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Unit 14 or 8 Learning Aim B&C. My Work

this is btec computing unit 14 about computer games development

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0% found this document useful (0 votes)
24 views31 pages

Unit 14 or 8 Learning Aim B&C. My Work

this is btec computing unit 14 about computer games development

Uploaded by

melvinnana16
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Melvin Nana Antwi

Unit 8 – Computer Games Development

User Requirements

Audience, Purpose, and Client Requirements


The game I'm creating with Construct 3 targets kids, between the ages of 7 and 11. This age
group is perfect as the game aims to offer a fun escape for players giving them a break from
their routines. Specifically selecting the 7 to 11 demographic ensures that the content is both
enjoyable and appropriate, for children seeking entertainment and ways to spend their time. To
safeguard the audience from influences the game will steer clear of any gruesome or violent
elements. The games design prioritizes. Ease of play featuring a series of levels that gradually
increase in difficulty to keep players engaged and provide them with challenges. As players
progress they will face levels, which require faster completion times. Furthermore a scoring
system will be included to monitor progress as players gather items to complete each level.

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.

Participation & Narrative

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.

Legal and Ethical Considerations

To steer clear of any legal issues, I'll be crafting original sprites for the game. Since Construct 3 is a

subscription-based platform, a licensing fee is required to access all its features.

Storyboard

Visual Designs

Flowchart
Assets Table

Test Assets Image Explanation

No.

1 Player I picked this specific image for the

Character main character since I believe it would

be incredibly simple to spot while

playing the game owing to it brilliant

colours. Also, since it’s attractive

people will enjoy the game more. I

opted to design the sprite since it

would be royalty free and there will be

no copyright worries.
2 Enemy I choose this exact picture for the

Character enemy character as I feel it would be

really straightforward to spot while

playing the game thanks to it vibrant

hues. I choose to develop the sprite

as it would be royalty free and there

would be no copyright problems.

3 Collectable These are the collectable coins. I

(Coin) selected this one because I wanted it

to be something simple to recognise

and identify and at the same time, I

didn’t want it to be too straining on

the eyes. I decided to build the

collectible since it would be royalty

free and there would be no

copyright worries.
4 Wall For the walls I decided to create a

simple design which replicated a real

wall. This made it something easily

recognizable for the user. I choose to

draw the as it would be royalty free

and there would be no copyright

problems.

5 Backgroun The background I decided to use this

d colour as it would be easy on the eyes

and would be aesthetically pleasing

when playing the game.

6 Timer I decided to just use text to display

the amount of time left in the level

as it would be very easy.

Design of the Game

Menu Page
Level 1

Level 2
Level 3

End Menu
Test Plan

Test Locatio What is being tested? Screenshot Does the Furthe

No. n of test r

Test work? Action

1 Main Does the play button work?


Menu
2 Main Does the exit button work?
Menu
3 Level 1 Does the sprite move as it should?

4 Level 1 Do the coins disappear and add to the


score when you move over them?
5 Level 1 If you move into an enemy sprite will the
level restart?
6 Level 1 Does the sprite stay within the layout?

7 Level 2 Does the sprite move as it should?

8 Level 2 Do the coins disappear and add to the


score when you move over them?
9 Level 2 If you move into an enemy sprite will the
level restart?
10 Level 2 Does the sprite stay within the layout?

11 Level 3 Does the sprite move as it should?

12 Level 3 Do the coins disappear and add to the


score when you move over them?
13 Level 3 If you move into an enemy sprite will the
level restart?
14 Level 3 Does the sprite stay within the layout?

15 End Does the play again button restart the


Menu game?
16 End Does the exit button end the game?
Menu

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.

System requirements to work on and modify the game

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:

• Google Chrome 57+

• Other browsers that use the Chrome browser engine (Chromium), such

as Opera and Yandex, providing they are updated to Chromium 57+

• Firefox 55+

• Safari 13+

• Microsoft Edge 79+

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.

Variables that have been used in 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.

Events that have been used in game


The game functions, by going through events to make sure everything works smoothly. These involve the
sprite navigating a maze to collect coins. Moreover when you click on the 'Play' button the game moves
to the level starting the gameplay. If your character collides with an enemy in the game it will reset back,
to the start.

Behaviours that have been used in game


In the game you control the sprites movement using the arrow keys allowing for an easy to
follow tile based motion. The enemies, in the game have set paths that they follow repeatedly
giving players the chance to understand their behaviors and plan their movements strategically.
Here are the details of how player controlled and enemy sprites behave in the game.

This is for the user sprite.

This is for the enemy sprites.

IF statements that have been used in game

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

young players engaged in gameplay.

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

visuals to maintain players focus.

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

again in line, with the games main goal.

New Designs

I created a new set of designs for my game using the feedback I had received from

my peers. The new and updated designs are the following:

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

players progress through the game.

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

enthusiastic, about playing.

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

Test Locatio What is Screenshot Does the Furthe

No. n of being test r

Test tested? work? Action

1 Main Does the play Yes


button work?
Menu

2 Main Does the exit Yes


button work?
Menu

3 Level 1 Does the Yes


sprite move
as it should?

4 Level 1 Do the coins Yes


disappear
and add to
the score
when you
move over
them?
5 Level 1 If you move Yes
into an
enemy sprite
will the level
restart?

6 Level 1 Does the Yes


sprite stay
within the
layout?

7 Level 2 Does the Yes


sprite move
as it should?

8 Level 2 Do the coins Yes


disappear
and add to
the score
when you
move over
them?

9 Level 2 If you move Yes


into an
enemy sprite
will the level
restart?
10 Level 2 Does the Yes
sprite stay
within the
layout?

11 Level 3 Does the Yes


sprite move
as it should?

12 Level 3 Do the coins Yes


disappear
and add to
the score
when you
move over
them?

13 Level 3 If you move Yes


into an
enemy sprite
will the level
restart?

14 Level 3 Does the Yes


sprite stay
within the
layout?
15 End Does the play Yes
again button
Menu restart the
game?

16 End Does the exit Yes


button end the
Menu game?

Questionnaire & Feedback

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

scoreboard to keep track of progress as, per my peers advice.


Level 2

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,

therefore I maintained my original design without any alterations.


Evaluation
The completion of the game successfully showcases my capability in meeting the user requirements set
out. One of the goals was to develop a game within a timeline, which has been accomplished and detailed
in this report. I feel confident that I have covered all aspects of the criteria to the best of my abilities. The
game has been designed with simplicity, in mind tailored to suit the target audience making it easy for
children to enjoy and excel at as demonstrated in sections. The choice of colors is especially attractive to
players with yet lively colors that are visually appealing.

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.

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