Title:
= Save The Princess, Save The World!
Objective:
= To create a simple yet fun entertainment based application.
= To test the reaction of the player in solving problems.
= To visualize the real world game into digital application.
Target Audience
= Teenager( 12 - 20 years old)
Theme:
= Peace
Application Needed:
=Flash
Game Type:
= Genre
- Puzzle, Adventure, Shooting
= Gaming Platform
- Personal Computer
= View Point
- Front View, Bird-Eye View, Side View
= Input Devices
- Mouse
= Game Mode
- Single Player
Concept
= The concept of this game is get from several mini game from the internet and some scene from the drama “Heroes”. In this drama, there is a scene where the actors need to save the cheerleader in order to save the world. This mission comes with a slogan “save the cheerleader, save the world”. That is how the title of this application gets from. In order to save the princess, player needs to get through 4 stages without failure to save the princess of the country. Each stage comes with a different mini game and player need to focus to get through to next stage. Player wins when all 3 stages are successfully played.
Gameplay:
= After a series of animated story, player will reach at first stage. They need to figure out which one is the correct box where the bad guy hides the princess. There will be some boxes moving around in different order and player need to focus on the correct box. After that, player need to reveal which one is the correct cards from a deck of messy card. Finally player needs to avoid the underwater monster and get into the castle. Player wins after defeat the boss.
Sketches:
Here is some sketches for this game. There haven add in any background yet and the character and tools are roughly sketch only.
Country Map
"Find Me!" Sketch
"Card Game" Sketch
]
"Dodge Game" Sketch
Reference:
Here are some reference which give me ideas to create this game.
"Sea boom"
"Crystal Golf Solitaire"
"Ragdoll Laser Dodge"
"Find Me Or Not"
Backbone Structure
var speed1 = (random(10)+5)/10;
var ang = 0;
onEnterFrame = function () {
this._x -= speed1;
if (ang<360) {
this._rotation += 2;
ang += 2;
}
this._x -= 3;
if (this.p.damage>=10) {
this.p.damage = 0;
//reset damage to 0
this._x = Stage.width+random(offsetx)+100;
this.p.alreadyhit = false;
this.ang = 0;
this._rotation = 0;
//place enemy on top
_root.score += 50;
}
if (_root.h.gameon == true) {
if (this.p.alreadyhit == false) {
if (this.p.hitTest(_root.h)) {
trace(_root.h.health);
_root.h.health -= 15;
_root.bar._xscale -= 15;
if (_root.h.life>0) {
if (_root.h.health<=0) {
_root.h.life--;
_root.h.gameon = false;
_root.h.t = setInterval(_root.h.wait, 10000);
_root.h.gotoAndPlay(2);
_root.h.health = 100;
_root.h.updatelife();
trace("updatelife");
}
}
//this.p.gotoAndPlay(36);
this.p.alreadyhit = true;
}
}
}
if (this._x<0) {
this.ang = 0;
this._rotation = 0;
this._x = Stage.width+random(offsetx)+100;
var j = this.p.id;
_root["b"+j]._x = this.p._x;
_root["b"+j].alreadyhit = false;
this.p.alreadyhit = false;
}
};
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