Game Development

Game Development

Student id : 0379395

Name : He Kehua

 Week 1

This was our first week of learning. The teacher first asked us to get to know our deskmates and then introduce each other, which was a very interesting activity. Afterwards, the teacher explained the coursework we are expected to complete this semester, giving us a new understanding of game development.

Of course, the teacher also left us homework. This is the content of the homework.


Below its the outline

Shadow Protocol 

1. Game Title

Shadow Protocol

2. Core Concept

A 1v1 cooperative tactical shooter

Focuses on teamwork instead of only shooting skills

3. Target Audience

Young people and students

Fans of fast-paced team games like Valorant or Rainbow Six Siege

4. Core Gameplay

Class Roles:

Medic (healing, revival)

Heavy (defense, firepower)

Infiltrator (traps, stealth)

Tactician (strategy, team buffs)

Hacker (disables systems, opens shortcuts)

Dynamic Missions: Escort, plant devices, defend areas, secure intel

Random Events: Blackouts, drone attacks, environmental hazards → require quick team adaptation

5. Unique Selling Point 

Winning depends on communication and cooperation

Every match feels different with changing missions and events

6. Challenges & Limitations

AI-driven events and role balancing may be complex

Prototype can start small: one map, fewer roles, limited events

7. Conclusion

A fun and strategic cooperative game

Combines excitement with teamwork and social interaction for young players


Game Title: Shadow Protocol

My game idea is called Shadow Protocol. It is a 1v1 tactical game where players must work together to finish missions. The focus is not just on shooting but also on planning and teamwork.

The target players are young people, especially students, who like fast and exciting games such as Valorant. However, my game is different because it gives players more team roles and challenges that require cooperation.

In the game, each player chooses a role. For example, the Medic can heal teammates, the Heavy can defend with strong weapons, the Infiltrator can use traps, the Tactician gives strategies, and the Hacker can disable enemy systems. Every role is important, so players must coordinate to succeed.

The missions are also dynamic. Sometimes the team needs to secure intel, sometimes to plant devices, or defend certain areas. Random events, like blackouts or drone attacks, make the game more unpredictable and fun. This means that players cannot just follow one fixed strategy but need to adapt quickly together.

The special thing about Shadow Protocol is that winning depends on teamwork, not just on who has the best aim. Players must talk, share resources, and make smart decisions as a group.

Of course, the game idea also has challenges. For example, balancing the roles and programming special events might be hard. A simpler version could start with fewer roles and one main map to test the concept.

Overall, I think Shadow Protocol is interesting because it combines strategy, teamwork, and action. It is fun, creative, and designed for young players who enjoy working together.


Week 2

Today's class is for us to give speeches.

Shadow Protocol — Modeling & Design

 1. Map Design

1.Overall Style

  • Theme: Near-future tactical city
    → Think Rainbow Six: Siege meets Cyberpunk 2077
    → Modern architecture mixed with subtle sci-fi tech (holographic signs, drone stations, digital walls)

  • Time Setting: About 10–20 years in the future — a world of high technology and urban conflict.

2.First Map Concept — “Industrial District”

A medium-sized tactical map set in an abandoned tech factory.

Structure:

  • Zone A – Control Room:
    Key objective area, ideal for the Hacker to interact with systems.

  • Zone B – Warehouse Tunnels:
    Narrow paths for Heavy to defend and Infiltrator to set traps.

  • Zone C – Rooftop Platform:
    Open space for drone events or sniping points.

Dynamic elements:

  • Power blackouts → change lighting and visibility; can be restored by the Hacker.

  • Moving machinery → temporarily block or open new paths.

  • Breakable walls/doors → tactical opportunities for ambushes.

Scale:
Slightly smaller than Valorant maps, to keep matches intense and fast-paced.
Ideal for 1v1 mid-range combat, with 3–4 main areas and connecting corridors.

2. Character Modeling

1. Visual Style

  • Realistic Tactical Sci-Fi

  • Each role has distinct armor and gear to make them recognizable on the battlefield.

  • Use mixed materials (fabric, metal, glowing tech lines) to emphasize function and identity.

2.Role Appearance Concepts

RoleVisual StyleKey Color / Elements
MedicLight armor, nanotech backpack, medical drone armWhite + Green glow, life symbol on back
HeavyThick armor plates, mechanical shoulder gear, heavy gunDark gray + Orange lights
InfiltratorStealth suit, visor mask, cloaking deviceBlack + Purple, red infrared goggles
TacticianCommand gear, headset, holographic gloveBlue + Silver, wrist projects tactical map
HackerLight armor, tech harness, mini-drone companionBlack + Cyan, digital codes on helmet display

3. Weapons & Equipment

1.Main Weapons

TypeDescriptionIdeal Roles
Assault Rifle (AR)Balanced, reliable mid-range weaponUniversal
Light Machine Gun (LMG)High firepower, heavy recoilHeavy
Submachine Gun (SMG)Fast mobility, close-range focusInfiltrator
Sniper Rifle (SR)High precision, long-range supportTactician / Heavy
Energy Rifle (ER)Futuristic tech weapon, high penetration but cooldownHacker

2.Special Equipment

ItemDescriptionUsed by
Nano-MedkitRapidly heals nearby teammatesMedic
Force Field ProjectorDeploys temporary energy shieldHeavy
Trap DroneDeployable drone that triggers explosions or gasInfiltrator
Tactical ProjectorCreates decoys or holographic distractionsTactician
EMP Pulse DeviceDisables enemy electronics and camerasHacker

4. Visual & UI Style

Color Palette: Cool tones (blue, gray, black) with sharp light contrasts.

HUD/UI:

Minimal and futuristic — clean icons and transparent panels.

Role-based HUD — each role shows unique ability cooldowns and team status.

  • FX Examples:

    • Hacker skills → flowing digital light particles.

    • Medic skills → soft green-white healing aura.

    • Shields → translucent blue energy fields.

5. Modeling Priorities (For Prototype Phase)

Start small for testing:

  1. One medium map (Industrial District).

  2. Three roles: Medic, Heavy, Hacker.

  3. Three main weapons: AR, SMG, LMG.

  4. One dynamic event: Power outage + Hacker system recovery.


Map

And i have already created a character in blender
You can see below.

This photo is i found in website,and i change some element then create my own character below.




Color

Week 3
This week is pre week.We introduce our game and show some character and map which in the game.
The teacher gave feedback on my presentation and suggested that I make some slight adjustments. Originally, I had created a gun battle game with five people against five people, but the teacher thought this would make my workload too large and advised me to reduce the number of characters so that it could allow for one-on-one battles.


                                                                                    Week 4
Presentation

                                                                                    Week 5
Still presentation and teacher give us some feedback.We will add some improvement inside.

                                                                                   Week 6



                                                                              Week 7

This week, we were once again asked to revise our project and prepare a presentation. Our group decided to create four different scenes, with two people responsible for each one. Since there are eight of us in total, the work is divided evenly. The scene I’m in charge of is the garden.

We plan to design a garden inspired by the style of an old castle—something elegant, slightly mysterious, and full of historical atmosphere. Below are the reference examples we chose for our design.


Week 8

Our teacher has fallen ill.The class has been canceled.

                                                                                   Week 9


Our group still continue with the drawing.We facing a lot of difficult about this,but after we communicate in whatsapp group.Finally we solved these problems.


                                                                             Week 10-12

During Weeks 10–12, our team entered the main production phase of the game project. To manage the workload efficiently and ensure the project could be completed on time, we divided the game into multiple functional modules and assigned 2–3 members per module. Development was carried out in weekly stages, focusing on both core gameplay mechanics and player experience.

Due to the limitation that Godot project files cannot be easily edited by multiple people simultaneously, we adopted a local-development workflow where each member worked on a downloaded version of the project and later manually merged their changes.


🗓 Development Schedule Overview

Week 1 – Core Gameplay Systems

3D Flashlight Light System (2–3 members)

This system was developed based on the tutorial video provided by the lecturer and further adapted to fit our game mechanics.

Key features include:

  • A functional 3D flashlight light

  • Collision detection between the light and ghost characters

  • When the ghost is hit by the light, it loses 1 life point

This mechanic forms a key part of the interaction between human and ghost characters.


Item System (My Responsibility)

I was responsible for designing and implementing the item system, focusing on gameplay balance and strategic depth. Two items were developed:

  • Invisibility Powder

    • After use, the ghost becomes immune to flashlight light damage for a limited time

    • Allows players to reposition or escape from dangerous situations

  • Mental State Item

    • Using this item will either:

      • Reduce the character’s SAN value, or

      • Increase the Fear Level

    • Existing art elements were used for visual representation

My contributions included:

  • Designing item logic and usage conditions

  • Implementing state changes triggered by item usage

  • Ensuring the system is modular and reusable for future levels


Possession Mini-Game (2–3 members)

When the ghost attempts to possess an object that is sealed with wooden planks, a mini-game is triggered.

Gameplay mechanics:

  • Players must click screws in sequence using the mouse

  • Successfully removing all screws allows the possession to proceed

This mini-game adds tension and interaction to the possession mechanic.


Week 2 – User Experience & Presentation

UI System (2–3 members)

The UI system includes:

  • Start menu

  • Pause menu

  • Inventory interface

  • Tutorial interface

    • Players switch tutorial pages by clicking images

  • Pre-game dialogue scene

    • A conversation between the two human characters to introduce the story


Sound Effects & Background Music (2–3 members)

  • Sound effects were added to as many interactions as possible, such as:

    • Item usage

    • Possession success or failure

    • UI button clicks

  • Background music was used to:

    • Enhance the horror atmosphere

    • Differentiate exploration and tense moments


 Parallax Background System (2–3 members)

  • Multiple background layers were implemented

  • Foreground elements move faster than background layers

  • This creates a stronger sense of depth and immersion


Week 3 – Level Integration & Testing

Level Design and Refinement (2 members per level)

Each group was responsible for 2–3 levels

  • Main tasks included:

    • Setting up environment backgrounds

    • Placing possessable objects logically

    • Testing gameplay flow

    • Ensuring all existing systems function correctly

Team Workflow & Collaboration

To maintain code stability:

  1. Each member downloaded the current project build

  2. New features were added locally

  3. By Thursday of the following week, all changes were manually copied into a shared main project

    • Merge conflicts were possible and required manual resolution

We also used a relay-style development approach:

  • Each module was developed sequentially

  • Each contributor had a maximum of two days to complete their assigned task

  • This ensured steady progress without blocking other team members

 Conclusion

Throughout Weeks 10–12, our team successfully developed the core systems of the game through modular planning and collaborative iteration. My primary contribution was the design and implementation of the item system, which added strategic choices and supported the overall horror experience.

The next stage of development focuses on integration, testing, and polishing, ensuring the final build is stable, immersive, and playable.








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