Thursday, November 10, 2011

"Catch Catch Fun"

1. Bird's Eye View of "Catch Catch Fun"

Catching of dropping items that helps you to gain more marks and
avoid those that demerit your score.

2. Wireframe of "Catch Catch Fun"





















3. Outlining of core mechanics for "Catch Catch Fun"

a. Game Rules
  • Move left and right using your mouse to catch items.
  • Catch as many dropping items as possible to gain marks
  • Avoid catching objects that are "dangerous", it will demerit your score.
b. Input Mechanism
  • Mouse
c. AI
  • Items will drop for a certain duration
  • The marks that each item contains differ based on item types
  • Normal behaviour - Catch as many items as possible and avoid "dangerous" items.
  • Starts from the central location
  • Gaining more marks as possible in a timely manner
d. Catching Items
  • Move the basket right and left using your mouse to catch items
  • Catching of the correct items
  • Avoid catching of "dangerous" items
e. Scoring
  • Catching items will gain more marks
  • Catching bonus items gain more marks than normal items
  • Catching "dangerous" items will demerit your marks
f. Winning Criteria
  • Gaining the highest score at the end of the game

4. Assets List

a. Game Animation
  • Basket
  • Movements
  • Items
  • Game Logo
b. Static Game Art
  • Basket
  • Normal Items
  • Bonus Items
  • Dangerous Items
  • Marks Display
  • Time Display
c. Non-game Screens
  • Loader (Game Animation)
  • Main Menu (Play Button, How to Play Button, High Score Button, Sound Button)
  • "How to Play" button consist of rules and instruction of the game.
  • "High Score" button consist of high scores that were listed out in table format
  • "Sound" button allows player to on and off the background sound
d. Sound Effects
  • Opening music for the loader (Animation)
  • Game begin
  • Catching of normal items
  • Catching of bonus items
  • Catching of dangerous items
  • Time out (End of game)
5. Technical Requirements for "Catch Catch Fun"

a. System Requirements
  • Adobe Flash CS5
  • Screen resolution: 1024 x 768 or higher
  • RAM: 514 MB
  • CPU: 1.5GHz


Monday, October 24, 2011

Chosen Application: Electronic Publishing


How can interactivity be exploited in the chosen application?
(Put in another words, how can interactivity enhance the user experience for the chosen
application)

An example of electronic publishing can be blogging as people treat blogging as their online diary and most of it will also upload photos to act as an illustration to what they had blogged about.

Having interactivity being implemented in the website will enhance the user's experience while they are blogging. For example, with interactivity being implemented as a factor to the site, user's experience will become less formal. The importance of being less formal is crucial especially towards websites that allow users to blog, as blogging is actually a very casual entertainment for users.

Some interactions that can enhance the user's experience can be letting users to have the freedom to personalize or customize while blogging. This can include the features for them to change the way they want their personal site to look like, to customize the texts on their blog, example, the colors of the font, the font sizes or the font types, or, allowing users to edit the photos that they want to upload to their blog. This feature implemented the component of personalization/customization.

Other than letting users to have the freedom to personalize their blogs, another feature that can be implemented to enhance the interactivity of the site is to allow commenting. Commenting refers to the process of other users commenting on the blog post of another user. By letting users to leave their comments on other people's blog will create the interactive between people to people. This feature implemented the component of connectedness.



Now, think of your interactive game. What factors should you consider to enhance the
interactivity of your game?

There are two factors that I will implement in the interactive game. The factors are real time interactions and user control.

For real time interactions, I will like to have a feature that allow users to chat with the other player during the game. They can choose either from sending instant messages or video conferencing with the other player.

The other feature will allow player to adjust the volume during the game or during video conferencing. They can also adjust some of the features provided from the game. An example of it can be adjusting of the speed for games that relates to time challenging. This feature implemented the user control factor.