Christopher Reyes Final web-site
http://xtreme-fitness.neocities.org/Final%20Project%202%202%202/Home.html
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Christopher Reyes Final web-site
http://xtreme-fitness.neocities.org/Final%20Project%202%202%202/Home.html
GDD
Game Name:Dark Maze Target Group: 13-19 Game Overview: Dark Maze is a game about a boy trapped in a dark maze and with his trusty water gun. He will traverse this maze filled with taps mini-puzzles and more. The icying on the cake of strange is that everytime he dies his body changes in a loop following the stages of grief. Gameplay: Players will have to use trial and error throught the game many traps will be invisible or hidden and other will require skill to get past. Players will face traps, enemies scattered throught the maze which will hinder there progress. Players will have to find openings to dive deeper into the maze and reach the center to move on to the next level. Failing a level means players will be taken back a level and they wil have to do the previous level again to continue. Narritive: He awakens and all he can see around him is darkness he can feel a piercing pain in his chest. All he can see is a big shinny door in front of him. So he does the inly logical thing and goes through it boom hes transported to a dark place with dimly lit walls so begins the tale of the boy in the dark maze. Usp: •Death stages •Movement •Spiral level design
Game prototype
int ballx,bally,dir,pad_width,pad_height,ball_size,winner,hits; float ball_speed,pad,Xpad;
void setup() { size(800,600);
ballx=int(random(25, width-25)); bally=height/2-25; pad=width/2-25; Xpad=width/2-25; dir = int(random(4)); pad_width=50; pad_height = 10; ball_size=50; ball_speed = 5; hits = 0; }
void draw() { update_display(); player_move(); com_move(); winner = ball_move(); println(hits); if (winner == 1) { text("You Win!",100,height/2) ; } if (winner == 2) { text("Computer Wins!",80,height/2) ; } }
void update_display() { background(0); fill(255,50,50); ellipse(ballx,bally,ball_size,ball_size); fill(50,255,50); rect(pad,height-10,pad_width,pad_height); fill(50,50,255); rect(Xpad,0,pad_width,pad_height); }
void keyPressed() { if (key == CODED) { if (keyCode == LEFT) pad_right(); if (keyCode == RIGHT) pad_left(); } }
void pad_right() { if (pad > 0) pad -= 5; }
void pad_left() { if (pad < width-pad_width) pad += 5; }
void com_move() { if (ballx - ball_size/2 > Xpad) { Xpad+=8; } if (ballx - ball_size/2 < Xpad) Xpad-=8; }
int ball_move() { switch (dir) { case 0: ballx -= ball_speed; bally -= ball_speed; break; case 1: ballx += ball_speed; bally -= ball_speed; break; case 2: ballx += ball_speed; bally += ball_speed; break; case 3: ballx -= ball_speed; bally += ball_speed; break; } if (ballx <= ball_size/2){ if (dir == 0) dir = 1; if (dir == 3) dir = 2; } if (ballx >= width - ball_size/2) { if (dir == 1) dir = 0; if (dir == 2) dir = 3; } if (bally - ball_size/2 <= 10) { if ((ballx >= Xpad) && (ballx <= Xpad + pad_width)) { if (dir == 0) dir = 3; if (dir == 1) dir = 2; } else { return 1; } hits++; speed_change(); } if (bally + ball_size/2 >= height - 10) { if ((ballx >= pad) && (ballx <= pad + pad_width)) { if (dir == 3) dir = 0; if (dir == 2) dir = 1; } else { return 2; } hits++; speed_change(); } return 0; }
void speed_change() { ball_speed += .02; }
void player_move() { pad = mouseX;
if (keyPressed) { if (key == 's') { saveFrame(); }
} }
// credit goes to processing.org
One sheet Space Maze
Alex Mayi, Christopher Reyes GD201 Pc/Mac Target Audience:15-21 Rating:E for Everyone Game Summary: A boy appears in a world shrouded in darkness, except for a shining door. The boy walks through and before him to his left and right are big shinning space colored walls and a way forward in front of him. So begin the journey of Grau. Journey through this strange maze help Grau face its many dangers from bottomless holes to monsters that roam the spatial halls and the mysterious dark energy that seems to chase Grau. Help grau find the center of this maze so he may move on to face ever more complicated levels. With luck and the know how Grau may one day finally exit this strange place and move on.(Working Narrative) Game Outline: Players will have to navigate complicated mazes filled with traps that may not always be visible. They will have to avoid dangerous monsters or make use of his trusty water gun to slow or incapacitate enemies depending on which ammo is used. Players will have to maneuver Grau using the given gravity to try to reach the center of the maze in order to continue. Players will be able to escape into one of the outer layers at will but will be unable to move towards the inner layers that way. Players will have to find key or keyless access points that will allow them to move closer to the center. FInally players will have to pay attention to all of this while on the clock for the mysterious dark energy hunts Grau Usp (Unique Selling Points): Layered maze in shape of circle Able to incapacitate or slow but never kill enemies Water gun with a dynamic ammo types with different range and effects A mysterious dark energy that chases Grau and may block paths as time passes Similar Competitive products: Unknown
group name: Yeezus Production
Chris Reyes, Alex Mayi
UI Design HW
In our design chris and I tried to streamline the process as much as possible. A big way we dis this was allowing players to duel from the first screen they see. This will allow player with defined deck and strategy to just jump into the action wothout having to be hassled. We also tried condensing as much info as possible by using pictures and symbols that are easy to recognize and remember. We only have about 4 menus but they cover a wide variety of the game. As you said the beat menu isnt a menu so we tried to leave genrous space gaps and use many pictures to get the messege of the content across. I think our UI design well represents many of the ideas that the current app market targets. Its easy to use, can be good looking, its fast, and seemless.
RGR4
In the chapter of level up, it talked about how designers make are supposed to make games that are challenging, but not to difficult because it then the game itself wont be as fun. Gamers want to play a game that is challenging then difficult. The difference between challenging and difficult is that, challenging is what makes you use head, to be creative of your ideas to solve a puzzle or to find another way around. And difficult is when its to hard and might make you give up real quick. This chapter didn’t only talk about that it also talked about props that players can destroy like crates, newspapers, bottles, vases, etc. Also the way you give the player glowing iconic things like levers or pathways or whatever to help the player out. These things are important in a game.
Speaking of creative lets look at the handheld game that I liked called “Donkey Kong” in that game its mechanics are movement and strategy because as I played it I had to focus mostly on how I move and timing just to get to the top and grab the crane so the guerilla could drop. The controls worked just fine and so did the game. The frustrating part of the game though was the barrels because timing when to jump was annoying because the there would be a bunch of them coming down at once sometime. THe reason is because the amount of barrels that came down will change each time u get to the crane and when the level would change. Ultimately I did have fun with this game.
Furthermore, the first game I didn’t like was “Fishing Boy” because it was so boring and retarded. Its mechanic was just mainly focused on movement. In the game all you do is just move left and right so you can pull the fish out of the water when they reach the fishing rod, though it was getting a little frustrating just moving in two different directions. Nevertheless, the controls did worked fine and so did the game.
Lastly, the game “Zelda” was another game I didn't like because u couldn’t move up or down, you are only allowed to move left or right. Its mechanic was mostly focused on strategy and you had to avoid the skeletons on the bottom while you fight one enemy on top. The controls worked except the up and down buttons on the D-pad. It was really frustrating not to move all over the place.
RGR3
During my time playing an elliptic seizure game called “Slave of God,” I can say this though, that this is some weird game. I caught a headache just playing it. In this game you’re in a nightclub with so many flashing colors, that it is so hard to see. There’s loud music that changes every time you go on the dance floor or when you do something else. You”re able to drink in the game, but I can’t tell if I got drunk or not because I have so many GODDAMN COLORS! in my face. I thought I was gonna die playing this terrible game. I recommend that nobody play this game because you will get an annoying headache.
I think that games should have art to it. The reason because is that art is what captures everyone’s attention within the game. For example, take the game “The evil within.” In this game you have the design of the characters, buildings, enemies, music, weapons, illusions and etc. All of these things are art. Without art we would never realized the beauty of them. Art is the most wonderful thing to have in this world and in a game. Also when people go an art museum, they go there to enjoy the work artist put there time and effort in to making a masterpiece. It’s the same with a game. So, I do believe art is important.
I think graphics don’t have to be that perfect. The reason I say this is because there are so many games that we played that didn’t have that good graphics, but still very fun to play. Though it’s true that graphics in games make us so excited, hyped up and it stands out because it would look so real like it’s a movie. Even though it looked so real the gameplay looked so perfect with the story and multiplayer. Take the game “Uncharted for example, it’s graphics are so phenomenal and it’s story is so good, it looks like your watching a movie, but the gameplay is even better. Now take mario for instance it’s graphics is awesome and not like “Uncharted,” but playing it is really fun because you can have fun with the fun activities it has. So, in general I don’t think graphics actually matter just as long the story and multiplayer to the game is fun.
In general I think games shouldn’t always be realistic. My reason is because even though the realism in a game is awesome, it doesn’t work for every game. If we looked at the game “Grand theft auto,” it has so much realism in the game. You have civilization, sociality,drugs, turf wars etc. It hardly has any imaginative creativity in it and that anarchy. In the game you basically can do whatever you want. For instance you can run people over, shoot them, stab them, robbing stores escape a wanted level like nothing ever happen, because in real life we can’t have it that easy. Though this game has it’s fun and unique standards. The other game “call of duty,” has to deal with are government and the technology that we have in are country. The real life events that’s in these catches are attention because these makes people or gamers whatever you want to call them, question and help them realize what goes on in the world. If we look at “prototype,” this is another game that has a couple realism and that’s the military, civilization and socialism just like grand theft auto. Though it has a lot of imaginative creativity. For example, you play as a person named alex mercer who has mutant powers. In the game you can run on walls cars throw people like a football, shapeshift, fly, you get the picture. This shows that, there is more mind ideas in this game than realism. So, like said before realism doesn’t always have to be in a game.