Games Development:Double Pendulum Pachinko
Games Development: Double Pendulum Pachinko
Start Date: September 26, 2025
Duration: September 31, 2025 - 2026 /Week 6- Week?
Author: XIA CHENG / 0372348
Course: Games Development / Bachelor of Interactive Spatial Design
Double Pendulum Pachinko
Following our initial pitch session, the instructor gave us a one-week buffer to finalize our project choice. After a team vote, we decided to move forward with our previous concept—the "Double Pendulum Pachinko".
Our final team members are confirmed as: Nuoyan, Shaiba, LI XINLI, and Zifeng.
WEEK 7: Progress Check
The main task for Week 7 was to report our current progress to the instructor. We submitted a detailed Game Blueprint and a preliminary physical simulation of the groove mechanics.
Key Feedback & Requirements:
- Technical Specs: Strictly follow the physics formulas in the documentation and define clear role divisions. Optimize the grid design for PC platforms to ensure smooth performance. Visuals should not be overly complex; the focus is on creating a believable physical illusion for the player.
- Communication: Share progress packages promptly. We are encouraged to work autonomously during the "Exploration Week" and consult via email or after class if issues arise.
- Teamwork: Detailed issues must be resolved through group consensus. We should aim to uncover more creative highlights while meeting the basic assignment requirements.
During our post-class group discussion, we reallocated tasks. I am primarily responsible for 2D Assets & VFX Production.
(Placeholder: Game blueprint file)
WEEK 8: Art Assets & VFX
This week, I officially started the production of art assets. I chose Pixelorama as my main tool to create pixel-style backgrounds and dynamic visual effects.
1. Background Design
To fit the game's neon-tech theme, I drew a cyberpunk-style city night scene as the main background.
Design Concept: Used contrasting cool and warm tones (purple/magenta and cyan/blue) to depict the silhouette of skyscrapers. The top section remains open (starry sky) to avoid interfering with the visibility of the pachinko balls in the foreground.
2. VFX: Coin Hit Effect
Next, I started creating feedback effects for when the coin collides. To enhance the impact, I designed an outwardly diffusing light ring.
Process: Used the Layer function in Pixelorama to draw a frame-by-frame animation of a golden ring bursting from the center and dissipating rapidly, adding subtle particle splashes.
3. VFX: Score Burst
When players score, stronger visual feedback is needed.
Process: Used radial lines to simulate a spark burst. By adjusting brush transparency, the ends of the light rays fade out naturally.
4. VFX: Fever Mode
To distinguish between the normal state and the special bonus state, I designed a set of blue electric energy effects.
Process: Used high-brightness cold blue tones to simulate current wrapping around the core, implying an increased score multiplier.
5. UI: Combo & Numbers
Finally, I drew the dynamic in-game UI fonts, including the Combo indicator and score numbers.
Process: Adopted a classic digital tube font style and created a Glitch animation for the "COMBO" text to enhance the game's electronic psychedelic vibe.
Refinement & Future Planning
(Note: This section covers planning up to Week 11)
Visual & Interaction Polish:
- Current pixel effects need Frame Rate adjustments after being imported into the engine to ensure synchronization with the physical collision rhythm.
- The background may need parallax scrolling based on camera movement to add depth.
🔧 Code Stability & Audio
The instructor considers our code architecture robust. Current guidelines are:
- Core First: Ensure the double pendulum physics calculations are accurate.
- Audio Later: SFX production will be scheduled for the final stage. Once art assets are implemented and running smoothly, we will add impact sounds to match the effects.
🎨 Visual Consistency
While individual assets look good, the instructor reminded us:
- Focus on blending the UI with the scene later on to avoid interface elements becoming overwhelming.
- Dynamic Lighting will be key to enhancing visual quality and needs to work in tandem with pixel effects.
⏳ Time Planning
Current Node: Week 11
Final Submission: Week 14
With about 3 weeks of production time left, the sprint plan is as follows:
- ✔ Import all Pixelorama image sequences into the engine
- ✔ Debug logic for physical collisions and VFX triggers
- ✔ Implement full interaction for the Combo System
- ✔ Ensure stable frame rates on PC
- ✔ Fine-tune VFX (color correction, glow intensity)
- ✔ Optimize UI motion (entrance and exit animations)
- ✔ Add "Juice" effects like Screen Shake
- ✔ Final debugging and packaging
🏁 Instructor's Closing Note
At the end of the weekly meeting, the instructor confirmed we have no major blockers and is optimistic about the project's prospects:
- The current art style is very unified and recognizable.
- As long as we maintain the current development pace and finish asset integration soon, we have plenty of time in the final week to elevate the project to a higher level of completion.
The instructor encourages us to maintain this high-efficiency output mode.

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