Friday, August 30, 2013

9. Bomberman

Click here to play: http://www.nintendo8.com/game/1/bomberman/


Bomberman is a strategic, maze-based video game that was originally developed by Hudson Soft. It was published in 1983.


Gameplay


The general goal is to complete the levels by strategically placing bombs in order to kill opponents and destroy obstacles. Exploding bombs can set off other bombs, kill or injure enemies, and destroy obstacles. However player could be killed as well. There are several power ups that would come up from obstacles (bricks). Player could use those power ups to power up their bombs. In order to win the game, player could kill all of enemies on the play field.


Interactivity

Actions involved are, moving around the play field, setting up bombs, exploding bombs (R/C Bombs only).


Concept and Setting

It's a walking-alone guy (bomberman) who is trying to get away from enemies. Bomberman's weapon are bombs that could explode and kill the enemies.


Goals

The goal of this game is to defeat all of the opponents on the play field.

Challenge

The challenge is the number of enemies on the map, and some of them walk fast! Last but not least, the bomb itself could kill the bomberman.

A.G.E Framework





Sunday, August 25, 2013

8. Puzzle Bobble


Click here to play: http://www.classicgamesarcade.com/game/21606/puzzle-bobble.html

Puzzle Bobble is a tile-matching arcade puzzle video game for one or two players created by Taito Corporation in 1994. It is based on Taito's popular 1986 arcade game Bubble Bobble, featuring characters and themes from that game. Its characteristically 'cute' Japanese animation and music, along with its play mechanics and level designs, made it successful as an arcade title and spawned several sequels and ports to home gaming systems.


Gameplay


This is the screen when a player playing alone (1 player mode). Player plays against time only. In order to win the game, player has to clear the play field by matching the same color balls (Colors consist of yellow, red, blue, and green). Player has to shoot the ball, and try to match the color. The ball will be removed from the play field if three or more balls on the play field are matched with the player's ball shot from the pointer. After a period of time, if the game went too long, the play field will be more cramped (the balls on the play field are getting closer to the player). Player will lose if he/she could not able to clear all of the balls on the play field in a period of time. 


It offers 2 players mode as well!  Here, the players play against each other and time. It's quite challenging. The game play is about the same.



Interactivity


One of actions involved in this game is the pointer to the left and to the right (approx 90 degree: 45 to the left, and 45 to the right). Player also could shot the ball using a button (based on the settings).


Concept

It's like a puzzle game with color based.


Goal

The goal of this game is to clear those balls on the play field by matching the color. Player matches the color and shoots the ball from the pointer. There are several stages that could be done in order to win the game (1 player mode).

Challenge

The challenge is that there are several different colors, and also there might be difficulty when trying to match the ball with the same color (other balls might block the way).

A.G.E Framework









Saturday, August 24, 2013

7. Workshop week 6

During the workshop in week 6, my group mates from the previous workshop and I continued working on the RPG board game. We were trying to understand all of the rules, and afterwards we tried to play the game. 






Previous workshop - Week 3

Race to The End


In week 3, we were creating a simple board game, "Race to The end". The challenge came from this link http://bbrathwaite.wordpress.com/2008/07/09/the-easiest-game-design-exercise-ever-really/.
The game consist of two components: start point, and destination or finish point.
Rule in this game is very simple, the one who reach the finish point earlier would be the winner.

During the workshop I formed a group with some of class mates and create our own map using the paper given by our lecturer Prof. Roberto Dillon. There are hexagonal shapes that are drawn on the paper, and our task was to draw the route from the starting point to the destination point. Thus, we draw the route or map, afterwards we started to play the game using 6 dimensional dice. The game was not quite fun though, so, we added several power ups spread randomly on several hexagonal shapes on the map.



Sunday, August 11, 2013

6. Turbo Esprit

Click here to play
Turbo Esprit was published by Durell Software in 1986. It was designed to be compatible in three different platforms (ZX Spectrum, Commodore 64, and Amstrad CPC). It is the earliest game with concept of free-roaming city environment with several in-game features such as indicator lights, pedestrians traffic ligChts, and a view of car's interior controls.


Gameplay

Player acts as a special agent, driving a Lotus Esprit car to prevent a gang of drug smugglers to completing a delivery of heroin. Player should track down their cars and destroy them by either ramming or shooting them. Player must travel around one of four available cities to take down those criminals. There are two types of opponent cars, armoured cars and hit cars. Players are recommended to ram those armoured cars as they are bulletproof. However, players could use built-in machine gun to defeat those hit-cars as they are quite speedy. Players could get penalty point if they hit other cars, and could explode if they crash into anything while traveling fast


Interactivity

Actions involved in this game are controlling car (move left, right, forward, and stop), shooting, as well as ramming. Buttons to control could be set up in the in-game settings.

Concept and Setting

The concept of the game is a special agent who is assigned mission to stop drug smugglers activities in a city.

Goal

The goal of the game is to destroyed or exploded the drug smugglers' cars by shooting or ramming them. 

Challenge

There are two types of opponent's cars, armoured cars and hit cars. Players have to defeat armoured cars by ramming them since they are bulletproof. However, players could not ram hit cars since they are moving fast; players need to shoot them. 

Citizens' cars could be a distraction while chasing the opponent's car. If the player's car crashes while moving in a high speed, then it could be exploded and the game ends (game over).

A.G.E Framework