GAMES DEVELOPMENT EXERCISES
00/04/2023 - 00/00/2023 (Week 01 - Week 00)
ALICIA TENG YI LING / 0345159 / BDCM
GAMES DEVELOPMENT
EXERCISES
Week 01 Exercise: Game Review
Todo:
- Analyse and review a game from Taylor's Seniors
Process
To start off, I went around Taylor's GameDevZone and started playing several
games. For the purpose of this exercise, I decided to go with the one that
stuck at the most to me -
Chosen game: "Reaper Test" by Sam Mun Hoe.
This side-scrolling game requires the player to make use of their skills and
reflexes to complete three levels. The controls are using the A and D key or
left and right arrow button + spacebar to jump.
Art
Pros:
- Smooth animation for character movement and scythe moves
- Cute character design + enemy mob design
- Nice use of particle effects for environment ambience! (the smoke)
- Consistent art style
Cons:
- Personally, the background while dark and matching in colour scheme, felt a little bit out of place compared to the rest of the game art
- Some assets like the pumpkins and spike traps are not vectorised which results in blurry, low resolution images
Controls
Pros:
- I like the fact that changing between tapping or holding the spacebar affects the duration and distance of the character's jumps
- Intuitive
Cons:
- The speed of running and jumping feels quite fluctuant and takes a while to get accustomed to and may throw beginners off from completing the later levels
Gameplay
Pros:
- Gameplay is challenging but not overly hard - enough to make you feel a satisfying sense of accomplishment once you complete it
- Varying abilities needed for different levels makes it more engaging
- Fighting game, obstacle skills + slight puzzle solving skills needed to passthrough
- Includes both melee (close up) and range fighting moves for mobs and puzzles
- Range requires a charge up from mob deaths and cannot be used recklessly
- Different types of enemy mobs (both land and flying) and require slightly different approaches
- Interesting storyline
Cons:
- Kiting enemies is a little janky
- I might not be used to the gameplay style yet but I felt that my weapon sometimes passed through without dealing damage (I need to get used to the hitboxes)
- I felt that at certain points, flying mobs got stuck on platforms and were unable to attack me which made for easy kills
Sound Design
Pros:
- I love the OST
Cons:
- The soundtrack does not loop seamlessly
- I wish there was more SFX when the character dies, gets hit or fails the level
- Not a huge con, but no mob injury noises - silent dying
Implementation
Pros:
- I believe it was well executed and a fulfilling strategic platform game that requires the user's to use several skills, both tactical and mental which leads to higher player engagement
- Unity is impressive!
Cons:
- The square hitboxes around circular obstacle courses threw me off at first and took a while to be able to gauge where I would be reset and where I could pass through safely
- I released that if you walk back to an old checkpoint despite passing a later one, it resets he character back to the previous one which is not fun if you struggled a lot to make it to that point
Conclusion
It was an incredibly fun game. So much so that I completed it several times
over and posted the finishing certificate below. I'm honestly a little scared
considering I've never fully delved into the mechanics of game development and
the fact that I am to complete something similar in the span of fourteen weeks
is nerve wrecking.
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Fig 1.5 Completion Cert for a Certified Grim Reaper! |
Week 02 Exercise: Game Ideation
Todo:
- In a group, using 'Scamper' or '3(i)', come up with a game idea
- Include story
- Include gameplay
Process
In this week's class, Mr. Razif started off with a lecture regarding ways you
can ideate games. Afterwards, once we were all grouped up, we started talking
about which 2D platformer games we knew.
Alicia - Hollow Knight
Vernice - Cookie Run
Ataka - Terraria
Shaocheng - Soul Knight
Huilin - Plants vs Zombies
Initially, we decided to go with Terraria as it was the game that the majority
of us knew. However, after thinking we realised that it had an abundance of
lore and game mechanics that we were unsure of how to base the game idea from.
Ataka then suggested we do a classic game, Fireboy & Watergirl (Temple
Edition). Finally, we started forming ideas as to what we could implement.
Mostly the "Adapt" method from the Scamper strategy and "Improve" +
"Incorporate" from the 3(i) strategy. The concept of the story would remain
roughly the same, except we changed the characters (and their names) so that
they would have powers and fighting abilities.
I'd say the biggest changes would probably be the introduction of fighting
mechanics, elemental powers as well as limiting the chances players can take
to pass the level. To add balance to the game, we added collectables for
health and while the base game seemed familiar still, we somehow ended up with
a fantasy, puzzle game with enemy mobs. We took inspiration from "Soul
Knight" and "Hollow Knight" for some of the ideation for fighting skills and
also the above game from Exercise 1, "Reaper Test" for avoiding mob obstacles.
Fig 2.1 Final Game Presentation Slides
Week 04 Exercise: Learning Unity 2D Core
In this class, to start off we used 2D sprites and learnt how add gravity to the character and make the floor so that objects would not fall through using rigid body 2D and capsule collider 2D. We were then encouraged to play around with tilting the floor to understand the gravity.
We then were tasked to create a sort of catapult and by testing weight and object mass, launch the object into a wall of blocks and knock it down.
Following this, we delved into velocity for move speed, and jump speed of the character.
Finally, we learnt how to use an 'empty' as a 'trigger' so that the character can only double jump and is unable to have unlimited jumps which is useful for certain game rules and mechanics. The unlimited jumps would be a better choice if the game is such like "Flappy Bird" but I believe in a 2D platformer game, the double jump is wiser for player difficulty.
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Fig 3.1 Exercise in Unity Interface |
Attributes learnt:
- Physics 2D
- Box Collider 2D
- Capsule Collider 2D
- Circle Collider 2D
- Rigid Body 2D (for gravity interactable behaviour)
Overall, it was an extremely fun class and I enjoyed learning the basics of game dev. Unfortunately, as I kept moving through the exercise, I couldn't capture the entirety of what I did for this exercise, except for the final results which is shown below.
Screen Capture Video of Exercise
Fig 3.3 Week 04 Unity 2D Core Exercise
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