Unit 14 or 8 Learning Aim B&C. My Work
Unit 14 or 8 Learning Aim B&C. My Work
User Requirements
Platform
I plan to use Construct 3 for creating games because it has a to use interface and a wide range
of design tools. The ability to save my progress is very helpful allowing me to pick up where I
left off without any hassle the day. The combination of the save features convenience and the
platforms user friendliness makes Construct 3 an option, for my project.
Game Assets
The games elements, like sprites, sound effects and code play roles in its development. They
are key to defining the games essence and serve as its foundation. If any of these components
are missing it could impact the games integrity. The interactive gameplay features aim to
captivate players and keep them engaged by offering immersive experiences that encourage
participation, in the game.
The game is set up for solo play featuring a storyline that unravels throughout every stage. As
players move forward the challenges become tougher making each new level more demanding
to finish. The ongoing story adds depth to each stage capturing the players interest, in the
developing narrative.
Game Settings
In the game certain aspects such, as the character design, backdrop and time limit will remain
unchanged to maintain a gaming environment. These elements play a role, in shaping the
game. Are not meant to be altered by players.
Challenges
In the game when you conquer the obstacles, in each level you unlock the chance to face the
level. This system of advancement creates a feeling of excitement spurring players to progress
rapidly in the game. Finishing the game brings a fulfilling sense of accomplishment and
contentment.
Player Actions
The game is basically designed to be simple letting players perform movements. It doesn't
involve actions such, as running or jumping, making it ideal for a crowd. Its easy-to-
understand mechanics make it a fun and accessible choice, for kids looking for an playful
gaming experience.
Rules
The rules of the game are simple; players can control their characters movements. Are unable
to execute actions such, as jumping or running. The goal is to maneuver through each level in
order to advance to the one.
Feedback
The game will provide immediate feedback to the player by emitting a sound whenever a point
is scored, signaling that they have successfully earned a point within the level.
Game Mechanics
Understanding the game mechanics is crucial for players, so a manual will be provided to
guide them through the controls and explain the functions of each button.
Difficulty
The game offers three levels of difficulty; medium and hard. This setup is intended to assist players in
navigating the stages and then ramping up the complexity as they move further into the game.
To steer clear of any legal issues, I'll be crafting original sprites for the game. Since Construct 3 is a
Storyboard
Visual Designs
Flowchart
Assets Table
No.
no copyright worries.
2 Enemy I choose this exact picture for the
copyright worries.
4 Wall For the walls I decided to create a
problems.
Menu Page
Level 1
Level 2
Level 3
End Menu
Test Plan
No. n of test r
Technical Documentation
The technical guide will provide a summary of how the game works, intended for developers
or technical staff looking to improve the game, with elements or fix issues such as glitches,
rather than, for regular players.
The game can be developed without the need for extra software or hardware, as Construct 3
operates entirely online. This means you can work on your project from any location, provided
you have a computer and an internet connection.
These are the supported browsers in detail:
• Other browsers that use the Chrome browser engine (Chromium), such
• Firefox 55+
• Safari 13+
Names of sprites and other asses including file names that I have used in
Game
When it comes to text documents I've chosen to go with the naming convention of `txt_xxxxx` which's a
way to refer to text files, in coding. This makes it easy to spot and identify each file uniquely. Similarly
for buttons I've opted for `btn_xxxx` following the programming shorthand. Each file has its label thats
easily recognizable. Levels and menus are clearly named as "Level 1" or "Main Menu " making it simple
to troubleshoot by locating any issues, in the game.
In my game the only thing that changes is the number of 'coins. When players pick up a coin the total
count goes up. The coin disappears from the screen. After all the coins are collected the game moves on to
the level.
The games rules involve conditions. For example when the Hero hits an enemy the Hero is. The game
restarts. Another condition is if the Hero gathers 3 coins they advance to level 2. This shows that picking
up all coins leads to moving on to the level.
Questionnaire & Feedback
Questions
• Is the menu page visually appealing?
• Does the main page require any enhancements?
• Does the first level’s background have visual appeal?
• Is the first level indicative of an easy difficulty?
• Does the second level’s background have visual appeal?
• Is the second level indicative of a medium difficulty?
• Does the third level’s background have visual appeal?
• Is the third level indicative of a hard difficulty?
• Is the end menu page visually appealing?
• Does the end menu page require any enhancements?
Feedback
Feedback initially centered around the presentation of the menu page and potential improvements. The
general agreement was that the menus simplicity and lack of color failed to engage users. Suggestions
were made to add elements to attract the younger audience and spark their interest in playing the game.
When discussing the level inquiries focused on the appeal of the background and the levels difficulty.
Feedback indicated that the open layout and few obstacles could complicate collecting coins without
facing enemies. Participants also noted that the background was too plain recommending colors to hold
childrens attention.
Moving on to the level questions arose about the attractiveness of the background and difficulty level.
Feedback described this level as challenging due, to an abundance of enemies which hindered coin
collection efforts. Again concerns were raised about a backdrop urging for more vivid colors to keep
Inquiries regarding the level echoed sentiments about background aesthetics and difficulty levels.
Suggestions from feedback indicated that this level lacked challenge due to a scarcity of enemies making
coin collection too easy. Criticisms were also directed at the backdrop design with proposals, for colorful
Feedback on the menu page echoed thoughts, about the main menu. It was considered simple and
unwelcoming with everyone agreeing that it should be made lively to entice children to play the game
New Designs
I created a new set of designs for my game using the feedback I had received from
Menu Page
Level 1
Level 2
Level 3
End Menu
Justification of New Designs
After considering everyones input I redesigned the menu of the game, from a white to a blue hue that
remains consistent across the entire gameplay. This adjustment was made in response to the feedback
highlighting the menus lack of color and simplicity. The vibrant blue shade was chosen to captivate an
audience aligning with the games aim to engage children. The feedback played a role in evolving the
design from basic to child friendly emphasizing the importance of attractive visuals to appeal to our target
demographic.
Regarding each level feedback regarding the backgrounds appeal was similar prompting a transition to a
vibrant turquoise color scheme across all levels. This alteration is intended to sustain childrens interest.
Additionally I tailored each levels difficulty based on feedback ensuring an increase in challenge as
Similar sentiments were expressed about the end menu page as with the main menu page resulting in an
update in color for consistency and vibrancy. This thematic coherence aims to keep players engaged and
Game Creation
Main Menu
Design
Event Sheet
Explanation
The game starts with the menu screen where you basically can see two buttons to interact with; 'Play' and
'Exit'. Clicking on 'Play' will begin the level while selecting 'Exit' will close the game. As, per the
instructions pressing 'Play' takes you to Level 1 and tapping on 'Exit' will exit the game.
Level 1
Design
Event Sheet
Explanation
In the stage of my game there's a maze that the player navigates to help the hero reach the end. To move
on to the level players must collect all the coins within a time frame while avoiding enemy characters. If
the hero touches an enemy it's game over. They have to start the level, with both coins and timer reset.
Once all coins are collected it's, on to level two.
Level 2
Design
Event Sheet
Explanation
The next stage of my game is done, sticking with the maze style gameplay. Players guide the character
through the maze trying to gather all the coins in a time while avoiding enemies. If the main character
gets caught by an enemy they die, causing the level to reset, which also resets the coins and timer. Once
all coins are collected the game smoothly moves on to level three.
Level 3
Design
Event Sheet
Explanation
In the stage of my game players will encounter a maze challenge. The goal is to navigate the hero through
the maze collecting all the coins within a time limit while avoiding enemies. If the hero encounters an
enemy it's game over. They have to restart the level, which also resets the coins and timer. Once all coins
are collected, the game. Moves, on, to the end menu page automatically.
End Menu
Design
Event Sheet
Explanation
The last screen I made is the menu that pops up after you've completed all three levels of the game. This
screen gives you two options; 'Play Again' and 'Exit.' If you pick 'Play Again' you'll go back, to the level
to try the game again. If you choose 'Exit' it will end the game session. According to the event sheet
pressing 'Play Again' resets the game to level 1 while clicking 'Exit' closes the game.
Completed Test Plan
Questions
• Main Menu Page: What enhancements can be made to the main menu interface?
• Level 1: What aspects of level 1 could be refined or upgraded?
• Level 2: What improvements are necessary for level 2?
• Level 3: In what ways can level 3 be further developed or polished?
• End Menu Page: What refinements are required for the end menu screen?
Feedback
Main Menu Page; The general agreement regarding the query was to keep the color scheme and
layout of the menu page as it is. No changes were proposed for this page as the existing design was
considered pleasing and suitable, for children.
Level 1; The suggestion for level 1 was to simplify the stage by reducing the number of opponents
stating that beginning with three enemies was excessive. It was recommended to increase the
difficulty. Moreover adding a scoreboard to track collected coins was advised.
Level 2; The feedback for level 2 involved altering the left side walls of the maze to introduce
variety as their similarity resulted in players easily navigating through half of the maze. Additionally
it was suggested to incorporate a scoreboard for monitoring coin collection.
Level 3; The input for level 3 highlighted a necessity to raise the enemy count from the stage
intensifying the challenge. Increasing the number of coins to prolong the levels duration was also
proposed, as this stage is meant to be the difficult, in the game. Again including a coin counting
scoreboard was mentioned.
Evidence of Improvements
Main Menu
The feedback from the questionnaire indicated that no alterations were needed for
the main menu, so I retained my original design without making any changes.
Level 1
After considering the feedback I made some changes, to the layout of level 1. One suggestion was to take
out a foe character to make sure the challenge ramps up gradually as players advance. I also tweaked the
walls to make the maze feel more open and allow for smoother navigation. Moreover I included a
So by basically Incorporating the feedback, I've implemented modifications to the design of level 2. The
suggestions called for a revamp of the left-side walls in the maze to introduce diversity, as they were
previously too alike. This has been addressed, and the walls have been reconfigured to offer a more
expansive and varied maze layout. A scoreboard has also been integrated, aligning with the guidance from
my peers' user feedback.
Level 3
So basically, after Taking into account the feedback received, adjustments have been made to the layout
of level 3. The guidance was to boost the quantity of adversaries relative to the prior level and to augment
the coin count to extend the gameplay duration. Accordingly, the number of enemies and coins has been
raised, as depicted in the screenshot provided. Furthermore, a scoreboard has been incorporated as per the
user feedback from my peers.
End Menu
The feedback from the questionnaire did not suggest any modifications for the end menu page,
Throughout the development phase I have gained skills that extend beyond this project, including
effective time management. This skill was crucial for meeting deadlines set by school. My ability to work
efficiently and stick to schedules has been demonstrated during the games development process.
Additionally my communication skills have notably improved; interacting with customers, classmates and
seeking clarification from my teacher on project specifics has boosted my confidence in this area.
Initially I encountered challenges such, as uncertainty regarding the games progress. To overcome this
hurdle I sought inspiration and guidance from YouTube on gaming concepts and coding techniques
particularly when utilizing Construct 3.
This method assisted me in staying on track and making sure I fulfilled the customers requirements.
To sum up I have met the users standards and goals established at the beginning of this project. The task
of creating a game within a timeframe was completed, as evidenced in the sections. This has led to a
game that's easy to use and fun for the age range promoting continuous play until expertise is attained. I
believe we have successfully achieved the objective of offering hours of entertainment.