08.06.2025 - 28.06.2025 (Week 8 - Week 10)
Gunn Joey / 0366122Games Development / Bachelor of Design (Hons) in Creative Media
Task 3: Game Prototype
TABLE OF CONTENTS
1. Module Information Booklet
2. Task 3
3. Final Submission
4. Contribution
4. Reflection
MODULE INFORMATION BOOKLET
TASK 3
Description:
Students given the task to create the prototype of their game. The prototype doesn’t need to have the final art asset, and theuse of grey boxing is allowed. The focus here is to quickly test out the game mechanics and to troubleshoot any technical difficulties discovered during the development. The focus should be the MVP of your game.
This includes:
- Coding movements and actions
- Coding obstacles and enemies’ interactions
- Coding game levels (Logic of the game)
- Video walkthrough and presentation of the game
- Online posts in your E-portfolio as your reflective studies
Progress:
Fig: Player Prefab
Fig; Player Script
B. Map
Fig: Map Script Added
C. Fish Character
Fig: Fish Character Sprite Sheet Sliced
Fig: Fish Polygon Collider 2D
D. Background Looping
This script was created to make the map loop continuously, providing a smooth and uninterrupted game experience. Our idea was to have the map move automatically so the player does not need to move horizontally. Instead, the player only needs to move vertically, navigating up and down to reach the fish while the environment scrolls on its own.
Fig: Map Script
E. Game Controller
We created a Game Controller script to set a fixed rule for the player, requiring them to collect 30 fish and 2 pearls to complete the level. This ensured that the game had a clear objective and measurable progress for the player.
For the scoring system, we used TextMesh Pro to display the collected amounts, with the fish score starting at 0/30 and the pearl score starting at 0/2. To keep the interface consistent with the game’s theme, we imported our selected Game Bubble font from DaFont and applied it to the score texts, giving them a playful and visually cohesive appearance.
Fig: GameBubble Font
Fig: Scoring Text
F. Fish Spawner
Moreover, we coded a Fish Spawner script to make the fish appear at random positions rather than in fixed locations. This added variety to the gameplay and kept each round feeling different. In total, 30 fish are spawned during the level, but the player only needs to collect 15 of them, with each fish worth 2 points, to reach the required 30 points as the game rule for Level 1.
Fig; Fish Spawner Script
G. Win / Lose Pop-up Window
In Task 2, we designed UI buttons for our SeaVive game to indicate whether the player wins or loses the level. In Unity, we coded both the win and lose UI images to function based on the player’s performance. Once the player collects 15 fish, reaching the required 30 points for the level, a win pop-up window will appear. If the player fails to meet the 30-point requirement, the lose window will appear immediately, clearly showing the outcome of the game.
FINAL SUBMISISON
Walkthrough Video
1. Win
Fig: Win Game Walkthrough Video
2. Lose
Fig: Lose Game Walkthrough Video
CONTRIBUTION
REFLECTION
Experience
Creating the Task 3 game prototype for SeaVive was a hands-on and rewarding experience that allowed me to see our earlier designs and concepts come to life in Unity. I enjoyed applying the character animations, background maps, and UI designs we had created into a working game environment, and coding the core mechanics such as player movement, fish spawning, and scoring rules. It was satisfying to test the gameplay and watch all the visual and functional elements come together as a playable prototype.
Observations
I observed that integrating assets into Unity required careful adjustments to ensure everything worked smoothly, from scaling map layers to aligning collider shapes with characters. Randomising fish spawn positions made the gameplay feel more dynamic, while the win and lose UI pop-ups provided clear feedback to the player. I also noticed that balancing the number of fish and points was important for making the game both challenging and achievable within a short play session.
Findings
Through this prototype, I found that building an enjoyable gameplay loop depends on both visual appeal and functional precision. Even small coding changes, such as adjusting movement speed or spawn rates, could significantly affect the player’s experience. I also learned that designing clear rules and objectives, supported by responsive UI elements, helped keep the gameplay straightforward and engaging. This stage reinforced the importance of combining design, animation, and programming effectively to deliver a smooth and cohesive game experience.
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