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September 8, 2008

CTIN 401: HW02

king%20koi.png

Comp Assignments:
Start Screen: Matt Lee
Gameplay: Matt Lee
Options: Alex Sandoval
Level Success: Sam David
Game Over: Sam David
____

Lab Assignment 02: 9/08/08

Students in this group: Matt Lee, Alex Sandoval, Sam David


Discuss and propose an entirely new game, based on the visuals and the theme of Koi Pond (ã Blimp Pilots 2008)

Proposed Title: King Koi

Genre: Leisure/Casual Gaming

Target Market: 10+

Narrative/Story: You play as a fish trying to collect enough food to get through the days, striving against both predators and competitors to eke out an existence

Game play: (make sure to define the hardware controls and its functionality within the game - touch screen, shake and tilt)

Evade predators while collecting a certain number of “food pellets” to “level up”, with alternating day and night levels. Number of pellets required to advance remains constant, but as level increases, number of pellets decreases, while number of predators increases. One has a number of ripples to drive off predators/competitors, decreasing with level.

Competitors (other koi): can eat your food pellets, can also be eaten by predators

Predator (bird): Appears as a shadow that slowly gets bigger, if it touches the fish, then game over
Predator (snapping turtle): The predator in the lake, meandering around

Options: Number of Competitors, Number of Food Pellets to advance, Starting number of pellets, Sound FX, Day/Night start

Controls: Touch-- “Ripple”, Tilt--direction and “altitude”

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

Number of Food Pellets Eaten/Needed – upper left
Number of Ripples left – Upper Right
Lives Remaining: Top Center
Colors: Player Koi – red, Competitor Koi – white, Snapping turtle – dark green/brown, Bird shadow - “black”

September 22, 2008

HW03 - Bad Company by Sam David

Screen1.jpg

Wireframe.jpg

http://www.youtube.com/watch?v=P3D5ajHeQJ8

Bad company uses a simple interface to create an immersive game. Bad company is all about the effects with explosions and surround sound to make you feel like you are in the battle. In order to emphasize that even more, the interface must be kept simple. I took a screenshot from the multiplayer mode but the single player is even simpler. The multiplayer screen tells you just enough to get by. In order to find more options you have to press pause or the back button. This is good because it prevents crowding and allows you to get going with your game.

Why I like this game so much, and especially its interface, is the way it shows everyone the status of the whole game with two simple meters up on top of the screen. The status of the gold crates the defense is trying to protect is always shown in addition to the remaining reinforcements that the offense has. By doing this you can visually see when the game is close to over or when you have to fall back and defend another area. I also love the health bar. As much as i love call of duty, my one problem with it was its lack of health bar. Bad company has all the elements necessary to be a great multiplayer shooter. I highly recommend it for anyone who hasn't tried it.

Wireframe:

1. Kill updates
2. Damage on gold crates
3. Status on reinforcements for offense
4. 3D Map of level
5. Health
6. Ammunition status

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