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September 15, 2008

hw02 - Pond by Jonathan Rosenfeld, Gavan Wilhite and John Banayan

Flowchart-Pond.png

Proposed Title: Pond

Genre: Casual/Sim

Target Market: 8+. Aimed towards casual users who enjoy playing games in short sessions but enjoy a certain amount of depth and persistence. Players who enjoy customization and enjoy games without strict rules or violence would also enjoy this game.


Narrative/Story: Maintain and raise your Koi’s in your very own Koi Pond you design. Feed them, cultivate their environment and protect them so they can grow and multiply.


Game play: (make sure to define the hardware controls and its functionality within the game - touch screen, shake and tilt. iPhone has sound-input device, and GPS as well)

Guide the right kind of fly to the right kind of fish (or the fish you want to populate your pond) by pushing the appropriate color fly to the same colored fish. Feeding a fish the wrong colored fly will make it sick and leave your pond while feeding it the correct colored fly will make it healthier, bigger and fruitful.

The player must also protect the fish from outside predators such as cats and birds by touching them or splashing water at them before they attack.

As the game progresses, and the player’s pond reaches a certain quality, the player will be able to customize his pond, optimizing it for protection, food or beauty.

If players ignore their pond for an extended amount of time, they will return to dirty pond and emaciated fish. The player must shake the pond clean and quickly feed the Koi.

Customization is done with the touchscreen.

Graphic User Interface elements: (be specific on what they are, and where they appear on the display/screen)

A distinctive lily pad roams the pond, touching it takes the player to the menu screen. The menus are designed to fit the visual theme of the pond. From the menu, the player can access statistics, customization options, tutorials/information or the credits.

For the most part, the GUI is transparent and seamlessly integrated into the visual design and the pond.

During game-play one user interface element is that fish and flies that go together are the same color. When the fed the wrong colored fly, the fish looks off-color and begins to look sick. Continuing to do so will cause it to leave.

September 29, 2008

HW03 - Half Life 2 by Jonathan Rosenfeld

hl2.jpg
Gameplay Video

Half Life 2, along with being one of my favorite FPS titles, is also one of my favorite games. One of my favorite things about it was that there weren't any cutscenes so I was never forced to watch something. I could always be messing around with the environment. I also enjoyed the different playstyles. Sometimes I was being chased while other times I had to get through areas with lots of enemies. The story was engaging and I wanted to see how it was resolved.

wireframe.jpg
1. Health indicator: this shows how much health your character has left ranging from 0 (dead) to 100 (full health)
2. Armor indicator: this shows how much armor your character has left ranging from 0 (no armor) to 100 (full armor)
3. Ammo: this has two numbers, one showing how much ammo you have left before you need to reload and another indicating how much ammo you have left overall
4. Auxilary power: this shows how much power your suit has left. This power allows you to use your flashlight, sprint or hold your breath
5. Squad status: this shows how many people are in your squad and what they are doing in relation to you
# Wireframe analysis and the description. (Create wireframe in Photoshop, and number each GUI element, then upload the JPG to the blog. In the body of your blog entry, give description of each GUI element according to the number given in the wireframe).

About September 2008

This page contains all entries posted to Jonathan Rosenfeld in September 2008. They are listed from oldest to newest.

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