Tuesday, November 30, 2010

Homework 20

The main character is the one completing the goal, for all the sense that makes. He's trying to retrieve the bear that belongs to his sister.

The main character must go through several mansions in order to reach the final mansion, which contains Anna's bear. Inside each mansion are various tasks to complete, for example killing monsters, finding switches, mazes, and many more. After some sort of boss fight at the end of each mansion, the player is able to move on to the next mansion.

The obstacles do increase in difficulty. The number and strength of the enemies will increase as well as the challenges presented. For example, the player may have to navigate through a small maze in the second mansion, but by the tenth would have a very difficult maze mixed with other elements such as switches or enemy annihilation.

I feel that the main way our protagonist would transform would be to become closer to his sister Anna. He'll become stronger and better able to fend off the enemies and will walk away with knowledge of the teddy bear trafficking world, but other than that...

For one, the character doesn't really get tired. After a certain amount of time he won't run anymore, but that's the only thing. You also don't need to sleep. XD I don't think the gun recoils as much as a real gun would...can't remember at the moment. No food needs to be eaten.

I don't think our character ever gets that kind of power. I mean, the ultimate, last weapon unlocked would surely be powerful, but that would be available towards the end or at the end of the game where it wouldn't be quite as important except for against the final boss.

I guess the weirdest element is that the game is about Tantalizing Teddies, a teddy bear trafficking ring. And you fight teddy bears. And your main enemy is a teddy bear. >.>

I think our game would be confusing, weird, and just plain strange without a story. I mean, it would be shooting teddy bears in a haunted mansion without the story.

The game forces the player to go through the house pretty much completely. You can't do anything without completing certain things like getting through the mazes or finding switches.

Goals interface is pretty much what I stated above. You have to complete the mini-goals if you want to reach the ultimate goal. In a way, Anna is a controlling character. You're completing the task for her.

Other things we could do would include making the music change when enemies are close, or you're about to die. Also changing the music when the player gets close to an important goal would incite curiosity and make the player go towards the objective.

Tuesday, November 9, 2010

Homework 17

Elements of chance...I'm not 100% sure, but I feel like the enemies spawn in random places, not the same place each time. I could be wrong though.
Skills used in the game would be the ability to use the keyboard well, being able to aim at your target and shoot, solve puzzles and get through mazes...none of which seem to have any relationship to probability and/or chance.

Well, enemies spawning are out of the player's control. Those babies are gonna come after you whether you like it or not. Other things concerning enemies, such as how many spawn at a time, etc are also out of the player's control. Weapons received when accomplishing something awesome is also out of your control.

Mmm...not that I can tell. At the moment I can't even think of a way that could happen. XD

Let's see if I can word this correctly. He could, in a way. I mean, the computer's skill level is going to increase depending on where the player is in the game. Meaning, the farther along the player is, the more difficult the computer's level. So theoretically one could estimate the computer's skill based on that fact. Also, how menacing a boss looks tends to be a pretty good indication, along with long, melodramatic monologues.

With my horrible close-to-midnight math skills, I'll guess that there's about a 1.92% chance of drawing both a King of Diamonds and an Ace of Spades from two shuffled decks. Assuming the Jokers were taken out.

And for some reason this math problem is blowing my mind. o.o;

Tuesday, November 2, 2010

Homework 16

Guh. Rules. I really wanna just copy and paste from another homework. XD And it trips me up every time!! Let's see...you go through the mansion fulfilling certain goals in order to progress to the next mansion. This becomes a vicious cycle until we're merciful enough to let you get to the final house and save Anna's bear. You have to do this by completing goals...you can't fly and you can't cheat. >.> You can't challenge the zombie bears to a game of chess.

The ultimate goal is definitely saving Anna's bear. It is certainly achievable, it'll just take mad skills. Or something. But yeah, definitely attainable.

I'd like to think the goals are rewarding. Normally getting through a difficult boss is enough for me. Especially in Kingdom Hearts. If I'm having problems with a boss and I finally beat him, I'm pretty much jumping for joy! I mean, in addition there'd be some sort of reward, such as a power-up or new weapon.

Eight kinds of rules. Operational...we have those, lol. That's the whole you can't fly through this level and challenge the zombie bears to chess. Functional...I must say I'm a little confused on what these are. Maybe...something to do with the gun...I have no idea. As far as behavioral rules go, I'm sure there are a lot of them, but I'm guessing they'd be pretty outrageous. The first thing that comes to mind is that you can't teleport or walk through walls, but those could be functional as well. Let's see...how about after you lose a boss fight, you can't walk up and sucker punch them? Also, I feel like written rules are the same as the operational rules, just shoved into a book that hardly anyone reads. XD I doubt we'd have any laws, because I can't imagine this game being played super competitively. I guess we could have house rules though, if those are comparable to basically changing the controls.

If I understand the question correctly, then yes. Within each mansion, there are a certain set of goals that must be completed before progressing to the next mansion. Each of these mansions must be completed before reaching the ultimate goal. So yes, they are related to each other. I feel like they help the story progress in a reasonable manner. If you were just given one goal and the whole game was to complete that goal without having to do anything else...I feel like that would be awkward.

Mmm, I don't think our game is the type that you could control your own goals. In my head, I equate it to Mario, just with different characters. Technically, you could just go on a zombie bear killing spree, but you wouldn't get far in the game. So the goals are pretty much laid out for you.

Forms of balance our game includes. As you progress farther in the house, you run into more enemies, thus making the game harder. Eventually you are able to upgrade your gun, which would make the game a bit easier, but then you start running into more zombies and the game becomes harder again. And this makes the game balanced.

Operative actions: most basic would be moving forward, backward, left, and right. I think you can also strafe left and right, and you can definitely jump. There is also shoot. Less basic would be picking up objects, such as health and guns. Also interacting with objects such as the flicking of a light switch and the opening of a door. 


Resultant actions: still thinking throwing stuff would be cool. XD Maybe make a gun that does that? 


Real skills developed: finger dexterity, because that's essential in any game in my opinion. Also problem-solving and memorization...and getting a feel for what it would take to survive around zombie bears? It's good practice for the apocalypse...Virtual skills would be things such as...being able to shoot the zombie bears, learning how to move in the game (because for me the keyboard is a bit difficult to use), umm...drawing a blank.


And I feel like I just talked about balance four or five questions ago. XD