02.03.26
Course Review
24.02.26
Mind Mapping and Context
The objective of this session was to consider the various contextual applications of our project theme, that being mythologies, as well as to select 1 media text for contextual analysis to initiate our project.
The aim of the first session was to outline what mythologies were and what people or creatures were in them, and what they meant to the story, their symbolism, origin, etc.
We define mythologies based on stories that are derived from cultural traditions or legends, usually with meanings or lessons tied to the human condition.
Some ways we can interpret a myth is what it's trying to say about perhaps specific people, maybe as a way to scare off people, such as old wives' tales, or as a warning for future generations to know of, or to just be scary, though some could be inspiring.
As a pseudo-practical, we made mind maps outlining different mythological creatures and other topics.
What I learned from the mindmap was that there were various depictions of haunting creatures and stories, all with different messages, symbolism and lessons extruding from them. such as my teammates' additions of adding a banshee or the puca puca.
What I have learned from this session is the potential direction I could take my FMP with various different meanings and symbolic storytelling decisions that I could sprinkle into whatever it is I make.
For what direction I could take, perhaps something that speaks on a setting holding something specific and is in turn a holy place with a mythological being being present in it, perhaps one with angelic properties giving it a high status.
For what I would like to avoid, I would primarily like to stray away from anything too grounded, as I would like to create something that is a bit out there in terms of mythology.
For media Texts I have chosen to research I have chosen:
- Jujutsu Kaisen - Mahoraga/Makora
- Deltarune - Titan
---
26.02.26
Reflective Journal - Week 1
Regarding my project's direction, I strongly believe I will be making a game with a heavy focus on biblical angels.
Based on this, I've decided that I will research them aswell as use the contextual analysis I've already done, to craft design work for the game and sketches of the characters I want to implement.
Research activities I will conduct to gather this data are to use a mix of primary and secondary research.
For primary research, I will be attending a trip next week, on Thursday, where we will go to a museum about mythological beings, and my hope is that there is something there to read and take photos of to widen my knowledge about what I want.
For secondary research, I would want to go over what I wrote for my contextual analyses and additionally research the themes behind what angels represent to write a short but well-crafted mini story for the game I want to create, using imagery and architecture that the player may pass by.
Additionally, I may create a Google Doc and a Google Drive folder to hold all my project work to stay organised and on task.
I might do this by setting a few tasks or just one that would need to be done by the end of the week, and then reflect on what I have before repeating the process again next week, vice versa.
General feelings about this project are high but worrisome, as I do not want to become overambitious with this project and try to do things that I wouldn't be able to do in my current skill set.
However, if all goes well and I plan accordingly, I believe this project will go smoothly and be as effective as possible.
To iterate further based on the feedback, I increased this size to a monumental scale and increased the size of the ring above his head aswell. I drew a small cliff to show the sheer scale of him as he towers over it.
The feedback I got from this was that they liked the new original ideas, showing a good understanding of my work ethic and what I researched before.
I quite like these iterations as they feel a lot more different than the ones I did before, though I don't like that wings feel more organic than rough and rock-like.
- PechaKucha - test show -
This week, we were tasked with creating a Pecha Kucha to propose our idea of a game or animation to the class and link it back to the theme of mythologies and research we did over the course of the past few weeks.
I started to create mine and built it up a bit, and added notes on when and what to speak about on each slide. After some of it was done, we were tasked to present to a class member, hear feedback on it and improve it.
After I had 2 with one on ones of my classmates, I collected some feedback from them, and I wrote it down. The feedback from both was mostly the same, stating that visuals from the presentation were good. But my overall performance was lacking in volume, and I read off the script that I had written a lot.
Taking this away to further this into my full presentation in front of the full class, I will continue to develop my presentation as normal with the visual aspect.
However, I will need to adjust my script a bit and read less of it and adjust the volume of my tone to be louder so that everyone in the class can hear me.
- PechaKucha - real show -
However, many criticised my constant re-do's of slides whenever I messed up, stuttering, a clear lack of script preparation, and constant reading of it once I had it.
If I were to take anything away from this experience, it would be to write my script in a Google Doc and not on speaker notes underneath the slides, as well as properly prepare beforehand and read less off my script with a clearer and louder speaking voice.
-
Now that my Pecha Kucha is over, I decided to start working fully on my Final Game Project. The first thing to do is to make proper animations for the main character so that I have a good basis to type of sprite art I want to achieve, right now I am experimenting with idle and running animations. The idle is fully complete, being very short and simple to understand on a small scale.
Here is part of the running animation that I did.
Finishing both of them up, I believe they turned out very well, and I learned some minor code skills/experience using Construct 3 to choose which animation to use when an action is done.
If I were to change anything, it would be to colour them correctly and remove the block-out base colour scheme that they have right now.
Through the next 2 weeks, I will be on holiday and may do some additional work on the game, but I will not give it too much priority. Once it is over, I am planning on doing a concept sheet for my game to realise my idea and work more fluidly in Construct with knowledge in hand on what to do.
- mockup/game concept sheet -
After finishing up on some writing from the past weeks, I started to create a rough game concept sheet, detailing what I need and want from my game, the gameplay, loop, systemic breakdown/mechanics, etc.
I did this by creating a Google Doc to note these down, which is shown below.
As of writing this, it is unfinished, but I will be adding more to it over time, aswell as well as creating a traffic light system to help keep track of what is ended in the game and what's done or is being worked on.
I also created a moodboard to visualise what I sort of want from the aesthetic of the game, which is shown below.
-
For final thoughts this week, I have added more to my concept sheet on details discussing the narrative and mechanics/systems within the game.
I took special care in writing the core conceptual narrative for the game, writing something simple that can be open-ended and interpreted in different ways.
I showed a classmate of mine, and they gave me feedback stating that the concept is very good and interesting while also being simple.
takeing away from this week overall, I will continue to adjust my concept sheet further through the coming weeks and use it accordingly to keep up on work, I may also during the weekend do some futher work on my game animation wise for my player character as there is one frame that needs to be done which is the dash animation, this will require hopefully light coding and drawing skills to do.
I may also start to conceptualise the tutorial level of the game using grid sheets that I will take home to work on.
I have only 5 weeks left to finish this project and have it ready before the deadline. I am feeling a bit overwhelmed, but hopefully I can get what needs to be done using the simplest and time-efficient methods. However, I will have to be careful about the quality of my work.
22.04.26
- Grey Boxing first level -
This week, I set a goal to create a sketch of 1 of the levels I have for the main game, that being a basic tutorial before entering the tree where you ascend upwards and then greybox that level in Construct 3 as well as coding in my first interactive object for the player to make progress with.
I sketched out the tutorial using Construct 3, drawing loosely while using what I learned from my previous lessons discussing game design in mind when drawing it all out.
I also sketched out what my interactive assist object would be.
The concept for this object is simple: you jump on it, it pops and bounces you higher before respawning, ready to be used again.
-
-
- FIRST Blocker -
To start the week off, I wanted to attempt to code a blcoker enemy for the game, similar to a goomba, reusing the code from the bubbles I created before.
To do this, I watched a video on how to create simple Mario enemy AI in Construct 3. It is very useful for creating all sorts of different AI/Enemy types. I may use this video again in the future.
The code was fairly simple and easy to make, though I may change this code to make it so that instead of hitting a wall to change direction, it walks to an edge, then changes direction.
This video shows me how to create a simple effect over the player character to change when overlapping with another object, in this case, an enemy/blocker.
I will use this to demonstrate to the player when they take damage.
- 3 weeks left -
Something I forgot to comment on from last week's journal is that my teacher, who has given us this project, playtested our games aswell as watched other people's animations to give us feedback. They played it by themselves with no instruction from us.The feedback I got was fairly positive, as they gave me guidance on things to consider going forward with a strong set of controls and recommended another blocker that takes advantage of the player's Dash ability.
Other negative feedback I got was in talks of certain animation and sound bugs, such as a step sound and moonwalk bug aswell as a comment on how the AI I have for the game so far is quite limited, recommending an airborne blocker that has varied movement patterns, giving more versatility to the player with the tools I have given them.With all this in mind, I will continue my approach with how I'm developing the game so far. However, I will attempt to add a new type of blocker in the future that is similar to what the feedback I got back recommended, as it is quite interesting to me and doesn't seem too hard to code.
The BMS blocks (Blocker Movement Switcher) I've placed will flip their movement and march them forward, vice versa.
The level consists of a large tower climb with one cutscene and an end boss (which I have not coded yet). I have designed it to become progressively more difficult as you climb higher, with checkpoints separating segments to save a player's progress.
The map is quite big, so it would take a beginner player quite long to get through, which is why I added a mid-section cutscene to break up the gameplay for a second, foreshadowing the future boss at the end of the level.
- Thoughts & Primary research/player test
I did a few player tests on the current build of my game for primary research and got back fairly useful information and knowledge on bugs still troubling my game, such as being able to stand on the spikes that push you back.
I received feedback requesting more control options, such as binding the jump key to both space and the 'W' key.
As aswell as recommendations to make the section where you slide on a wall easier and to provide a clearer example of how to kill an enemy.Overall, I think this week went well with the game being nearly done for a demo.
For how I feel about the project overall, I think it's gone well, and I feel confident for the last 2 weeks of this project, for it will be done by then.
11.05.26
-Boss battle coding - 2 week left -
My goal for this week is to create a boss battle for the end of level 1 and start creating asset design for my game for menus, UI, and level tilemaps using my Moodboard as a source of inspiration.Before starting to code, however, I added temporary sprites for the boss to use while creating actual sprites for it later; these consisted of 5 solid-colour animations with letters corresponding to the different states it was currently in.
Using this, I attempted to code the boss's AI with the help of my teacher. However, despite our efforts, there were many bugs and issues, such as the sprite not flipping correctly or the boss repeatedly bumping into a wall before stopping.
And with one week left as of writing, I am unsure I can figure out how to code this AI into the way I want it to, have it ready and bug-free by the deadline. I may have to compromise and scrap this altogether and do something else to have the game ready by then.
Overall, this week didn't go as I would have hoped it would, as not much progress on the game was covered, except for a few areas and an additional concept sheet being made.
Next week, which is the final week, I am planning to polish up some details about the game, create a quick extras menu and level select and see what else I can do that won't require a lot of time and effort to do in just a few short days.
02.03.26
Course Review
24.02.26
Mind Mapping and Context
The objective of this session was to consider the various contextual applications of our project theme, that being mythologies, as well as to select 1 media text for contextual analysis to initiate our project.
The aim of the first session was to outline what mythologies were and what people or creatures were in them, and what they meant to the story, their symbolism, origin, etc.
We define mythologies based on stories that are derived from cultural traditions or legends, usually with meanings or lessons tied to the human condition.
Some ways we can interpret a myth is what it's trying to say about perhaps specific people, maybe as a way to scare off people, such as old wives' tales, or as a warning for future generations to know of, or to just be scary, though some could be inspiring.
As a pseudo-practical, we made mind maps outlining different mythological creatures and other topics.
What I learned from the mindmap was that there were various depictions of haunting creatures and stories, all with different messages, symbolism and lessons extruding from them. such as my teammates' additions of adding a banshee or the puca puca.
What I have learned from this session is the potential direction I could take my FMP with various different meanings and symbolic storytelling decisions that I could sprinkle into whatever it is I make.
For what direction I could take, perhaps something that speaks on a setting holding something specific and is in turn a holy place with a mythological being being present in it, perhaps one with angelic properties giving it a high status.
For what I would like to avoid, I would primarily like to stray away from anything too grounded, as I would like to create something that is a bit out there in terms of mythology.
For media Texts I have chosen to research I have chosen:
- Jujutsu Kaisen - Mahoraga/Makora
- Deltarune - Titan
---
26.02.26
Reflective Journal - Week 1
Regarding my project's direction, I strongly believe I will be making a game with a heavy focus on biblical angels.
Based on this, I've decided that I will research them aswell as use the contextual analysis I've already done, to craft design work for the game and sketches of the characters I want to implement.
Research activities I will conduct to gather this data are to use a mix of primary and secondary research.
For primary research, I will be attending a trip next week, on Thursday, where we will go to a museum about mythological beings, and my hope is that there is something there to read and take photos of to widen my knowledge about what I want.
For secondary research, I would want to go over what I wrote for my contextual analyses and additionally research the themes behind what angels represent to write a short but well-crafted mini story for the game I want to create, using imagery and architecture that the player may pass by.
Additionally, I may create a Google Doc and a Google Drive folder to hold all my project work to stay organised and on task.
I might do this by setting a few tasks or just one that would need to be done by the end of the week, and then reflect on what I have before repeating the process again next week, vice versa.
General feelings about this project are high but worrisome, as I do not want to become overambitious with this project and try to do things that I wouldn't be able to do in my current skill set.
However, if all goes well and I plan accordingly, I believe this project will go smoothly and be as effective as possible.
To iterate further based on the feedback, I increased this size to a monumental scale and increased the size of the ring above his head aswell. I drew a small cliff to show the sheer scale of him as he towers over it.
The feedback I got from this was that they liked the new original ideas, showing a good understanding of my work ethic and what I researched before.
I quite like these iterations as they feel a lot more different than the ones I did before, though I don't like that wings feel more organic than rough and rock-like.
- PechaKucha - test show -
This week, we were tasked with creating a Pecha Kucha to propose our idea of a game or animation to the class and link it back to the theme of mythologies and research we did over the course of the past few weeks.
I started to create mine and built it up a bit, and added notes on when and what to speak about on each slide. After some of it was done, we were tasked to present to a class member, hear feedback on it and improve it.
After I had 2 with one on ones of my classmates, I collected some feedback from them, and I wrote it down. The feedback from both was mostly the same, stating that visuals from the presentation were good. But my overall performance was lacking in volume, and I read off the script that I had written a lot.
Taking this away to further this into my full presentation in front of the full class, I will continue to develop my presentation as normal with the visual aspect.
However, I will need to adjust my script a bit and read less of it and adjust the volume of my tone to be louder so that everyone in the class can hear me.
- PechaKucha - real show -
However, many criticised my constant re-do's of slides whenever I messed up, stuttering, a clear lack of script preparation, and constant reading of it once I had it.
If I were to take anything away from this experience, it would be to write my script in a Google Doc and not on speaker notes underneath the slides, as well as properly prepare beforehand and read less off my script with a clearer and louder speaking voice.
-
Now that my Pecha Kucha is over, I decided to start working fully on my Final Game Project. The first thing to do is to make proper animations for the main character so that I have a good basis to type of sprite art I want to achieve, right now I am experimenting with idle and running animations. The idle is fully complete, being very short and simple to understand on a small scale.
My main inspiration was Sonic the Hedgehog aswell for their anthropomorphic animal designs aswell as using Eden's animal inhabitants as a base of reference.
I iterated on the design, removing and changing proportions slowly till i came out with something I liked, having him slimmed down for a more aerodynamic body that would flow nicely in the wind while he ran.
I also went for a rabbit, as they usually are pretty athletic.
Here is part of the running animation that I did.
Finishing both of them, I believe they turned out very well, and I gained some basic coding skills/experience using Construct 3 to choose which animation to use when an action is performed.
If I were to change anything, it would be to colour them correctly and remove the block-out base colour scheme that they have right now.
Through the next 2 weeks, I will be on holiday and may do some additional work on the game, but I will not give it too much priority. Once it is over, I am planning to create a concept sheet for my game to realise my idea and work more fluidly in Construct, with the knowledge in hand of what to do.
- mockup/game concept sheet -
After finishing up on some writing from the past weeks, I started to create a rough game concept sheet, detailing what I need and want from my game, the gameplay, loop, systemic breakdown/mechanics, etc.
I did this by creating a Google Doc to note these down, which is shown below.
As of writing this, it is unfinished, but I will be adding more to it over time, aswell as well as creating a traffic light system to help keep track of what is ended in the game and what's done or is being worked on.
I also created a moodboard to visualise what I sort of want from the aesthetic of the game, which is shown below.
-
For final thoughts this week, I have added more to my concept sheet on details discussing the narrative and mechanics/systems within the game.
I took special care in writing the core conceptual narrative for the game, writing something simple that can be open-ended and interpreted in different ways.
I showed a classmate of mine, and they gave me feedback stating that the concept is very good and interesting while also being simple.
takeing away from this week overall, I will continue to adjust my concept sheet further through the coming weeks and use it accordingly to keep up on work, I may also during the weekend do some futher work on my game animation wise for my player character as there is one frame that needs to be done which is the dash animation, this will require hopefully light coding and drawing skills to do.
I may also start to conceptualise the tutorial level of the game using grid sheets that I will take home to work on.
I have only 5 weeks left to finish this project and have it ready before the deadline. I am feeling a bit overwhelmed, but hopefully I can get what needs to be done using the simplest and time-efficient methods. However, I will have to be careful about the quality of my work.
22.04.26
- Grey Boxing first level -
This week, I set a goal to create a sketch of 1 of the levels I have for the main game, that being a basic tutorial before entering the tree where you ascend upwards and then greybox that level in Construct 3 as well as coding in my first interactive object for the player to make progress with.
I sketched out the tutorial using Construct 3, drawing loosely while using what I learned from my previous lessons discussing game design in mind when drawing it all out.
I also sketched out what my interactive assist object would be.
The concept for this object is simple: you jump on it, it pops and bounces you higher before respawning, ready to be used again.
-
-
- FIRST Blocker -
To start the week off, I wanted to attempt to code a blcoker enemy for the game, similar to a goomba, reusing the code from the bubbles I created before.
To do this, I watched a video on how to create simple Mario enemy AI in Construct 3. It is very useful for creating all sorts of different AI/Enemy types. I may use this video again in the future.
The code was fairly simple and easy to make, though I may change this code to make it so that instead of hitting a wall to change direction, it walks to an edge, then changes direction.
This video shows me how to create a simple effect over the player character to change when overlapping with another object, in this case, an enemy/blocker.
I will use this to demonstrate to the player when they take damage.
- 3 weeks left -
Something I forgot to comment on from last week's journal is that my teacher, who has given us this project, playtested our games aswell as watched other people's animations to give us feedback. They played it by themselves with no instruction from us.The feedback I got was fairly positive, as they gave me guidance on things to consider going forward with a strong set of controls and recommended another blocker that takes advantage of the player's Dash ability.
Other negative feedback I got was in talks of certain animation and sound bugs, such as a step sound and moonwalk bug aswell as a comment on how the AI I have for the game so far is quite limited, recommending an airborne blocker that has varied movement patterns, giving more versatility to the player with the tools I have given them.With all this in mind, I will continue my approach with how I'm developing the game so far. However, I will attempt to add a new type of blocker in the future that is similar to what the feedback I got back recommended, as it is quite interesting to me and doesn't seem too hard to code.
The BMS blocks (Blocker Movement Switcher) I've placed will flip their movement and march them forward, vice versa.
The level consists of a large tower climb with one cutscene and an end boss (which I have not coded yet). I have designed it to become progressively more difficult as you climb higher, with checkpoints separating segments to save a player's progress.
The map is quite big, so it would take a beginner player quite long to get through, which is why I added a mid-section cutscene to break up the gameplay for a second, foreshadowing the future boss at the end of the level.
- Thoughts & Primary research/player test
I did a few player tests on the current build of my game for primary research and got back fairly useful information and knowledge on bugs still troubling my game, such as being able to stand on the spikes that push you back.
I received feedback requesting more control options, such as binding the jump key to both space and the 'W' key.
As aswell as recommendations to make the section where you slide on a wall easier and to provide a clearer example of how to kill an enemy.Overall, I think this week went well with the game being nearly done for a demo.
For how I feel about the project overall, I think it's gone well, and I feel confident for the last 2 weeks of this project, for it will be done by then.
11.05.26
-Boss battle coding - 2 week left -
My goal for this week is to create a boss battle for the end of level 1 and start creating asset design for my game for menus, UI, and level tilemaps using my Moodboard as a source of inspiration.Before starting to code, however, I added temporary sprites for the boss to use while creating actual sprites for it later; these consisted of 5 solid-colour animations with letters corresponding to the different states it was currently in.
I also drew out a concept sheet for the boss I am planning on using, which I named Minos, Heaven's pet.
They're an animal that roam the tree halls and were tended to with the god's presence, but when he disappeared, so did the care for them.
He was left to skulk through the rooms littered through the halls, scurrying for food, consuming filth, starving endlessly, eventually losing their sight due to dehydration.
Using this, I attempted to code the boss's AI with the help of my teacher. However, despite our efforts, there were many bugs and issues, such as the sprite not flipping correctly or the boss repeatedly bumping into a wall before stopping.
And with one week left as of writing, I am unsure I can figure out how to code this AI into the way I want it to, have it ready and bug-free by the deadline. I may have to compromise and scrap this altogether and do something else to have the game ready by then.
Overall, this week didn't go as I would have hoped it would, as not much progress on the game was covered, except for a few areas and an additional concept sheet being made.
Next week, which is the final week, I am planning to polish up some details about the game, create a quick extras menu and level select and see what else I can do that won't require a lot of time and effort to do in just a few short days.
18.05.26
- Final Week -
In addition to this, I edited some layouts, such as the Main menu and created brand new ones, such as a level select, context menu and gallery. The gallery I was most anticipating making, as I wanted to make one during my last game project; however, I had no time or prior knowledge of how to code it.
For quick thoughts on this project, as I will be going more in depth in my evaluation, this game turned out fairly well, the game works well, and each section I coded in is functional and works with little to no trouble.
However, I do have the experience now with knowing how to code things better, so if I were to do anything like this again, I feel like I could work better to be able to create a better final result.