Games Development:Double Pendulum Pachinko

Games Development

Double Pendulum Pachinko

Start from 26.9.2025
31.9.2025 - 1.10.2025 /Week 6- Week?
LI XIN LI / 0379305
Games Development  / Bachelor of Interactive Spatial Design 
Double Pendulum Pachinko

After sharing our final game ideas, the teacher gave us a week to choose our favorite game. I chose the game we had discussed before—the double pendulum pinball machine. Our final group members were Nuoyan, Shaiba, Xiaotian, Xiacheng, and Zifeng.


WEEK 7

In the seventh week, the teacher checked the progress of each group. We made a game blueprint file and a game groove simulation model.

Key feedback and requirements from the instructor:

1. Project-related: Follow the document's formulas and clearly define task assignments; simplify the location grid in game design, ensuring PC performance compatibility; avoid complex effects, aiming only to create a feasible illusion for users; mix 2D and 3D resources, focusing on visual presentation, dynamic lighting, and asset placement.

2. Submission and Communication: Share completed programs and plans promptly; ask questions at any time or consult after class; whether to hold classes during evening exploration weeks is decided by the students and will be publicly announced.

3. Other: Group discussions can be held to confirm details; project details need to be refined to ensure team consensus; strive to exceed basic requirements and showcase richer results.

Finally, we had a group discussion and divided the work. I was mainly responsible for the modeling part.

Game blueprint file:

WEEK 8

This week I started creating the model. 

COIN:

First, I created the coin and added a 3D five-pointed star protrusion in the center. 

First, I created a cylinder and used the extrude, scale, and circumferential cut tools to adjust it and added surface subdivisions to get the shape of a coin.



Then I started creating the star part, first creating the ring, and then using edit mode to select and scale each point.


Then use the extrusion tool and the closing tool to make the star three-dimensional, chamfer it, and finally add surface subdivision.



Then I tried combining the two and adding materials.



Pendulum:

The pendulum arm is mainly created by circumferential cutting and subdivision of a cylinder.

However, I didn't use the loop cut and scaling tools for routing at first, so after subdivision, I encountered a wrinkling problem. But I eventually solved it.



For the fixed part, I used the ring cut tool, scaling tool, and move tool more to make it look more like a fixing screw without losing its style.






For the hammer part, I mainly used a cube as a base to build it, and completed the chamfering and surface subdivision, which was easy.







Finally, I assembled these parts together, adjusted their positions, and added materials. I added metal materials to the screws to make them look more realistic.





Gameboard:

The game panel is created by incising and scaling one face of a cube to extrude its approximate shape. Then, the coin slot and failure slot are created by incising on this basis and moving and adjusting their positions and sizes. The slot openings are chamfered to add more details and make them smoother.




Finally, materials were added.


This is the overall model that combines all the models together.



Blender source files
Regarding the work of other members of the group:



Draw the gameboard background:

StartButton:

Special effects:



WEEK 9

During today’s class discussion, our lecturer began by acknowledging the overall progress of our project. He noted that:

  • The basic 3D models have been completed

  • Background textures and game environment are in development

  • Game assets are gradually being prepared

Overall, he can clearly see that our prototype is moving toward a more complete form.

🎮 Core System Progress & Lecturer’s Comments

Our lecturer pointed out that several core gameplay systems have already taken shape, including:

  • Basic physics simulation

  • Coin drop mechanism

  • Pendulum movement scripts

These essential elements are working in an early form, but he reminded us that

The movements still need refinement to feel more natural.
For example, the pendulum can have a smaller but more realistic swing, and its parameters may need further tuning.

In general, the logic is correct—it just needs continued adjustment for smoother, more believable interaction.

🔧 Code Structure & Sound Design

The lecturer also mentioned that our coding direction is solid and structurally clear. At this stage, he emphasized:

The priority is to stabilize the core mechanics of the game.

Sound design will become important later on, but there is no need to rush it now.
Once the main gameplay loop is stable, we can then work on sound effects and background audio to enhance immersion.

🎨 Visual Presentation, UI/UX & Digital Effects

Since the current gameplay is relatively simple, the lecturer reminded us that:

UI/UX, digital effects, and overall visual presentation must be strengthened in the later stages.

These elements will significantly elevate the overall experience once the system is stable.

⏳ Time Planning 

We are currently at:

  • Week 11

  • Final submission & presentation in Week 14

This leaves us with only 2–3 weeks of production time.

Recommended timeline:

🔹 Next Two Weeks (Week 11–13)

✔ Complete all gameplay logic
✔ Finalize physics systems
✔ Implement main interactions
✔ Ensure all core functions run smoothly

🔹 Final Week (Week 14)

✔ Focus on visual polish
✔ Refine UI animations
✔ Add digital effects
✔ Complete overall polishing

🏁 Lecturer’s Closing Encouragement

He concluded by checking whether we had further questions and encouraged us to maintain our current momentum:

Our progress so far is on the right track.
As long as we stabilize the core mechanics soon, all visual and interaction details can be refined within the remaining time.

The lecturer feels confident about our direction and pacing, and he encouraged us to keep pushing forward.

WEEKS 10-13

We held an online discussion to discuss the overall direction, current progress, and the problems we are currently facing.

WEEKS 14-17

Continue developing and refining the game development prototype files.
Each group is required to complete a total of four reports, documenting the development process and design outcomes in a structured and comprehensive manner.

Game development documents



Demo video



Presentation
Self-reflection

Through this game development task, I gained a clearer understanding of how art assets function within a complete game development workflow rather than as isolated visual elements. This project helped me realize that creating game assets is not only about visual quality but also about usability, consistency, and how well the assets support gameplay and interaction.

During the process, I learned how to plan and produce assets with specific purposes, taking into account scale, structure, and how they would be implemented in the prototype. Compared to my previous work, I became more aware of the importance of organization, iteration, and responding to feedback. Instead of aiming for perfection at the first attempt, I learned to treat asset creation as an evolving process that improves through testing and refinement.

Working as part of a group also strengthened my sense of responsibility and collaboration. I needed to manage my own progress while ensuring that my work aligned with the overall direction of the project. This experience helped me understand how individual contributions affect the final outcome of a game prototype.

Overall, this task allowed me to develop both technical and conceptual skills in game art asset creation. It also helped me reflect on my strengths and areas for improvement, such as optimization, visual consistency, and communication within a development team. This experience will be valuable for future game development projects and more complex interactive works.

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