Games Development / Final Compilation: CATVENTURE

2025.04.22 - 2025.07.23 Week 1 - Week 14

Teh Ming En/0364908

Games Development-Bachelor of Design (Honours) in Creative Media--Taylors University

Final Compilation

Instructions

Group Members:
  • Teh Ming En 0364908
  • Tang Chin Ting 0366473
  • Shim Yi Xun 0363292

Task 1: Game Design Document

We were required to design and develope our own 2D platformer game, we need to apply both creative thinking and technical skills throughout the project. One of the key deliverables was a comprehensive Game Design Document (GDD), which served as the blueprint for our game and guided us through the development process.

GDD Requirements: 
  • Game Concept, 
  • Mechanics, 
  • Level Design, 
  • Characters, 
  • UI/UX Elements.
Progress PDF


Submission: Proposal Document



Task 2: Art Assest Development

In task 2, we are tasked with producing the art assets for our game. This includes designing original characters, environments, items, props, obstacles, power-ups, and the overall HUD.

Progress PDF


Submission: Game Asset Document


Task 3: Game Prototype

Once the game asset designs were approved, we proceeded to import them into Unity and began the development process. Since Task 3 focuses on the prototype stage, we completed the development of Level 1, which serves as a tutorial stage to introduce basic gameplay mechanics, along with the Main Menu Page to provide navigation and access to the game.

Progress PDF

Submission: Game Asset Document

Task 3 Presentation Video


Task 4: Playable Game

In this stage, we will integrate our art assets into the game and continue development to produce a fully functional and playable game.

Progress PDF


Submission: Game Asset Document

Task 4 Presentation Video


Feedback

Week 3:

We presented our game proposal this week, however, it needs some improvements:
  • The game story looks ordinary, need to make the storyline more engaging and interesting.
  • The props you collect, like the Fish Snack, can be related to the game storyline, like why do we need to collect them? How can they help MC?

Week 4:

We updated our game to version 2.0 and asked Miss Bong for feedback. She mentioned that: 
  • The revised storyline is an improvement, but the gameplay still feels too generic.
  • She encouraged us to explore more creative mechanics that could surprise and engage players.

Week 6:

This week, we presented our game asset designs. After the presentation, Miss Bong provided valuable feedback on the overall visuals:
  • Firstly, regarding our character animations, Miss Bong mentioned that they looked cute, but she recommended adding idle animations. She pointed out that usually players spend a lot of time viewing the character in its idle state, especially when they leave the game running, so having an idle animation is just as important as the other movements.
  • Additionally, she suggested incorporating shadows into the pause, game completed, and game over containers. This would help them visually align with our bubble-style buttons, which better reflect our chosen theme.
  • She also advised us to consider brightening the background color. However, we’re concerned that increasing the brightness might cause the platform to appear too light, resulting in a lack of visual harmony across the screen.
  • Lastly, for the platform design, Miss Bong pointed out that its current style doesn’t match the rest of the game assets. She recommended redesigning it, possibly by adding shadows to better align with the visual style of our UI buttons.
Reflection

Working on Catventure, our Unity 2D platformer game, has been a challenging yet rewarding journey. As a team of three: Yi Xun, Chin Ting, and me, we divided our tasks based on our strengths and responsibilities. Each of us put in a lot of effort to complete our parts, constantly refining our work until we were satisfied with the results.

Since this was our first time using Unity, the learning curve felt incredibly steep, almost like the sky was falling when we first realized we had to build a full game from scratch. We faced numerous technical difficulties, especially with bugs in Unity that were frustrating and often hard to fix. However, we didn’t give up. Whenever we were stuck or something didn’t work as expected, we took a break, then came back with a fresh mind to solve the problem.

Despite the struggles, the experience taught us a lot, not just about Unity and game development, but also about teamwork, problem-solving, and perseverance. In the end, we were proud of what we created together. Catventure was more than just a school project, it was proof that with hard work, patience, and collaboration, even something that seems impossible at first can be achieved.

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