Friday, 5 December 2014

2nd Game

This is the gameflow:



And here is how it looks like ingame for the levels:
level 1

level 2


Fetch! 2

For my 2nd game, it's a continuation of my last game and thus, has been named Fetch! 2.
After playing fetch in the park during the last game, Fido's owner has decided to reward Fido for his hard work "training", as his owner calls it.

And his reward? Treats! And lots of it. Though there's a catch to these "rewards", his owner decides on a whim that he should build up his stamina. So as his owner throws the treats while running, Fido will have to keep running as well to catch the treats. And of course, he will have to avoid accidentally catching up the wrong things that fall in his path.

So here's Fido this time, as the player will have to control him with the arrow keys to move along in the screen, we get to see Fido animated from the side this time.


These are the items that would appear in the game:


So of course, the dog treat, dog bone and biscuit increases points while the acorn and leaf decreases points. In level 1 theres only the treat, dog bone and leaf, so the player will have to collect 100 points before the timer runs out in 40 seconds. If the player does not meet the requirements before time's up, players will be brought to the losing screen.

Upon completing level 1, after the 2nd tutorial comes level 2. Level 2 is similar, except the time has been shortened to 30 seconds, the required points to win is increased to 120 and the acorn and dog biscuit have been added. The points for the good and bad items remain the same.

Friday, 17 October 2014

Drag n Drop

The dog's name is Fido (yes, I named him Fido by this point, though apparently I am pronouncing it wrong: fai-do, not fee-do. but i like pronouncing it the latter...). And I decided to dub him the world's smallest dog- at least in my game, as Fido would be the cursor, and it would be less inconvenient to pick up the items if the cursor doesn't end up blocking the items to drag.

Upon a test coding of my custom cursor, I realized a problem: even though Mr Razif had helped me with finding the codes needed for a cursor change from animated cursor when it is moving on the screen to a still image when not moving the cursor, I could not get the mouse to change animations when moving in certain directions, for example left and right, as the code is for x-axis and y-axis. Meaning it only separates between up down and left right, instead of up and down, or left and right. Meaning this Fido:


Was replaced with this:

This Fido looks cuter anyway
So he's always facing the screen, instead of left and right. And I decided to change the coding by using the code snippets in flash, as it was easier to use when I want to hide and unhide the custom cursor between just the scenes with the levels and the other scenes.

Backgrounds for Drag n Drop

Here are the backgrounds i did for the game:
these were done in photoshop,


and this in illustrator.

If you're wondering whats with the sudden change in medium styles, its because i got tired trying to paint with a mouse... even if it is copied off an actual picture placed in a layer underneath and modified a little, I am painstakingly slow at attempting this.

Assignment 1: Drag n Drop

For our 1st assignment, as the title states, we have to create a simple game with drag n drop mechanics. So! Here is the small sketch i did as my idea to propose to Mr Razif, our lecturer.



It's about a dog playing fetch with his owner at the park. Using the dog as a cursor, the player will have to control the dog and drag the items being thrown across the screen by the owner and drop them near the owner. And thus is the start of my complicated journey to try and customize a cursor of the dog, in which the idea i pictured was that it moved in different directions when moving the cursor around the screen.

Here are the vectorized drag and drop items:


The ones on the left: rope, ball, stick and bone are the items that add points while the ones on the right: chocolate, tin can and cheese are the ones that minus points, as they are bad for dogs, and the basket is the target in which the player has to drag the items into. In the 1st level there are only the items ball, stick, bone and chocolate. After reaching a certain point can the player advance to the next level, in which all the items are there.

Saturday, 11 October 2014

Elements of A Game: Gameplay

In week 3, we were assigned into groups and had a class excursion to Sunway Pyramid's arcade center to study the different kinds of games there and pick a game of our choice, featuring the 5 basic elements of a game. I was grouped together with Zu, Hussein and Andy. Then we had to prepare a presentation on the selected game for the next time we had class.

  • Challenge- the element that makes it hard for players to reach the goal.
  • Strategy- makes the players think and develop ways to navigate through difficult situations.
  • Chance- creating a way to help give advantages to the players against the increasing difficulty.
  • Choice- affects the progression and the outcome of the game.
  • Luck- something that appears randomly in the game and gives players a big advantage.

Upon returning to campus after we spent a considerably fun amount of time at the arcade playing most of the games, we decided to narrow down our choices to 2 games that caught our interests most, Air Hockey and a fishing game (that after some google-ing did we find out it was) called Fishing Spirits. We decided to go with Air Hockey and did some background research on it.


Here are the slides we used for our presentation: