Games Development Task 3
Melvin Yung Khun Yew | 0357241 | Bachelor of Design (Hons) in Creative Media
DST 61104 | Games Development
Week 8 — Week 11
Task 3: Game Prototype
These are the jump links to each part of this portfolio
Instructions
Dr Mia Bong Mei Fern, my lecturer for the Game Development module for this April 2025 semester, gives us a heads-up on the upcoming tasks and exercises.
Work Process
In this task 3, I'm working together with my other teammate, Lin Si Yan, to initiate the game development, starting from the prototype to test out our intended gameplay mechanics.
In my blog, I'm going to share my contributions to this design project proposal that I've remembered.
For comprehensive details about work results, please refer to the submission section.
Task Dividing
To begin this task 3, I first immediately start a discussion and split the job between my other teammates to decide the workflow.Coding Enemy - The Giant Pigeon
Even thought the attack patterns of our giant pigeon seems simple: pooping and dashing towards player that will hurt or even wear out player's luck, there are quite a lot of work put behind to make my intended enemy attacks, movements and animation status work more fluently and flawlessly, at least it seems. Animator transition links |
Even with the help from AI (ChatGPT, etc.), the coding part is the most complex part that took up most of my time during the assignment period. Some due to the fact that the results don't fit what I'm planning, I've spent hours and hours looking for the bug and trying to fix all the scripts so that they will work almost as the effects I want.
Anyways, here are the 3 scripts just for the pigeon:
- Pigeon Boss Controller
Usage: Controls movement, attack variation, speed, etcPublic field for easier adjustment - Pigeon Intro Trigger
Usage: Using a transparent trigger wall to initiate the pigeon's movement, to avoid attacking players before they reach the final area of the levelA highly transparent box as an action trigger - Projectile Poop
Usage: Controls every movement of the poop projectile attack, including the reflected one by players to pigeon to deal damage
I had also mentioned this issue and the fixes to my teammates, as we combined our Unity prototype file into one single playable game.
Coding Obstacles
In level 2: The Park, there are many obstacles throughout the way to increase the challenge for players to avoid.Obstacles such as:
- Manhole
- Dog poop
- Skateboard
- Warning roadblock
For the manhole, I have the idea that I want it to be random, in the sense that the generation will be different every time the player plays again. Thus, I set up two variations of the manhole, one with a cover and the other without. From here, I prepared a script that will control the probability of either the manhole being closed or open by default (the open manhole will damage players)
Even if the manhole is closed, I've coded it so that when the player walk past on top of it, the manhole will start shaking (visual cues) and the cover will disappear, leaving the manhole dangerous and making the area hazardous, challenging the player to reconsider their every controls and footing otherwise risk losing the luck.
The old but gold unfortunate events, stepping on poop |
Skateboard
Scripts that define the detection range and the skateboard's speed |
Warning roadblock
Setting the script template for player health
To link up the attacks and player hurt, and the die mechanism, I've included a script and a series of codes in each obstacle that will hurt the players, in which I applied it to the player and linked the health to the interaction with obstacles and the pigeon.Setting the script template for player attack control
Projectile reflect controller |
What things do I believe haven't been done?
Yes, the proper linking to the UI and our game's "luck" mechanic! This is the major thing we need to tackle in task 4. The audio effect for each interaction as well as the background music, too! Overall, there are many things that have yet to be completed.Interesting mechanic to consider:
- Speedruns (Timers at the end of the level)
- Total death count throughout gameplay
- Statistical stuff
Submission
Presentation Slide: Canva
- Speedruns (Timers at the end of the level)
- Total death count throughout gameplay
- Statistical stuff
My reflections
It is hard to believe that I have created playable game assets, although it's only a section in our complete game. However, I still appreciate that there are my teammates who took their time to complete and are proactive in finishing up the game prototype. This has pushed me to wanting to contribute better later into our final task.
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