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Assessment 3 Postmortem
Throughout our group game design job for "Zombie Survivors," my main role was sprite design and playtesting. Here is my postmortem and some highlights from my personal experience:
Sprite Design: Creating and designing sprites for various in-game objects such as characters, zombies, weapons, and things was one of my primary tasks. I was inspired by the game's aesthetic goal and set out to develop attractive and visually appealing characters and items. The game's graphics received excellent reviews from playtests, who described them as "cute" and "pleasing," validating the work put into sprite design. However, in the future, I may enhance by offering a broader selection of character designs and animations, which would bring more aesthetic variation to the game.
Playtesting: As a playtester, I helped to evaluate the game's performance and player experience. This position enabled me to discover significant flaws and necessary adjustments, notably in the areas of quality of life elements and gameplay dynamics. One such significant adjustment made in response to comments was the addition of keyboard functionality. Furthermore, the input we received highlighted the significance of a player health and death feature, which resulted in substantial improvements to the game's fundamental experience.
Feedback and Collaboration: Taking part in the playtesting process was eye-opening, as it revealed the many different demands and preferences of players. A important insight was the value of user feedback and collaboration in influencing the game's path. Moving forwards, I recognize the need of continual communication and engagement with the development team, as well as the importance of incorporating user feedback during design iterations.
Future Improvement: If I were to revisit this project, I would attempt to produce even more different sprite designs and animations, which would contribute to a more visually rich gameplay experience. In addition, I would actively participate in more extended playtesting to guarantee that the game's features and mechanisms are thoroughly tuned in response to player feedback.
My participation on "Zombie Survivors" not only provided important insights into sprite design and playtesting, but also emphasized the need of collaboration and user-centered game development. As I continue my career in game creation, I will draw on these experiences to improve my contributions to future projects.
Overall, my experience with "Zombie Survivors" was enriching and allowed me to improve as a game designer.
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Assessment 3 Development Progress
Secondary playtesting changes and suggestions.
Zombie Survivor Playtesting Feedback - Round 2
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Assessment 3 Development Progress
Initial playtesting changes and suggestions.
Zombie Survivor Playtesting Feedback - Round 1
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Assignment 3 Development Progress - Zombie Survivors
Our development of "Zombie Survivors" has been distinguished by ongoing evolution and improvement, driven by vital feedback from playtests and our commitment to providing an interesting and dynamic gameplay experience. This development article outlines major adjustments and enhancements done to improve the game.
In the continuous development of "Zombie Survivors," we've iteratively altered the game based on extensive playtesting and useful input. Several significant modifications and enhancements have been done to improve the player experience and propel the game forwards.
Introducing Player Health and Consequences: We've made a significant modification by introducing a player health system. When a player's health reaches zero, they will face repercussions, adding depth and risk-reward dynamics to the game.
Comprehensive Inventory System: The item and inventory systems have been significantly improved. Items like as med kits, bandages, and explosives can now be strategically stored and used by players. Creating an easy-to-use inventory system improves the gameplay experience.
Improved User-Friendliness: We're working to improve accessibility by including tutorials and tooltips. These elements will help players through the game's principles, controls, and objectives, guaranteeing that both newbies and seasoned gamers will enjoy the experience.
Diverse Zombie Types and powers: We're introducing distinct zombie types with distinctive powers and behaviours to give complexity and variety. Balancing the rate at which zombies spawn is a priority in order to keep the game hard but enjoyable.
Control Options Expansion: We're expanding the game's accessibility with keyboard support, allowing more players to join the zombie survival. Improved feedback via visual and aural signals when switching weapons or acquiring new ones would increase player happiness.
Enhancements to Art and Animation: We intend to introduce a new character for aesthetic variation, as well as unique player attack animations for each weapon, to enrich the visual and battle experience.
Upgraded sound design and background music will result in a more immersive and less repetitive auditory experience.
More Content and Replayability: To keep players involved, we're adding new content, challenges, and modes to the game, assuring replayability and longevity.
User-Friendly Navigation: For a more seamless gaming experience, we're developing a feature that allows players to smoothly return to the homepage from the main screen.
These tweaks and enhancements elevate "Zombie Survivors," making it more engaging, fun, and approachable for players. Stay tuned for further updates as we continue to improve and develop the game.
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Cyber Havoc Postmortem
The emphasis on player-centric design was a crucial impact from my readings, notably the insights from Tracy Fullerton's "Game Design Workshop." This notion influenced my approach to CyberHavoc, emphasizing the significance of developing a racing game that is both thrilling and highly engaging for players. Understanding the game's main premise, in which players maneuver futuristic hovercraft through dynamic metropolitan settings in a never-ending pursuit for dominance, helped define the game's core concept. Because of this player-centric approach, the game's design and mechanics prioritized providing an exhilarating and immersive racing experience.
I'd change the following aspects of how I created the prototype: In retrospect, I would contemplate incorporating more dynamic and visually appealing sprite animations into the prototype development process. While the initial work laid a strong basis, I believe that improving the sprite animations, especially those of the hovercraft and surrounding urban objects, will improve the entire gaming experience. More complex and dynamic graphics, inspired by the cyberpunk aesthetics covered in the readings, will immerse players even further in CyberHavoc's neon-lit streets, making the gameplay even more visually appealing and exciting.
I would change the following aspects of the prototype's design: I would change one part of the prototype's design by including a more diverse range of obstacles and environmental challenges. I could improve the gameplay by integrating a greater selection of interactive barriers and power-ups based on the principles of game balance and variety emphasized in the readings. The prototype's architecture might be improved to incorporate obstacles such as dynamic holographic barriers, interactive traffic signals, and visually appealing cyber-enhanced settings. These enhancements would give the gameplay greater complexity and variation, bringing it more in line with the cyberpunk motif and offering gamers with a richer and more diversified racing experience.
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Dev Post CyberHavoc
The development of CyberHavoc, my high-speed cyberpunk hovercraft racing game, has been an exciting adventure. Here's an overview of the major adjustments and developments I've made since the project's inception.
Refinement of the Concept: The original concept was similar to classic racing games, with the goal of reaching the finish line while navigating through a neon-lit cyberpunk setting. One of the most important changes I made was to switch from a head-to-head race with AI-controlled automobiles to an adrenaline-pumping guided racing experience. The player's hovercraft remains stationary in CyberHavoc while the world moves around them, simulating the impression of high-speed racing through futuristic urban landscapes.
Dynamic Speed Control: Putting the dynamic racing mechanics into action was an exciting challenge. To mimic the feeling of speed and rivalry, I created a system in which the speed of passing vehicles, as well as other road obstructions and upgrades such as speed boosts, fluctuate continually. When the player's hovercraft hits an impediment, such as a pothole or a road sign, the environment accelerates up, giving the impression of slowing down. Speed increases, on the other hand, decelerate the world, increasing the sensation of velocity. This dynamic speed control keeps the gaming intriguing and provides gamers with a heart-pounding sensation.
Lethal Collisions and Obstacle Dynamics: My decision to keep car collisions as lethal in the game was a substantial alteration from the original pitch. I first considered creating a "health" system in which many collisions were required to kill the player's hovercraft. This method, however, felt less responsive and made the game too easy. Instead, I decided to preserve car wrecks as a game-over condition. Potholes and road signs were reinterpreted as setbacks that slowed the player down, giving a balanced and demanding experience. Players can earn speed boosts strategically placed throughout the racetrack to compensate for these slowdowns.
Spawn System Improvements: While fine-tuning the game's mechanics, I made various changes to vehicle spawning to provide a dynamic and visually beautiful experience. I expanded the number of predefined spawn spots available in the game environment. I minimised the repetitious appearance of vehicles by staggering spawn times and placements, resulting in a more unpredictable and entertaining race experience.
CyberHavoc is building up to be a one-of-a-kind cyberpunk racing adventure. The development process has been an amazing trip, and I am dedicated to fine-tuning and improving the game in order to provide players with an electrifying racing experience they will never forget. Keep an eye out for more updates as we test the limits of high-speed hovercraft racing in the neon-lit streets of the future.
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Elevator Pitch for My Racing game CyberHavoc
Welcome to the neon-lit streets of CyberHavoc, where futuristic hovercraft technology meets the raw energy of cyberpunk. In this high-octane guided racing game, players of all ages, 6 and up, can immerse themselves in the action. Navigate through sprawling urban landscapes on levitating tracks, competing against rivals in a relentless quest for dominance. Earn points by mastering the art of cyber-enhanced racing maneuvers and avoiding deadly obstacles. CyberHavoc is the ultimate adrenaline rush for thrill-seekers and cyberpunk enthusiasts, offering an electrifying racing experience like no other.
CyberPunk City (inspiration for course design, not the actual game):
Hover Car Design Inspiration (will be simplified to fit game aesthetic):
I will used this Hover Car Design as inspiration to how the sprite in game would look.
Sources:
Google Images: Cyber Punk City. Retrieved from: https://pixabay.com/illustrations/cyberpunk-city-future-architecture-7871605/
Stable Diffusion: https://dreamstudio.ai/generate - Used for the hover car design
In CyberHavoc, players will be able to control their futuristic hovercraft racer in real time. Standard keyboard controls will be used to play the game, using arrow keys or WASD for steering and acceleration. Players can use specific keys to activate special cyber-enhanced maneuvers such as turbo boosts and defensive shields. The goal is to race across neon-lit cyberpunk cityscapes on levitating tracks, fighting against other players for first place. Players will gain points for successfully completing laps and employing cyber-enhanced powers while avoiding hazards and competing racers. CyberHavoc provides an immersive racing experience with responsive controls, putting players in command of their high-speed hovercraft for explosive cyberpunk racing action.
Selling Points:
Thrills from the Future: Experience high-speed cyberpunk racing in a neon-lit world.
Controls that are Simple to Learn: The intuitive keyboard controls make it accessible to everyone.
Strategic Racing: Out maneuver opponents by competing with cyber-enhanced talents.
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Nebula Nexus (Asteroid game) Postmortem
Taking inspiration from Tracy Fullerton's "Game Design Workshop," I was inspired by the core concepts of player-centric design. The readings emphasised the importance of player experience goals, and this concept had a significant impact on my approach to Nebula Nexus. It made me think about how players will interact with the game's mechanics and how important it is to create an immersive and fascinating experience. Furthermore, the book's ideas on game structure and dynamics provided insights into how to arrange Nebula Nexus' gameplay and interactions to ensure a coherent and interesting player journey.
One big alteration I'd make in the creation of the "Nebula Nexus" prototype is the usage of sprites and sounds. It was my first time focusing on developing my own sprites and sounds in order to immerse players more fully into the game environment. In retrospect, I see room for development in this area. I would have loved to have spent more time and effort creating high-quality graphics and noises that not only boost immersion but also contribute to the overall aesthetics and feel of the game.
In terms of design, I'd improve the asteroids' behavior's and interaction in "Nebula Nexus." The asteroids' design was critical in establishing the game's difficulty and diversity. While the initial concept was excellent, I believe there is opportunity for improvement in terms of asteroid diversity, behavior's, and interactions. Increasing the range of asteroids' designs and attributes could provide gamers with a more rich and engaging gaming experience.
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Nebula Nexus Development Post
Nebula Nexus, my asteroid shooter game, is currently in development. The graphic below depicts the game's early design, and it is clear that more work need to be done.
What Works Right Now:
Lives and points system works correctly with different sized asteroids taking a different amount of lives each as well as giving a different number of points.
The ships control and shooting functions well.
Asteroid generation is working as intended however could be too fast.
What should be altered or added:
A goal needs to be added, at the moment it is just a survival asteroid shooter. These goals could be varying each level for example:
Get as many points as possible.
Survive a certain time.
Defeat a certain foe.
More levels (nebulas) should be added to allow for diversity.
The addition of a shop or upgrade system.
Other dangers besides asteroids would allow for more diversity in what is on the screen.
Make the contrast of the ship to the background more evident so it is easier to see where the vessel is.
These changes should be made throughout the course of development, resulting in a more fleshed-out and entertaining game for players. Thank you for following the development of Nebula Nexus.
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Monster Tamer's Ascent Platformer Postmortem
As previously mentioned in my Platformer Game Elevator Pitch, I've spent time reading Tracy Fullerton's The Game Design Workshop for the past few weeks; Now having read chapters one to ten. Throughout the chapters, Fullerton discussed the basics of game design encompassing the structure of games, my role as a game designer and numerous elements and dynamics that I will be working with. Fullerton also discusses the process of designing a game through conceptualization, prototyping, playtesting and more.
If I had to design a game like this again, I would organize a development group to allow for concept discussion as well as extra hands on deck to aid in the development of the prototype's various components. This would enable more efficient development as well as better results. Having finished sprites ready from the start of production would also help flesh out the development and allow for a better feel of the game, which would furthermore benefit the dev team. Something I'd modify about the prototype's design is to include more relevant and finalized images and sprites to get a better sense of how I intended the prototype, and hence the game, to be. This would contain a pixelated jungle as an appropriate background for the games first zone.
Before beginning level design, I would also implement the player's character sprite and create all enemy and interactable object sprites. This would enable for more fleshed-out levels to be constructed without requiring multiple changes when the final sprites are implemented. As a result, a sprite sheet and background image sheets would be mostly finished before level production, allowing for a more efficient and finalized design. Furthermore, the creation of a map with numerous zones and distinct level designs would allow for a more developed story if desired, as well as an improvement in player experience by allowing them to traverse different sections of the world and experience different level designs. Skills, a shop, or other character designs are also elements I would have liked to explore further in order to increase replayability and offer the user a reason to advance through the game and acquire everything required, such as coins.
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Elevator Pitch for My Asteroid Game: Nebula Nexus
Nebula Nexus propels players into an interstellar adventure, tasked with exploring the breathtaking beauty and perilous wonders of space nebulas. This space shooter draws inspiration from classics like Asteroids while infusing modern features and stunning graphics. It belongs to the arcade shooter genre, offering fast-paced action and thrilling encounters. With a target audience of ages 6+, Nebula Nexus aims to ignite the curiosity of young explorers and space enthusiasts alike. Players will be motivated by the challenge of navigating treacherous asteroid fields, uncovering cosmic secrets, and achieving interstellar greatness.
Nebula (Background Idea):
Stable Diffusion AI Generated Image.
Ship Inspiration:
Stable Diffusion AI Generated Image.
Control Diagram (Most sprites are placeholders):
In Nebula Nexus, players will have exact control over their spacecraft through the mouse. The ship will move with the mouse cursor across the screen. To engage in asteroid-blasting action, players only need to fire their ship's weaponry by clicking the left mouse button. The goal of the game is to travel through bright nebulas, skillfully eliminating asteroids to get points while avoiding collisions with asteroids to protect their spacecraft. As players compete for high scores and explore the brilliant intergalactic settings, it's a test of both targeting precision and quick maneuvering. The graphic above is of the game, and while it is incomplete, it provides a great foundation for comprehending the game. The placeholder ship is currently in the bottom left of the screen, with lives and points displayed in the top left.
Selling Points:
Exploration of Stunning Nebulas: Immerse yourself in mesmerising cosmic nebulas with amazing sights.
Intuitive Mouse Controls: Simple controls allow you to concentrate on precision shooting and maneuvering.
Engaging Points-Based Action: For limitless replayability, destroy asteroids, gain points, and master cosmic navigation.
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Development Post
Monster Tamer's Ascent, my platformer, is currently in development. The graphic below depicts the game's early design, and it is clear that more work need to be done.
What Works Right Now:
Player opponent interactions are in place, with them currently being able to reset you to the last checkpoint and the player being able to bounce off the top of enemies.
Coins, which will be converted into eggs later, add 1 to the score each time they are gathered.
Throughout the level, a score is displayed in the top left corner of the screen.
Spikes will cause the player to be reset.
Jump pads that will be transformed into mushrooms launch the player higher than they can normally jump.
What should be altered or added:
Changes must be made to the reset/life system.
A timer should be placed next to the score.
Many sprites are currently placeholders and need be changed.
More interactivity and opponents can be added.
The addition of powerups would improve the game.
These adjustments should hopefully be implemented over the course of development. More Dev blogs will be added as time passes. Thank you for following Monster Tamer's Ascension's Development Journey.
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Elevator Pitch for My Platformer Game
My first prototype in IGB220 will be a platformer game. I needed to think about my game in order to create an elevator pitch and a prototype.
I've spent time reading Tracy Fullerton's The Game Design Workshop for the past few weeks. Throughout the chapters, Fullerton discussed the steps that Game Designers should take when creating a game. The first stage in the player-centric strategy is to establish player experience goals.
This is due to the fact that the gameplay is the most significant component of the game. It is what will keep your players interested in your game. Players will become bored with a game if it does not have strong gameplay, even if it has beautiful looks. As a result, designers must plan ahead of time what gameplay will be used to entice users.
I want to focus on a fast-paced vertical movement game with elements of running, jumping, and several other item interactions in my platformer game. I'd like to employ enemies in the game not just to halt the player but also to maneuver upwards. I'd also like to see power-ups and elements that allow the player to progress through stages at a faster and faster rate, so that the game can be used for speed running.
This is My Elevator Pitch for the platformer prototype I have been working on:
'In Monster Tamer's Ascent, an action-adventure platformer, players take on the role of a bold character reminiscent of Monster Tamer Lulu from League of Legends on an exciting quest to tame mythical monsters. Ascend through fast-paced, vertically designed levels, mastering nimble running, jumping, and climbing maneuvers. Your goal: collect as many points as possible while racing against the clock. Are you up for the task? Monster Tamer's Ascent is rated PG for ages 5+ due to the lack of visible violence and offers an exhilarating blend of platforming, creature taming, and graphically appealing levels, making it ideal for adventure enthusiasts of all ages.'
Character Inspiration:

Environmental/ World Inspiration and Concepts:

Sources:
Google Images: Monster Tamer Lulu. Retrieved from: https://www.dbltap.com/posts/monster-tamer-lulu-skin-splash-art-price-release-date-how-to-get-01g8xpzyfxzv
Google Images: Jungle. Retrieved from: https://www.andbeyond.com/advice/south-america/ecuador/amazon/why-visit-the-amazon/
Fullerton, T. (2018). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. ProQuest Ebook. Retrieved from: https://ebookcentral.proquest.com/lib/qut/reader.action?docID=5477698
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Introduction
Hi My Name is Ryley Leeper, I currently enjoy playing League of Legends and Total War Warhammer 3 and am studying Computer Science.
This Tumblr account will track the progress off my IGB220 Fundamentals of Game Design Assessment 1.
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