GAMES DESIGN JOURNAL

Aurelia Regina Sutjahjokartiko, (0329953)  
Games Design
Games Design Journal


Lecture  - 29 March 2018
Week 1 - Introduction of games design

On this week , we learn about "theory" of games it self. Games can be divided 4 elements.

1. Gameplay (mechanical part that user will use)
2. Environment
3. Storyline of the game
4. Character

In big view of the gameplay, it can be divided into 4 important factors.

1. Challange (Obstacle)
As we know, the common game has many obstacles that user should solve it. Without that, gamers wouldnt buy that game since it is not challenging and not fun. But if the a game a lot of obstacle, gamers also wouldnt play again because it is hard to solve it and lazy to solve it since they stuck in same area every time.
2. Strategy
Every game has strategy to solve the obstacle. For example Candy Crush game. They need solve the puzzle with same 3 color/ things that precisely same. Then, it will add more score. Another example, Temple Run. Gamers need strategy to add more score since it is infinity run. The strategy is dogde the obstacle to make survive on that arena. If they still survive with long time, the score will add more as long as the character is still running. But, the challange is, every minute, the speed of character will faster and faster until your eyes cant blink.
3. Chance (rewards)
We loves rewards ! Gamers love rewards ! Rewards can be take if the gamer can finish the game. Of course, the rewards should be seduce reward or the gamer will leave the game forever. The reason is the gamers finish the game with hardcore, heavy thinker and the game also hard, but the rewards is just 10 coins or other "cheap" rewards. If the rewards is big and precious or we called that "super rare" rewards, it can increase their pride.
4. Luck
This is important thing that same with rewards. The different is, this is about luck and system. For example Candy Crush game. After the gamer finish the game and the time has finished also, but there is 3 same candies can be selected if they enough time, there is factor luck to grab it and add more score. The factor luck is the system will take the 3 or more candies as long as many of  remaining move.

Lecture - 3 April 2018

Week 2 - Priority of making game




  • Important Priority (P1)
    1. Player
    2. Health bar
    3. Terrain (the platform game)
    4. Boss
    5. Exit place
    6. Health Potion
  • Second Priority (P2)
    1. Crates (has a potion or reward)
    2. Minion boss
  • Third Priority (P3)
    1. Coins
    2. Tree
    3. Barrels
    4. Indicator Items

Lecture - 10 April 2018
Week 3 - Concept Art (basic)
→ Start with sketches 
→ Play with layer and B&W color (grey)
→ Big picture and detail on it
→ List down the persona for detail
→ Play negative and positive space
→ Identified shapes that gonna use 

Conclusion : Concept Art, it can be digital painting and vector. Depends how you gonna use it.

Lecture - 24 April 2018

Week 5 - Golden Ratio, Prototype






Protoype Game



First, bring into Adobe Illustrator create initial idea of the game. The rough idea, it can use basic shape as the symbol. After that, bring it to Adobe Photoshop.



For the moodboard, extract element that you want to use (kinda circle-ing the element that you want to use)

Next, draw the sketches based on the prototype initial idea with extracting from the moodboard. After that, do the rough finishing (un-detail finishing). Before go to the detail finishing, you need to finish 3 all rough undetail finishing.

For the character, need to draw a lot of sketches to explore and unlimited style.


Tutorial - 29 March 2018

On that day, Mr Razif gives us some "warm up " before touch digital games. We use bridge card that consist 52 cards. My member team is Aryna, Chala, Paulina, me and Vivien. We come up with "Snap" or "Snapper" game. To be honest, this initial game is from Paulina and we polished the game with 4 important things of the game (Challenge, strategy, Choice, Rewards/punishment, and luck).

Summary of the game :

There is 2 decks that same equal amount each deck. The game can be 2-5 player. Each player get 8 cards randomly. For the starter, a player should open 4 card randomly (they cant see and choose, should be random) and also the decks will serve one random card each decks. If the first 4 card finish, then open 4 another card.

If the cards from the decks is same, we tap the game and shout out "SNAP". The late player to snap will get the remains card that have been opened before.


If the cards from the decks is different, the players need to give upper / lower of that amount. For example, 5 HEARTS AND 2 DIAMOND. Then, a player give 4 hearts/ 6 heart or another deck, 3 diamond or A dimond.


If the cards from the deck is a Joker, the player will put card randomly. But, if there is 2 Joker in the same time, the player should tap and shout out "SNAP".


Analysis of our game that we create:

  • Objective
The player that doesnt have remaining cards is the winner. In other words, the loser has the most many cards than others.
  • Challenge
Fight with speed and time. Your enemies maybe faster or slower than you, so need to faster 2x times than your enemies to put your card or snap that card. If not, you will "eat" card that have opened before
  • Reward / Punishment
From our game, only punishment that we created. If the player late to snap, than they will get all cards that have opened before. And if they still have cards in their hand until finish, they will called loser. So far, the reward of the game is who doesnt have remain cards in their hand.
  • Choice and Strategy
The strategy, of course, beat your enemies faster 2x times than your enemies whenever you put your card(s) (everytime the card will change) or snap the card.
The choice is , you need to think and choose lower / upper card that you will put.
  • Luck
Joker is our luck in this game. Because if the Joker is opened, you can put random card that you have. Also, if the 2 same Joker is opened, you need to snap !

Supported contents
Thanks to mr Razif of our sudden photographer :D









Tutorial - 5 April 2018

Black and Red


To play the game you need to have the following :

  • a deck of cards
  • dominoes
  • two dice (with red and black sides. In our case number 1 and 4 is red)

Setting up :

  1. Arrange the dominoes, faced down, in a row.
  2. Each player is given 5 cards in hand to start with. The remaining cards are set aside. 

Rules :

  1. Determine who should start first, the turn is set in either clockwise or anticlockwise direction. 
  2. First player should roll the dice. The colour of the dice will determine the colour of the cards you can throw away. If the dice shows both black and red, the player who rolled the dice may choose between them. 
  3. Then, the player should take one domino from the row, this will determine the number of the card the players can throw. For example, the domino is [2 | 3]. All players can throw away their cards with the number of 2, 3, or 5 (2 + 3), with the colour shown in the dice. 
  4. If the player who rolled dice doesn't have the required card, he/she should take 2 cards from the deck into his/her hand. This doesn't apply to other players. 
  5. Now the first player's turn is done. Return back the domino into the end of the row, faced down. Then, give the dice to the next player.
  6. Repeat number 2-5 for the next players. 
  7. The winner is the one who loses all his/her cards. 

Flaw



  1. Lacks challenge, too dependant on "luck".
  2. Can add more challenge (sabotage)

Concept Idea of my own game


DRAFT 1 - Rejected


My references for my game will looks like Geometry Dash. The endless run with the song as the background, the character jump based on the beat of the song.




Basicly this game fight with beat of the song and obstacles. Yes this is endless run, but players need to avoid the obstacles. How to avoid it? Player needs to jump with tap their screen to make it and the character jump based on beat of the song.


Here is my references (sorry for little references because i dont know what they keyword should be. So i try my best to reach it)



References
Summary of the game: 
Title : BEAT UP
Description / Synopsis :
You live in era where everyone doesnt like to listen music. So, you as the player stands up to achieve that music can be accepted everyone. Therefore, when you play the game, there is obstacle that you need to avoid and you should get 3 keys in each level to open their heart. After you open their heart, they will accept music

Details :

  • Target Audience - a player who love rhythm game especially EDM genre.
  • Genre - Ryththm game
  • Appearance - Scifi styles with laser, little bit of retro and pixel (play around with blue, turquoise, purple, pink color)
  • This game consist of 3 levels and no boss. The more level you done - the faster beat you will play
  • Whenever you done each level, you will receive a key on each level to open their heart.

Mechanic systems :

  • Platformer Movement : This is endless run, so depends how long the character lives. The movement is left to right
  • Controller Player : Press "spacebar" to jump
  • Collected items : Coins (for costumize character and power ups), power ups
  • Checkpoint : When the character reach 30% , 50%, 70% of one level
  • Countdown : before the song start/player start their game. When they die , they will go to checkpoint (if they reach it) and before start, they will receive countdown
UI and UX system :
  • Start menu : where the player choose level , costumize their character, power ups, and settings
  • Pause menu : press "esc" to pause, to set volume music and sfx, to back the start menu if the player decide to exit the current level
  • Tutorial : this menu for a player who doesnt know play the game
Appearence :
  • Character : face only, rounded shape
  • Enemies : Black color, they will launch an obstacle (e.g bar, spine bar)based on the beat of the song
  • Collected items : coins, power ups, key of heart
  • Special effects : laser for the tail of the character, whenever the character move, the laser move like snake's tail. The background and terrain has opacity (like fade and 100% clear to see) based on the beat of the song
  • Obstacle : spine bar, triangle, long bar


DRAFT 2 


This game more simplified than the previous draft. My references for visual is i took from Super Phantom Cat 2







This game is more vector style and work on simple basic shape and bring more cuteness side. Therefore, i choose this game as my reference for the style.

VECTOR STYLE MOODBOARD



Summary of the game :
Title : BEAT UP!
Description / Synopsis :
Taneo as the main character, live in the era when everyone doesnt like music since his father become a devil and curse the world to dislike the music. Taneo likes music so much, but he feels like tortured on this world. He needs to stand and make breaktrough that everyone should listen the music. So, he meet the Godees (yes, god but i make different name) and ask how to make everyone like music as much as Taneo. The answer is, he need to meet and fight with his father. He needs to beat his father, then only his father conscious and break the curse. So, what the story behind Taneo's Father like that? When Taneo born, her mother passed away because of music. So, from that, his father doesnt like music anymore, and decide to delete and make a curse that all people should dislike music. However, this curse doesnt affect Taneo. Furthermore, Taneo has a magic to change that world.

Details
  • Target Audience : Age 13 - 17+
  • Genre : Adventure, Arcade
  • Appearance : Cute style, vector-ristic with vibrant color, sci-fi (laser and glitch thingy), and little bit of retro style.
  • This game consist of 3 level include fight with boss.
CHARACTER DESIGN
For this character, actually, i dont have any idea how to sketch, but i have kind of imagination that pop up in my mind. Because i cant draw properly, i try to straight ahead on Adobe Illustrator. Just make some character based on vormator shapes.



LEVEL DESIGN


LEVEL 1
LEVEL 2


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