Project Planning

This section describes our team’s plans for this project.

 

Initial Ideas:

Blackjack:

This classic card game is a staple in both casinos and homes. It is simple, fun, and totally random. Try getting closer to 21 than the dealer, being careful not to bust.

Brick Breaker:

This iconic game format involves controlling a platform at the bottom of the screen to repeatedly bounce a ball against the ceiling of blocks, whittling down the bricks until advancing to the next level.

TA Time:

This original idea implements Space Invaders-style combat, where the player pilots a ship at the bottom of the screen. While shooting at an enemy at the top of the screen, the player has to avoid return fire.

 

Evaluation:

We used the following criteria to evaluate which game to develop. We believed that a fun game should include at least the following three qualities.

Appealing Graphics:

Appealing graphics are not necessarily complex. A simple aesthetic, similar to Minecraft, can provide a very enjoyable experience for users. Accordingly, Blackjack would include digital renderings of cards and chips. Playing cards are simple yet elegant, so Blackjack certainly meets this criterion. Next, Brick Breaker would involve colorful bricks at the top of the screen. They could have a vibrant 3D design and a breaking animation to seem more appealing. Finally, TA Time would involve 3D animated enemies along with team-created pixel art.

Randomness:

Randomness makes the game more interesting when replayed. Blackjack operates entirely on the randomness of the cards and thus fulfills this check. Brick Breaker could contain randomly generated levels. Also, the way the ball interacts with the environment will be different each time. Last, in TA Time, the enemy will randomly choose moves to do.

Winnability:

Being able to win a game provides the user with satisfaction and a sense of accomplishment. Blackjack is winnable by beating the dealer. Brick Breaker is winnable by destroying all the bricks. TA Time is winnable by defeating the enemy.

Audience:

Intended audience is an important factor to consider while developing a game and its accompanying marketing. The primary audience for our game includes FEH students, TAs, and faculty. This audience will be the people playing the game, and we plan to include inside references that appeal the most to those involved in FEH.

 

Final Decision:

Based on the above criteria, we decided to proceed with TA Time. This game provides the most unique design as it is not simply copying an established game. Though it does follow an already made format, it adds a new spin with customized characters. It was also the idea that the group was most passionate about, which will lead to a better development process.

 

Value:

The value that TA Time provides comes from its entertainment. This game is designed to be fun and replayable. It includes dynamic graphics and inside jokes that keep the intended audience engaged.

 

Game Elements:

To fulfill the software requirements described by the FEH Team, Group I plans to implement the following game elements in TA Time:

  1. Basic Graphics: See Advanced Graphics below.
  2. Basic Statistics: Health of player and enemy is visible in game.
  3. Respond to Touch: User interface will respond to touch.
  4. User Interface: Start, replay, and end menus.
  5. Replay: User is sent back to main menu once the game ends and can play again.
  6. Movement: The player, the enemy, and projectiles will move.
  7. Advanced Graphics: Pixel art instructors and TAs in game.
  8. Collisions: Player and enemy will take damage upon being hit by a projectile.
  9. Projectiles: User must launch projectiles to beat enemies.
  10. Arbitrary Touch: User must be able to move their player character via touch.
  11. Random Generation: The enemy character will randomly choose moves.
  12. Artistry: Almost all graphics in the game use imported images.

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