Wednesday, March 21, 2012

Minor Project 9 - Flash Game Pitch Document

Intense “Go Fish”
Pitch Document

Author: Samantha Moses
Date: 2/28/12

Overview

This game will create a more intense version of the game “Go Fish” that encourages more competition between players through use of a point system, time limit, and rounds. These components and competitive aspect of the game will target a broader audience, rather than just children. In fact the target audience will be older kids and even adults because there will be a need to some math.

The game will be turned into a digital game using Adobe Flash. However, there is the hope that this game can one day be turned into an online game or used as an App for platforms such as the iPod, iPad, iPhone, or Android. The player can play against a bot on all platforms with the ability to choose between a number of how many bots they would like to play against.

Why Are We Making This Game?

“Go Fish” is a game that is often associated with one’s childhood, and so we would like to have this game tap into the nostalgia of slightly older players who want to relive a fun childhood game in a way that it is more intense, advanced, and age appropriate to them. It would create a new and fun way to embrace a childhood game and make it more intense and competitive.

If the game can be turned into a digital game and expand across many different platforms, it can improve the game, and bring it back into popularity through use of modern technologies. Not everyone has a deck of cards on them, but most people do, however, have their cell phones, laptops, and iPads with them when they are on the go. Having the player play against a bot, allows for immediate and continuous gameplay, rather than waiting for someone to respond to you like social network games such as “Words With Friends.”

Walk Us Through the Game!

The player first must choose a platform: Either a digital game, cell phone, IPad, or an online game.  The mechanics of a digital version of this game will have the same rules and will be programmed to work in the same way it would if it were being played with an actual physical deck of cards:

Players are first dealt their cards. Next, the first player progresses to ask a player for a card and if he does not get that ca rd from the player, he will draw a card from the deck. If the player does receive the card he asked for then he puts down his cards that match. The game progresses the same for each player until each round is over. At the end of each of the rounds, the points get added up. The player with the highest score combined across all of the rounds will win the game. After game is over, game can be restarted and played again for some more fun!

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Monday, March 19, 2012

Major Project 6: - Level Up! Your First Flash Game

Here is a screen shot of the game that Zach Kohlberg and I created using Adobe Flash:

Minor Project 6 - Flash Review (Slide Show)

Here is a screen shot of my slide show that I created using Adobe Flash:

Minor Project 8 - Pseudo Code!

"If it is true that the current level is "Level 1" AND the immobile gear is correctly connected to the rotating gear AND the immobile gear begins to rotate AND the words "You Win!" appear AND the "Continue" button is clicked then progress to "Level 2."

Major Project 7 - Design Considerations

1. The way it is identified that a player has completed a level and is ready to proceed to the next level is expressed through the words "You Win!" When those pop up on screen you know you may click the "Continue" button and move on to the next level.

2. The objects can be combined in more ways as the levels progress. The more objects there are on screen, the more combinations there could be. I do not think that there should be any constraint put on the amount of possible combinations in higher levels because in life there are many solutions to one problem, so why limit a game's solutions? I believe that the fun factor of a game is not limited by multiple solutions, if anything it increases the fun factor because you can play many times and try many different ways to win in a more efficient manner. Multiple tries and "re-playability" of a game creates more fun. I think that the game should use a variation of mechanics as the levels progress in order to avoid being too repetitive and therefore increasing the fun factor of the game. Anything to repetitive can be very boring,

3. I think that that the unexpected should occur because it creates more interest for the player and avoids too much repetition in the game which could make it boring. I think throwing some curveballs in a game as levels become harder, could add fun, interest, as well as create a challenge for the player.