Game Development / Task 1 Game Design Document

Week 1 - Week 7

JIN RONG / 0361701

Game Development  / Bachelor of Design (Hons) in Creative Media
Task 1 - Game Design Document

INSTRUCTION




Task 1 Game Design Document



In Week 1, Chai Wee Yi and I teamed up. Our task was to brainstorm and come up with initial ideas for multiple games. We each shared our favorite game types and experiences, and then had a group discussion to select the most promising concept.

We decided to focus on "high-difficulty platform jumping games" because we believe that such games are challenging and can bring a strong sense of achievement. At the same time, we also hope that the game can have a certain emotional expression and narrative depth, not just operational difficulty.

In order to better develop this direction, we began to investigate and analyze some classic 2D platform jumping games, such as "Forest Ice and Fire", "Super Mario", "I Wanna Be The Guy", etc. We focused on the core gameplay mechanisms of these games (such as jumping physics, trap setting, failure restart mechanism), level rhythm, and graphic style, and also thought about how they connect with players' emotions.

We have initially established the following ideas:

The game is based on the world of consciousness, and the characters go through levels in dreams or memories;

Each level may symbolize a stage or memory fragment;

The game rhythm is centered on "high failure rate + fast retry", combined with emotional narrative.

Next, we plan to:

Collect more visual references of stylized games (especially pixel style and dream style);

Clear the level structure and basic control logic of the game;


Week 3 Proposal submission day





Week 4 – Week 6: Refining the Game Idea

During Weeks 4 to 6, my teammate Chai Wee Yi and I focused on refining and developing our initial game concept. We held several discussions to solidify the overall direction and ensure that the gameplay, visuals, and story were aligned.

Together, we worked on planning and outlining key components of the project, including:

  • Overview

  • Introduction

  • Objectives

  • Genre, Theme & Setting

  • Look & Feel

  • Target Audience & Platform

  • Level Design and Stage Sketches

  • Storyline & Gameplay Ideas

  • Movement and Color-changing Mechanics

  • Flowchart

  • Inspirations, References, and Sketches

By the end of this phase, we had a clear structure for our game and were ready to move forward with prototyping and asset development in the upcoming weeks.


For details, please see figma






Task 2: Art Asset Development

In the subsequent development phase of the project, we made a clear division of responsibilities: Chai was mainly responsible for the development of art resources, including the production of visual elements such as characters, props and scenes, which was also the focus of the initial project. Of course, we also maintained close collaboration - I also participated in some art design tasks, such as the homepage interface, prop design, and map level design.

As the project progressed, I gradually turned to the development of the Unity platform, mainly responsible for the construction of the second level, function implementation and system integration; at the same time, Chai also completed the development of the game start interface and the first level in Unity.


CHAI Part

For Project 2, I was primarily responsible for the design and rendering of art assets, including character design, scene backgrounds, and the visual presentation of map levels. To enhance the overall visual unity, I continuously adjusted and refined the artwork throughout the rendering process, ensuring that all visual elements were harmonious in style, tone, and detail. I also paid special attention to the fit between the art style and the game's story. Based on the established worldview, I tailored the character modeling, color palette, and environmental atmosphere to ensure that the visuals effectively supported the game's narrative and emotional tone.


Game character design









MAP design




BGM

For the game's sound design, I used Premiere Pro to create an original background music (BGM) to enhance the game's emotional atmosphere. The music adopts a low, subdued tone, incorporating a slow tempo and intermittent heartbeats to simulate the physiological and psychological experience of a person in a vegetative state. The heartbeat, as the primary auditory symbol, intensifies the player's immersion in the levels as they face death, loneliness, and fear, while also creating a strong psychological tension for the plot.


Click the link to listen to bgm




Research for Coding

In terms of code, I was primarily responsible for the design and implementation of the game's start interface, all of which was completed in Unity. The start interface encompassed the visual layout and basic interaction logic, including the "Click to Start" button settings and jump functionality. I paired the interface with background music that matched the game's atmosphere and added a volume control function, allowing players to freely control the BGM volume and enhance the overall user experience.

Although this was only the opening portion of the game, I focused on maintaining a consistent style and smooth operation during the interface construction process. I implemented various functions using Unity's UI system and audio components, ensuring that the visual and auditory elements synergized to convey the game's theme of "struggling on the edge of consciousness."

I was also responsible for building the first level of the game. I used Unity's Tilemap system to assemble and layout the map, incorporating multi-layered scene elements to enrich the visual presentation and create a level environment that matched the game's style. Regarding props, I wrote custom scripts to add damage control and interaction effects, ensuring that collisions between players and props triggered the appropriate game logic.

The character's movement and actions utilize Unity's Rigidbody2D and Collider2D components to implement physical collision detection and gravity effects. Animator Controllers manage the transitions between walking and jumping animations, ensuring smooth and natural character movements. Scripts monitor player input to implement left and right movement and jumping, improving responsiveness and user experience.

Throughout the development process, I focused on the appropriate use of components and script optimization to ensure the level performance and user experience met design expectations.

To facilitate team collaboration and code maintenance, we developed a strong habit of commenting scripts. Specifically, we clearly annotate the functionality and logic of each code segment after the line of code, making it easier for teammates to quickly understand the code's intent and implementation details. This practice not only improves code readability but also facilitates communication between team members, helping to maintain code quality and stable development progress in a collaborative environment.











Getting started and first level testing



After testing, I found that the pop-up window prompting a return to the beginning of the game after a character's death wasn't smooth enough, especially considering our high failure rate. Frequent interruptions affected player immersion. Therefore, I redesigned the resurrection mechanic so that characters could be resurrected directly at their spawn point after death, streamlining the process and improving both game continuity and the player experience.





MY part


Prop Design

I designed the portal prop in the game as a visual element that guides players to the next level. The portal is consistent with the overall game style and has a strong recognition, making it easy for players to quickly identify its function in the level.




When designing the damage items, I considered the setting of the protagonist, who has become a vegetable after a car accident, in a hospital. Scalpels are common medical instruments in hospitals, but in the game, I wanted to give them a dual meaning—symbolizing both healing and pain and danger.

So, I designed the scalpels as spikes and flying knives, acting as traps in the environment. Lurking on the edge of consciousness, they embody the protagonist's deepest fears and struggles, reminding players to be cautious in their quest for memories and the truth, lest they be harmed and destroyed by these potential dangers.

This design not only fits the game's story, but also enhances the atmosphere and challenge, allowing players to better empathize with the protagonist's psychological tornado and pain.



Memory puzzle props







Game level design

From the very beginning, we decided to create a game with strong gameplay. To this end, Chai and I spent a lot of time and energy on level design, carefully planning every detail to ensure that each level is challenging.

During the discussion of the clearance design, we decided to create two main levels. The second level is divided into four stages with increasing difficulty, aiming to allow players to gradually increase the challenge and gradually adapt to the game mechanics.

Level 1  Design




This was the first level we initially designed, but after repeated testing and discussion, we felt that the length and content of the level were a bit thin, failing to fully demonstrate the game's depth and challenge. Therefore, we decided to expand the level, adding more details and gameplay to enhance player immersion and exploration.

Furthermore, the game abandons the traditional linear, closed-path design in favor of an open-ended level layout. Players can freely choose different paths within the level, exploring a variety of route combinations to discover the most suitable strategy for completing the game. This design not only enhances the game's freedom but also encourages players to experiment and innovate, enhancing the overall gaming experience.


After improvement, the  level 1 design is obtained



All level designs can be viewed by clicking figma





Research for Coding

I took over the remaining Unity development work, focusing on the construction and implementation of the four stages in the second level. Through meticulous scene construction and level logic development, I continuously refined the game's overall structure, ensuring the difficulty and gameplay design of each stage were reasonable and coherent.

In addition, I also oversaw functional testing of the game, repeatedly running and debugging, actively identifying and fixing bugs, and improving game stability and user experience. Through continuous optimization, I ensured that the game met our expectations on both gameplay and technical levels.


During the code implementation process, I consulted online resources and tutorials, combined with Unity's functional modules, and gradually built the core system and level logic of the game.




By watching this video tutorial, I learned how to implement the function of automatically returning to a safe platform after the character is killed by a trap, which effectively improved the user experience and operational smoothness of the game.



public void PlayerDied()
{
    SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}


When used in games, it means that after the character dies, the game will return to the starting point of the current level and the player will need to restart the level.







Level 2, Phase 1 test video



To facilitate level testing and gameplay debugging during development, I implemented an invincibility feature in the player control script using a boolean variable named isWUDI. When this variable is set to true, the player character becomes immune to damage from harmful objects, such as traps or enemies tagged with "knife" or "wall", and will not trigger the death event.

The core logic is handled within the OnTriggerEnter2D() method as follows:




if ((other.gameObject.CompareTag("knife") || other.gameObject.CompareTag("wall")) && !isWUDI)
{
    EventManager.Instance.PlayerDied();
    Destroy(this.gameObject);
}




This setup allows me to efficiently test level layouts, collision triggers, and animation flows without repeatedly restarting the game due to player death. The isWUDI variable can be toggled manually via the Unity Inspector or extended with a keyboard shortcut for real-time testing flexibility.



By checking the isWUDI variable's checkbox in the Unity Inspector, you can enable the character's invincibility, making it immune to damage during testing and facilitating debugging and level verification






Through this series of video tutorials, I learned how to build game maps in Unity, implement the jump function between maps, and the automatic release mechanism of props. These skills allow me to build game levels more efficiently and improve the interactivity and playability of the game.





Full game test video




Some problems were found through testing and improvements were made



Start the final stage of invincibility test





Final Submission

google drive: 













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