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