As part of our project, we're tasked with designing and creating our own 2D
side-scrolling/platformer game. To guide the development process, we’ll be
putting together a Game Design Document (GDD), which will act as a blueprint
for our game. A sample GDD will be provided to help us get started, but we’re
also expected to do our own research to figure out what content and sections
are essential for our specific game concept.
Process
After it was announced that we would be working in groups of three, Emily,
Suet Yee and I immediately agreed to team up. We started brainstorming
potential ideas for games that we would be interested in developing. Then,
Emily brought up the idea of drawing inspiration from our previous semester's
work, which is Sudsprites' Spin, a card game we made for our Game
Studies module.
Emily’s suggestion really helped us gain a clearer sense of direction for
our game. We had an in-depth discussion on how to creatively reinterpret the
card game into a fun and unique 2D side-scrolling experience. We began by
brainstorming game mechanics, potential obstacles, and how to ensure the
gameplay would be both enjoyable and well-balanced. Each of us also sketched
our vision of the main character, Fortunately, we already had similar ideas
to begin with. By the end of the discussion, we successfully finalized a
game concept that’s both interesting and realistically achievable.
With the core idea agreed upon, we moved on to dividing up the work for our
Game Design Document. Emily took on the basic information and concept &
purpose sections, I was assigned the game design portion, and Suet Yee is
handling characters & entities, visuals & layout, audio, and
technical development.
For Task 2, we were tasked with creating the art assets for our game
project. This included designing characters, environments, items, props,
obstacles, power-ups, and the HUD (Heads-Up Display).
Process
I was in charge of the UI and HUD designs, so I illustrated the timer, socks
collected indicator, panels and buttons. I made the base of the indicators
and buttons as inspired by bubbles. As for the panel, it is inspired by
drying laundry.
Figure 1.1 UI and HUD Design
Figure 1.2 Pausing Pop-up Panel Design
Then, I illustrated the elements for each ability, with bubble-inspired base and
icons that can be easily understood and recognized by the player.
Figure 1.3 Abilities Icon Design
Lastly, I created the sprite sheet for animating the obstacles in the game
which are the bubble and spiral tiles. I created animations for both idle
and attacking mode. I also created the sprite sheet for animating the drain
portal that brings the player to the next level. The drain portal was
designed to look like a washing machine.
Bubble
Spiral
Drain portal
Task 3: Game Prototype
For this task, we are required to create a prototype of our game. The
prototype does not need to include final art assets, and grey boxing is
allowed. The main focus is to quickly test the core game mechanics and
troubleshoot any technical issues that may arise during development. Our
priority is to build the MVP (Minimum Viable Product) of the game, which
includes:
Coding movements and actions
Coding obstacles and enemies’ interactions
Coding game levels (Logic of the game)
Process
After discussion, we reached an agreement to use my laptop to create the
game.
Main Menu
The main menu was simple, just needed a button to go to Level 1 scene.
Figure 2.1 Main Menu Setup
Level 1
I then started setting up everything for Level 1 in Unity. The background
objects were placed layer by layer so that they can be duplicated
repeatedly. Adjustments were made based on Suet Yee's feedback as she
designed the backgrounds and tiles. After receiving Ms. Mia's feedback on the background design not having much contrast, the background and tiles were replaced with the improved version.
Figure 2.2 Level 1 Setup
Then, I started coding the basic game logics such as character
movements, obstacles behavior, sock-collecting
mechanism, inventory, timer, pausing and scene-changing. The slider timer was created with assistance of Ms. Mia, our
lecturer. Moving on, various sound effects and background music chosen
by Emily and Suet Yee were assigned in the inspector panel.
Figure 2.3 Slippery Obstacle Script (Loofah)
Figure 2.4 Dizzy Obstacle Script (Bubble and Spiral)
Figure 2.5 Player Animator State Transition Trigger
Figure 2.6 UI HUD Setup
Figure 2.7 Inventory System Script (Sock Collecting)
Then, based on my pause pop-up panel design, I created variables for
game-over, next-level and win-game by changing the color theme.
Figure 2.9 Game Over Panel Design
Figure 2.9 Next Level Panel Design
Figure 2.9 Win Panel Design
Sock Escape Prototype Recording
Final Project
For the final project, we are required to integrate our art asset to our
game development and produce a fully functional and playable game.
Process
Rules Scene
The rules consisted of 5 panels, I created buttons so player can go through them back and forth.
Figure 3.1 Rules Panel Scene Setup
Level 2
I moved on to setting up the Level 2, as well as adding a scene explaining
the gameplay and rules before starting the game. After setting up, I passed
over to Emily to make adjustments to the positioning and layers of the
background as she designed the level background and tiles. The set up for
Level 2 is similar to Level 1, except I added more obstacles, and arranged
the socks to be harder to reach, to make it more difficult.
Figure 3.2 Level 2 Setup
Then, I added the abilities 'Bubble Burst' and 'Spin Stabilizer'. When
Bubble Burst activates for its time limit of 5 seconds, The ability icon
will show at the top of the screen, all bubbles will play bursting animation
and the 2D collider will be disabled. Similarly, when Spin Stabilizer
activates for its time limit of 10 seconds, The ability icon will show at
the top of the screen, all spiral will play dissolve animation and the 2D
collider will be disabled.
Figure 3.4 Ability System Script
Figure 3.5 Ability System Inspector Panel
Figure 3.6 Bubble Script (Obstacle Behavior)
FIgure 3.7 Spiral Script (Obstacle Behavior)
Figure 3.8 Bubble Animator State Transition Trigger
Figure 3.9 Spiral Animator State Transition Trigger
Figure 3.10 Bubble Burst Ability Panel
Figure 3.11 Bubble Burst Activated
Figure 3.12 Spin Stabilizer Ability Panel
Figure 3.13 Spin Stabilizer Activated
Sock Escape Ver.1 Recording:
As I thought I have reached completion in creating and coding the game, I
realised that the restart button does not reset the sock count due to my
dontdestroygameobjectonload logic (in order to persist sock count of x/10
from Level 1 to Level 2). After may tries and failling (such as all the
panels disappearing after reloading scene) due to the dontdestroyonload,
I've decided to let go of making sock count of x/10 persist from Level 1 to
Level 2 to get rid of dontdestroyonload logic, so now each level only displays x/5 instead of x/10.
In the end, the main gameplay mechanism is functioning well and I'm quite
satisfied with the final product.
I like the concept, it is very unique and interesting.
Can proceed with the idea.
Week 10
When you guys show me your background design in GDD presentation it
looks very nice, but when put it inside the game then looks more
average.
Week 15
The UI and Level 2 tiles is nice, but overall game is average.
REFLECTIONS
This task was a valuable opportunity for our team to unleash our
creativity. Reimagining Sudsprite’s Spin as a 2D side-scrolling game
challenged us to think beyond traditional card game formats and experiment
with fresh concepts. It encouraged us to be innovative with game
mechanics, character design, and the overall narrative. I especially
enjoyed our brainstorming and sketching sessions, where everyone's ideas
came together to form something unique. By delegating tasks, we stayed
organized and allowed space for each member to contribute creatively. This
experience reinforced how collaboration can spark imaginative solutions
and elevate the final outcome.
In developing the art assets, I focused on creating a whimsical and cute
aesthetic by using bubbly shapes and soft colors. Sticking to a consistent
art style and color palette was crucial in ensuring our designs felt
cohesive as a team. It was my first time creating sprite sheets and
integrating them into Unity, and while it was a tedious process, it taught
me a lot about the technical side of game art.
The game development process itself was both challenging and rewarding.
Setting everything up in Unity and tackling the coding aspect came with
its fair share of issues. There was a lot of trial and error involved, and
it often felt time-consuming and mentally exhausting. However, the
satisfaction of finally identifying and fixing bugs made it all
worthwhile. Coding has never been easy for me, but I’m genuinely proud of
how much I’ve learned. Through this project, I’ve grown more confident and
familiar with the coding language, and that feels like a big personal win.
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