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Task 3 11/20 Criteria C Creating The Solution

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Task 3 11/20 Criteria C Creating The Solution

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http://www.flowlab.io/game/play/102529

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Flowlab is an online game creator. Make your own games to share with friends.

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TASK 2 DO WE NEED INSTRUCTIONS TO PLAY GAMES? 11/16 CRITERIA C  CREATING THE SOLUTION 

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TASK 2 DO WE NEED INSTRUCTIONS TO PLAY GAMES? 11/16 CRITERIA C  CREATING THE SOLUTION 

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It depends on non-digital or digital. In digital game, instructions don't even exist, because only thing that the buttons effect to the game space is inside the instructions. There's no outside of the instructions, because the players cannot try those kind of things. Of course, we shouldn't disturb friends next to me by tickling while we're playing Mario Kart on our DS. But that's the general thing we have to keep not only game like don't throw an eraser while examination. So, I think limitation in the game can be called instructions but they don't really exist in digital game.

In my opinion, non-digital games need instructions. Because everyone need to have fun with games. Usually, playing non-digital game needs at least two people. So, both of them have to be able to play under the fair condition. And sometimes the instructions give us excitement. For example, in card game called UNO, we have to say UNO when we almost finish and win, but if we forgot we have to receive two cards extra. It's really fun because chance for reversal appeared. So, in non-digital game, we can say that instructions decide almost everything of the game. That's why kids try to revise the rule of the game to make it more suitable for them.

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TASK 1 GAME DESIGN 11/16 CRITERIA C  CREATING THE SOLUTION

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TASK 1 GAME DESIGN 11/16 CRITERIA C  CREATING THE SOLUTION

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1. Make space for the layer of game (no gravity & navy background)

2. Make the rocket's behavior (always go forward, affected by key board, scroll view, crashing)

3. Make the stars disappear when it touched to the rocket

4. Make the fire's behavior (alert, always move against the rocket, random starting point)

5. Block the game space

6. Make the player's game out if they went out from the viewable space.

7. Make the alien's behavior (alert, always move against the rocket, random starting point)

8. Make the label to count the number of star that the player got

9. Make the game end when the player got certain number of the stars.

10. Create the new stage

11. Repeat 1-7 again

12. Make sure that I take over the label.

13. Make the player can go to the second stage when the player reached the end of the first stage.

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Task 03 ACCURATE PLANNING DRAWING AND DIAGRAM 10/30  CRITERIA B Developing Ideas

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Task 03 ACCURATE PLANNING DRAWING AND DIAGRAM 10/30  CRITERIA B Developing Ideas

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Task 03 design concepts 10/30  CRITERIA B Developing Ideas

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Task 03 design concepts 10/30  CRITERIA B Developing Ideas

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Task 02 Do we need to win in games 10/30  CRITERIA B Developing Ideas

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Task 02 Do we need to win in games 10/30  CRITERIA B Developing Ideas

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I think we don’t need to win in games. Because the purpose of games are not winning in games. If so, creators have to make extremely easy game that no chance to fail. I think games basically aim making people fun. So, people made communication game which we can compatite with other existance people. One of them is going to lose, but battle makes the game more exciting. Bacause feeling of dislikes to lose let people show their performance as high as they can. So, reason why I use “dislikes to lose” is more people feel better if they won rather than lose because of a sense of superiority. This is like that I’m saying people should win in games. But I think “feeling better” isn’t equal to “making fun”. If creator made communication game or harder game, losing become necessary. But I rather working hard to achieve the goal than playing games without any thinking. I rather playing games with my friends and losing several times than winning COM everytime. So, I conclude that we don’t need to win in games because our purpose is making fun which means excitement.

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Task 03 Concept 10/26  CRITERIA B Developing Ideas

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Task 03 Concept 10/26  CRITERIA B Developing Ideas

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In dictionary, concept means general idea and plan. I think concept is outline of the design and able to fill in all 5W1H (what, when, where, why, who, how). So it's like a design brief, but think more about players (or audience). You don't have to consider the technology you have and not make it accurate like programming you use for creating a game. You just need to think what is a tory of this game and who will play this game etc... So we should use our imagination to think if someone play the game and keep improve our game using our creativity. Lots of ideas make much better game because it can keep changing.

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 Task 01 Hybrid Game 10/26  CRITERIA B Developing Ideas

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 Task 01 Hybrid Game 10/26  CRITERIA B Developing Ideas

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I designed "tennis golf". This is collaboration of golf and tennis. Purpose of this game is making golf more easier. Problem of golf is balls are hard and dangerous if it hits to the people. Because of that, golf cannot be played in anywhere like park and ground. And clubs are long and heads are small, so it's hard to hit properly and it took long time to get familiar with. And also the hole is so small and I guess many people have experienced that however they tried to goal it, it doesn't fall into the hole.

So, tennis golf can hit tennis ball which placed up with tee ball pin by tennis racket. Most of people can hit properly because both of head and ball are big. And it's much safer even if people get hitted by tennis ball. I thought we can play this in the big yard, ground and park. The hole is replaced to snack golf pin. It is surrounded by Velcro which can stick with tennis ball. And it becomes heavier if we put water in it so it doesn't move. If the ball get closer, we can kick the ball to hole it. So we can say this game is collaboration of golf, tennis, tee ball and soccer.

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Task 01Game Outline 10/26  CRITERIA B Developing Ideas

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Task 01Game Outline 10/26  CRITERIA B Developing Ideas

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I have already concerned and wrote it down on this wall, so I'm not going to write it again.

Digital game usually don't have rules because creator can manage it naturally by programming. Player cannot do what isn't on the playing instruction, and if there is something creator think it's foul play, they can avoid them and not make that action.

I planed individual game because it's hard to type one keyboard by two people and I don't have technology to share the game field online. If I had it, I really want to try it.

This is not RPG. It doesn't have story or several stages. Once player get all stars in the same field it's done.

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01 UNIT 03 09 MYP TAMAGAWA - DESIGN - UNIT TEXTBOOK - GAME ON

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基本的事実

機会の

計画、構想

設定

美術感覚のある

基礎の

手段、道具

闘争

クローン、コピー

衝突

摩擦

所有物

速力

はずみ

接近度

容易さ

スイッチにより解放する

貼付け

破壊者

アルファ

使用可能

抽出装置

警告

層

障害物

サブツール

台本、脚本

graphic service program

存在

潜在的な

相互作用

利点

所有の

対話

追求

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Task 5 Self-Assessment 10/16 CRITERIA A  INQUIRING & ANALYSING

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Task 5 Self-Assessment 10/16 CRITERIA A  INQUIRING & ANALYSING

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5/8

I think I can make game glossary english-english. And scale drawing is too simple and doesn't have detail. But I well planned about my game using the idea of Mario Kart. I can improve if I can find more "consider point". And my work is mostly based on my own opinion, so I want to research and get more ideas from the other game, so I hope I can use website more in next assessment.

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Nitty-gritty

Mechanic

Plot

Setting

Aesthetic

Fundamental

Implement

Combat

Clone

Collision

Friction

Property

Velocity

Impulse

Proximity

Ease

Toggle

Attacher

Destroyer

Alpha

Enabled

Extractor

Alert

Layer

Obstacle

Sub tools

Script

Grasp

Entity

Potential

Interaction

Asset

Proprietary

Dialogue

Quest

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管理者

保証契約

専念する

同じプログラムの新しいバージョンを作る

メンテナンス

オートメーション化する

時間がかかる

包括的な

予約出来る

妖精

メモリ空間

媒介変数

普及した

ロールプレイングゲーム

主人公視点のアクションゲーム

操作卓

基礎事項

実行可能

検証する

反射作用

差動

再訪問

小惑星

運賭け事

彗星

機能追加の末に難しくなったもの

準備

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Administrator

Guarantee

Dedicate

Self-hosted

Maintenance

Automate

Time-intensive

Comprehensive

Bookable

Sprite

Room

Parameter

Widespread

RPGs

First player Shooter

Console

Fundamental

Viable

Simulate

Reflex

Differentials

Revisit

Asteroid

Hazards

Comet

Feature-creep

Preliminary

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数独

タイピング

パズル

クロスワード

難問

ゲーム内の世界、操作面

つづりかえ

魔法にかかった

文字を当てて行き、間違えると棒人間が死ぬゲーム

タロット

量

アーケード

アプリが複数のOSに対応している事

無二の

保存

プログラム内容

座標

製造を停止した

異なるシステムを接続するもの

準備する

最高の

模造品

回路構成

異なるシステム環境でも利用出来る事

ソフトウェアツール

加速する

パソコン用OS

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Sudoku

Typing

Puzzle

Crossword

Brain teasing

Game space

Anagram

Spellbound

Hangman

Tarot

Quantity

Arcade

Multi platform

Unparalleled

Retention

Content

Analytic

Discontinued

Interface

Provide

Paramount

Mimic

Logic

Cross platform

Toolset

Accelerate

Linux

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Task 4 Design brief Introduction 10/14 CRITERIA A  INQUIRING & ANALYSING

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Task 4 Design brief Introduction 10/14 CRITERIA A  INQUIRING & ANALYSING

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This design brief is related to developing a digital game. Project located at Tamagawa IB MYP.

I will make a digital game that character in/on the rocket search the treasure in the space.

Game space is the space and base color is black. The player only see limited area of the game space and keep going forward.

The game space is circuit, so the players have to go around same place several times to get treasure.

The players can control their rocket by ↑ go left, ↓ go right, ← slow down and → fast up because direction of movement is → way.

In the game space, there are some obstacles and traps to fail the player and events that help the player.

When the time limit came, the game will make the player restart.

What do I have to decide and consider

Character's image, background music, treasure, speed, gravity,

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Task 3 Analysing similar game 10/1 CRITERIA A  INQUIRING & ANALYSING

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Task 3 Analysing similar game 10/1 CRITERIA A  INQUIRING & ANALYSING

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Similar game is coarse called "Mission Run" in Mario Kart DS.

Its purpose is to done mission not to finish fastest, for example to gather all coins and run backward.

But it of course has some limits and game over. In this game, that is three balloons that player.

It's broken by attacking from another player or obstacles.

My game is almost like this game but I will make the character keep going forward to make the game interesting.

And also, I might make the character riding rocket or skateboard or whatever.

"コース＆モード−「ミッションラン」." コース＆モード−「ミッションラン」. N.p., n.d. Web. 13 Oct. 2014. <http://www.nintendo.co.jp/ds/amcj/course/index6.html>.

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-be able to see just around the character to make this difficult

-treasure can be shine to players find the treasure

-make the character cannot go backward to make difference to other games----rocket?

-treasure place randomly in the course to players can have fun of this game many times

-make time limit and cliff

-create another character using my drawing skill

-make sure I can clear this game because I'm not good at it

-game space should be endless like circuit

-obstacles attack to the character

-basic control is up, down, left and down key.

-hope to have special effect using keyboard

-background music

-concept is horror house, ghost? or space, star?

-another character chase after and try to chatch the player

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Task 2 Scale drawing 10/13 CRITERIA A  INQUIRING & ANALYSING

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Task 2 Scale drawing 10/13 CRITERIA A  INQUIRING & ANALYSING

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volley ball coat

"コートや用具について." ６人制バレーボールのルールと用語の紹介サイト. Sports-rule.com, n.d. Web. 13 Oct. 2014. <http://www.sports-rule.com/volley6/about/>.

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Task 3 10/6 CRITERIA A  INQUIRING & ANALYSING

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Task 3 10/6 CRITERIA A  INQUIRING & ANALYSING

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INTRODUCTION:DESIGN BRIEF

- DATE (6th October)

- VERSION(Version 01)

- BRIEF AUTHOR(Endo)

- PROJECT(GAME ON)

- PRODUCT(Mario kart, treasure hunt)

- INTRODUCTION

This Design Brief is related to (DEVELOPING A DIGITAL GAME)
Project Brief located at (TAMAGAWA IB MYP)

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"Super Mario Kart" was made by Nintendo in 1992/8/27 for Super Famicom.This game reached the highest number of sales in all of Super Famicom games. The screen is always divided in half even if there's only one player playing.

In 1996/12/14, Nintendo sold "Mario Kart 64" for Nintendo 64. This game started to use 3D graphic. And number of laps changed five to three. So Mario Kart series became more similar to recent one in this game.

"Mario Kart Advance" was sold in 2001/7/21 for Game Boy Advance. This was more like to "Super Mario Kart".We could compete with all of the players in Japan using Mobile System GB. Number of courses increased to 40 from 16.

In 2003/11/7, "Mario Kart Double Dash!!" was made for Gamecube. Significant characteristic of this game is double riding. Also players were able to select their kart and from more number of character.

For Nintendo DS, "Mario Kart DS" which I have was sold in 2005/12/8. This game was the best sales in the past of Mario Kart series. It has "Mission Run" that the goal is to clear the task and courses for online match.

"Mario Kart Arcade GP" was made by Nintendo and Namco in 2005 December for Arcade Game. This is for game center, so not personal. But players can record their race in personal card and reflect for world ranking using official HP.

In 2007 December, "Mario Kart Arcade GP 2" was created. It has a running commentary.

"Mario Kart Wii" which I also have is sold in 2008/4/10 for Nintendo Wii. It was above "Mario Kart DS" and 35 million people bought it. players can select motorbike and it has special effect on it. And this game has "wii handle" for easier drive.

For 3DS, "Mario Kart 7" was made in 2011/12/1. Crossing path communication made it can compete with stranger around the player automatically.

In 2013/7/25, Nintendo sold "Mario Kart Arcade GP". Mysteriously, Taiko character which also exist in another arcade game appear in this game.

Finally, "Mario Kart 8" was created in 2014/5/29. Its "Mario Kart TV" can show the player's race from many perspective and upload it on YouTube. Race effect became more complicated and they can run antigravity.
"マリオカート8の発売日が5月に決定！マリオカートの歴史まとめ NAVER まとめ." NAVER まとめ. LINE Corporation, 30 Jan. 2014. Web. 05 Oct. 2014.
"マリオカートシリーズの歴史." マリオカートシリーズの歴史. N.p., n.d. Web. 05 Oct. 2014.

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Task 1  10/2 CRITERIA A  INQUIRING & ANALYSING

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Task 1  10/2 CRITERIA A  INQUIRING & ANALYSING

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And also the space that people playing game is game space. For example, Wii has two game spaces. One of them is screen inside TV where characters are moving. Another one is room or space that real people moving for example living room. So, the real world that control and play the game is also game space