Alan Yeh Ashley James Brianne Elliot Shobin Mathew Sonja Mayr Introduction The title of our game is “Animal Kingdom”. The background story of the game gives the context on which the game is based. The story begins with a prince who was not supposed to wander off into jungle for his own protection because it was forbidden by the kingdom. Against the wishes of his controlling father, he decided to venture into the jungle anyway. Once in the depths of the jungle, a toucan flew over to him and landed on his arm. The prince scowled in disgust, for a toucan is a simple creature and the prince felt he was far superior. He waved the toucan away without another thought. Suddenly, a wizard appeared before him. The wizard told the prince that he needed to be taught a lesson and to understand how it felt to be such an animal. The wizard set a curse on the prince, immediately turning the prince into a toucan. At this point, the game begins. The purpose of the game is for the prince to learn to live as different kinds of animals in order to be humbled and to better understand the kingdom of animals and all those who belong to it, starting with a toucan. The other animal avatars that are featured in the game are a crocodile, snake, and zebra. The prince, who the player is controlling, will transform into the different animals throughout the game. The game is set up as a eleven by twelve “board”, containing 132 tiles. Each tile has a different graphic on it that represent nature commonly seen in the animal kingdom. The background of the game board is dirt, which is the common tile throughout the game board. Other graphics featured on the game board include grass, water, cherries, plants, deer, mice, and fruit. Each animal avatar can only move on the game tiles that pertain to their character, shown in graphic form to the left of the game board. Each animal avatar can only go on the tiles of the game that are “safe”. Specifically for the toucan, the safe tiles are the cherries, the plants, and the dirt tiles, which are the background of the game board and safe for everyone and do not give points for being landed on. The other tiles will kill the toucan if it lands on it, and the game will be over. The goal of our game is to get the highest amount of points as possible, which are achieved by moving throughout the tiles. The player gets ten points for each safe tile landed on. The safe tiles for each avatar are as follows: zebra, plants and cherries; crocodile, water, deer; toucan, grass and cherries; and snake, grass and rats. A power-up tile may randomly appear when the player is playing the game. The power-up can be used while the player is any animal avatar. When the player lands on a square that contains a power-up, the player because invincible for a short period of time and can collect points from any tile that has a graphic image on it. After an extended period of time the player’s avatar, starting with an animal avatar randomly selected by the computer, will change to a different animal in the animal kingdom. The player must eat, travel and live as that animal would. With this new animal, the game rules change and some of the safe tiles may become unsafe, while tiles that were previous unsafe may be acceptable for the new animal to step on. This information will be made available to the player through a rules dialogue after the opening sequence and before the game play. The player’s avatar will continuously change into a different animal avatar that has its own rules for gameplay as the game continues. The player will know when their avatar is about to change because there is a countdown clock on the side of the game screen. Right before the animal change, the game screen will flash red for about 4 seconds. The player needs to be aware of what tile their animal is on when it is about to change because if it is on a tile that the animal is intolerant to, the game is over. For the normal controls of the game, the player uses the right, left, up and down keys to move their avatar around the game board. The game screen moves down to bring in new obstacles for the player, and if the player is stagnant on the play screen their avatar will remain on the same tile move down with the game board. The player cannot move in any direction beyond the parameters of the play screen. If the player is at the bottom of the game screen and the game moves down so the avatar is below the game screen, the game is over. The objective of the game is to stay alive while gaining as many points as possible. The player starts out with 200 points and gets 10 points of each safe tile landed on. On the game over screen, the player is shown their score from the game just played as well as the highest score achieved by that player. The player is essentially playing against him/herself to the highest score possible and beat his/her previous high score. The game increases in difficulty once the player gets to 500 points. At this point, the game speeds up, making the player have to move the avatar faster to keep up with the pace of the game. A shield is available for when the player is surrounded by unsafe tiles. When the player presses space bar a shield will appear to protect the avatar for one tile. This means that the animal avatar can move across one unsafe tile when the shield is turned on. The more points the player has, the more tiles the player can go across with the protection shield. However, each square they use the shield on will subtract 50 points from their overall score. To remove the shield, the player just needs to press space bar again. Design According to Kate Salen and Eric Zimmerman, authors of Rules of Play, meaningful play is the goal of successful game design. Without meaningful play, the game will not be one that the player will want to continue playing. It is formed from the interaction between players and the system of the game, as well as the context in which the game is played. There are two different types of meaningful play that will be discussed: descriptive meaningful play and evaluative meaningful play. Descriptive meaningful play emerges from the player action and the system outcome and is the process in which the player takes action and the system responds to that action. Each different outcome of the action creates a different meaning. The meaning of an action lies specifically in this relationship. Evaluative meaningful play is what occurs when the relationship between actions and outcomes is discernable and integrated into the larger context of the game. Allowing the player to make choices is how meaningful play is achieved. When a player makes a choice, like in our game by making decisions on where to move the avatar, when to use the shield, how fast to move, among multiple other choices, the action of that choice results in an outcome. Each action taken results in a change that affects the overall system of a game. Feedback is a way that an action can derive meaning. In Animal Kingdom, the player receives feedback when they move on a tile with safe items, which causes an outcome of a gain of ten points. The player also receives feedback when they move onto an unsafe item, causing the game to be over. This play becomes integrated so that the player realizes that the more safe squares the avatar moves on, the more points are gained to beat their high score. This game takes on a negative feedback loop, meaning that as the player continues to excel in the game, the game increases in difficulty. As the player gains more points and lives through avatar transitions, the game speeds up, continually increases the difficulty of the game. The player is motivated to continue playing the game because the player will need to work on their strategy and increase their skill in the game in order to stay alive longer and gain more points. When a player makes a choice that results in their avatar becoming dead, the larger context of the game is involved because of a choice that involved the game ending. Descriptive meaningful play is achieved in the moment-to-moment decision making, when the avatar moves from tile to tile, gains points from safe tiles, uses the shield, and lands on a power-up. Evaluative meaningful play is achieved when the player’s choice results in an outcome that is integrated into the larger concept of the game, such as when the player’s avatar lands on an unsafe square and that round of the game is concluded. Uncertainty in our game is a key factor in achieving meaningful play. The two types of uncertainty are micro and macro, both of which Lion Kingdom achieves. Micro is the moment to moment uncertainty in the game. The random animal transformations are unpredictable and add interest to the game. This is a change that happens within moments of each other in the game, which keeps the game constantly changing from one move to the next. Macro is the uncertainty of the outcome. The purpose of the game is to get the highest score possible. One wrong move could end the game for the player, making the uncertainty of when the outcome will occur by chance, which addresses the player’s skill. In order to have a successful game, micro and macro uncertainty must both be unpredicable, which is accomplished in the game. The imperfect information available to the player in the game adds to the uncertainty and predictability of the game. At the beginning of the game, rules are stated and hints are given. However, all strategy and rules are not given, which adds mystery. The hidden information is for the player to play continuously and find out. For example, if the player is on the top four rows of the game board, the game speeds up, allowing the player to collect points quicker. This is not a tip that is given to the player, but is used as imperfect information for the player to figure out for themselves. Our game does not allow for any obvious strategy. Negative feedback loops adjust for player skill level; the game begins to speed up after the player reaches 500 points and increases in speed continuously for each additional 100 points. This adjusts the game for stable play: as the player gets better at the game, the game gets harder to play. This makes the player want to continue playing because the game does not get boring because it is not easy to beat. Although there is a negative feedback loop for adjustments for stable play, a player needs to be rewarded to have balanced game play. Our game offers an award in the form of a reward of facility. Rewards of facility allow the player’s avatar to do things it could not do before. These kinds of rewards increase the strategies and options the player will have for playing the game. The power-up in our game acts as a reward of facility because it turns the player’s avatar into a lion, at which point the lion can move through and gain points from all squares. This reward has variable reinforcement, meaning it appears randomly on the game screen throughout game play. The power-up is an example of how we use imperfect information in the game. The power-up adds uncertainty and increasing meaningful playplayers become excited when they are “invincible” in the game for a brief period of time. Rewards are also offered as a reward of sustenance. This kind of reward maintains the player’s status quo and keeps all of the things in the game so far. When the player is stuck or is in a position where they need to go through an unsafe tile, the shield is available for use to make this possible. This way, the player doesn’t have to lose the points they gained during game play. Implementation This diagram practically covers exactly how we organized our game. In essence, we had an actionscript class for every symbol we wanted to call or control with actionscript. We had the document class start off all our screens; menu, play, and gameover. We used inheritance on some classes to extend the coding onto more specific classes. For example we had our different types of squares extend class square, and our different types of avatars extend class avatar. The maze was then used as a multidimensional array to store all the squares, within which animals would be placed randomly. All symbols are made and controlled by ActionScript. Beginning with a constructor, start-grid, we coded the objects to do as we wished through the extent of our ActionScript knowledge. Through the onTick function, we used many constructors to build our game, such as the create new row and move avatar. Throughout the implementation of the game, there were countless problems that took some creative thinking on our part to figure a solution around them. These problems are thoroughly covered in the iterative design section. An example of one of the more challenging issues would be when we realized that players could just get stuck with no way out. We had at first tried to program the maze in such a way that we could control the paths through making the player have to think ahead. This, however, proved too difficult to program for and it made the game less entertaining. We then came up with the idea for a shield in which it would cost the user a notable sum of points to solve this issue. The thought of losing too many points and the threat of death if the player doesn’t have enough points to use the shield prevents excessive use of the shield. Another example was when we tried to toss in a power-up as a perk. We met some difficulty in program random squares within the maze to hold the power-up icon which, when the avatar lands on it, would change the avatar to a lion with the ability to travel on all squares for a few seconds before another avatar change takes place. Despite some difficulty in this we managed to program it into the game by slowly chugging away at it and just using the same coding we used for the other parts of our game, with some slight modifications of course. Iterative Development In order to create a well-rounded game in the short amount of time we had, we first decided on the genre of the game. We noticed that a lot of the popular games available on mobile devices and on flash websites are very simple, yet highly addicting. We wanted to focus on a puzzle because they tend to be simple yet very enjoyable. The first idea we had in mind was a game that involved blocks moving through common colors, very much like a maze. Specifically this was a game of emergence; a game where a simple set of rules will be applied to a set of objects. If it was a game of progression a large number of rules and a small number of outcomes, which will lead to little meaning to play the game again. Our first meeting, we started to brainstorm certain themes, a few ideas included an outer space theme, Iraq war theme, gangster battles, and a safari/jungle theme. We decided on the safari/jungle due to the number of animals we could possibly work with. This theme allowed a lot of versatility because we could work with many different animals and associate them with certain blocks; much like a food chain where specific animals could only eat certain foods. The theme also allowed us to create a creative storyline, which I explained earlier. Since our group wanted to focus on a specific animals eating specific items we decided to think of different animals and different items they could possibly eat. Starting at the top of the food chain we wanted the Lion to be able to eat anything, which we incorporated into a power-up and I’ll go into further detail about that later. Then down the food chain would be other carnivores such as alligators could eat deer and travel through water. Zebras could eat grass and travel through dirt and lastly, an insect would only be able to eat fruit and grass. Onto what would be required, our group started to vigorously learn actionscript in order to contribute into the development into the game. Graphics were the first priority, so we started to create rough outlines of the animals needed in order to link the images to the actionscript and create any type of functionality. Our group imported the images into flash so one of us would be able to start on the programming. The design process began after we created the first prototype of the game, which involved basic graphics and functionality. This prototype included movement of the animals between squares, a basic layout of the game, and also an end game screen. From there on we slowly added points and a shield function to improved meaningful play within the game. In the play testing process we sent the game out to a number of our friends and asked them a number of questions. Below is the questionnaire we sent out to people who played our game. The common responses to our game included, difficulty understanding the icons in the game, there was really no point to the game and people were able to rack up points due to degenerate strategies. Milestone 2 Player Questionnaire Play-tester: (roommate, classmate, friend, etc.) Questions asked about rules: (how many) Time spent playing: (minutes, seconds) Different scenarios: (i.e., if the ladybug/available squares changed) Player Reactions: (facial expressions, comments while playing, etc.) Player Comments: (questions, critiques, suggestions about gameplay) We began to analysis these evaluations and started to incorporate many new functions, focusing on improving meaningful play. We went back to the beginning of the design process and creating another prototype further improving problems that arose including reducing anxiety from the speeding of the board trying to incorporate positive and negative feedback loops by adding the Lion power up. Source: Wikipedia Commons Overall, the iterative development was necessary in order to improve our game over the ten weeks we were given. It allowed us to see faults in our game in which we would never have noticed if we didn’t allow for play testing. It kept us organized and focused because if we did not follow the design process the game would be completely scattered. The incorporate of a theme allowed us to expand and become more creative. It prompted us to start creating designs and graphics right away and from then on we were able to create a full functional game in just several weeks, something we didn’t believe we were actually able to develop in such a short period of time. Our game was like a living organism going through an accelerated process of evolution; it was constantly changing and improving. Not only did our basic ideas evolve into a full blown game design, our game was constantly changing due to discoveries made through playtesting. We ran our first round of playtesting when we had a puzzle game with one avatar and immediately received a lot of feedback for our game development. There were quite a few kinks to start off with. The worst of all of these was the fact that we failed to remove the icons after the avatar moved on it resulting in the opportunity for users to use a degenerative strategy and move back and forth onto a tile amassing an inordinate amount of points. The next problem was the fact that we couldn’t program the maze so we could always have a path for the user to go through, and this would result in times where the user would just be stuck with no way to move. To compensate for this we added a shield feature which costs 50 points for each tile movement and without enough points using the shield would result in death. Unfortunately there would be times where the user started off the game already trapped with no way of moving, and without any points yet using the shield was a suicidal choice. To counter this we started the user off with 200 points that way they could get themselves out of a sticky situation in the beginning, giving them the chance to accumulate points and potentially use the shield later when necessary. We also discovered that the game was too easy because of how slow the game board would scroll down. This meant that once players were accustomed to the game’s intricacies, it became insipidly easy to attain a high score. We chose to use positive and negative feedback loops to handle the issue. This was remedied by altering the score system and speeding up the game board under two conditions; One, the game board will speed up once the player reaches 500 points and continue to every 100 points from there onwards. Two, the game board will speed up when the avatar is on the top four rows of the game board. However, tiles on the top four rows are worth double the points, thus leaving a risk vs. reward option for the player. We also made the game board slow down when on the bottom four rows to allow the player to survive when near death. Another concern was that we had a very insufficient directions menu that did not provide the players with enough instruction to play the game without our help. This was an easy fix that we got to in our next batch of updates. After this we began to implement our additions to the game before the next round of major playtesting. This is where we made it so the avatar would change randomly between four different animals, each with their own set of “safe tiles”. We made sure to place a countdown to each change and the icons of what tiles are safe for your current avatar up next to the score in-game. We also updated the directions menu and graphics to make everything clearer and make more sense logically. After all this changes we initiated our next stage of major playtesting. This shined a light on one glaring difficulty. Players were unable to constantly keep track of the timer and puzzle to watch out for the animal transformations as well as the maze navigation. We then returned to the design board and figured we could add visual and audio clues to warn the player of an impending animal transformation. With this idea in mind, we added music to our game and had it change as well as have warning flashes in the last few seconds preceding the avatar change. With this our game was complete, yet we still had one more fun feature we had time to add. Being able to achieve so much and still have time left made us realize we could try and get a power-up into the game. We managed to add a power-up in which the avatar would transform into a lion and be able to travel on all squares for a short period of time. From the game’s birth through our ideas to the Armageddon of fun we now have, our game evolved from a mere thought into a full blown flash game fit for widespread amusement. Since we were still in the process of programming more functions during our play testing stage as explained earlier, not a lot of features were dropped from the game. The overall functionality was well developed so it was unnecessary to change any basic structure. However, we did encounter some issues that many play testers pointed out. One of the greatest concerns with the game was the point system, since that drove the overall goal of the game. The second prototype of our game we finally implemented the scoring system, which seemed to work pretty well at first. However, it impinged on evaluative meaningful play by creating a degenerate strategy. Players were able to rack up points by moving back and forth. This lead many players to just rack up points from moving back and forth instead of navigating through the maze. So in order to fix this we made it so the empty squares in which all animals can travel through cost no points at all, but the squares that actually do have items will equal to 10 points and they will disappear after you went over them. Another idea that we thought up was showing the next animal change on the top left of the screen. This was dropped from the game because it would create uncertainty another way to improve meaningful play. If a player were able to see the next animal transformation it would make it to easy for the player to prepare themselves making the game way too easy. This small change will challenge the player to prepare themselves not only the paths in which he has to navigate through but also the challenges that arise from each character change. In order to improve the overall understanding of the game, many of the initial graphics were scrapped because they were hard to understand. The ladybug, which we began with, was replaced with a toucan because it didn’t make sense for the ladybug to eat certain items such as a cherry. Also we improved other icons, such as the leaves because many people didn’t understand what the icons were. For a well-rounded game it was necessary to improve the graphics to make the game much more enjoyable. Lastly, when we implemented the shield we didn’t account for explicit play. When a player turned off the shield they tend to forget to turn off the shield causing the player to lose without realizing what happened. This prompted us to create a directions on the menu screen but also removed the need to press space bar to turn off the shield. As long as the player pressed the shield on it was unnecessary for the person to turn the shield off because it will automatically turn off. Future Work In all honesty we attempted and succeeded at putting in most of the features we had in mind for our game. Of course with more time there were some ideas we thought we could put to action to improve our game’s value. The main focus of these ideas was to place the games on the widespread market. An example was to place the game on Facebook. Doing so would allow friends to compete against each other online for the highest score. The ultimate goal for players trying to reach a high score, is to beat others while doing so; and what other way is more fun than beating your friends and rubbing it in their faces after? Another idea was to make the game available to the mobile market, such as making it an app for phones. Doing so would require us to convert our game to a different type of code as well as make some changes to better fit with the intricacies of mobile devices, but it would be an incredible expansion to our game’s appeal and market. If popular enough we could even potentially put a price tag on it and make some money to put into the game, and of course our pockets. A small addition we figured we could make was to add another type of leaderboard. This would make the game have two different ranking systems. One of which would be the score rankings, and the other would be the survival time rankings. This would have players attempt to not only gain points, but to survive for as long as possible as well. This can provide for more meaningful play for the player, and more motivation to keep playing. Other than just adding these feature, we thought of some sub-goals that could further pique the player’s satisfaction in our game. The main thought we had was the addition of achievements. You tend to see this more and more in games and it provides the player with “mini goals” to achieve whilst trying to succeed at the main goal of the game. One idea was to give an award for collecting so many of one icon. Another was to give recognition for staying in the top four rows of the game board for a certain amount of time. A final example was to have a tier of score achievements such that they player is trying to reach a higher score to beat themselves as well as attain achievements for each score tier. Conclusion Our group came together to create a game that we are all now addicted to playing. Our goal was to create a game that was creative, entertaining, and that we could proudly show to friends. We managed to implement many of the aspects we wanted to from the start- avatar changes, a power-up, increasing difficulty, and high scores. We succeeded to make a game that had cool, cute graphics and an interactive menu screen. Our game features changes between four different avatars, each of which come with their own rules. We put in a lot of time, thought and energy into this game, which can be clearly seen by the player. Overall, we feel proud about how the game turned out and is definitely worthy of being on addictinggames.com .
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