Tasks 1, 2 and 3 (User Interface, Assets List, and my MoSCow)
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Tasks 1, 2 and 3 (User Interface, Assets List, and my MoSCow)

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Tasks 1, 2 and 3 (User Interface, Assets List, and my MoSCow) Tasks 1, 2 and 3 (User Interface, Assets List, and my MoSCow) Document Transcript

  • User  Interface             Current   Score   Current   Level   Time  Remaining   (in  seconds)   Playable     character     Character   Level  Blocks   (Mario)     Power-­‐up       The  visual  style  of  this  game  is  generic  to  the  1980’s  technique  for  games  design,   the  colours  of  the  scene  and  actors  are  all  blocks  there  is  very  little  texture  in  this   pixel  art  design  as  more  details  through  colours  wasn’t  possible  at  the  time  of   this  game’s  release  in  1985.  The  colours  used  in  this  game  are  realistic  to  the  real   world,  white  clouds  in  a  blue  sky  with  green  shrubbery  and  brown  soil.  The   colours  of  this  game  can  be  related  to  the  properties  of  the  different  blocks,  as   well  as  playable  heights  within  the  game.  A  brown  surface  is  what  the  character   can  move  along  and  is  beneath  the  clouds  the  brown  blocks  can  be  at  different   heights  that  require  jumping  to  reach.  The  green  objects  either  in  the   background  (bushes)  or  in  the  character’s  way  (pipes)  are  always  just  above  the   ground  level.  And  anything  from  the  clouds  and  above  are  the  colour  of  white,   which  helps  with  the  realistic  design  of  the  sky.  This  rule  theory  is  also  why  the  
  • text  showing  level  information  is  in  white,  the  colour  is  easily  visible  with  the   blue  background  and  being  in  that  position  the  colour  relates  in  a  real  world   manner.  The  font  used  in  this  game’s  heads  up  display  was  designed  to  fit  within   the  style  of  the  game’s  pixel  art  look,  set  within  a  square  and  bubbly.       Characters   Playable   Time   Lives     in  play   characters   remaining   left         Level  Score         The  visual  style  for  this  modern  day  version  of  super  Mario  brothers  is  quite  a   leap  from  the  original  version,  the  characters  and  the  world  they’re  in  are  now  in   3D,  the  designs  are  now  very  bubbly  even  the  brick  blocks  have  balloon  round   edges  the  style  of  this  game  has  almost  become  the  equivalent  of  child  safety   scissors,  sending  a  message  saying  its  impossible  to  hurt  yourself  with  this  so  use   it  and  have  lots  of  fun.    Due  to  the  new  3D  element  in  this  game  the  levels  no  also   include  shadows  corresponding  to  the  position  of  actual  light  sources  which   brings  the  real  world  elements  back  into  the  players  understanding  of  how  this   world  works.   The  heads  up  display  of  this  game  is  overly  clear  of  the  game  in  comparison  to   the  old  version  you  can  now  see  exactly  what  you  need  to  collect  in  this  game   and  how  many  you  have  (coins  57  collected,  and  stars  0/3  collected).  There  are   some  similar  aspects  in  this  later  design,  the  time  and  overall  score  are  position   above  and  bellow  one  another.  The  font  has  also  had  a  modernised  ‘make  over’   the  texts  are  completely  different  from  one  another;  the  number  of  lives  font  in   quite  small  and  has  a  bubbly  quality  and  looks  formal  with  its  white  centre  and   black  casing.  The  font  for  the  coin  collection  count  is  in  the  style  of  the  coins  it   counts  straight  clear  cuts  but  fun  with  a  yellow  core  and  marmite  yellow  edge.   Then  we  have  the  text  for  the  time  and  score  similar  to  the  coin  text  it  is  also   Collectables   collected  
  • very  straight  cut  yet  fun  with  its  3D  effect  of  the  centre  being  in  the  foreground.   The  grey  and  white  of  this  font  seems  very  clinical  and  strict  which  is   appropriate  as  this  is  the  only  part  of  the  game  which  has  absolute  rules  and  isn’t   included  for  pleasure  or  joy.     Assets  list   Graphics:   • Level  1   • Level  2   • Level  3   • The  alien  player   • The  FBI  enemies   • The  laser  traps   • The  Main  Menu   • The  Options  &  Controls  Menu   • Bullet  design   • The  logo  for  the  lives  the  player  has   • The  fonts     Animations:   • Opening  scene  of  the  spaceship  crash   • Level  transition  1   • Level  transition  2   • Ending  scene  spaceship  leaving  asteroid  field   • Player  movement  loops  (within  gameplay)   • Enemy  movement  loops  (within  gameplay)   • Laser  trap  (in  gameplay)   • Collectable  dissolving  (in  gameplay)   • Text  appearance  (in  gameplay)   • Loss  of  life  logo  (in  gameplay)     Sounds:   • Gun  fire   • Player  dying   • Enemy  moving   • Enemy  attacking   • Laser  trap  when  active   • Loss  of  life  SFX   • Collection  SFX     Music:   • Menu/credits   • Level  1   • Level  2   • Level  3   • Transition  music   View slide
  • MosSCow  Method   Must  Have   • • • • Should  Have   A  working  playable  game.   It  must  have  an  original   music  soundtrack.   A  working  score  system   keeping  track  of  a  person’s   score.   A  working  life  system   death  restarts  at  a  set   position,  until  all  lives  are   lost  at  which  point  the   game  must  restart   completely.   • • •   MoSCoW     Could  Have   • • • A  pause  button,  with  a   pause  menu  that  allows   you  to  change  the  current   settings.     A  rewarded  or  ‘Easter  egg’   bonus  level.     Larger  levels  with  parallax   scrolling     Sound  effects  for  the   characters  are  important   for  a  good  playing   experience.   Fluid  animations  both  in   gameplay  for  movement   and  in  the  transitional   scenes.   Collectables  that  disappear   when  collected  and  their   score  added.   Won’t  Have   • • • Additives  such  as;   upgrades  in  abilities,   power-­‐ups,  bonus  points.     Special  features  such  as   customisable  objects  or   character  looks.     Any  other  dangers  besides   the  traps  and  enemies.   View slide