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Hidden object games?
Easily!
© 2015 QuadCom Interactive
You are on the right track with us
We guarantee:
• High project quality
• Ready-to-use technological solutions
• Time limit compliance
Client
Unity 3D based cross platform client support:
• iOS
iPhone, iPad, iPod Touch
• Android
tablets and mobile devices
• Social networks
We use Unity Web Player and
WebGL technologies*
• WindowsPhone and SmartTV support
is coming
* Currently being implemented
in cooperation with Unity3D developers
Server
Our servers work on Amazon Cloud and are labor efficient.
They are good at optimizing both computing resources and traffic volume.
That architecture aproved itself in such projects as Angry Birds (Rovio) and
Clash of Clans, Hayday, Boom Beach (Supercell) .
• NoSQL data base
allows high load for the records,
which is typical of online games
• Super scaling capability
automatic server structuring or folding
• Auto balancing
allows us efficiently redistribute loads
among several servers
Tutoring
Tutorial is an interactive player teaching.
Tutorial settings include:
• Interoperation of text messages
and interface components
• Relation between text messages and
game events
• Game characters are used for task providing
• Player attention attracting zones
Searching modes
Full set of classic modes:
• Words - the easiest mode, searching by
titles
• Silhouettes - searching by silhouettes
• Fog - the game display is covered
by fog, which can be removed
by mouse clicking
• Hurricane - letters slowly
disappear, as if blown away by wind
• Twilight - the game display is dark,
only the area around the cursor
is lighten
• Comparison - like in the game
“spot the difference”
• Mirror - the picture is flipped
Scenario editor
Scenario is objects’ arrangement in the game location.
Lots of scenarios can be created for each location.
The scenario editor is the most important
tool when developing a hidden object
game.
Our tool set allows us:
• setting the level of every search object,
• creating various placement positions
for every search object,
• scaling, rotating and
transforming objects,
• changing their color and transparency rate.
Access to locations
Location is a certain game space, represented as whether an
indoor or outdoor area.
While visiting location, player searches objects
within a certain scenario.
Our tools allow creating and setting different
requirements for location entry:
• Player level
• Energy costs
• Unique items
By using such requirements we make
the game process more interesting and
control the player progress.
Collections and keys
Collections are sets of items and tools:
• Items are given only as a reward
for scenario completion
• Tools can be given as a reward or
to be bought in the in-game shop
Keys are used to open a new location:
• Simple keys can be given
as a reward
• Composite keys should be made of
certain items
Our tools allows setting the drop
chance of items, depending on
the player level or quest accomplishment.
Quest system
Quests are different tasks, which player gets as a part of the
storyline.
Our tools allow setting:
• conditions under which quests can be given
• interrelations between different quests
• rewards for quest accomplishment
• game mode switching
Hinters
Hinters are spesific “supplies”, which can make the search
process easier.
Search scenarios encourage player using the hinters.
Hinters:
• Laser pointer - points at a search object
• Magnet - attracts the nearest objects
• Bomb - collects several objects at once
• Clock - gives the player extra time
• Lighter - lightens the display
in the “twilight” mode
Energizers and boosters
Energizers are the “supplies”, which increase the energy
regeneration rate.
Boosters are also “supplies”,
which give the player temporary
bonuses:
• Increase item drop chance
• Increase experience points
the player gets for completing
scenario
• Give extra reward for scenario
completing
Achievements
By accomplishing different tasks player opens new achievements,
given for the progress.
Player can share achievements with friends.
Types of achievements:
• Level up
• Opening a new location
• Accomplishing a collection
• Stashing a certain amount of gold
• Posting on the wall in social networks
• Inviting friends to the game
Map
Game locations are situated on an interactive world map.
The map can have different features:
• Scaling
• Up and down scrolling
• Visual effects,
such as animated water and
dynamic clouds
• Animated objects
Social networks
Social networks are good
for attracting new players.
• Invitations from friends
• Posts on the wall
• Asking friends for desired items
• Sending presents to friends
• Visiting friends
• Player ratings
• And lots of other things...
Work with us
By working with us you get:
• High quality game
• Support for all modern platforms
• Comfortable price-quality
balance
• Time efficiency
Contacts
Nikolay Sitnikov
nikolay.sitnikov@quadcom.biz
+7 (910) 466-20-45

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Hidden object games? Easily!

  • 1. Hidden object games? Easily! © 2015 QuadCom Interactive
  • 2. You are on the right track with us We guarantee: • High project quality • Ready-to-use technological solutions • Time limit compliance
  • 3. Client Unity 3D based cross platform client support: • iOS iPhone, iPad, iPod Touch • Android tablets and mobile devices • Social networks We use Unity Web Player and WebGL technologies* • WindowsPhone and SmartTV support is coming * Currently being implemented in cooperation with Unity3D developers
  • 4. Server Our servers work on Amazon Cloud and are labor efficient. They are good at optimizing both computing resources and traffic volume. That architecture aproved itself in such projects as Angry Birds (Rovio) and Clash of Clans, Hayday, Boom Beach (Supercell) . • NoSQL data base allows high load for the records, which is typical of online games • Super scaling capability automatic server structuring or folding • Auto balancing allows us efficiently redistribute loads among several servers
  • 5. Tutoring Tutorial is an interactive player teaching. Tutorial settings include: • Interoperation of text messages and interface components • Relation between text messages and game events • Game characters are used for task providing • Player attention attracting zones
  • 6. Searching modes Full set of classic modes: • Words - the easiest mode, searching by titles • Silhouettes - searching by silhouettes • Fog - the game display is covered by fog, which can be removed by mouse clicking • Hurricane - letters slowly disappear, as if blown away by wind • Twilight - the game display is dark, only the area around the cursor is lighten • Comparison - like in the game “spot the difference” • Mirror - the picture is flipped
  • 7. Scenario editor Scenario is objects’ arrangement in the game location. Lots of scenarios can be created for each location. The scenario editor is the most important tool when developing a hidden object game. Our tool set allows us: • setting the level of every search object, • creating various placement positions for every search object, • scaling, rotating and transforming objects, • changing their color and transparency rate.
  • 8. Access to locations Location is a certain game space, represented as whether an indoor or outdoor area. While visiting location, player searches objects within a certain scenario. Our tools allow creating and setting different requirements for location entry: • Player level • Energy costs • Unique items By using such requirements we make the game process more interesting and control the player progress.
  • 9. Collections and keys Collections are sets of items and tools: • Items are given only as a reward for scenario completion • Tools can be given as a reward or to be bought in the in-game shop Keys are used to open a new location: • Simple keys can be given as a reward • Composite keys should be made of certain items Our tools allows setting the drop chance of items, depending on the player level or quest accomplishment.
  • 10. Quest system Quests are different tasks, which player gets as a part of the storyline. Our tools allow setting: • conditions under which quests can be given • interrelations between different quests • rewards for quest accomplishment • game mode switching
  • 11. Hinters Hinters are spesific “supplies”, which can make the search process easier. Search scenarios encourage player using the hinters. Hinters: • Laser pointer - points at a search object • Magnet - attracts the nearest objects • Bomb - collects several objects at once • Clock - gives the player extra time • Lighter - lightens the display in the “twilight” mode
  • 12. Energizers and boosters Energizers are the “supplies”, which increase the energy regeneration rate. Boosters are also “supplies”, which give the player temporary bonuses: • Increase item drop chance • Increase experience points the player gets for completing scenario • Give extra reward for scenario completing
  • 13. Achievements By accomplishing different tasks player opens new achievements, given for the progress. Player can share achievements with friends. Types of achievements: • Level up • Opening a new location • Accomplishing a collection • Stashing a certain amount of gold • Posting on the wall in social networks • Inviting friends to the game
  • 14. Map Game locations are situated on an interactive world map. The map can have different features: • Scaling • Up and down scrolling • Visual effects, such as animated water and dynamic clouds • Animated objects
  • 15. Social networks Social networks are good for attracting new players. • Invitations from friends • Posts on the wall • Asking friends for desired items • Sending presents to friends • Visiting friends • Player ratings • And lots of other things...
  • 16. Work with us By working with us you get: • High quality game • Support for all modern platforms • Comfortable price-quality balance • Time efficiency