Author Topic: My University Dissertation Degree Gaming Project  (Read 1681 times)

OOh I did something like this for my Game Production degree as well, except it was in flash.

A few tips I learned from my experience:
Playtest (and get others to playtest) as often and as early as you can. Even if you don't have the game playable yet, try to recreate the design mechanics in a playable form so you test it early and "find the fun". You might even discover some unique game mechanic you didnt consider while playtesting.
Also also, if you are doing it in a team setting like I am, make sure the flow of assets and determination of duties is concrete. Our game suffered because while I was the lead designer I also speant weeks working on a physics engine that wasnt finished in time for implementation and thus didn't finish nearly as many level designs as I could have which resulted in a far shorter game than we wanted. (Also because alot of the level designs relied on said unfinished engine)
Also Also Also, do not outsource parts of your project to people outside of your group. Unless they are like personally invested into your success (like a parent or whatever) their priorities will not always align with your groups, and if they are not benefiting from the grade, they will have less motivation to deliver product on time. Unless you pay them but I don't know if your school allows for that (ours didn't). We ended up having to use the roughdraft cutscene sketches for our final game release, it was the most painful thing I had ever experienced.

Anyways, these things are always fun, if frustrating, and always rewarding. So how long do you have? Is your school forcing any specific release cycle (alpha,beta,gold), or any development methodolgies(scrum meetings, sprints, etc)?

Unity is great for making things quickly but I found it too limiting for the kind of stuff I am currently working on. But man having to program your own graphics, even with the help of libraries, makes you miss preprogrammed engines.

How about some bandits with blunderbusses (blunderbi?), that are just really loving huge handheld cannon guns that can occasionally inflict damage on the user.  Ammo required:  rocks, broken bottle bits, nails, etc.

Can be picked up off of the bandits.

Thanks for the advice Ladios - I am working on the project by myself, its a solo project and you can't get any help on the coding side from other students/people. They want it to be a small scale game to keep bugs to a minimum and that's pretty much how they want it for assessment.

Thanks for the advice Ladios - I am working on the project by myself, its a solo project and you can't get any help on the coding side from other students/people. They want it to be a small scale game to keep bugs to a minimum and that's pretty much how they want it for assessment.
Perhaps a simple exploration game? Ride a horse around a small desert town and look for clues of where the inhabitants went?

Orrrrrr perhaps incorporate some of that puzzle-y aspect to that. You have to move stuff around or whatever to discover where they went.

If you are able to write down a list of everything you remember being something you can do in Red Dead (running, exploring, horsetaming etc) and make note of your favorite aspects you can potentially streamline the game design for the componants you desire, if that is what you are looking to do, and then afterwards gauge the potential of actually executing it. If you find things you don't know how to achieve, try and see if you can break that down further, (horse taming for example had several sub minigames built into it that I remember, the chase portion, the timing portion, and the quick time event portion, and if you  find it difficult to recreate the chase portion per se you could swap it out for an equivalen design mechanic)

I also don't know if this applies to Game Design (although I assume it would), but it does to pretty much any modular/assignment choice in a humanities/sciences degree.

In the future, when choosing a theme for a project, don't always jump onto something you've played or done before, or know you enjoy.
It's not bad to do that, but definitely always keep an open mind to doing a theme/style from something you're less experienced in.

That way you make sure you learn design for other things and your abilities will expand more, as you'll be accustomed to doing more things.
Less of a tip for now, but just something to consider on your next project.

3rd person 3d? how will it be done

im currently doing an rpg maker game. will be a puzzle-rpg that plays a lot like zelda link to the past + zelda 4swords.

ive spent stuffloads of hours just writing some combat and AI scripts i will need ; ; i havnt even begun the fun stuff yet.

in many games, i dig swapping the control of characters for puzzle solving. the aspect of splitting them up for treasure or moving the story along. you risk being alone for a reward. its also a convenient way to force you to mix things up to avoid gameplay "repetitive" fataigue.
games like this are also convenient for mulitplayer. as the game plays the same with or without it. coop is fantastic.
« Last Edit: October 07, 2014, 04:07:35 PM by Bisjac »

stuff
games like this are also convenient for mulitplayer. as the game plays the same with or without it. coop is fantastic.

OMGYES
well no(well yes but..)
theres too many things on my plate right now but yes one concept I have had my eyes set on for some time is a cooperative startreck-engine room thing where you have to manage an overloading starship through a multitude of minigames, each player working together doing their own task as efficiently as possible until they get the command from the captain "divert all power to thrusters" then stuff everyone has to do the reverse of whatever they were just doing and wow that would be so fun
IF anyone is interested in such a game I don't really believe in idea theft and would encourage another to make it so I could just play it instead  :cookieMonster:(of course if I finish everything im doing or find that such a project would be made considerably easier to work on I would change my mind and jump on board with flushing out the game)


*something on topic*

Are you allowed to use imported assets that would be available in a regular indie development environment (free online assets from turbosquid, cgtextures.com ,etc) or do you have to collect all your own stuff?
I guess how much of this is them expecting you to understand production methodologies versus design decions?
« Last Edit: October 07, 2014, 04:36:16 PM by Ladios »

Currently my idea is a game where you get drunk at a saloon then fight some poorly animated chickens and then wake up in a jail cell.
you must also be a chicken
I feel like this is a great idea and I don't know why
everyone should be chickens

Perhaps a simple exploration game? Ride a horse around a small desert town and look for clues of where the inhabitants went?

Orrrrrr perhaps incorporate some of that puzzle-y aspect to that. You have to move stuff around or whatever to discover where they went.
I've mentioned a few times that animations would be limited, no animals or AI which require a whole lot of animations. Chickens would be easy as they just hop and stuff.
Ladios. I am being assessed on the coding, and the professors know exactly what is available on the Internet so most of the stuff I make has to be completely my own code. Saying that, UDK doesn't really require that much since most of it is already built into the engine for players to use. Textures and models are allowed to be imported from outside sources as that won't go towards my grade.
I really want to work on something I am already motivated to and that's why I've chosen a Wild West theme

are you talking about sprites?
cuz sheets are a very easy animation solution if you are rocking 2d :D

There should be a little easter egg where theres a potato hiding, and when its been found it says "I am Master Potato" and explodes into 10 potatos

There should be a little easter egg where theres a potato hiding, and when its been found it says "I am Master Potato" and explodes into 10 potatos
No game is complete without this.

are you talking about sprites?
cuz sheets are a very easy animation solution if you are rocking 2d :D
Nope, 3D... UDK has real nice graphics too

Nope, 3D... UDK has real nice graphics too
Unreal Engine 4 is better, up-to-date, and $19