Games Development / Progress documentation

20/4/2026 -  20/7/2026 (Week 1 - 14)

Rachel Ng Jie Ting / 0378902

Bachelors of  design (Honours) in creative media

Games Development / Progress documentation





Table of content

Instructions

Progress documentation

Final Compilation (Video and game link here)


Feedback

Reflection



Instructions


Module Information Booklet



Progress documentation

Taylor’s Annual Mental Wellness Campaign 2026 will be held from 12–14 October 2026. This year’s theme, “Where Healing Meets Fun,” aims to destigmatise mental health by engaging people through fun, interactive, and play-based
wellness activities.

You are required to produce a game that will be used for the event, your game should (but not a must) center around these key words:
  • creative expression
  • gentle and non-verbal
  • explore and express emotions

Essentially, any game that fits a certain mental health theme will do.


Submission Requirement:

Your ePortfolio post should include the following materials: 

  1. Short video presentation and demonstration of your game, prepare it as follow: 
    • Narrated game features demonstration and highlight.
    • Duration not exceeding 10 minutes 

  2. Static key visuals of your game (refer: Art Asset) 

  3. Brief description of your game and highlight of features development process (refer: GDD, Prototyping Document).

  4. Link to your web-playable game 


--------------------------------------------------------------------------------

Group formation and idea brain storming

On week 1, we formed our group of 5 members, and started brainstorming for game ideas.

At the beginning, our group discussed and came up with three different game ideas related to mental wellness. One of the main ideas was a 3D emotion simulator, where players explore different emotion rooms such as sadness, anger, and anxiety

Each emotion rooms will have multiples interactive activities based on their theme. 



Fig 1.1 - the very first game idea




However, after receiving feedback from Mr. Ronald, we realized that some of our ideas, especially the emotion room with multiple mini-games, might be too complex and difficult to maintain in terms of quality. 

Therefore, we decided to rethink and simplify our direction, and explore new ideas before finalizing our concept.

Below is our ideas slides,  we decide that 1 person has to come up with 1 idea or more, and then we will vote to see which idea is the best to proceed with.



After sharing and discussing all ideas, we conducted a group voting to decide on the topic of our project. The concept Sea of Echoes, proposed by Sun Yu Tong, received the most votes from the team. 






After selecting this game idea, we continued to develop and refine it as a group by preparing the first Games Development Document (GDD) to be submitted.  


Fig 1.3 - Games Development Document (Early version)




Starting game development and Work Distribution

Once we have the general game direction, ur group started to distributed the tasks:

Rachel (me)
- Responsible for all game coding & programming

Aricia
- All of the characters (MC & NPC), including character movements
- Ship
- UI design
- Game cover page button
- Game map and in-game elements

Jia Yu
- Design all game backgrounds

Yu Tong & Rui Ning
- Drew memory cards, think of the story
- Design the mini game




Highlight of features development process

Below are some developments process highlights during coding and game building。

To put this out, i have very little knowledge on coding, but i understand some here, some there, so all of the game code was assisted by Gemini.


Parallax Background












Minigames

Each minigame is crafted in it own entity group, and has their own script handling the win conditions of the minigame.

Narrative Memory Cards (1 through 9) also sits within their own entity groups, keeping visual asset management separate from gameplay logic.










All minigame entities and memory cards are registered directly within the central gameManager script via serialized array containers:





Minigame UI Screens Array: Holds references to all 9 hidden minigame entities. The gameManager invokes these UI screens dynamically as players progress sequentially through the islands.  

Memory Card Screens Array: Holds references to the corresponding narrative memory card popups displayed upon minigame completion.  

Fragment Tracking: Managed alongside the Max Fragments threshold (set to 5), triggering state transitions when enough Light Fragments are collected. 





Last island ending scene

This bad boy is all handled by 1 script, [EndingCutsceneManager]





1. Overview

The [EndingCutsceneManager] script orchestrates the final narrative sequence on the Last Island. It controls character movement, stone shrine interactions, memory star placements, stage-by-stage tree growth, and the final exit transition.


2. Scene Hierarchy & Entity Setup


The Last Forest Scene root entity organizes all cutscene assets into dedicated containers:  

  • Plant Altar (Plant Growth Stages [0-4]): Contains 5 entity stages representing the growth of the Guiding Light Plant into the Great Tree.  
  • Memory Cards Container (Scene Memory Cards [1-9]): Houses the 9 background memory card visuals displayed during the shrine interaction sequence.  
  • Floating Stars Container (Floating Tree Stars [1-9]): Holds the 9 star entities that orbit around the tree once restored.  
  • MC Character: Houses the main character (player), flanked by crown back and crown front entities for the final crown-placement animation. 
  • UI & Interaction Targets: Includes click indicator stone (shrine trigger), Exit Light Target (door trigger), and Ending Quote Screen (final narrative overlay).



3. State Machine & Execution Flow




Stage 0 (Arrival): Player clicks the stone fountain (click indicator stone). The character walks to the shrine 

Stage 1 (Plant Sprout): Player interacts with the shrine to place the initial sprout (Tree stage 0).

Stage 2 (Restore Memories): Player clicks to place all 9 Memory Stars onto the shrine one by one. Each click fades in a background memory card, enables an orbiting tree star, and fades out the previous card.

Tree Growth & Door Reveal: Once all 9 stars are placed:The system triggers animateTreeGrowth(), cycling smoothly through tree growth stages 0 to 4.After a brief pause, the exit light beam (Door) fades in, enabling Stage 3.

Stage 3 & 4 (Climax & Exit): Player clicks the exit door. animateStarAndPlantToCrown() lowers the flower crown onto the character's head.The character slowly walks off-screen toward the light beam.

The Ending Quote Screen fades in, displaying the final quote and return menu option.




Final Compilation


Web-playable Final Game ("Sea of Memories") link: 

https://playcanv.as/p/wWDrwLV5/




Brief description of Sea of Memories

Sea of Memories is a 2D side-scrolling narrative adventure that combines atmospheric
point-and-click exploration with relaxing puzzle gameplay on PC (Windows) and
Web (HTML5) platforms. 

Designed for players who enjoy cozy, emotional, and story-driven experiences, the game follows a protagonist sailing across a quiet, fog- covered sea in search of forgotten memories. 

Using simple mouse-only controls, players collect glowing Light Fragments, solve interactive minigames, and gradually restore memories of the protagonist’s relationship with Xiao Tang. Each recovered memory helps the Guiding Light Plant grow, symbolizing emotional healing while illuminating the surrounding sea. 

Sea of Memories encourages players to progress through remembrance, ref lection, and acceptance, exploring themes of grief, healing, and moving forward in a gentle and meaningful journey.





Video Presentation YouTube Link: 








Cover: DST61104 Games Development - Assignment





Component A: Final Game & ePortfolio





Component B: Game Asset Manifest





Component C: Prototyping Document





Component D: Game Design Document









Feedback

Week 1

  • Our primary emotions should be based on research, not random choice.
  • If the gameplay concept is strong, narrative is not necessary.
  • We need to concern about complexity as each room have different mini game. If too many game, it would be hard to maintain quality and consistency.
  • Different gameplay in each room is good.
  • The most important is "How the player feels of playing the game", it must align with the project theme.



Week 4

  • We should make it clearer that the stars collected by the player represent positive memories and emotional fragments, may use sound effects such as cheerful ambience, children’s laughter, when collecting stars to help players emotionally connect with the memories.
  • Instead of directly collecting memory shards, we can change the system into collecting smaller star fragments first. After collecting enough small star fragments (for example, 6 pieces), they will combine into one complete large star. Then,  the completed large star will then unlock a memory scene and related mini game.
  • For the art style, we could reference a simple visual style similar to stickman-style games. However, the final visual style is still up to our group’s decision.
  • Since the gameplay mechanics are relatively simple and minimal, we should focus more on storytelling, atmosphere, emotional delivery, and visual presentation.


Week 5

  • Overall game mechanics are good and well-structured.
  • Instead of collecting and placing stars one by one, the idea can be improved by transforming collected stars into a plant growth system, allowing the plant to fully grow first. Then, planting it at the final island as the ending action.
  • Recommended adding special effects (e.g. glow effect) to the plant as more stars are collected to make the growth feel more rewarding.






Reflection

Hot damn, I am never doing coding and development solo again—my soul almost left my body during this project! Thankfully, Google Gemini was my best friend and coding assistant throughout the whole process. 

Overall, I found this module both tough and deeply rewarding. Our lecturer gave us a relaxed learning environment and the flexibility to manage our own schedule, which gave us a realistic taste of actual game development pipelines. 

However, because we had so much other coursework, development kept getting postponed. Balancing everything required a high level of self-discipline, and to be honest, time management was something I really struggled with.



Throughout this experience, I realized just how vital teamwork and project scheduling are. Since our tasks depended on one another, a delay from one member meant the next phase of development was completely blocked. Effective communication and time management are essential for collaborative work, and these are key areas where our team can improve.

Clearer planning and instruction relay are also crucial. For example, I should have specified exact technical requirements for art assets early on, such as proper layering. As the team’s sole coder, I learned this the hard way when I opened the Adobe Illustrator file to build the parallax background, only to find the art split into 20 mixed-up layers instead of 5 clean ones. I ended up spending extra time manually ungrouping, redrawing, and re-layering the files just to make them usable in-engine.



While my team created plenty of great art and sprite sheet assets, several went unused due to time limits and our inexperience with game making. We originally planned for smooth character animations, and I feel a bit guilty that I couldn't implement them into the game. 

At the end of the day, we all did our best. While we could have done better, considering the limited time I had to code everything, I think it turned out pretty good.




Ps. The internet has alot of free and good quality asset to use, just give proper credit and can use. Very nice i like, itch io for the win!






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