Title – ÔUnknownÕ

 

Abstract – Creating a shoot-esque game in which users need to dodge, eliminate and gain points to pass a certain level. Using the shell of color capturer I should be able to abstract the game and make it resemble my influences from other games.

 

Other Games

R Type – Playstation

Strengths – Fast paced shoot em up; users are always on their feet to combat enemies so engaging with the game is constant; Context of the game was kept throughout, it was simple and involved many elements in which the user interacted with; upgrades+redesigning your ship

 

Weaknesses – Some levels were similar to others; technology back then wasnÕt  great so graphics were simple and sometimes redundant. Reaction time sometimes suffered from user to game

SOURCE: http://www.irem.co.jp/e/game/r/rtype/index.html

 

1945 – Playstation

Strengths – Great graphics, kept simple to not distract the user from the game. 1945 had users also on their feet with constant action and need to defeat the enemy.

 

Weaknesses – Difficulty levels were extreme and can become fustrating. At times many things went on that distracted users or caused timing to be off.

SOURCE: http://en.wikipedia.org/wiki/1942_(video_game)

 

Methodology

Users will use ÒspaceÓ bar to shoot or capture. Using the arrow keys on the keyboard they will be able to navigate away or to, oncoming objects. Similar to my color capturer game in the sense that the functionality will be the game in movement and pace.

 

Milestones, Goals and Timeline –

Framework working – Week 1

Graphics – Week 2

User testing – Week 3

Final presentation – Final week 4

 

 

 

Challenges –

- Allowing the game to continue longer then average flash games; longevity of the game.

- A wiping out of structures on contact. A power-up or super-power up

- How to contain a super – power up and release it