Journal 6: The stories of the concept and Graphic design of interactive prototype 1

1. In Class Exercise  
1.1 Complex interactions
    As for game interactive mechanism, when the snakes attack the player, the health of player will drop from 100 to 0. If the health decreases to 0, the number of life will be reduce one. The total life is 5. The symbol “Hangman” was used to represent the number of life of the player. If the play loss one life and then drawing a stick figure element of a hanged man as a tally mark. If the total number declines to 0, the player will died and game over. Similarly, the player also can fight back to snakes. The player can press button A to attack snakes. In this case, the health of snake will drop until 0. After that, the snake will dead.

1.2 Unfamiliar functionality
     If the character collides the red snake, he should press button A and Arrow Left (or Right) button to attack the snake.

    If the character touches the blue snack, his direction will turns to opposite. Pressing Arrow Left will go to right side, and press Arrow Right will go to left side.

    If the character touches the green snake, he/she needs to press button A or B to guess an answer (press Arrow Left or Right at the same due to collider). If the player guess right, the green snake will dead. However, the character will lose one life and go back to the start point.

    If the character collides the boss, the player needs press button A(press Arrow Left or Right at the same due to collider) to attack it. The boss has higher attack power than other snakes. Thus, the health of player will drop quickly. After killed the boss, the player wins the game.







1.3 New functionality
    The red moveable ground is a new game element which is not in the origin map. It can help the player move in different layers. Using moveable ground is able to develop operability of the player. The player not only can go to different position horizontally, but also they can move vertically.

    Another improvement is that instruction signs system is added. These sign labels aim to help player to understand the operation of game. Based on the results of video prototype, most all of the testers can understand the concept. However, they mentioned that adding instructions is useful to guide users to know how to play this game clearly.

1.4 Changed functionality
    According to the previous feedback of video prototype, some testers claimed that this game is simple. More game objects and elements can be added in order to enhance the interaction and complexity. There were only three distinct kinds of snake and each snake occurs once in the origin concept. Compered with that, each type of snake is displayed on the map multiple times. In addition, the new enemy called the boss is added. The boss snake has higher attack power. If the player touches the boss, the Hp of player will drop quickly. However, if the player kills the boss, he will win this game. Increasing the number of snake and adding boss could upgrade the difficulty because these rise up the amount of challenges. Commonly, when the game is more challenging, players will acquire more sense of accomplishment after they win the game.

    The most obvious change is that the map/maze of the game was enlarged. The reason of increasing map area is that many testers suggested larger scale of maze can be utilized. The major benefit of that is it provides more opportunities to interact. For example, users might take more time in playing the game in larger map. It can help players understand the rules and the mechanics of the game. As for testing purpose, bigger game map can offer more chances for users to find bugs or another lack of game design. Another advantage is that to pass larger map game needs more time, leading to promote durability.

1.5 The UX story
  The targeted user is young people. They can play it with their friends for fun.


1.6 The functional story
Players can climb or climb down the stairs to different layers.

Players also can jump to different layers














1.7 The information story
   The data in this game is score, number of life, health of the character. The player can compare these datas to judge who has better performance. For example, the player who has higher score or  lose less health and life, means he/she has a good performance in the game.

2. Prototype Process
    This week I almost finished my graphic design of my next game prototype by using PhotoShop, including the interface appearance, and concept sketch, game element images and character design.

2.1 Interface appearance


      The map of game is larger than my original concept. There are only three layers in the original concept but I change it to five layers for increasing its difficulty. Also, larger map can have more opportunities for players to interact with this game.

2.2  Concept sketch
   
       Before starting the digital interactive prototype, I drew some sketch and draft about my concept.

2.3 Game element images
     

       I used PhotoShop to draw all elements of my game.

2.4 Character design







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