Games Development Task 2

 24/9/2024-3/1/2025 Week 1 - Week 14

Wong Kai Xin / 0353027

Games Development / Bachelor of Design in Creative Media / The Design School

Task 2


INSTRUCTIONS


Students will be given the task to produce the art asset for their games.
This includes characters, environment, items, props, obstacles, power ups and HUD design.

Submission 
1. PDF or Google Doc.
2. Online posts in your E-portfolio as your reflective studies

CLASS SUMMARY

Week 5
class tutorial

Week 6
class tutorial


TASK 2

updating asap!!!

Art Asset Development

Main character, Danny:
Danny is a charming, thoughtful guy who may get nervous but always tries his best. He’s quick to laugh off life’s curveballs and determined to make this date unforgettable. Despite the obstacles, he navigates the city with a mix of hope, humor, and heart, collecting flowers along the way to show he cares.

idle (GIF)

run (GIF)



jump (GIF)




fall down (GIF)

Crush, Lena:
Danny's crush, Lena, is captivating and warm. She’s kind-hearted, perceptive, and has a quiet charm that’s drawn Danny in from the start. Though they've only shared a few moments together, there’s a sense of mystery and depth about her that Danny can’t shake. Agreeing to this date shows she's open to seeing where things might go, making this night a meaningful chance for them both.

idle (GIF)



Items / collectibles:
all done using Adobe Illustrator







Background:
For the background, I went with something simple and I will plan to add on a road/ground later on in Unity so my characters and items have a surface to be on

stage 1

stage 2 



stage 3

Game UI: 

time limit + charm meter


Logo:



Game levels:
Incorporating three levels into Ready, Set, Date! with a cohesive storyline can enhance the narrative depth and player engagement. Each level can represent a different stage in Danny’s journey to his date, with progressively challenging obstacles and new environments. 

Level 1: The Morning Rush 

Story Context:
Danny wakes up excited but nervous. He’s planned every detail of the day, but he’s running late. The first step is getting out of his neighborhood and picking up essentials, like flowers and chocolates.

Gameplay Elements:

  • Environment: Suburban streets with simple, familiar obstacles like parked cars, bicycles, and sprinklers.
  • Collectibles: Chocolates and flowers available at set points (e.g., outside shops).
  • Hazards:
    • Puddles 
  • Objective: Collect at least one flower and one box of chocolates 

Level 2: The City Commute 

Story Context:
Danny has collected some gifts for Lena however, he still has to get closer to Lena’s meeting point. The challenges intensify.

Gameplay Elements:

  • Environment: Crowded streets with honking cars, busy sidewalks, and vibrant city lights.
  • Added Collectibles: Perfume bottles (boost charm level) 
  • Hazards:
    • Traffic cones to jump over
    • Trash bins to jump over
  • Objective: Maintain a high charm level and avoid hazards 

Level 3: The Final Stretch 

Story Context:
Danny is almost there! The final part of his journey takes him through a series of hazards, where he must still keep his cool and be prepared for the big moment. The stakes are high as the timer nears its end.

Gameplay Elements:

  • Environment: A serene park with winding paths, a fountain, and a romantic ambiance.
  • Added Collectibles: A final bouquet of rare flowers and an umbrella (for potential rain).
  • Hazards:
    • Stones that require precision jumps.
    • Sudden rain, forcing Danny to find cover or an umbrella.
    • Ice cream poodles
  • Objective: Arrive at the meeting spot with a high charm score, completing the date preparations.

Storyline Flow

The levels naturally build tension and excitement as Danny gets closer to the date:

  1. Level 1 introduces Danny’s personality and mission while warming players up with simpler challenges.
  2. Level 2 increases the stakes with busier environments and a mix of hazards and collectibles.
  3. Level 3 delivers a climactic finale with a serene but obstacle-filled park and the emotional payoff of the date.


Mockup:
Here is a very brief mockup I assembled using all of my assets, I plan to refine the time and charm meter to suit the characters + items art style more






free assets from: 

Background music:
I will later add on music to the background to enhance the experience of the player. For the background music, I plan to add:

1. happy cheerful music
2. game over music

sound effects:
1.  jump
2. fall down
3. puddle sound
4. rain sound
5. "bling" sound when collectibles are collected
6. time ticking sound
7. some addition background city sound

presentation slides (PDF)

presentation video




TO DO:
1. slides (to be updated in pdf format)

2. video presentation (done)
3. refine meters
4. think about different levels playable (done)
5.  more game UIs 
- sound on and off button option
- play button
- logo (if possible)
6. player guide (steps to play/win game)
7. rain animation


FEEDBACK
REFLECTION

This has been by far the most challenging and time consuming task I have encountered. It is definitely not easy creating game assets from scratch, so fortunately I had a little help from existing assets online. Although this has been a stressful process, I do enjoy it as I have learned a lot about building a game, how much thought has to go through each checkpoint. I also learned that contemplating on a specific art style is a waste of time (indecisive issues) so I will take note on that for future tasks to not lag at one step for too long. Other than that, this is not my best work but I decided not to rush (though i still have to) and produce bad work, but still take each design into consideration as I know it will greatly affect my game later on. 

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