Homework


 Homework

MIB - DST 61104 GAMES DEVELOPMENT.pdf,作者 tian dong

HOMEWORK-WEEK 1

Require:

Individually come out with a game idea (or many ideas; remember the

limitations), and make your first game pitch. Some lucky (or unlucky) students will

be selected to do a 10-minute presentation of their game idea(s) next week in

W2. No specific format for now (we’ll do Game Design Document in later class).

So try to find the most creative and effective way to convey your game ideas. This

may not end up being your Final Project, but will still contribute to your

Continuous Assessment grade. Hence, document the process in your blog.

Submit the link to your blog post by 11:59PM the midnight before W2 class.

I came up with a 2D game idea based on the requirements assigned by the teacher.

Thought Process:

I had no inspiration for my 2D game idea, so I browsed some websites about games and found 3 games on Steam that gave me some inspiration for my game idea.

  • Celeste


Gameplay: A 2D platformer where players use precise movement, jumping, and climbing to overcome obstacles and reach the finish line.

Core Features: Simple yet challenging controls; players gradually improve their control skills; strong sense of rhythm.

  • Baba Is You


Gameplay: A puzzle game where players change the rules by moving block-shaped "rules." For example, "WALL IS STOP" → the wall is an obstacle; changing it to "WALL IS YOU" turns the player into the wall.

Core Features: Creative gameplay, rules that can change the world, and puzzles that require flexible thinking.

  • Limbo


Gameplay: A black-and-white puzzle platformer where players control a young boy as he navigates a dangerous landscape, pushing and pulling objects, manipulating mechanisms, and avoiding traps to survive.

Core Features: A strong sense of atmosphere and intuitive puzzle solving, guided by the environment rather than lengthy exposition.

By integrating features from these three games, I wanted to retain Celeste's smooth jumping and movement mechanics, giving players an intuitive and enjoyable experience. Baba Is You avoids complex text-based rules, instead using a "copy shadow" approach to create dynamic gameplay between the environment and the player. Limbo's atmosphere is simple, relying on visuals and ambient ambiance to create immersion, rather than a complex UI.

So I came up with this:

👉 A protagonist moves through a 2D world, where they can "leave echoes of themselves." These echoes repeat their previous actions, helping to solve puzzles and mechanisms.

My new game idea is called-Echo Shift

Genre: 2D Puzzle + Platformer

Core Feature: Shadow Copy (Echo Mechanic)

Style: Minimalist pixel art with soft lighting and shadows; the atmosphere is somewhat similar to Limbo, but with a warmer color scheme.

📖 Gameplay Instructions

➡️Player Controls:

Move left and right (arrow keys)
Jump (spacebar)
Release Shadow (E key)

➡️Shadow Mechanics:

Players can "leave a shadow" at a certain moment, which will automatically repeat the player's actions from the past 5 seconds.

➡️Players can use multiple shadows to coordinate:

One shadow presses a mechanism to open a door; another shadow pushes a box; the player takes advantage of the opportunity to pass through obstacles.

➡️Objective: Get from the starting point to the exit of each level.

🎮 Game Mechanics Design

🔎Level Design

Initially, only one shadow is needed to solve the puzzle (e.g., pressing a button).

Later: Multiple shadows may need to chain actions (e.g., the first shadow pushes a box, the second shadow presses a trap, and the player takes advantage of the opportunity to jump over it).

🔎Resource Constraints

Each level can only generate a fixed number of shadows (e.g., 3).

The player must plan their release strategies accordingly.

🔎Difficulty Curve

First few levels: Let the player get familiar with the controls, using a single trap.

Midterm: Combined traps (e.g., a door + a moving platform + pushing a box).

Later: Precise coordination between shadows is required, testing thinking rather than hand speed.

🤖Character Design

Protagonist: A small figure dedicated to the game's story.

Color: A primarily black silhouette with a slight blue/green glowing outline around the edges (creating a "powerful" effect).

Echo: A translucent replica of the protagonist, colored light blue or purple, distinct from the player.

Echo's movements mirror those of the player, but with a ghostly feel.

Environmental Colors: Foreground: Black or dark gray (for traps and obstacles).

Background: A soft gradient (dark blue → purple → bright orange) creates a gentle atmosphere.

Lighting: Bright colors (cyan, orange) are used for buttons, doors, and power lines to highlight interactions.

🏆 Victory Conditions

Each level's objective: Reach the level exit.

Mechanical Conditions:

Use shadows effectively to solve puzzles.

If you run out of shadows and can't solve the puzzle, the player loses and must restart the level.

Final level: You may need to use all shadows together, like solving a large puzzle.

The above is my game inspiration. If I can really design it successfully in the future, I want my game to be easy to operate, with only three buttons to get started; the depth of the puzzles gradually increases; the graphics are minimalist, but the atmosphere is rich; everyone can understand it, but it is full of creativity and a sense of accomplishment.

Game Sketch

I started with a completely black human figure, gradually evolving the head into a cat-like silhouette and adding star-shaped eyes to symbolize light and consciousness. The entire body remained pure black to express the character's "Echo" essence, while the white star-shaped eyes served as a visual focal point.

After deciding on the shape, I drew three views of the character (front, side, and back), marking the body proportions with red lines to ensure a harmonious posture during modeling. The overall style of the character was kept sleek and simplified to facilitate modeling.


HOMEWORK-WEEK 2

Require:

Based on your game idea, make some of your 3D game assets (model at leastyour main game character and an environment object). Then import this intoGodot. Some lucky (hopefully you’ll just feel lucky by now) students will beselected to do a 10-minute sharing of their asset creation experience in W3. Theasset may not end up in your Final Project, but will still contribute to yourContinuous Assessment grade. Hence document the process in your blog. Submit the link to your blog post by 11:59PM midnight before W3 class.

So this week we need to make some 3D assets in Blender. I will continue with my game idea.

Design Process


When modeling, I used a low-polygon style, focusing on the character's volume and silhouette.

Game Characters




For the main game character, I used a simple cube and sphere combination, then refined it.

Materials: The character's surface uses a dark gray to black diffuse material (Principled BSDF), with an Emission material for the eyes to emit a faint glow.

Stylistic goal: To create a soft glowing edge in low-light environments, echoing the game's "Echo" theme.
Game environment props

After completing the game character, I modeled a series of game environment props for subsequent level testing and atmosphere creation:
• Barrels and boxes (basic obstacles)
• Wood stakes and torches (environmental decoration and light sources)
• Metal shield, axe, and cup (background details)




The colors and materials of these objects are kept neutral and desaturated so that the protagonist's sense of light can stand out more.

Godot


Next I exported the character and environment models to .glb format, planning to import and test them in Godot.


While importing a model from Blender into Godot, I encountered a problem—all the materials I'd set up in Blender were lost in Godot.


I tried various methods, including re-exporting the .glb file, adjusting the export options, and reassigning the materials in Godot, but the problem persisted.

I plan to consult with the instructor in the next class to learn how to properly preserve or recreate the materials to ensure the model's appearance in the game engine matches the original design.

Blender


Godot


HOMEWORK-WEEK 6

📍 Homework Requirements:

1. Practice using scripts to control objects (e.g., move, rotate, or scale) in a game engine.

2. Try using the syntax structures discussed in class:

• Variables

• Functions

• Conditional statements (if/else)

• Loops (for/while)

3. The focus is on understanding how functions and variables interact and observing their actual effects in the scene.

🎮 Suggested Direction:

The instructor encourages students:

“Play around with scripting — see how changing values ​​affects your object.”

This means that this assignment does not require a complete game, but rather you are asked to experiment to understand how code affects game objects.

🧱 Step 1: Create a scene


In the Inspector panel on the right, I added two different 3D objects.


💻 Step 2: Add script


Full script


▶️ Step 3: Run and observe the results


Click the Play ▶️ button above to run the scene.





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