Thursday, 10 November 2011

Interactive Game Planning

Grab the coins as they fall down. Taking the black coins minus points.

Player:
  • can move left and right only.
  • catches coins by using a hand sprite which appear above the player when button is pressed.
Coin Spawn:
  • Randomly selects which coin (gold, silver or bronze) to spawn into the map.
Gold Coin:
  • Gives player 50 points when collected.
  • Decreases players unhappiness level by 50 when collected.
  • Gives player 25 unhappiness points when miss.
Silver Coin:
  • Gives player 20 points when collected.
  • Decreases players unhappiness level by 20 when collected.
  • Gives player 10 unhappiness points when miss.
Bronze Coin:
  • Gives player 10 point when collected.
  • Decreases players unhappiness level by 10 when collected.
  • Gives player 5 unhappiness point when miss.
Black Coin:
  • Reduces player points by 100 when collected.
  • Gives player 50 unhappiness points.
Collision Management:
  • Checks of hand is touching any coins.
  • Coin disappears from the stage and points are added.
Miss Management:
  • Checks if any of the coins fall below the stage.
  • Remove the coins that fall below the stage.
 Score:
  • Checks if the player unhappiness levels reach 100 or above.
  • Counts all the coins collected total points.
  • Move player to game over screen when unhappiness levels reach 100 or above.

Sunday, 30 October 2011

Interactivity

For information presentation, interactivity can enhance the speed of searching for information and help the users find the specific information that they are looking for. (User Control)
For electronic publishing, interactivity can be enhanced by providing a search feature to help them look for what they are looking for. (User Control)
For advertising, interactivity can be enhanced by making the advertisement more fun. Examples like a mini game to help draw the users attention to see the advertisement. (Playfulness)
For commerce and transaction, interactivity can be enhanced by getting a quick response on weather the transaction is successful or not. (Responsiveness)
For education and training, interactivity can be enhanced by having quick responses for their queries. (Responsive)
For entertainment, interactivity can be enhanced by having games and quick responses from the game. (Playfulness and Responsive)

For my interactive game:
  1. The game should be entertaining so playfulness is needed.
  2. The user should be able to control the game. Examples are settings and game controls.
  3. The game should be responsive in showing did the user done well or not.