problems related to the collision misled the game's natural complexity, and the precision of the instructions to the player turned the act of playing into an enjoyable pastime
My New Knowledge:
In the process of this project, I got the insight of a creative way of problem-solving to discover solutions to problems and also of the necessity of being flexible with the tool's restrictions. When GDevelop had no option for 3D model collision editing that matched my requirements, I still found a way to make the game alive by implementing 3D elements in 2D environment. Both game user experience (UX) and the feedback I got from the players were major. They have helped me to not only verify the changes in the game but also to better understand the user experience in game design.
Final Thoughts:
Fi-shine was a challenging and big project for me. It was my first time working with 3D assets and game mechanics in a 2D environment. The collision system turned out to be one of the most difficult parts of the game but the visual appeal and the game theme were convincing. The player's response definitely pointed out the flaws in the game and I am now aware of the ways in which I can improve the game and make the more efficient. In the next phase of my game, I would mainly concentrate on sorting out collision problems, then decide on the next levels and certainly, I would enhance the whole game experience using the user's feedback.
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Assignment 2 planning
I have got to choose one style of the game to make the assignment 2 one sheet and one paper. I'm planning to choose the asteriods style of game as I believe that there are various way to do with the shooting system and the health system too.
I could do like and angle and the witch flying and fight in the sky like this:
Story borad of the game : Turning Witch
Darf of the A4 One Sheet: I'm making a poster for the game (drawing important elements in the game)
I have also darft my characters for the game assets, using spooky characters to vary the charaters: Angle, Bad Witch, Good Witch, Bat, Pumkin, Skull, Ghost.
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Racing Game Playtesting
This week due to the Anzac's day, my workshop on 25th Friday was cancelled, I attended the workshop on Wesnesday 1 p.m.- 3 p.m. instead and did some more game develop and playtesting. After implement also the score, player help, Gameover scene and some music.
Assets Used in Fi-shine:
Ocean HDRiskyBox Image asset from OpenGameArt
Background Music "Cute BGM - 4 Magic Keys" by Pixabay Music
Sound Effects
"Fish Splashing Release 2" by Pixabay Sound Effects
"Fish in River" by Pixabay Sound Effects
"Fish Splashing Release 1" by Pixabay Sound Effects
And this is my result of the playtesting: She suggested that I could have add more sea animals like seahorse, octopus and craps. Moreover, this prototype could be more implement on the levels to make more the game challenges.

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Racing Fish Game Development
My motive in this prototype is to dive in deeper into the world of 3D game creation with 3D models and mechanics featuring adorable 3D models by Quaternius. At the DIY Workshop, I made an attempt to transplant the "TopDownMovement" object behavior onto my 3D model. I changed the pace and direction of each object in order to give the game a feel of a racing game. Then, to boost the simulation elements like the game of life, I included a two-way collision and death system for both the player's Clownfish and the other enemies. This I think creates an interesting contrast of a thriving and teeming with life environment with the weak being easily preyed upon by the predators. A major problem that I faced at this stage was that GDevelop did not provide any function to change the collision markers on 3D models. This is the reason I have resorted to the default collision marks for the time being, however, of course, this leaves a possibility that it could turn into a very big headache during the playtesting, just as it was in my Asteroids Game prototype.
After going through Chapter 9 this week, it really made me realize the significance of playtesting—not only at the project's end, but also during every phase of development. The chapter discussed how excellent game design is achieved by cycles of testing, evaluating, and revising, and the diagram (Figure 9.1) showed me that the process should become more focused gradually, rather than being rushed.
This got me thinking about my own approach. Sometimes I want to get everything perfect before I let anyone test it. But now I understand that not testing early could be a mistake and actually slow me down. Initial feedback, even on a rough prototype, is a lot more valuable than trying to figure out everything on your own. I have realized that abandoning the idea of perfection and concentrating on progress is part of a designer's job.
I still have a great deal of work to do on this project, but I am beginning to place more faith in the process. Each bug or design problem is an opportunity to learn—and I think that’s the real heart of this unit.
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Racing Game Design
Fi‑shine
Elevator Pitch
Dive into Fi‑shine, where we meet Under the Sea! Imagine yourself as an agile young fish undertaking a valiant escape through a teeming coral highway, slipping past ravenous predators, whirlpool crabs, and invisible reefs. You are going to swim through schools of hostile fish and the colorful underwater landscape. Can you outpace the larger fish and get to the safety of the open sea? Fi-shine doesn't only guarantee the fish that you are the fastest, but also the cleverest survivor—dodge ahead with the highest speed while at the same time, you are thinking one step ahead of the hungry predators chasing you.
Game Controls
Arrow Keys: up, down, left, and right
Health: 1 hit point—collide once and it’s game over
Unique Selling Points (USPs)
Underwater World Setting: Swim by the side of the vibrant coral reefs, the dead bodies of ships, the lurking crabs, and the glowing shells that recognize you and give a shining light to your every move.
Dynamic Enemy Variety: Come face to face with several fish species ranging from fast tang fish to giant groupers, each with their specific activities that will make each run an unforgettable one.
Moving Racing Fish: Here you are, breaking through the water, overtaking fish, chasing the next wave or fending off enemies. The whole set of competing fish race together with full power, driven by a rocketing energy, and use smooth, momentum-based bursts, slipping in the narrow space of the corals just like a swimming course.
Target Audience
Casual Gamers who enjoy short, high score games.Fans of Cute, Animal-themed Games looking for a pleasant style.Underwater Enthusiasts attracted to the beauties of the marine life and the feeling of discovering it.
Image of the game
Reference: - First Image - Second Image
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Interesting Mechanic : Dynamic Music and Sound Effects
Alien Fight
- please turn on the sound -
One of the most effective ways to improve Alien Fight after playtesting was by the introduction of dynamic background music and sound effects to heighten the gaming experience and the player’s involvement. After their initial playtesting, the users lauded the animation style for being adorable, the idea of the enemies randomly changing their size and positions, and the game as still being varied and difficult. Although they also complained of the video not containing any music. Having gained their feedback, I included some audio files that were precisely the correct ones in terms of the funny style of the game, and, at the same time, they carried an impression of importance and help. For instance, the laser sound was used because it is very satisfying to the ear whilst the bullet is shot. This sound was obtained from this retro laser sound effect by Driken Stan from Pixabay, and it made the player focus better when facing enemies. Moreover, to bring more vividness and realism to the game, I have picked out "Space Station" by drmseq at Pixabay as the main background track for my game—it is just ideal as the music really fits the cosmic theme and moreover, it has energized the game for players to enjoy. At the end of the game, the use of this sound effect by freesound_community is a signal for the end of the game which not only marks the disappearance of the respective video figure but also provides an emotional influence on the scene. I have also included the alien-specific sound effects like "Cute Alien Noises" by ArtificiallyInspired for the aliens that are injured. In additionfreesound_community. These audio advancements made the game more vibrant in terms of gameplay, naturally led a player through the game and created a more user-friendly experience and were thereby obviously more satisfying in general.
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Alien Fight Post-Mortem
At first, the scope of the game was good, unlike the platformer prototype, I started to add features with a clear plan. This made the project more strutured and organized. Design Notes One thing is for sure, no matter what, I paid lots of attention to the alien theme and animations, that was a great plus to the game, while on the other hand, I am supposed to also bring in some essential things like a health bar, a clear win/loss system, and even a well put tutorial. Of course, it was my idea to have some more alien options though I've only come up with two so far. This decision was behind the game'ser feeling like a prototype rather than a finished project.
What Worked Well: - Logic of the Game: One way that worked very well was the implementation of the "move mouse" feature to shoot and cost the enemies from the screen edges, making the game responsive and funny. - Cry Animation & Bullet Mechanics: Quite a small change, like crying and at the same time being hit by the alien, was able to transmit the personality that the game had. Following the mouse was also the perfect method and it made the game look very smooth. Challenges - Difficulty Balancing: One of the good things that happened was when we only tested with enemies coming from above and below was that it was fun. However, in the case of the (left / right) side spawns, it was too difficult for the players to avoid and survive the attack. - Collisions: The initial collision masks had a much larger area than needed, causing the game to misinterpret most near-misses as hits. However, the aftercareful adjustment of the mask made a significant improvement in the fairness of the game. - No Sound and Music: The lack of sound or music during the game was a major factor in the game feeling somewhat lifeless. Thus, I aim to be introducing these elements in my future versions. - Only One Control: Although it was supposed to be a mouse-only game, most of the players who test the game have found it to be restrictive. Many players recommended using keyboard + mouse to get better movement and shooting options when the game is to be designed as a game that suits both types of controls.
Playability Feedback Certain players were impressedby both the concept and the images. Some of the players were not moving as they were in confusion due to the absence of the instructions which would guide them, and they did not have a clear objective. The majority of players wanted a health system that would provide them with the ability to attack more.
Changes After Testing - Adjusted collision masks inside the code - Got to adding sounds
My New Knowledge Listening to the comments of the players is a big help especially when it comes to the game's betterment. Even the minute remarks were a great help and led to the improvement of the main parts of the prototype. GDevelop has had a positive impact on my confidence. I currently have better knowledge of how to design events, use variables, and perform animations efficiently.
What could improved if I had a chance to come back to this project again and I had more time, I would certainly concern about health bars for the enemy and the player to the game
Final Thoughts Even though the game has just taken its first steps, I can already see that great progress has been made and a lot of ideas have been put into practice. The game is just in the beginning but it is full of promise. With some extra finishing touches, it will grow into a vibrant, adorable, and replayable shooter game that will stand out because of its uniqueness and simplicity.
At the beginning, Alien Fight was a minimalist 3rd person maze shooter in space, featuring funny little aliens, which was aimed at providing a non-violent, mouse-controlled, fast-paced, exciting game. But the game begins to take a different form along with the introduction of the tailored animations, the bullet-mechanism, and the different enemy types. The project was set to be quite simple from the start, however, real-time feature additions—like various directions for the spawn of the enemies and the emotional animations—made the prototype more appealing but a bit chaotic. Even with its simple tools, GDevelop was able to help in the realization of the core mechanics, nevertheless difficulties like the collision detection problem and the fact that there was no audio or health system showed up in the playtest phase.

From player feedback, it was evident that the game's charisma and graphics were greatly liked, although it was emphasized that improvements in certain areas such as clearer instructions, sound effects, and difficulty balance were still necessary. The project was a font of inspiration regarding the management of the project's scope, the prioritizing of the features, and the value of player guidance. To sum up, Alien Fight was a learning event full of incentives that hugely raised my self-belief in GDevelop and formed a basis for my future approach to game development with more organization, planning, and a player-centric-focused design.
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Asteroid Game Development
During week 5-6, I used this cute alien asset pack: Alien UFO Pack. I also tried to create new animations using Piskel, such as making the alien character display a "crying" face after being hit for the first time.
For player controls, I followed the class tutorial to make the player's alien character follow the mouse's position and shoot when the mouse is pressed. The direction of the bullets also follows the mouse position at the moment of shooting, which looks pretty cool!
After adding enemies, score tracking, and player help (tutorial or tips), I worked on implementing the end scene. This occurs when the player collides with an enemy. Upon a Game Over, players can now restart the game and continue their alien conquest.
My Thought:
In this Week 6, upon going through Chapter 10: Function, Completeness, and Balance, I now see that I had been overly focused on "completing" the entire game rather than testing it. The chapter (and the lecture) must have stressed that it is more vital to concentrate on core functions initially and then upgrade based on feedback. I am now aware that a game has not to be flawless before playtesting, only sufficient to gain insights is required.
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Asteroid Game Design
Alien Fight
Elevator Pitch
Alien Fight invites you to play your incredible alien characters, fighters each with own cute spaceship and capabilities! Unlike avoiding asteroids, your job here is to win fights in a match again each with different unique abilities. The game is a combination of the crazy level of intergalactic fight and fun with a little bit of cuteness. Only those who are the toughest aliens will be winners and those who will rule the galaxy. Are you prepared to fight for dominance over the space? Show me what you are like as a leader of the alien faction by playing and winning The aliens are not the only ones who are fighting-each alien character has his unique set of abilities and strategies, which bring new interest and excitement to every match. More cosmic heroes with their skills are expected to be added soon during the updates. Therefore, the challenge and the fun will be endless!
Game Controls:
MouseClick: Shoot
Mouse positions: Move directions
3 Unique Selling Points (USPs):
Cute Alien Characters
Space as the Setting
Non-violent Combat
Targets
This game is for players who enjoy cute graphics, quirky characters, and space-themed combat. It’s perfect for casual gamers who want a fun and lighthearted experience without the heavy violence of traditional space combat games.
Image of the game
References Alien Graphic: https://images.app.goo.gl/eN9TgNmJ7tF2UcFN9
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