Games Development - Tasks

23.04.2025 - 03.08.2025 / Week 1 - Week 15

Teo Mei Hui / 0358315

Games Development/ Bachelors of Design (Honors) in Creative Media / Taylor's University



CONTENTS

  1. Instructions
  2. Task 1
  3. Task 2
  4. Task3
  5. Final
  6. Feedback
  7. Reflections


INSTRUCTIONS




TASK

Task 1: Game Design Document

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.

View Game Design Document


Task 2: Art Asset 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)

Figure 2.8 Inventory System Inspector Panel

Figure 2.7 Inventory UI Script (Sock Count Display)

Figure 2.8 Inventory UI Inspector Panel

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.

Sock Escape Final Recording



Google Drive Link

Presentation Slides

Contribution List



FEEDBACK

Week 4
  • 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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