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UnderstandingandKnowledgeTechnologiesDigital

Production SkillsProcesses andDigital Technologies

Visual Design
What does the game look
like?
Is the visual style
consistent and
appealing?

The games visual design is


consistent, and demonstrates
a thorough understanding of
graphic design

Technology
Is the game competently
programmed?

The game uses a consistent


visual design throughout
which is appealing.

The game uses a mostly


consistent visual design
which is occasionally
appealing.

The game has the beginnings


of a consistent visual design,
but it is inconsistent and
unappealing.

The game does not use an


identifiable, consistent, and
appealing visual design.

The game demonstrates a


professional-quality
technical achievement in
coding, scripting, or
programming. There are
no glitches, and the
games technical design
is elegant and functional.

The games programming is


sophisticated and
professional, but a number
of minor technical issues are
still presented in the finished
version.

The games programming is


competent, with the game
demonstrating a medium
level of technological
competence.
The game has some glitches,
may crash and has a number
of bugs which still need to
be fixed, but it is largely
stable.

The games programming


does not damage the
functionality of the game,
but there are problems with
the design and execution of
the games code. The game
has glitches, frequently
crashes, or has similar
technical problems.

The games programming is


overly simplistic and/or
responsible for a range of
issues pertaining to design,
functionality, or gameplay.
The game has significant
glitches, it crashes, it cannot
run, or it has not been
compiled correctly.

Gameplay
How successful is the
games ludology?
Are goals and objectives
clear?
Are game mechanics
successful?

The games goals are clear,


focused, and players can
easily understand how the
game is meant to be played.
Game mechanics are
professionally designed.

The games goals are mostly


clear, but there are some
elements of play that are
confusing, unfinished, or do
not easily correlate with
overall game objectives.

The games goals are


reasonably clear, but there is
some confusion around the
purpose and method of play
that the game uses.

The games goals are


difficult to understand,
although some may not be
achievable, and the games
overall objective is
somewhat unclear.

The games goals are not


clearly defined, not
achievable, the objective of
the game cannot be
determined, or the gameplay
is nonsensical and
unfinished.

Engagement
Is the game fun to play?
Does the game work as a
game?
Do the games
different elements
fuse into an
engaging and fun
whole?

The game is extremely


engaging. It is very fun to
play, blending strongly
realised game mechanics
due to consistently appealing
visual design and solid
programming.

The game is engaging. It is


reasonably fun to play, the
visual design is mostly
consistent, and it is
competently programmed to
support engagement.

The game is not fun to play.


While there are elements of
it which could be considered
engaging and fun, the game
is harmed overall by poor
implementation.

The game is not fun to play


it is confusing,
unappealing to look at,
broken or non-functional, or
has a visual style which is
unappealing and
inconsistent.

Does the games use


of programming
language
demonstrate
competence and
skill?

The game is highly


engaging. It is fun to
play, blends competent
visual design with

YEAR 7 SRT Game Design

YEAR 7 SRT Computer Game Design


MY DETAILS
NAME

Russell Urovskiy

TEACHER

Mr Riley

CARE
CLASS
7s

DRAFT DUE DATE

DUE DATE

CONTEXT
UNIT

Digital Technologies

GENRE

Game Development Diary

PREAMBLE

Game design using Game Maker, Gamestar Mechanic or Unity as a platform

AUDIENCE

Peers/Teacher

TASK
Your task is to design and build an original video game using a free downloadable platform such as Gamemaker or Unity.
STEM concepts you apply when developing your game will need to be identified and discussed as part of your GDD,
helping to reflect on your learning and identify points in the process where theory and concept were translated into
actions based on STEM concepts or themes.
COMPLETION DATE

Draft: A draft of your GDD must be submitted for validating by


Due Date: . Presentation of your game to the class group via Power Point or Oral Presentation Date :
CONDITIONS
LENGTH: 3-5 minutes
Each group member is to participate in the group presentation.
AUTHENTICATION COMPLETE BEFORE SUBMITTING

I declare that the response submitted is my own work and that I have followed the assessment policies outlined in the
Student Diary.
I have used the following resources to help me complete this response. (Tick boxes appropriate)
Teacher
Internet Books, Magazines, Newspapers
Other please specify: _______________
Signed: _________________________ Date: ______________________

PARENT/GUARDIAN SIGNATURE
Parent/Guardian Signature..Date...

Digital Technologies
Processes and Production
Skills
Peer Mark

Digital Technologies Knowledge and


Understanding
Effort

Yr. 7 SCIENCE, RESEARCH AND TECHNOLOGY


The Game Development Diary
Your Game Development Diary ( GDD ) allows you to document your progress throughout your
game development. It is a key part of the game making process and is an important part of
documenting and reflecting on your design challenge.
Your completed GDD will show how you made your game, what decisions you made, references/
resources you used and how your work has evolved. You need to complete the GDD template below
and record your work as you progress through the design process.
Individual/Team name:
R_B Productions
Team members and Team roles:
Russell Urovskiy: producer/story/audio, Blake Venz: design/coding
Game title:
Beyond the Stars
Game description:
A platform game made with game star, very long and hard but insanely addictive

Gameplay:
You are a soldier fighting through a spaceship attack
Platform:
Game star mechanic
Visuals:
Russell
Sound:
Blake
Writing:
Russell
Authoring:
Russell
Challenges:
Will be explained in diary
References:

14/07- Today I finally formed a group with keyaan we decided we would use the program named unity a
hard program with lots of possibilitys. We brainstormed on ideas we could make our game based on we
agreed to do a game named down town about a private investigator that doesnt play by the rules we
straight away started to talk about the story line, how the game perspective would be (3 rd,1st,4th) and
how we would make the mechanics of the game play out. As I came home I started to watch videos on
how to use unity and make models on it. I figured out how to make models on unity and started to make
a makeshift building on google sketch up pro. After making it I had to select which sides would be visible
from what angle I found it very annoying that there wasnt an option for all sides to visible when put
into unity. After figuring that out it was time to upload the file onto unity and see how the model turned
out. That was when I came to another problem the measurements werent the same as unitys units so I
had to fiddle with it on unity and scale it to size 2.2

on all dimensions. After I finished this I finally had a building put in unity that I was very happy about
that turned out to be better than what I expected.
16/07/16- Since today was a Saturday I decided to go easy on the research and decided to just watch
some videos on YouTube on terrain making and model placing. I found one very interesting one that was
very intuitive and taught me a lot of skills such as placing terrain and terraforming it I also learnt how to
apply different types of lighting throughout the game world such as directional and area light and the
difference then have between each other. I also learnt how to change the radiance, strength distance
and colour. I also learnt how to do coding in the game and adding scripts of c++. I learnt how to add
antialiasing 8x and 4x and how to add light shafts and best of all depth of field where the background
would be blurred out slightly simulating vision in real life. After I learnt how to use these tools and
scripts I created a simple but niece looking scene of a forest my use of light of light shafts
complemented the light I placed and the trees positioned to block the lights out. After this I attempted
to make some more buildings in sketch up in order to make our buildings for our game downtown. After
making a few I decided it was enough and so ended my work on unity for the weekend.
19/07/16- Today me and keyaan compared on what we had made for our game. He was busy that week
so he did not do anything on Unity so I spent this session showing him how to use the tools on it and the
scripts. I taught him how to use the terrain tool in order to make terrain and how to terraform the
ground. Once I finished telling keyaan the basics Dan asked me how to use some of the stuff I learnt on
the weekend and I showed home how to use it. Such as putting custom backgrounds downloaded from
the asset store and how to use lighting affectively and how to get the most out of it. I also taught him
how to import a google sketch up file into unity and how to scale it correctly. After teaching him I went
back to working on the game with keyaan. After discussing about the game it became apparent that we
had different interests and that we would just simply not be able to get this done efficiently and
effectively so we decided to part ways and spilt from the group after splitting I decided to figure out a
program that was going to be allot more easier to use than unity because it became apparent that
using unity wouldnt be an option as making a game purely from scratch would be almost impossible
and the scripting required to make the game would be just too hard to make a proper game. After going
through the list of programs I could use to make my game I found an easy one named game star
mechanic that used simple block drag and drop mechanics that I figured would be easy to make a game
with. I went on the website and decided to make a game on it after creating an account on it I decided
to leave for the day and work on my gdd as we only had 15 minutes left and it was too late to start

anything new. As I got home I decided to do some of the introductory story missions in order for me to
get a hang of the program. I started the first chapter of the story where I could play a level from every
element in the game which gave me a brief view of what kind of things where achievable on game
star mechanic. After finishing chapter 1 I decided to move on to the 2 nd chapter where I learnt how to
use elevators in the game since this was a small chapter and there was nothing much on it I decided to
o and do the 3rd one. The 3rd chapter introduced me to a lot of cool new mechanics that I can use in
game star mechanic such as a timer system to add a quick challenge to the game and how to use
points effectively which the player has to collect in order to win the game. The chapter introduced me
to another thing called damage blocks which gave the player damage once they touched it this in my
opinion was the most interesting thing the chapter introduced to me. After finishing these chapters, I
decided it was enough and decided to quit for the day

21/07/16- This morning in the library I had a discussion about the SRT project for the video game after
some time discussing about it we decide to make a group as it would benefit both of us. I showed him
the program I was currently using (game star mechanic) and he showed me his (game maker studio)

after comparing the two we decided to use game star as I already had some progress on the creation. I
showed him the missions I had done and we decided to do some while there was time. We started to do
quest 4 quest 4 introduced a lot of new stuff to us. The most interesting thing we learnt was game
perspective. We learnt a thing called perspective. Platformer is where the perspective is from left and
right and you can jump up while top-down speaks for is self where the player is able to walk left right up
and down. We decided to make our game a platformer perspective as we both agreed this would be the
type of game we both want to make. Once our SRT session started we decided to finish the quests by
doing chapter 5. Chapter 5 taught us about the most important thing a game can have- balance it
taught us how to effectively balance a game and how to make it fun after. Finishing all the quests we
decided to discuss about our game we had lots of ideas but we decided to go with my idea beyond the
stars a game about a space soldier whose ship gets invaded by aliens after we finished our discussion
the time had ran out and so had our time in this session.

23/07/16- Today is started making our first level for our srt game. I used the template on the stem
challenge since that gave me access to all sprites I needed and gave me all the features I needed to
make a good game. I decided to make a simple and quick level introducing the story and setting of the
game. I made I little space ship with aliens attacking it. After that I went on goolgle to pick a cool and
exiting background picture after finishing level 1 I decided to end it for today. Since I did not write much
today I decided to put some pictures to show what I did.

24/07/16- This evening I went on to check blakes part of the level he had to do. He had made part of the
base of it. I tried out how the level went and l I had to do was to put balance to it. The spawn generators
where a bit too hard even for me. After 30 minutes of editing the health of the generators and the
spawn rate I found the ideal numbers for both of them. After editing it I had achieved the optimal rate of
difficulty/balance. After that I added some more enemies and edited their stats for the optimal
difficulty/balance. After I had done that I decide to add the roof of the building to continue to the space

ship docked on top of it. I added a glass wall to the right which made it easy for the player to access the
roof. After adding the glass wall I decided to add a health pack and armour pack as the players would
need it for the next section was going to be the hardest part of the level. I began the top bit by adding
the outline of the spaceship on the roof. I added a lift section where I would later put an elevator to go
into the heart of the spaceship. After I added the main part of the spaceship outline all that was left was
to put a creative roof on the top of it. I picked the main couloir of the ship as the roof then added a glass
outline to make the roof stand out after I finished this I decided to end todays work
26/07/16- Today during the srt class me and blake decided to work on our 2 nd level all we had to do was
add the enemies and the spawners. We began by adding a lower level boss which was a sniper we also
added a block that made him immortal until it was destroyed. We added an elevator held by glass that
once destroyed would make you go up into the heart of the ship. In the middle section it was easy we
just added to sections of spawners and another elevator leading to the finale boss battle. The boss
battle contained two very hard bosses that would run around the room in search of view. To avoid them
a set of platforms where placed with armour and health pack. After finishing the boss battle, we added
some text blocks to work on the story.
28/29/30/31-07-16- We allocated theses set of day for a break period and to work on our gdd
2/08/16- Today we decided to work on level 3 we started with the starting point where the hero would
have to jump out of the spaceship as it had been attacked by the aliens we added some orange blocks
to simulate fire to make the setting more interesting. After adding it we began working on the spaceship
outline the heroes would have to jump on. We added some enemies and a secret air vent the player
would have to get into. After that we added some enemies and so concluded our time for this srt
session. When I got home I started to work on the elevator jumping bit this was a hard section to make
as I had to make It possible for the player to actually make all the jumps and also make it hard enough
for it to be enjoyable. I added some glass that had to be broken in order to make it harder for the player
to get through it. For the floor I added some insta-kill spikes that would kill the player on impact. At the
end of the elevator parkour section I added a wall that would make the elevator disappear and the
player fall through some well-placed hidden blocks. After finishing that I ended my work for tonight
3-10/08/16- We decided to take another break as we had assessments that needed to be done and a
GDD to work on.

11-17/08/15- Blake decided to finish this level of himself by adding some bosses with spawners to the
lower sections with platforms to escape the bosses running at you. The last section contained 2 well
placed keys that would be required to access the bridge of the ship and the last area. He added and
elevator going down for the player to access the last area. At the last area there was a blast door with 3
locks to be accessed with the hidden keys found after this area was assessed he added some wellplaced enemies and a boss. After he had finished this he called me to tell me to start working on the
last level. I went on the level that he had made and went to do some play-testing on it to make it a little
harder. After that I came to a problem that would prevent us from making the game any further we
could not copy the game. I sent a message to the moderators to get it fixed. While we couldnt copy it
we could make no more progress on the game.
19/08/16 on the day we needed to hand in the game the game could copy but sadly we could not finish
it. We were both pretty sad but then again happy as our testing partner joe absolutely loved our game
and gave us magnificent marks for the peer marks. This is my last entry for the gdd. Looking back to all
the entrys I did I am very happy with our progress on our game and even though we didnt finish it I am
extremely content on what we achieved

Level 2

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