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| This diary contains the thoughts, planning, research, designs, and processes for the pre-production and production of Slime Slasher. I have added screenshots and documented everything inside my team’s Trello workspace, with explanations of the thought processes during this project. |
| Game Concept Idea For the game concept idea, my team researched other games to find what made them unique, this would give us a unique selling point for our target audience. Then we decided what game mechanics would be in the game and decided the genre. The game is a mix of top-down RPG and tower defence genres. Each level increases in difficulty, and the player learns through the character’s internal dialogue. They guide their character using WASD and space keys. Before advancing to the next level, the player defends against enemy slimes by placing towers on walls. Every fifth level introduces new mechanics, while enemies are visible but out of reach initially. The player solves puzzles to access the Tower Editor, places towers based on enemy intel, and completes platforming challenges within a timer. Failure to complete the puzzles within the timer releases enemies to be fought directly. Defeating enemies unlocks the next level, continuing the game loop. |
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| Terraria Research My team researched Terraria for sprite designs and target audience insights to guide our game’s visual direction. We used the Wikipedia page to understand the game’s mechanics, features, and concept. The Terraria Wiki provided in-depth information on items, enemies, crafting, and gameplay mechanics, ensuring accuracy in incorporating similar elements. We also studied the Terraria App Store page to understand its popularity and appeal. Inspired by Terraria’s iconic slime sprites, our artist captured their unique characteristics while adding our own creative twists for a nostalgic yet fresh experience. In addition to researching sprite designs, we also considered the target audience and game reviews of Terraria, which significantly influenced our game’s development. By analysing the Terraria App Store page and user reviews, we gained valuable insights into the preferences and expectations of Terraria’s player base. Understanding the target audience allowed us to align our game concept with their interests, ensuring a more engaging and enjoyable experience for fans of Terraria. Moreover, studying game reviews provided us with valuable feedback and an understanding of what aspects of Terraria were highly praised and appreciated by players. We took note of the positive aspects, such as the addictive gameplay, exploration, and the sense of progression. These insights helped shape our game’s design, allowing us to incorporate elements that resonated well with the target audience. |
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| Bloons TD6 Research My team extensively researched Bloons Tower Defence (Bloons TD) to gather information, assets, and insights that shaped our game’s development. We extensively relied on the Wikipedia page on Bloons Tower Defence to gain a comprehensive understanding of the game’s mechanics, features, and overall concept. This valuable resource provided us with a detailed overview of the Bloons TD series, its strategic tower defence elements, and gameplay mechanics. The Bloons Wiki, particularly the Bloons TD 6 section on Fandom, played a vital role in our research. We utilized this wiki to gather in-depth information about various aspects of Bloons TD 6, including tower types, upgrades, and special abilities. The wiki’s content, driven by the community, ensured accuracy in incorporating similar elements into our own game. Furthermore, we conducted research on the Bloons TD 6 App Store page to understand the official mobile game. By examining its description, user reviews, and target audience, we gained valuable insights into the game’s popularity and its appeal to players. This information helped us align our game concept with the expectations and interests of Bloons TD fans. The feedback and reviews provided by the Bloons TD 6 players on the App Store were invaluable in shaping our game’s development. By analyzing these reviews, we gained insights into the strengths of Bloons TD 6, such as its addictive gameplay, challenging levels, and satisfying tower upgrades. This feedback influenced our decision-making process and helped us refine our game’s mechanics and features to provide a similarly enjoyable experience. Inspired by the Bloons Tower Defence series, we incorporated elements from the games’ tower designs, strategic gameplay, and addictive nature. Our aim was to capture the essence of what made Bloons TD popular while adding our unique twists and enhancements to create an engaging tower defence experience for players. |
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| Neon Abyss Research During the development of our game, my team extensively researched Neon Abyss to gather essential information, assets, and insights that influenced our design. We extensively used the Wikipedia page on Neon Abyss to understand its description, mechanics, and overall concept. This valuable resource provided detailed insights into the game’s gameplay features and unique blend of roguelike elements. The official Neon Abyss Wiki was another essential source, providing in-depth information about items, enemies, dungeons, and gameplay mechanics. It ensured accuracy in incorporating similar elements into our game while allowing for our own creative touch. Examining player reviews and descriptions on the Neon Abyss Steam page provided valuable insights into the game’s reception, target audience, and player preferences. This information guided us in aligning our game concept with the interests and expectations of Neon Abyss players. The reviews and feedback from players on the Steam platform provided us with valuable insights into the strengths of Neon Abyss, such as its challenging gameplay, fast-paced action, and unique power-up mechanics. This feedback guided our decision-making process and influenced the refinement of our game’s mechanics and features, ensuring a captivating and enjoyable experience for players. Inspired by the dark and stylish atmosphere, fast-paced action, and unique power-up system of Neon Abyss, we incorporated elements that captured the essence of the game while adding our own creative elements and innovations. The goal was to create an immersive and exciting gaming experience that pays homage to Neon Abyss while offering our players a fresh and engaging adventure. |
| Story Idea Our game needed a story where the player could feel immersed in the game world, Aiden came up with the following idea and presented it to us in the Trello workspace. Our team’s story began with the devastating slime raid that struck our hero’s city, leaving it in ruins and its streets empty and desolate. Inspired by the hero’s journey of vengeance, we set out to create an immersive experience that would captivate players. The concept revolved around our hero, the sole survivor of the merciless raid. Fuelled by grief and rage, he embarked on a mission to avenge the lives of his friends, family, and fellow citizens. We wanted players to feel the weight of his loss and the determination that burned within him. To bring this story to life, we focused on the hero’s journey of self-improvement and growth. Realizing that he needed to become stronger to face the formidable slime raiders, our hero dedicated himself to mastering both his sword skills and weapons engineering. We wanted players to witness his transformation, from a skilled swordsman to a strategic fighter armed with deadly weapons of his own creation. Months turned into years as our hero trained relentlessly, delving into the art of weapons engineering and honing his physical abilities. We aimed to showcase his unwavering commitment and the sacrifices he made to prepare for the ultimate confrontation. Finally, the moment of reckoning arrived. Equipped with his finest weapons and a heart filled with determination, our hero charged into battle. Players would experience the adrenaline-fueled combat, putting their skills to the test alongside the hero as he faced the slime raiders head-on. Our goal was to create an engaging and action-packed adventure, where players would witness the hero’s growth, feel the intensity of his mission, and be immersed in the world we meticulously crafted. The hero’s journey to avenge his fallen loved ones would unfold before players’ eyes, leaving them eagerly anticipating each step of the way. |
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 | Player Concept Aiden, the artist and designer within the team, decided on two separate character concepts which can be chosen in the game. The choice of character allows for a wider audience attraction, this is because one character has a male appearance and the other a female appearance. Shadow/Shade Real name: Dante Dante wears a long black coat with a blue accent, reaching down to his calves. A black mask covers his mouth, stopping at his nose. He has a slim build, not easily noticeable due to the coat. Dante’s blue eyes glow with energy. Ghost/Wraith Real name: Phoenix Phoenix wears a black mask that covers their mouth and nose. Their hair falls over the right side of their face, featuring black and pink colouring at the ends. The coat they wear matches the side of their hair. They have purple eyes that glow with their own energy. A distinct feature is the black eyeliner that appears to have dripped down. Their legs are built up, reflecting their speed and agility. These two characters primarily wield a single katana, but they also carry a spiked staff/double-ended blade and a shield. They keep a hidden blade in their sleeve for surprise attacks. Aiden and I wanted the player’s character to be perfect, so I pushed Aiden towards using more distinct colours to make the points of interest more distinguished and noticeable. Also, we considered a sprite size constraint of 32×32 for all the sprites so that they are all consistent when implemented into Game Maker Studio 2. This decision was made to make the collision detection system easier to manage and allowed for a simpler script to be coded, which intern, improved the game’s performance. |
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 | User Interface Processes As the UI/UX designer and programmer, my role was to implement a user interface that was easy to understand for the target audience and worked fluently to promote a good user experience. The main menu allows players to start a new game, load saved progress, access settings, and exit the game. The codex provides information about discovered enemies, towers, and levels, while intriguing the player with myths and legends about undiscovered items. The game HUD displays important information like player health, game progress, currency, and level-specific details such as wave count or time remaining. The tower/unit selection menu enables players to choose and place towers/units on the game map, providing information about their cost, stats, and upgrade options. An optional tower/unit upgrade menu allows players to improve performance by spending resources. During gameplay, the pause menu offers options to pause the game, adjust settings, restart the level, or return to the main menu. Level complete and game over screens provide feedback and options to restart, continue, or return to the main menu. The settings menu allows players to customize graphics, sound, controls, and language preferences. Tutorial pop-ups or tooltips guide players, especially newcomers, on gameplay mechanics. Dialogue boxes convey character dialogues, story information, and quest objectives. Finally, notification alerts keep players informed about in-game events like enemy waves, resource updates, and mission objectives. When deciding the design of the User Interface, my team wanted something that was easily recognisable and could be understood by our target audience. I found some reference images that helped Aiden design the buttons and heart icons for the game. I also designed the game over screen which displays ‘You Died’ when the player dies in the game. |
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| User Experience Processes Designing a good user experience (UX) for the game involves several key considerations. The UI design should be clear, consistent, and easy to understand, with intuitive controls that respond well to player input. Onboarding tutorials and instructional pop-ups can help players learn the game mechanics gradually, while balanced difficulty ensures a challenging yet enjoyable experience. Providing feedback on progress and achievements keeps players engaged, and playtesting with feedback-driven iteration helps refine the game. Seamless transitions between game states maintain flow and immersion, while incorporating accessibility features ensures inclusivity. Engaging visuals, animations, and audio contribute to an immersive and enjoyable game environment, enhancing the player’s emotional connection. In summary, I have created a positive user experience (UX) in the game by focusing on an intuitive and engaging design. This includes clear and consistent UI, responsive controls, onboarding tutorials, balanced difficulty, feedback and progression systems, playtesting and iteration, seamless transitions, accessibility features, and captivating visuals and audio. By considering these elements, the game aims to provide an enjoyable and immersive experience for players. |
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 | Slime Designs The Slimes in the game come in various variants, each with their own unique abilities and functions. Some variants are faster but have less health, posing a quick and agile threat. Inspired by Bloons TD, there are slime variants that possess camouflage, making them more challenging to detect and target. Another variant leaves an area of effect after being killed, causing damage to nearby towers or the player, adding an additional layer of strategy. In terms of design, the Slimes draw inspiration from the basic slime model found in Terraria. They have a similar appearance, capturing the essence of these iconic creatures. To enhance the visual effects and give the Slimes a dynamic feel, I could make use of the particle system in Game Maker to emit slime particles. This adds visual interest and contributes to the overall immersive experience for players. I thought that the designs from Aiden needed some work, and as the team leader, I gave my feedback and suggestions to get the design right. I suggested to give the Slimes a more rounded shape rather than their current flat appearance. Additionally, the desired animation for the Slimes involves incorporating the jumping movement inspired by Terraria’s slimes. To achieve this, I recommended utilizing the squash and stretch animation technique, which can add more life and dynamism to the jump animation. I also mentioned that showcasing various animation techniques in the documentation would be beneficial for Aiden. Overall, the feedback I gave acknowledges the progress made so far and encourages further consideration of the Slimes’ shape and animations. |