samirabbasgamedev
samirabbasgamedev
Samir Abbas - Game Development Reflections
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samirabbasgamedev · 24 days ago
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Neon Drift Postmortem: Mastering Momentum and Precision
With development wrapped up for Neon Drift, I’ve taken time to reflect on its successes, challenges, and key lessons:
What Went Well:
Drifting Mechanics: Players consistently praised the fluidity and reward system tied to precision drifting.
Visual Identity: The neon aesthetic provided a unique, eye-catching visual style that complemented the high-speed gameplay.
What Needed Work:
AI Competitiveness: Some players found AI either too aggressive or too passive, indicating the need for tighter difficulty scaling.
Collision Detection: Occasional bugs during high-speed crashes affected the racing flow.
Key Takeaways:
A strong core mechanic (drifting) can carry engagement if finely tuned.
Visual cohesion helps immersion but should not overshadow gameplay clarity.
These reflections align with Chapter 9: Tuning and Polish, emphasizing the importance of final-stage refinement.
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samirabbasgamedev · 1 month ago
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Neon Drift Playtesting Week: Tightening the Drift
Before finalizing Neon Drift, we ran a focused playtesting session to address key gameplay concerns. This week was all about listening to players and refining the experience.
Key Feedback:
Players liked the core drifting mechanic but felt cornering was slightly too punishing at high speeds.
Some found visual effects around drifting unclear (was the boost activating?).
Track layout in Level 2 caused unintended AI pile-ups due to narrow bends.
Changes Made:
Adjusted drift sensitivity and added visual FX for active boost states.
Widened problem corners and updated AI pathfinding slightly to reduce collisions.
Tweaked background contrast for better player focus during speed sections.
This iterative polish made the game feel far more responsive and fun. It reflected principles from Chapter 5: User Interface and Feedback Loops, reinforcing the importance of clarity and responsiveness in action-based games.
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samirabbasgamedev · 1 month ago
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Final Postmortem: Reflecting on Hoard.io v2.0
With the final version of Hoard.io v2.0 complete, our team looked back at everything achieved this semester.
Highlights:
The new upgrade system added meaningful player choice
Weapon swapping and new enemy types created more strategic depth
Final playtests showed strong improvements in fairness, flow, and enjoyment
Areas to Improve:
Earlier development of tutorial/onboarding systems
More time spent on initial visual polish to avoid last-minute fixes
Team communication and shared responsibility played a huge part in the project's success. A consistent workflow through tools like Discord and shared docs helped us stay organised and adaptive.
This project not only strengthened technical and creative skills, but also demonstrated the impact of playtesting, group feedback, and iterative design in real game development workflows.
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samirabbasgamedev · 1 month ago
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Neon Drift: Development Progress and Mechanics
This week in Neon Drift, significant progress was achieved, especially on core racing mechanics:
Drifting Mechanic: Implemented drift detection, reward system, and corresponding speed boost mechanics.
AI Opponents: Developed basic competitive AI that dynamically adjusts difficulty based on player performance.
Visuals and Atmosphere: Created neon-themed tracks and preliminary vehicle models, emphasizing visual immersion.
Initial playtesting highlighted that players greatly enjoyed mastering drift mechanics. However, the AI required further refinement to maintain a competitive but fair experience.
Insights from the textbook (Chapter 6: Gameplay Mechanics) emphasized the importance of clarity and consistency in player actions, directly influencing the improvements made to drift handling.
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samirabbasgamedev · 1 month ago
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Final Tuning: Visual Polish and Upgrade Clarity
The focus this week was on refining Hoard.io v2.0 to address lingering feedback and improve the game's overall polish.
Updates included:
A new upgrade menu at the end of each round
Improved weapon swapping UI
Reduced spawn rates for health and shield pickups to raise challenge
Visual overhaul of damage indicators and the death screen to match the game's style
Additional bug fixes and refinements to player health display and enemy balance
The upgrade menu, inspired by similar systems in games like Dead Cells, now offers a clearer and more rewarding structure. These adjustments made the game feel more cohesive and enjoyable, especially for new players.
Feedback from testers was highly positive, reinforcing the value of iteration, visual consistency, and meaningful player choice as outlined in Fullerton (2018, Ch. 12).
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samirabbasgamedev · 2 months ago
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Racing Elevator Pitch: Neon Drift
Presenting Neon Drift, a futuristic racing game blending high-speed gameplay with tactical drifting mechanics. Players compete in neon-lit circuits, mastering drifting to gain boosts and outpace opponents.
Key Highlights:
Drift-Based Mechanics: Players earn speed boosts and points through precise drifting around corners.
Competitive AI: Opponent racers adapt dynamically, ensuring each race feels uniquely challenging.
Stylized Graphics: Neon aesthetics combined with sleek futuristic vehicle designs.
Neon Drift promises thrilling, fast-paced racing combined with strategic mastery of drifting, appealing both to casual gamers and hardcore racing fans.
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samirabbasgamedev · 2 months ago
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Refining the Experience: Iteration After Playtesting
After last week’s playtests, the team moved quickly to implement key changes to Hoard.io v2.0:
Aligned the damage indicator with the camera
Adjusted health and shield drop rates
Prototyped a working weapon drop system
Players who tried the updated version appreciated the improvements—especially the clarity of the weapon swapping prompt and the new visual feedback. However, confusion around the upgrade system persisted and became our next major focus.
The group also explored new ideas, such as implementing a melee combat system, which is currently in early design.
Drawing from Fullerton (2018, Ch. 12), we discussed the value of player-driven decision-making. This inspired a planned upgrade menu with three clear upgrade paths: Survivability, Aggression, and Tactics, to give players more control and replayability.
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samirabbasgamedev · 2 months ago
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Cosmic Collision Postmortem: Reflections and Improvements
Having completed the development phase for Cosmic Collision, I’ve reflected on its successes and key areas of learning:
Successes:
Resource Mechanic: Successfully implemented strategic resource collection, enhancing player engagement.
Dynamic Gameplay: Created a dynamic difficulty curve, making each playthrough unique and rewarding.
Challenges:
Game Balance: Initially struggled with power-up strengths versus asteroid difficulty.
Visual Clarity: Early player tests indicated a need for clearer visuals around resource collection and power-ups.
Lessons Learned:
Gameplay balance requires iterative testing cycles.
Clear visual feedback is essential for player satisfaction and ease-of-play.
This aligns with key principles from our course (Chapter 7: Balancing Games), underscoring iterative testing as central to successful design.
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samirabbasgamedev · 2 months ago
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Playtesting in Action: What We Learned
We ran our first formal playtesting sessions this week, observing how users engaged with Hoard.io v2.0 and gathering detailed feedback.
Some of the key insights included:
The red damage overlay was visually distracting
The death screen clashed with the cartoon theme
Weapon swapping was unintuitive for some players
Several testers requested the ability to drop weapons and suggested adding melee attacks
Feedback was reviewed immediately after each session, and the team worked together to decide which changes to prioritise. Tasks were distributed efficiently—focusing on UI adjustments, mechanical fixes, and balance tweaks.
This experience strongly aligned with Fullerton’s (2018, Ch. 11) emphasis on "listening to your game." Watching others play revealed several usability and design issues that had gone unnoticed in internal tests.
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samirabbasgamedev · 2 months ago
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Cosmic Collision: Development Update & Mechanic Implementation
This week focused heavily on implementing key mechanics for Cosmic Collision:
Asteroid Generation: Created procedural asteroid spawning and movement patterns, ensuring consistent challenge and variety.
Resource Collection Mechanic: Developed collectible cosmic minerals system—players collect these to gain upgrades or temporary power-ups.
Power-Up Implementation: Integrated initial power-ups (shields and weapon boosts) triggered by collected resources.
The most significant challenge was balancing asteroid frequency and power-up effectiveness. Playtesting indicated the resource mechanic added a rewarding strategic depth but required careful tuning for fairness.
Insights from textbook readings on game balancing (Chapter 7: Balancing Games) proved helpful, emphasizing iteration through repeated testing cycles.
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samirabbasgamedev · 2 months ago
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Asteroids Elevator Pitch: Cosmic Collision
Introducing Cosmic Collision, a fresh take on the classic Asteroids game, adding strategic depth through a new resource-collection mechanic. Players control a spaceship navigating asteroid fields, collecting rare cosmic minerals that grant temporary power-ups.
Core Features:
Resource Management: Collect minerals to unlock shields, weapons upgrades, and speed boosts.
Dynamic Difficulty: Difficulty scales dynamically based on collected resources, keeping gameplay challenging and engaging.
Visual Appeal: Modernized visuals with vibrant particle effects and responsive feedback mechanisms.
Cosmic Collision aims to blend nostalgia with modern gameplay elements, appealing to both classic arcade enthusiasts and new players seeking depth and strategy.
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samirabbasgamedev · 2 months ago
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Hoard.io v2.0: Development Milestone & Playtesting Prep
Our group made major progress this week as we completed the core prototype of Hoard.io v2.0 and prepared for our upcoming playtesting sessions.
Several new features were implemented, including:
Three unique enemy types (Swordsman, Ranger, Heavy)
Two additional weapons (Shotgun and Minigun)
New player abilities (Dash, Shockwave, Glue, Bomb, Fast Fire, Strong Bullets)
A death/restart screen for smoother player experience during testing
Prototyping each feature helped reveal issues that weren’t obvious during planning or internal testing—an insight echoed in Fullerton (2018, Ch. 9) about the value of iterative design. Regular check-ins ensured features were integrated smoothly, and everyone stayed on the same page.
In preparation for testing, a structured playtesting script and feedback survey were developed. We aimed to capture both quantitative responses and open-ended feedback to evaluate gameplay, visuals, and overall clarity.
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samirabbasgamedev · 2 months ago
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Primal Ascension Postmortem: What Went Well and Lessons Learned
Wrapping up Primal Ascension, I've reflected on key successes and areas for improvement.
Successes:
Core Mechanics: The evolution mechanic effectively provided strategic depth and encouraged repeated play.
Rapid Development: Quick iteration cycles allowed for effective incorporation of feedback from playtesting sessions.
Challenges:
Balance Issues: Initially struggled to balance evolution thresholds, leading to gameplay pacing problems.
Visual Feedback: Players needed clearer visual indicators to understand evolutionary progress and combat outcomes.
Lessons Learned:
Constant player feedback and iteration are crucial.
Clear UI design significantly impacts player understanding and enjoyment.
Moving forward, I'll apply these insights to upcoming projects, especially around UI/UX design as emphasized in our textbook (Chapter 5: User Interface Design).
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samirabbasgamedev · 2 months ago
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Assignment 2 Progress and Team Coordination
This week, our group finalised the concept for our Assignment 2 game and began organising our development tasks. Team roles were assigned based on each member’s strengths, which helped us streamline our workflow and reduce overlap.
We’ve been using a shared Google Doc for brainstorming and keeping track of meeting notes. Communication has been consistent through our group Discord chat, allowing us to stay aligned and quickly resolve any development questions.
The teamwork advice from last week’s lecture—especially around clarity, consistency, and regular updates—proved extremely useful and has made this group project feel far more structured than previous ones.
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samirabbasgamedev · 2 months ago
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Reflecting on Playtesting Feedback and My Pitch
This week’s class included pitching my game idea and receiving initial playtesting feedback. Here’s what I learned:
Positive Feedback: Players enjoyed the competitive evolution mechanic, describing it as engaging and strategic.
Critical Feedback: Some testers were confused about evolutionary stages and required clearer visual indicators or UI prompts.
My pitch received helpful advice regarding clarity and conciseness—tutors recommended highlighting unique mechanics more prominently to immediately capture interest.
Going forward, I plan to incorporate clearer UI elements and visual cues based on this feedback. Playtesting confirmed the importance of iterative refinement, aligning with key points discussed in lectures about user-centered game design.
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samirabbasgamedev · 3 months ago
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Primal Ascension Development: Mechanics and Progress Update
During Week 4, significant progress was made on Primal Ascension. I focused on refining movement mechanics and integrating basic evolution logic:
Movement: Tweaked jump mechanics, adjusted gravity for a more natural feel, and implemented smoother animations.
Evolution Logic: Developed a simple point-based system where players evolve upon reaching specific point thresholds.
Combat Mechanics: Established basic enemy AI and PvP interactions, laying the foundation for the point-stealing mechanic.
One challenging aspect was balancing gameplay—particularly how quickly players evolve and ensuring fair combat. Feedback from early testing highlighted the need for clearer player feedback on their evolution status.
References from the textbook (Chapter 3: Iterative Game Design) provided valuable insights into the iteration process, emphasizing quick prototyping and repeated testing.
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samirabbasgamedev · 3 months ago
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First Steps with GDevelop: Initial Thoughts and Exploration
This week I explored GDevelop for the first time, a beginner-friendly engine tailored for rapid prototyping of 2D games. I experimented with basic platformer mechanics, creating simple character movement, collision detection, and platforms.
Initial impressions:
Strengths: Quick learning curve, intuitive visual scripting system, excellent for iterative testing.
Challenges: Limited at first by unfamiliarity with specific tools and event logic, but tutorials quickly helped overcome these.
GDevelop’s ease of use allowed me to rapidly prototype ideas for my game. Next steps involve refining gameplay mechanics and exploring advanced features, such as custom physics interactions and scoring systems.
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