HEX-A-GONE. Group 3 Chessie Garcia Ethan Hoewisch Paul Morales Cindy Yaw
|
|
- Dominick Richards
- 5 years ago
- Views:
Transcription
1 HEX-A-GONE Group 3 Chessie Garcia Ethan Hoewisch Paul Morales Cindy Yaw Winter 2008
2 Introduction HEX-A-GONE is a puzzle game which revolves around clearing hexagons that attach to the center hexagon. Hexagons will initially fall from the top of the screen. Your job is to catch each falling hexagon with the center hexagon known as the master hexagon. The master hexagon can be rotated and shifted as needed using the A, S, W, D controls and the left and right arrow keys. When three hexagons of the same color touch each other, they will disappear. When this happens, you re awarded more points. However, as you gain more points, you will increase your difficulty and more things will happen that will try and stop you from achieving a high score. Best of luck to you! Puzzle Genre Video games are primarily always categorized in a genre whether it be a shooter game, maze, action, adventure, etc. For HEX-A-GONE, we chose to implement a puzzle type game. The reason for our choice stems from us wanting create a rather simple yet challenging game. Puzzle games usually require the player to solve logic puzzles. However, not all puzzle games fit this description. Some arcade games, like the ones we used as inspiration for our game (Bust-a-Move, Tetris, and Bejeweled), incorporate gameplay that is dependent on quick reflexes or hand and eye coordination rather than logic. Our game incorporates these features to condition the player to succeed in a game where they have to align similar object as the fall. Strategy When playing the HEX-A-GONE, we suggest the following in order to be successful during gameplay. When the game begins, focus your attention on the hexagons already attached to the Master Hexagone rather than focusing on the falling hexagons. This way, it will be easier determine where certain hexagons should be placed. Design The Idea Behind a Game Games in the puzzle genre typically implement any combination of three core mechanics. First, a game will give the player control of a character that must navigate an environment and circumvent obstacles in order to reach a goal. Games like Chip s Challenge and the more recent Portal use this core mechanic in their design. Second, a game will task a player with dropping objects in order to create shapes. Tetris s core mechanic fits into this mold where the player must create solid shapes out of smaller, oddly configured shapes. Third and last, a game will task the player with aligning objects to create combinations of a specified number of similar objects (usually three) which will remove those objects from the game s display. Bejeweled is a popular game that epitomizes this core mechanic. There are hybrid games as well that implement two or more of these core mechanics. For example, Lumines tasks the player with dropping objects to create structures of like-colored objects. HEX-A-GONE fits into this latter category, as it involves both creating structures with dropped objects and aligning objects to create like-colored structures. HEX-A-GONE s core mechanic also features a concept that is oddly missing from the genre as a whole: rotation. This addition makes HEX-A-GONE immediately stand out from
3 the crowd and was implemented for that very purpose. Being able to rotate an entire playing field gives the player a unique frame of reference that differs from the ability to rotate objects in games like Tetris and Lumines. From the outset HEX-A-GONE was designed to be unique among games in the genre while still providing familiar trappings falling objects and the need to align these objects in specific combinations in order to hook the player with an unfamiliar concept while still being accessible. Rules at a Glance In HEX-A-GONE players control a unique hexagon called the Master Hexagon. This object can be moved horizontally, vertically, and rotated in fifteen degree increments. The player s objective is to use the Master Hexagon to collect falling hexagons by colliding with them. When the Master Hexagon hits a hexagon, that hexagon attaches to the Master Hexagon on the face where the collision occurred and becomes a part of an abstract structure called a hexagon grid. This structure consists of the Master Hexagon itself at its center and any hexagons that have attached to the Master Hexagon or other hexagons that have also attached themselves to the Master Hexagon. This structure grows as more and more hexagons attach themselves to it, and can be moved and rotated in order to place falling hexagons anywhere on the structure. In HEX-A-GONE a player loses once the hexagon grid becomes too large. The player gains a single point for every hexagon that successfully attaches to the hexagon grid but must be aware that attaching too many hexagons causes the game to end. To combat this hexagons of randomly chosen colors appear. When three or more hexagons of the same color are connected to each other within the hexagon grid, those hexagons are removed from the hexagon grid, giving the player room to breathe as well as an exponentially increased amount of points. Thus the player must maintain a balance between having enough hexagons inside the hexagon grid to allow for constant clearing (and the points that come with it) but not so many hexagons that a few additional attachments cause the game to end. Feedback Loops Since the player must maintain a balance between having enough hexagons to clear combinations from the hexagon grid and having too many hexagons that a few more hexagon attachments causes the player to lose the game, several feedback loops are introduced around this dilemma. Other feedback loops are present in HEX-A-GONE s point system and in its theme system, a particular feature that will be elaborated on in a later section. A negative feedback loop can be exhibited whenever a player s hexagon grid grows too large and the game ends with a negative result. Although gathering hexagons is necessary, negligently and haphazardly gathering hexagons is punished. This way a player is reminded that the objective of the game is to gain points by clearing hexagons off the screen. This act that is worth more points than simply successfully attaching hexagons and keeps the player from losing the game. A converse positive feedback loop can be seen when a player attempts to keep their hexagon grid from growing too large. Players are awarded an exponentially greater number of points for clearing hexagons than simply attaching them to the hexagon grid. This keeps the player from losing the game and gives them more incentive to continue clearing hexagons through point awards. A similar positive feedback loop can be exhibited in the fact that doing well in the game gives the player a chance to keep doing well, as every three hexagons cleared from the playing field are three less hexagons that contribute to the growth of the
4 hexagon grid and losing the game. Finally, a positive feedback loop appears in the presentation of HEX-A-GONE s different themes. After a certain point themes change, and doing well in the game allows a player to witness the different themes available within the game. This new experience provides an inventive for players to continue to perform well within the game, and the longer a player performs well, the more themes he or she will witness. Creating Flow Themes were implemented within HEX-A-GONE to give the player an environment where he or she could become entranced in while playing the game. Themes consist of a background, scrolling or static, background music, and a set of sound effects. There are separate sound effects for the movement of the Master Hexagon, clockwise rotation, counterclockwise rotation, instances where hexagons attach to the Master Hexagon and the hexagon grid, and instances where hexagons are cleared from the playing field. These sound effects complement the music, which in turn complements the background to create an entrancing visual and aural environment. The various themes have an effect on the gameplay due to the drop speed of the hexagons being synchronized to the beat of the background music. As a player progresses through HEX-A-GONE the themes change to feature more intense music and by extension a more challenging game. This shift in difficulty allows a player to ease themselves into the game with a slower paced theme. Eventually, it changes over time to a more intense theme so long as the player continues to succeed in the game. In this manner HEX-A-GONE caters to beginner players while providing more experienced players with an increasingly more difficult challenge that keeps them from being bored. As the speed of the game increases, players have to contend with their hexagon grid growing larger at a faster rate and must think more quickly as to where to attach hexagons and which already attached hexagons to clear. Flow is achieved when the player attempts to balance continually clearing hexagons and having enough attached hexagons to clear but not enough to force the game to end. This flow is enhanced by the themes present within the game, where every hexagon drops to the beat of the music and every movement, hexagon attachment, and hexagon clearing the player accomplishes contributes to the music playing. At this point the player is not only concerned with playing the game but with creating music. On top of all this is the scoring system implemented in HEX-A-GONE. Players are rewarded for successfully attaching hexagons to the hexagon grid, and every point they gain is tempered by the realization that their structure is one hexagon closer to losing the game. This adds a level of anxiety while keeping the player actively engaged with the game. However, hexagon clearing allows the player to gain an exponential number of points, allowing players to risk having multiple attached hexagons for the sake of clearing them and gaining a greater amount of points. This risk-reward system also contributes to flow within HEX-A-GONE. Making a Game Matter Making a game matter to a player is a difficult task. Making a puzzle game matter, where there is usually nothing that attaches the player to it emotionally, nor is there usually anything for the player to compete against besides his or her own high score, is an even more difficult task. Several features in HEX-A-GONE combat this and make the game meaningful for the player.
5 First, the core mechanic of the game rotation of the is rarely implemented in puzzle games. This feature immediately makes an impact on the player, immediately gaining their interest in how it works and why it matters within the rules of the game. It is used both as a hook and a vital gameplay device. The concept that objects aren t moved, but collected is an equally rare feature that also acts as a hook and gameplay device. Once the hooks have done their job in gaining the player s interest, that interest is kept with the use of themes and HEX-A-GONE s scoring system. The themes act as a visual and aural point of interest and potentially give the player something emotional to attach to. Because backgrounds, music, and sound effects are selected to complement each other within a theme, sound effects can be used to literally create music. The scoring system in the meanwhile tracks a player s success. This gives the player a constant frame of reference for him or her to track their progress. It also gives them something to use to compete with other players who ve played HEX-A-GONE. Additionally, it reminds the player that they have been rewarded much more for clearing hexagons than merely attaching hexagons, since the former is much more challenging than the latter. As the challenge of the game increases due to faster drop speeds and additional hexagon colors, the player finds himself or herself in flow, that important state that hinges on the razor s edge between boredom and anxiety. The better a player performs, the more the game challenges that player to perform well, and this push and shove feedback continually forces the player to concentrate at the task at hand to overcome an ever-increasing but eversurmountable challenge. Once a player loses the game, he or she will find themselves with a score quantifying their performance, and can use this to compare how others fared at the same game. Reasons for Rules At the end of the day, rules have to matter. They must add to the game experience, not detract from it, nor be unnecessary. Every rule in HEX-A-GONE was implemented for a purpose, and having no unnecessary rules allows the player to concentrate on the game without worrying about anything that wasn t immediately apparent. A player is given the ability to move the Master Hexagon and rotate it. The combination of vertical and lateral movement and rotations allows the player to attach hexagons at any point on the hexagon grid. A player is limited in their movements in that they can only move and rotate in fixed increments. This decision was made to allow the player to concentrate on their position and the angle of their hexagon grid and not on the act of moving or rotating. Hexagons can only attach on a face of the Master Hexagon or any hexagon within the hexagon grid. This rule was implemented to make hexagon attachment immediately understandable for the player. It was also implemented to ensure that a structure of hexagons would have surfaces facing in only one of six directions, again to make hexagon attachment simple and immediately understandable. Points are awarded for every successful hexagon attachment. This was done to remind the player that they must attach hexagons to proceed successfully in the game. Even more points are awarded for clearing clusters of hexagons, and this was done to remind the player that even though they need to have hexagons within the hexagon grid, it is far more important to clear them from the grid to keep it from growing too large and creating a situation where the player loses the game. Hexagons are given random colors to add an element of randomness to the game, and to keep hexagon clearing from being too easy. The requirement of having at least three
6 hexagons attached to each other in any combination was created to give the player a condition where hexagons could be cleared. This number was chosen because it was conceptually simple to remember and not too simple to continually clear hexagons; the case of having at least two attached hexagons would have appeared too often within the game to be considered challenging. Finally, hexagons appear from other sides of the screen in order to add another random element to the game. This keeps the player on their toes while challenging the player to remember that rotations are a key component of the game. It is far quicker to rotate the Master Hexagon to attach a hexagon than it is to move the entire hexagon grid in place to catch it. Designing Meaningful Play HEX-A-GONE s design succeeds because it allows for meaningful play. The game itself is emergent, since strategies dictate a player s success and not a few predefined sequences of actions. Its core mechanics are designed to pique a player s interest, and its various features keep the player interested, either in the themes, the continually increasing difficulty of the game, or the desire to attain a high score. Finally, its rules engage the player and actually give the game meaning, giving a player reasons to continue playing. HEX-A- GONE allows a player to achieve flow, and this perhaps is the definitive reason why it provides meaningful play. Stages a Player Goes Through When Making a Choice 1. What happened before the player was given a choice? The only option that players are given at the beginning of the game consist of rotating the Master Hexagon. Before, players were given a choice of moving the master hexagon both vertically and horizontally. Players seemed familiar with this form of play and quickly adjusted to the game. Thus, the player could make their own choices pertaining to the placement of the falling hexagons. 2. How is the possibility of a choice conveyed to the player? Although the option of motion for both vertical and horizontal movement was not added until the second draft, players saw that they had the option to move the Master Hexagon as a whole with all of its attachments as opposed to the individual pieces falling. The options are also displayed at the beginning of the game where the player is conditioned on which buttons to press and how to move to avoid losing. We also took into consideration the possibility for a player getting frustrated while playing the game. So, we decided to add a Pause/Play button to give the player a chance to step away from the game and re-orient themselves which ultimately ended up being a positive addition. 3. How did the player make the choice? After the second draft was finished with the added motion to left, right, up and down, the players began to see chances to increase their opportunity to survive by using the designated motion buttons to their advantage. If the players had made previous mistakes placing the small hexagons, they then have the option to move all the way to the bottom of the screen thereby increase their time for decision making.
7 4. What is the result of the choice? Usually, this part of the player s decision making process would ultimately let us know how the player is going to affect their next move in the near future. However, our game is set to have a certain level of uncertainty. By having random colors drop, depending on the players choice of placement, he or she might save themselves and eventually reverse the effects of previous mistakes with the choices they make. Depending on the choices the player makes, the player could either get one point for successfully attaching a small hexagons to the Master Hexagon, ten for successfully clearing a chain of three, or continuously clearing groups of three and adding points to the multiplier to quickly reward the player for how well they are playing. 5. How is the outcome conveyed? In the top right corner of the game screen, notice that there are status indicators such as a Score, Multiplier, and difficulty level. The outcomes of a player s choices are conveyed on those three categories. As a player progresses in skill level the score increases and at times, multiplies due to chains of combos. Additionally, the difficulty of the hexagons being dropped goes up to balance out the amount of flow generated in each level. Ultimately, the player is rewarded due to the positive feedback loop implemented in our game. During playtesting this method seemed to be very rewarding to the players given that we do not have a high score sheet. It somewhat spiked a sense of competitiveness in all the players. Implementation Organization Hex-a-gone employs several different objects, stored as Movie Clips, to represent the major elements of the game. Each hexagon in the game has six separate movie clips inside it, one for each side, to aid in hit detection. Each hexagon also has a variable to represent its color, and another to represent any special ability of that hexagon. Additionally, Hex-a-gone uses an off-screen Movie Clip with an internal time-line to create the falling hexagons and manage the difficulty level. Hex-a-gone also maintains a two-dimensional array, the Master Array, at root level to facilitate clearing the hexagons. To represent the bounding hexagon, the game simply uses a Movie Clip attached to the Master Hexagon. To play sound and change the background, the game uses a simple method at the root layer. This allows any code, anywhere in the document, to play sound effects or change the background. While allowing global access to something as potentially distracting as a background presents a risk, it justifies itself by enabling a high level of integration, allowing seemingly insignificant events to have their own special sound effects. Similarly, storing variables representing the player's score, difficulty level, and speed of falling hexagons at the root level not only made accessing the variables easy, but allows for easy expansion (such as a feature where clearing red hexagons slowed down the next few hexagons) and access.
8 Game Objects As the lower half of Figure X illustrates, the game operates in a loop, constantly dropping hexagons towards the center of the stage and checking for conditions to award the player points or cause the player to lose. One of each hexsimple's sides causes it to move towards the center of the stage, based on its position when it was created and the drop speed variable. Each frame, the (attached) hexagons, including the Master Hexagon, check each of their sides to see if it has collided with the dropping hexsimple. If it has, the colliding hexagon attaches a new hexagon with a certain x and y offset (to give the illusion that the two hexagons are conjoined along the colliding side) to itself. Then, the colliding hexagon inserts the new hexagon into the Master Array and checks to see if the attached hexagon is in a chain of same-colored hexagons. If it is, the game removes those hexagons, triggers any special abilities those hexagons may have, and awards the player points based on the number of hexagons cleared and the chain multiplier. The chain multiplier is incremented every time the player clears some hexagons, and is reset to 1 when the player fails to clear some hexagons with a falling hexagon. The player may control the Master Hexagon with the keyboard. The Master Hexagon contains some Action Script that checks for keyboard input and reacts accordingly. Each attached hexagon, however, does not contain any containing Action Script for keyboard
9 control since it is attached to the Master Hexagon, any movement or rotation to the Master Hexagon applies to the attached hexagons. This attachment enabled us to facilitate input and more easily control the hexagons with code. Another code decision that made the game easier to conceptualize was the color of falling and attached hexagons. In order to get hexagons to change color, we used associated a Color object with the hexagon, then applied a hexadecimal color. This rather simple process also let us get the color of a particular falling hexagon to set the color of the attached hexagon. Major Issues Throughout the development of Hex-a-gone, we encountered several problems which were difficult to design solutions for. The first was attaching hexagons to the Master Hexagon. We had difficulty figuring out how to determine which side of the hexagon a falling hexagon had hit, but Dane helped us through by adding the Side Movie Clips to the interior of the hexagons and straightening out our attachment code. Losing the game also stood as a point of difficulty. The player went from being unable to lose, no matter how many hexagons the player attached, to being able to lose with no particular certainty, to losing whenever he or she attached a hexagon to a certain side on the Master Hexagon, to losing whenever he or she attached a hexagon to any side of the Master Hexagon, and finally to losing once the attached hexagon would not fit into the Master Array. This entire process took no more than three weeks. Also, clearing hexagons proved to be a challenge for creating a meaningful data representation, an effective algorithm for removing the hexagons, and a reason why the algorithm failed to clear all of the hexagons all of the time. Thankfully, we found a hint at that showed us how to translate a hexagonal grid into an easily-stored two dimensional array. Once we had a data structure to represent the hexagons attached to the Master Hexagon, the algorithm followed naturally after. However, the method used to remove the hexagons from the game removed the hexagon from which called the method, halting the removal of the other hexagons. We fixed this by moving the method to the root layer. Sadly, we did not discover and remedy this flaw until after the presentation, thus negatively impacting our play testing. Iterative Development We followed an iterative design process in the creation of Hex-a-gone, and reaped the benefits of frequently play testing and integrating small features rapidly. The Process We began by creating a Master Hexagon and adding controls to rotate it. Soon after, we added controls to move it vertically. Then, we created falling hexagons and allowed them to attach to the Master Hexagon. Not long after, we gave the player the ability to move the Master Hexagon horizontally. After this, we implemented scoring and clearing. Next, we added music and backgrounds. Then, for lack of inspiration in the bug-fixing department, we added the increasing difficulty, more hexagon colors, a hexagon to let the players know how close to losing they were, and the ability for hexagons to drop from more locations than just the top of the screen. Penultimately, we fixed the hexagon-clearing bug and tweaked some
10 game parameters. Lastly, we added a Pause feature to let the player pause the game. Evolution When we were brainstorming ideas for a game to implement, our initial idea was a maze game in a store setting where players would have to find items on a their list while they maneuver around obstacles in the store. At the last brainstorming meeting, we completely scrapped that idea and produced HEX-A-GONE. The main reason for the switchover arose from implementation concerns about the shopping game. We thought the idea would be great and fun but trying to sketch out algorithms to describe our gameplay seemed pretty hard. With HEX-A-GONE, it was much easier to visualize the logic behind the features. From its original concept, our game did not drastically change as a result of play testing, since all play testers generally agreed that we had a good concept. At first, players required an explanation of the game's objectives, so we added a Rules section to give the player the controls and rules of the game before he or she started playing. Following this, players thought that rotating the Master Hexagon by 60º per key press was a bit much, as it interfered with their ability to attach hexagons to the sides of the long arms that would tend to form at that stage of development. So, we shrunk the rotation factor down to 30º, and finally 15º, giving the player a noticeable rotation amount while still giving him or her control of hexagons a distance away from the Master Hexagon. Once we changed that, each player enjoyed rotating the Master Hexagon and attaching hexagons, but was rather worried about the lack of horizontal movement, the flaky hexagon clearing, and the inability to see what it was that made them lose the game. Once we implemented those features, players were able to enjoy the game much more since they could manipulate the Master Hexagon much more naturally, anticipate which hexagons would disappear, and predict how far they could stack hexagons before losing. Once this was done, players wanted to be able to see their final score after losing, so we added the player's final score to the game over screen. Over the course of Hex-a-gone's development, we felt that simply creating large hexagon clusters and gaining a massive number of points was too easy and too rewarding for the player. To this end, we implemented the chaining feature. This new strategic option added a good amount of challenge and risk for the player, since clearing several groups in a row is largely dependent on the colors of the falling hexagons, and, if the player accumulates several groups of two same-colored hexagons, he or she soon puts him or herself in danger of losing. Some of our play testers requested that we add a Pause button, so we did. Players of Hex-a-gone may now pause the game, disabling all hexagon movement and rotation. Dropped Features As a result of play testing, we reduced the number of possible hexagon colors from six to five, since we found that it was simply too hard to take advantage of the streak multiplier with six colors. With five colors of hexagons at the highest difficulty, our play testers still had a challenge creating hefty chains, but were able to pull it off occasionally. Simultaneously, we increased the number of points needed to reach the next difficulty level. This decrease gives the player the chance to make good on any possible chains he or she may have planned before hexagons of an additional color begin appearing on screen. By making small improvements to Hex-a-gone rapidly, we were able to judge the game's progress and shift it towards a more fun game.
11 When we were brainstorming ideas for a game to implement, our initial game was a maze game in a store setting where players would have to find items on a their list while they maneuver around obstacles in the store. At the last brainstorming meeting, we completely scrapped that idea and produced HEX-A-GONE. The main reason for the switchover arose from implementation concerns about the shopping game. We thought the idea would be great and fun but trying to sketch out algorithms to describe our gameplay seemed pretty hard. With HEX-A-GONE, it was much easier to visualize the logic behind the features. Future Work In our original design, we had planned on implementing clusters of three hexagons falling down that will be caught by the master hexagon. This would have increased the level of difficulty in the game and made it more challenging for players. For example, a player may have wanted one specific color in the cluster to attach to two other hexagons of the same color. But once those three hexagons clear, what about the other two hexagons that were attached in the cluster? These other colors may have block spaces for other hexagons to clear. We removed this feature because it was simply too difficult for us to design given the time frame we had to work in. Our other feature that was eliminated is compacting in which the hexagons surrounding the master hexagon would move closer to it if there was a gap. The absence of the feature caused us to also remove the falling clusters because the clump of hexagons attached to the master hexagon would start growing much too rapidly. Without the compacting feature, it would have been difficult to place new falling clusters into reasonable spaces without hitting the leftovers of other clusters. This feature would have allowed players to set up chains like in Tetris Attack by Nintendo where a trio of the same color would disappear, the objects would compact, and if another trio of the same color was formed from that result, the player would gain much more points. This chain would dramatically increase the score until no more chains could be made from compacting. In our current version of HEX-A-GONE, we have defined the controls for the player. However, the player may not like the face that A, S, W and D are used to control the position of the master hexagon and the arrow keys are used for rotation. Maybe they would prefer to have the controls switched so that the arrow keys control the position and the letter keys control the rotation. In the future, we would like to provide these players the opportunity to define the controls for themselves. This would allow them to customize the game to their preferences and maybe decrease their learning curve and eliminate frustration over controls. Background themes played a major part in our game in keeping the player alert and entertained. For now, we only have a few themes but for future implementation, we would like to add many more themes. This gives the player something to look forward to. We would also increase the complexity of the theme such as playing videos once the player reaches a high difficulty. This too creates another challenge for the player because they now get to focus on two things: watching the background that they worked so hard to achieve while trying to stay alive. Because of the internal conflict created within the player s mind, they might sometimes have to choose one thing to ignore (probably the background) if they intend to continue playing. One exciting feature that we would have liked to implemented, given more time, are bombs. These special hexagons would have different clearing methods. One would clear hexagons within a certain range. Another kind would clear only a certain color like all reds. However, in order for this bomb to set off, it must group together with two other hexagons of the same color. Whichever two colors this bomb comes in contact with is the color that will
12 disappear. The rarest of them all would be a bomb that clears everything, giving the player a clean slate to start afresh. Conclusion As we wind down to the end, we as a team feel that our game is unique, fun, and challenging. When we first conceptualized the idea of rotating the playing field rather than the falling pieces, we were excited to add a unique aspect that is not often seen in drop down puzzle games. This added the challenging aspect for the player, creating meaningful gameplay. Based on our play testing, we took pride in the fact that play testers suggested minimal tweaks to our game in order to better their experience instead of attacking the core mechanics of the game.
Star-Crossed Competitive Analysis
Star-Crossed Competitive Analysis Kristina Cunningham Masters of Arts Department of Telecommunications, Information Studies, and Media College of Communication Arts and Sciences Michigan State University
More informationTutorial: Creating maze games
Tutorial: Creating maze games Copyright 2003, Mark Overmars Last changed: March 22, 2003 (finished) Uses: version 5.0, advanced mode Level: Beginner Even though Game Maker is really simple to use and creating
More informationCMS.608 / CMS.864 Game Design Spring 2008
MIT OpenCourseWare http://ocw.mit.edu CMS.608 / CMS.864 Game Design Spring 2008 For information about citing these materials or our Terms of Use, visit: http://ocw.mit.edu/terms. 1 Sharat Bhat, Joshua
More informationOverall approach, including resources required. Session Goals
Participants Method Date Session Numbers Who (characteristics of your play-tester) Overall approach, including resources required Session Goals What to measure How to test How to Analyse 24/04/17 1 3 Lachlan
More informationZumaBlitzTips Guide version 1.0 February 5, 2010 by Gary Warner
ZumaBlitzTips Guide version 1.0 February 5, 2010 by Gary Warner The ZumaBlitzTips Facebook group exists to help people improve their score in Zuma Blitz. Anyone is welcome to join, although we ask that
More informationGame Maker Tutorial Creating Maze Games Written by Mark Overmars
Game Maker Tutorial Creating Maze Games Written by Mark Overmars Copyright 2007 YoYo Games Ltd Last changed: February 21, 2007 Uses: Game Maker7.0, Lite or Pro Edition, Advanced Mode Level: Beginner Maze
More informationDeveloping Frogger Player Intelligence Using NEAT and a Score Driven Fitness Function
Developing Frogger Player Intelligence Using NEAT and a Score Driven Fitness Function Davis Ancona and Jake Weiner Abstract In this report, we examine the plausibility of implementing a NEAT-based solution
More information2D Platform. Table of Contents
2D Platform Table of Contents 1. Making the Main Character 2. Making the Main Character Move 3. Making a Platform 4. Making a Room 5. Making the Main Character Jump 6. Making a Chaser 7. Setting Lives
More informationOverview. The Game Idea
Page 1 of 19 Overview Even though GameMaker:Studio is easy to use, getting the hang of it can be a bit difficult at first, especially if you have had no prior experience of programming. This tutorial is
More informationMobile and web games Development
Mobile and web games Development For Alistair McMonnies FINAL ASSESSMENT Banner ID B00193816, B00187790, B00186941 1 Table of Contents Overview... 3 Comparing to the specification... 4 Challenges... 6
More informationProcedural Level Generation for a 2D Platformer
Procedural Level Generation for a 2D Platformer Brian Egana California Polytechnic State University, San Luis Obispo Computer Science Department June 2018 2018 Brian Egana 2 Introduction Procedural Content
More informationKeytar Hero. Bobby Barnett, Katy Kahla, James Kress, and Josh Tate. Teams 9 and 10 1
Teams 9 and 10 1 Keytar Hero Bobby Barnett, Katy Kahla, James Kress, and Josh Tate Abstract This paper talks about the implementation of a Keytar game on a DE2 FPGA that was influenced by Guitar Hero.
More informationCS221 Project Final Report Automatic Flappy Bird Player
1 CS221 Project Final Report Automatic Flappy Bird Player Minh-An Quinn, Guilherme Reis Introduction Flappy Bird is a notoriously difficult and addicting game - so much so that its creator even removed
More informationInstruction Manual. 1) Starting Amnesia
Instruction Manual 1) Starting Amnesia Launcher When the game is started you will first be faced with the Launcher application. Here you can choose to configure various technical things for the game like
More informationSeaman Risk List. Seaman Risk Mitigation. Miles Von Schriltz. Risk # 2: We may not be able to get the game to recognize voice commands accurately.
Seaman Risk List Risk # 1: Taking care of Seaman may not be as fun as we think. Risk # 2: We may not be able to get the game to recognize voice commands accurately. Risk # 3: We might not have enough time
More informationA retro space combat game by Chad Fillion. Chad Fillion Scripting for Interactivity ITGM 719: 5/13/13 Space Attack - Retro space shooter game
A retro space combat game by Designed and developed as a throwback to the classic 80 s arcade games, Space Attack launches players into a galaxy of Alien enemies in an endurance race to attain the highest
More informationThe game of Paco Ŝako
The game of Paco Ŝako Created to be an expression of peace, friendship and collaboration, Paco Ŝako is a new and dynamic chess game, with a mindful touch, and a mind-blowing gameplay. Two players sitting
More informationOrbital Delivery Service
Orbital Delivery Service Michael Krcmarik Andrew Rodman Project Description 1 Orbital Delivery Service is a 2D moon lander style game where the player must land a cargo ship on various worlds at the intended
More informationGame Mechanics Minesweeper is a game in which the player must correctly deduce the positions of
Table of Contents Game Mechanics...2 Game Play...3 Game Strategy...4 Truth...4 Contrapositive... 5 Exhaustion...6 Burnout...8 Game Difficulty... 10 Experiment One... 12 Experiment Two...14 Experiment Three...16
More informationCMS.608 / CMS.864 Game Design Spring 2008
MIT OpenCourseWare http://ocw.mit.edu CMS.608 / CMS.864 Game Design Spring 2008 For information about citing these materials or our Terms of Use, visit: http://ocw.mit.edu/terms. The All-Trump Bridge Variant
More informationCMS.608 / CMS.864 Game Design Spring 2008
MIT OpenCourseWare http://ocw.mit.edu / CMS.864 Game Design Spring 2008 For information about citing these materials or our Terms of Use, visit: http://ocw.mit.edu/terms. DrawBridge Sharat Bhat My card
More informationCISC 1600, Lab 2.2: More games in Scratch
CISC 1600, Lab 2.2: More games in Scratch Prof Michael Mandel Introduction Today we will be starting to make a game in Scratch, which ultimately will become your submission for Project 3. This lab contains
More informationYour First Game: Devilishly Easy
C H A P T E R 2 Your First Game: Devilishly Easy Learning something new is always a little daunting at first, but things will start to become familiar in no time. In fact, by the end of this chapter, you
More informationTutorial: A scrolling shooter
Tutorial: A scrolling shooter Copyright 2003-2004, Mark Overmars Last changed: September 2, 2004 Uses: version 6.0, advanced mode Level: Beginner Scrolling shooters are a very popular type of arcade action
More informationAnalyzing Games.
Analyzing Games staffan.bjork@chalmers.se Structure of today s lecture Motives for analyzing games With a structural focus General components of games Example from course book Example from Rules of Play
More informationProject: Circular Strife Paper Prototype Play-test IAT Team Members: Cody Church, Lawson Lim, Matt Louie, Sammpa Raski, Daniel Jagger
Play-testing Goal Our goal was to test the physical game mechanics that will be in our final game. The game concept includes 3D, real-time movement and constant action, and our paper prototype had to reflect
More informationLESSON 1 CROSSY ROAD
1 CROSSY ROAD A simple game that touches on each of the core coding concepts and allows students to become familiar with using Hopscotch to build apps and share with others. TIME 45 minutes, or 60 if you
More informationSPACEYARD SCRAPPERS 2-D GAME DESIGN DOCUMENT
SPACEYARD SCRAPPERS 2-D GAME DESIGN DOCUMENT Abstract This game design document describes the details for a Vertical Scrolling Shoot em up (AKA shump or STG) video game that will be based around concepts
More informationMonte Carlo based battleship agent
Monte Carlo based battleship agent Written by: Omer Haber, 313302010; Dror Sharf, 315357319 Introduction The game of battleship is a guessing game for two players which has been around for almost a century.
More informationAll-Stars Dungeons And Diamonds Fundamental. Secrets, Details And Facts (v1.0r3)
All-Stars Dungeons And Diamonds Fundamental 1 Secrets, Details And Facts (v1.0r3) Welcome to All-Stars Dungeons and Diamonds Fundamental Secrets, Details and Facts ( ASDADFSDAF for short). This is not
More informationAchieving Desirable Gameplay Objectives by Niched Evolution of Game Parameters
Achieving Desirable Gameplay Objectives by Niched Evolution of Game Parameters Scott Watson, Andrew Vardy, Wolfgang Banzhaf Department of Computer Science Memorial University of Newfoundland St John s.
More informationVACUUM MARAUDERS V1.0
VACUUM MARAUDERS V1.0 2008 PAUL KNICKERBOCKER FOR LANE COMMUNITY COLLEGE In this game we will learn the basics of the Game Maker Interface and implement a very basic action game similar to Space Invaders.
More informationSudoku Touch. 1-4 players, adult recommended. Sudoku Touch by. Bring your family back together!
Sudoku Touch Sudoku Touch by Bring your family back together! 1-4 players, adult recommended Sudoku Touch is a logic game, allowing up to 4 users to play at once. The game can be played with individual
More informationGame Design Document 11/13/2015
2015 Game Design Document 11/13/2015 Contents Overview... 2 Genre... 2 Target Audience... 2 Gameplay... 2 Objective... 2 Mechanics... 2 Gameplay... 2 Revive... 3 Pay Slips... 3 Watch Video Add... 3 Level
More informationRun Very Fast. Sam Blake Gabe Grow. February 27, 2017 GIMM 290 Game Design Theory Dr. Ted Apel
Run Very Fast Sam Blake Gabe Grow February 27, 2017 GIMM 290 Game Design Theory Dr. Ted Apel ABSTRACT The purpose of this project is to iterate a game design that focuses on social interaction as a core
More informationCMS.608 / CMS.864 Game Design Spring 2008
MIT OpenCourseWare http://ocw.mit.edu CMS.608 / CMS.864 Game Design Spring 2008 For information about citing these materials or our Terms of Use, visit: http://ocw.mit.edu/terms. Developing a Variant of
More informationKodu Lesson 7 Game Design The game world Number of players The ultimate goal Game Rules and Objectives Point of View
Kodu Lesson 7 Game Design If you want the games you create with Kodu Game Lab to really stand out from the crowd, the key is to give the players a great experience. One of the best compliments you as a
More informationGAME DESIGN! Intro: Game Designers First Half: Play & Games Second Half: Mechanics/Dynamics/ Aesthetics ( MDA)
GAME DESIGN! Intro: Game Designers First Half: Play & Games Second Half: Mechanics/Dynamics/ Aesthetics ( MDA) Who we? Tara / Mimi / Saskia Who are you? Tell us about yourself! That game you love Objectives
More informationStarting from LEARNER NOTES edited version. An Introduction to Computing Science by Jeremy Scott
Starting from 2013 edited version An Introduction to Computing Science by Jeremy Scott LEARNER NOTES 4: Get the picture? 3: A Mazing Game This lesson will cover Game creation Collision detection Introduction
More information1
http://www.songwriting-secrets.net/letter.html 1 Praise for How To Write Your Best Album In One Month Or Less I wrote and recorded my first album of 8 songs in about six weeks. Keep in mind I'm including
More informationAn Introduction to ScratchJr
An Introduction to ScratchJr In recent years there has been a pro liferation of educational apps and games, full of flashy graphics and engaging music, for young children. But many of these educational
More informationCreating a Mobile Game
The University of Akron IdeaExchange@UAkron Honors Research Projects The Dr. Gary B. and Pamela S. Williams Honors College Spring 2015 Creating a Mobile Game Timothy Jasany The University Of Akron, trj21@zips.uakron.edu
More informationChapter 7: DESIGN PATTERNS. Hamzah Asyrani Sulaiman
Chapter 7: DESIGN PATTERNS Hamzah Asyrani Sulaiman You might have noticed that some diagrams look remarkably similar. For example, we used Figure 7.1 to illustrate a feedback loop in Monopoly, and Figure
More informationTechniques for Generating Sudoku Instances
Chapter Techniques for Generating Sudoku Instances Overview Sudoku puzzles become worldwide popular among many players in different intellectual levels. In this chapter, we are going to discuss different
More informationThe Beauty and Joy of Computing Lab Exercise 10: Shall we play a game? Objectives. Background (Pre-Lab Reading)
The Beauty and Joy of Computing Lab Exercise 10: Shall we play a game? [Note: This lab isn t as complete as the others we have done in this class. There are no self-assessment questions and no post-lab
More informationTable of Contents. Creating Your First Project 4. Enhancing Your Slides 8. Adding Interactivity 12. Recording a Software Simulation 19
Table of Contents Creating Your First Project 4 Enhancing Your Slides 8 Adding Interactivity 12 Recording a Software Simulation 19 Inserting a Quiz 24 Publishing Your Course 32 More Great Features to Learn
More informationWelcome to the Sudoku and Kakuro Help File.
HELP FILE Welcome to the Sudoku and Kakuro Help File. This help file contains information on how to play each of these challenging games, as well as simple strategies that will have you solving the harder
More informationXdigit: An Arithmetic Kinect Game to Enhance Math Learning Experiences
Xdigit: An Arithmetic Kinect Game to Enhance Math Learning Experiences Elwin Lee, Xiyuan Liu, Xun Zhang Entertainment Technology Center Carnegie Mellon University Pittsburgh, PA 15219 {elwinl, xiyuanl,
More informationTeam 11. Flingshot. An infinite mobile climber game which uses the touch screen to control the character.
Team 11 Dylan Herrig James Glass Zach Bruennig Kate Ramge Ryan Kass Flingshot Project Synopsis An infinite mobile climber game which uses the touch screen to control the character. Project Description
More informationSpecial Notice. Rules. Weiss Schwarz Comprehensive Rules ver Last updated: September 3, Outline of the Game
Weiss Schwarz Comprehensive Rules ver. 1.66 Last updated: September 3, 2015 Contents Page 1. Outline of the Game. 1 2. Characteristics of a Card. 2 3. Zones of the Game... 4 4. Basic Concept... 6 5. Setting
More informationChapter 4 Summary Working with Dramatic Elements
Chapter 4 Summary Working with Dramatic Elements There are two basic elements to a successful game. These are the game formal elements (player, procedures, rules, etc) and the game dramatic elements. The
More informationSolving Usability Problems in Video Games with User Input Heuristics
Solving Usability Problems in Video Games with User Input Heuristics Honours Project Carleton University School of Computer Science Course: COMP 4905 Author: Sikhan Ariel Lee Supervisor: David Mould Date:
More informationCONCEPTS EXPLAINED CONCEPTS (IN ORDER)
CONCEPTS EXPLAINED This reference is a companion to the Tutorials for the purpose of providing deeper explanations of concepts related to game designing and building. This reference will be updated with
More informationAddendum 18: The Bezier Tool in Art and Stitch
Addendum 18: The Bezier Tool in Art and Stitch About the Author, David Smith I m a Computer Science Major in a university in Seattle. I enjoy exploring the lovely Seattle area and taking in the wonderful
More informationPO Box Austin, TX
Cartridge and Manual produced by: www.atariage.com PO Box 27217 Austin, TX 78755-2217 Printed in U.S.A. INSTRUCTION MANUAL NOTE: Always turn the console power switch off when inserting or removing an ATARIAGE
More informationZpvui!Iboepvut!boe!Xpsltiffut! gps;!
Zpvui!Iboepvut!boe!Xpsltiffut! gps;! Pwfswjfx!'!Fyqmbobujpo! For your convenience, we have gathered together here all handouts and worksheets useful for suppor ng the ac vi es found in Gaming the System.
More informationTrade Offs in Game Design
Trade Offs in Game Design Trade Offs in Game Design Quite often in game design, there are conflicts between different design goals. One design goal can be achieved only through sacrificing others. Sometimes,
More informationthe gamedesigninitiative at cornell university Lecture 6 Uncertainty & Risk
Lecture 6 Uncertainty and Risk Risk: outcome of action is uncertain Perhaps action has random results May depend upon opponent s actions Need to know what opponent will do Two primary means of risk in
More informationIntroduction Installation Switch Skills 1 Windows Auto-run CDs My Computer Setup.exe Apple Macintosh Switch Skills 1
Introduction This collection of easy switch timing activities is fun for all ages. The activities have traditional video game themes, to motivate students who understand cause and effect to learn to press
More informationPrint and Play Instructions: 1. Print Swamped Print and Play.pdf on 6 pages front and back. Cut all odd-numbered pages.
SWAMPED Print and Play Rules Game Design by Ben Gerber Development by Bellwether Games LLC & Lumné You ve only just met your team a motley assemblage of characters from different parts of the world. Each
More informationGOAL SETTING NOTES. How can YOU expect to hit a target you that don t even have?
GOAL SETTING NOTES You gotta have goals! How can YOU expect to hit a target you that don t even have? I ve concluded that setting and achieving goals comes down to 3 basic steps, and here they are: 1.
More informationNOVA. Game Pitch SUMMARY GAMEPLAY LOOK & FEEL. Story Abstract. Appearance. Alex Tripp CIS 587 Fall 2014
Alex Tripp CIS 587 Fall 2014 NOVA Game Pitch SUMMARY Story Abstract Aliens are attacking the Earth, and it is up to the player to defend the planet. Unfortunately, due to bureaucratic incompetence, only
More informationunderstanding sensors
The LEGO MINDSTORMS EV3 set includes three types of sensors: Touch, Color, and Infrared. You can use these sensors to make your robot respond to its environment. For example, you can program your robot
More informationGame Design 2. Table of Contents
Course Syllabus Course Code: EDL082 Required Materials 1. Computer with: OS: Windows 7 SP1+, 8, 10; Mac OS X 10.8+. Windows XP & Vista are not supported; and server versions of Windows & OS X are not tested.
More informationThe Robot Olympics: A competition for Tribot s and their humans
The Robot Olympics: A Competition for Tribot s and their humans 1 The Robot Olympics: A competition for Tribot s and their humans Xinjian Mo Faculty of Computer Science Dalhousie University, Canada xmo@cs.dal.ca
More informationSignaling Crossing Tracks and Double Track Junctions
Signaling Crossing Tracks and Double Track Junctions Welcome. In this tutorial, we ll discuss tracks that cross each other and how to keep trains from colliding when they reach the crossing at the same
More informationGame Balance. Chris Ko and Jonathan Janosi
Game Balance Chris Ko and Jonathan Janosi A good game is a series of interesting choices. - Sid Meier Balancing Games 2 Major issues Fairness (PvE) Difficulty (PvP) What is a balanced game? Characteristics
More informationHow Representation of Game Information Affects Player Performance
How Representation of Game Information Affects Player Performance Matthew Paul Bryan June 2018 Senior Project Computer Science Department California Polytechnic State University Table of Contents Abstract
More informationDungeon Cards. The Catacombs by Jamie Woodhead
Dungeon Cards The Catacombs by Jamie Woodhead A game of chance and exploration for 2-6 players, ages 12 and up where the turn of a card could bring fortune or failure! Game Overview In this game, players
More informationRobot Olympics: Programming Robots to Perform Tasks in the Real World
Robot Olympics: Programming Robots to Perform Tasks in the Real World Coranne Lipford Faculty of Computer Science Dalhousie University, Canada lipford@cs.dal.ca Raymond Walsh Faculty of Computer Science
More informationCompetition Manual. 11 th Annual Oregon Game Project Challenge
2017-2018 Competition Manual 11 th Annual Oregon Game Project Challenge www.ogpc.info 2 We live in a very connected world. We can collaborate and communicate with people all across the planet in seconds
More informationOfficial Design Document
Official Design Document Wibbly Wobbly Timey Wimey Stuff 2013 A game by Catherine Cook Based off the BBC Sci-fi and my favourite TV series Doctor Who Table of Contents Section 1: Game Overview... 4 Basic
More informationIMGD 1001: Fun and Games
IMGD 1001: Fun and Games Robert W. Lindeman Associate Professor Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu Outline What is a Game? Genres What Makes a Good Game? 2 What
More informationHow to Quit NAIL-BITING Once and for All
How to Quit NAIL-BITING Once and for All WHAT DOES IT MEAN TO HAVE A NAIL-BITING HABIT? Do you feel like you have no control over your nail-biting? Have you tried in the past to stop, but find yourself
More informationCard Racer. By Brad Bachelor and Mike Nicholson
2-4 Players 30-50 Minutes Ages 10+ Card Racer By Brad Bachelor and Mike Nicholson It s 2066, and you race the barren desert of Indianapolis. The crowd s attention span isn t what it used to be, however.
More informationGameSalad Basics. by J. Matthew Griffis
GameSalad Basics by J. Matthew Griffis [Click here to jump to Tips and Tricks!] General usage and terminology When we first open GameSalad we see something like this: Templates: GameSalad includes templates
More informationHave you ever been playing a video game and thought, I would have
In This Chapter Chapter 1 Modifying the Game Looking at the game through a modder s eyes Finding modding tools that you had all along Walking through the making of a mod Going public with your creations
More informationRubik s Cube: the one-minute solution
Rubik s Cube: the one-minute solution Abstract. This paper will teach the reader a quick, easy to learn method for solving Rubik s Cube. The reader will learn simple combinations that will place each cube
More informationWhile there are lots of different kinds of pitches, there are two that are especially useful for young designers:
Pitching Your Game Ideas Think you ve got a great idea for the next console blockbuster? Or the next mobile hit that will take the app store by storm? Maybe you ve got an innovative idea for a game that
More informationA Quick Guide To Search Engine Optimization
A Quick Guide To Search Engine Optimization For our latest special offers, free gifts and much more, Click here to visit us now You are granted full Master Distribution Rights to this ebook. You may give
More informationSurfing on a Sine Wave
Surfing on a Sine Wave 6.111 Final Project Proposal Sam Jacobs and Valerie Sarge 1. Overview This project aims to produce a single player game, titled Surfing on a Sine Wave, in which the player uses a
More informationThe Design & Development of RPS-Vita An Augmented Reality Game for PlayStation Vita CMP S1: Applied Game Technology Duncan Bunting
The Design & Development of RPS-Vita An Augmented Reality Game for PlayStation Vita CMP404.2016-7.S1: Applied Game Technology Duncan Bunting 1302739 1 - Design 1.1 - About The Game RPS-Vita, or Rock Paper
More informationKenken For Teachers. Tom Davis January 8, Abstract
Kenken For Teachers Tom Davis tomrdavis@earthlink.net http://www.geometer.org/mathcircles January 8, 00 Abstract Kenken is a puzzle whose solution requires a combination of logic and simple arithmetic
More informationEE 307 Project #1 Whac-A-Mole
EE 307 Project #1 Whac-A-Mole Performed 10/25/2008 to 11/04/2008 Report finished 11/09/2008 John Tooker Chenxi Liu Abstract: In this project, we made a digital circuit that operates Whac-A-Mole game. Quartus
More informationJourney through Game Design
Simulation Games in Education Spring 2010 Introduction At the very beginning of semester we were required to choose a final project to work on. I found this a bit odd and had the slightest idea what to
More informationAI Approaches to Ultimate Tic-Tac-Toe
AI Approaches to Ultimate Tic-Tac-Toe Eytan Lifshitz CS Department Hebrew University of Jerusalem, Israel David Tsurel CS Department Hebrew University of Jerusalem, Israel I. INTRODUCTION This report is
More informationSokoban: Reversed Solving
Sokoban: Reversed Solving Frank Takes (ftakes@liacs.nl) Leiden Institute of Advanced Computer Science (LIACS), Leiden University June 20, 2008 Abstract This article describes a new method for attempting
More informationProject Documentation for Zombie Trail
Project Documentation for Zombie Trail Requirements Basic Requirements of the Program o The program is designed to be a fully playable (the game will not crash, and the end goal of the game is reachable)
More informationEscape the Nightmare
Escape the Nightmare Objective You and your friends are trapped in a nightmare guarded by monstrous wardens. You must work together to escape, by harnessing aspects of the nightmare to defeat the wardens.
More informationDevelopment Outcome 2
Computer Games: F917 10/11/12 F917 10/11/12 Page 1 Contents Games Design Brief 3 Game Design Document... 5 Creating a Game in Scratch... 6 Adding Assets... 6 Altering a Game in Scratch... 7 If statement...
More informationIndividual Test Item Specifications
Individual Test Item Specifications 8208110 Game and Simulation Foundations 2015 The contents of this document were developed under a grant from the United States Department of Education. However, the
More informationPLANETOID PIONEERS: Creating a Level!
PLANETOID PIONEERS: Creating a Level! THEORY: DESIGNING A LEVEL Super Mario Bros. Source: Flickr Originally coders were the ones who created levels in video games, nowadays level designing is its own profession
More informationOrnamental Pro 2004 Instruction Manual (Drawing Basics)
Ornamental Pro 2004 Instruction Manual (Drawing Basics) http://www.ornametalpro.com/support/techsupport.htm Introduction Ornamental Pro has hundreds of functions that you can use to create your drawings.
More informationTaffy Tangle. cpsc 231 assignment #5. Due Dates
cpsc 231 assignment #5 Taffy Tangle If you ve ever played casual games on your mobile device, or even on the internet through your browser, chances are that you ve spent some time with a match three game.
More informationInteractive 1 Player Checkers. Harrison Okun December 9, 2015
Interactive 1 Player Checkers Harrison Okun December 9, 2015 1 Introduction The goal of our project was to allow a human player to move physical checkers pieces on a board, and play against a computer's
More informationSTEP-BY-STEP THINGS TO TRY FINISHED? START HERE NEW TO SCRATCH? CREATE YOUR FIRST SCRATCH PROJECT!
STEP-BY-STEP NEW TO SCRATCH? CREATE YOUR FIRST SCRATCH PROJECT! In this activity, you will follow the Step-by- Step Intro in the Tips Window to create a dancing cat in Scratch. Once you have completed
More informationIf you have any questions or feedback regarding the game, please do not hesitate to contact us through
1 CONTACT If you have any questions or feedback regarding the game, please do not hesitate to contact us through info@fermis-path.com MAIN MENU The main menu is your first peek into the world of Fermi's
More informationManiacally Obese Penguins, Inc.
Maniacally Obese Penguins, Inc. FLAUNCY SPACE COWS Design Document Project Team: Kyle Bradbury Asher Dratel Aram Mead Kathryn Seyboth Jeremy Tyler Maniacally Obese Penguins, Inc. Tufts University E-mail:
More informationChapter 6. Discussion
Chapter 6 Discussion 6.1. User Acceptance Testing Evaluation From the questionnaire filled out by the respondent, hereby the discussion regarding the correlation between the answers provided by the respondent
More informationkeys to thrive and create you desire
5Anthony Robbins the life keys to thrive and create you desire It s no surprise that so many people today are in a state of uncertainty. We re going through massive changes in the economy, the world, and
More information