Sunday, July 25, 2021

Cool

Gravity ball

Gameplay Summary:

Physics ball game about dropping a ball from a fixed height onto different shapes.

Gravity will allow balls to be dropped from a height at a fixed speed.

Different shapes will spawn in at random intervals. The longer the game goes on, the more shapes will appear and the more health they will have.

Each shape has health. To damage them, player has to aim and drop a ball onto the shape. Each bounce = 1 damage.

Once a shape reaches 0 health, it will despawn.

For every time the ball drops to the bottom of the screen, the shapes move up by a certain distance.

If a shape reaches the top of the screen, player loses the game.

Player is able to increase their ball output by collecting balls that also spawn as powerups at random intervals.

The higher the health of the shape, the more points retrieved.

If 1000 points reached, player wins the game.

Some shapes spawn rotating at a random speed (By RNG).

Rotating shapes grant more points.

Specifications:

1 hp = 10 points.

1 rotating shape hp = 20 points.

According to screen size, possibly:
- 10 - 20 shapes maximum on the screen
- Circles
- Squares
- Rectangles
- Triangles

UI:

- Total points collected
- Health points stated on shape
- Number of balls dropped total
- x Number of balls able to drop








Thursday, May 13, 2021

Programming Physics Proposal

Asteroid Shooter Proposal: Star Wars



Background:

You are a pilot of the Galactic Empire and you are tasked with the mission of invading and capturing a rebellion spaceship as well as achieve space superiority over the rebels

1st level:

Attack the rebellion spaceships (waves of x - wings + Tantive IV)

2nd level:

Capture the Tantive IV and fend off rebel ship reinforcements (waves of x - wings and timer on capture as well as capture radius)

3rd level:

Escape the rebel alliance and return to the Death Star without dying (waves of x - wings and required to fly a certain distance until Death Star is reached)
Tantive IV

x - wing (enemy)

T.I.E Fighter top down (Player)



























Gameplay:

  • Player plays as T.I.E fighter with slightly higher movement speed and higher fire rate
  • Hold for a charged shot
  • X - wing fighters will always look at player and shoot at a manageable fire rate and medium bullet speed
  • X - wing fighters will move randomly
  • Tantive IV will remain stationery and will be a bigger target with more health, more turrets, homing bullets
  • Player can also shoot and will move slightly faster than enemy
  • Randomly moving asteroids for player to avoid while attacking enemy 
  • Floating scrap metal for player to repair ship
  • Player is required to kill all ships on screen before moving on










Tuesday, February 2, 2021

FUNIE Learner's Blog 9

 Communicating with others

This lesson taught me the value of communicating one's ideas to others in a team. One such way is by using visuals or crafting short statements that are general and easy to understand by anyone in the team. It makes complex ideas easier to understand as it does not go into too much detail but merely conveys the highlights of the idea. One of the tools presented was storyboarding where stories or narratives are conveyed visually using images and short statements. It taught me the process of storyboarding and how storyboarding is useful in conveying complex ideas when implemented effectively. My group used this method and the results really simplified the solution to something anyone can understand, which further gave us a better understanding of the pros and cons of our solution and how we can improve it better. I also learnt of good collaboration through a 5 step process. This is useful for when I sight my collaborations with other companies towards making the solution to my problem statement come true.
















FUNIE Learner's Blog Entry 8

 Resources and the I&E Ecosystem

This lesson brought me back to a very frequently used and reference old friend commonly used in design thinking, design processes and ideations; the Mind map. It showed the multitude of benefits of mind maps that I personally was not aware of. This gave me a sense of the deliverable of a  mind map and what a mind map requires to effectively come up with ideas that can tackle my problem statement. A guide was also provided which served as the foundation of mind maps, where me and my team could certainly take advantage of when creating mind maps for the ideation phase.


Other than mind maps, the lesson also taught me project planning which in my opinion does not just only apply to FUNIE but other projects as well. It is from what I learnt, a useful and essential tool in project startups and processes, no matter the scale. I learnt something I have never seen before, a Big Small Quick chart which serves as a quick way of coming up with development plans that combine to make up the solution of a problem statement. The quick also gives a deadline to keep the team on its feet during the project. It is useful such that I am able to break down my solution to smaller parts to make up the tasks required to make the solution work. For scheduling, Gantt charts were the way to go and to my experience, they are certainly helpful and essential in project management due to the nature of how gantt charts work. I used a gantt chart in my solution mock - up and it proved useful in helping  my team see whether the scheduling is realistic and reliable in conjunction with the tasks in the Big Small Quick chart.

FUNIE Learner's Blog Entry 5

 Organizing Data

This SDL has taught me about data organization, why it is important and how it helps to convey data in an effective manner. The first article taught me how conveying data in a certain way could stimulate the senses of users, such that qualitative research and contextual analysis are delivered in a more incredible and understandable manner which makes the data engaging and interesting to read. I also learnt that design processes can be conveyed through data which would quickly inform development priorities for enhanced user experiences. This will help when I come up with a solution for my problem statement and are required to prove the solution's design through a design process.


 

Friday, January 15, 2021

Character environment proposal

 Bioshock 1 start (Medical Pavilion reception)


Moveable character: Big Daddy


Objects:

Medical Pavilion Sign
- Toruses
- Stretched Cubes
- Sphere
- Cylinder

Reception Desk
- 4 sided torus

Lamp (OBJ/Normal)
- Frustrum
- Cylinder

Signs (OBJ/Normal) 
- Streched and flattened cubes with sign textures

Bench (OBJ/Normal)
- Cuboids

Stairs (if able)
- 2 or more cuboids, connected to make a curve
- More cuboids as steps
- Cylinders as handles

Ceiling Lights
- Just cylinders

Sign Lights
- Cube as holders
- Sphere as lights

Rubbish Bins
- Cylinder
- Hemisphere

Vending Machines (OBJ/Normal)
- Cuboids

Interactions:

Lights on and off
Vending machines flashing or dispensing
Sitting on benches (smh)





Wednesday, December 23, 2020

FUNIE Learner's Blog Entry 4

 Data Visualization

This lesson taught me how to convey data using visuals. Visuals help make data simple and understand. It also helps us think and communicate. An example of visual data is infographics which are created using imagery, charts and minimal text that give an overview of an easy-to-understand topic. For that, I also learnt how to make an infographic that is effective and minimalistic in conveying the required data. With this knowledge, I would be able to help others understand my data without having to explain to them verbally in detail, as majority of us are visual learners. I would be able to show the results of the surveys from my problem statement in a more effective and easier way.

Cool

Gravity ball Gameplay Summary: Physics ball game about dropping a ball from a fixed height onto different shapes. Gravity will allow balls t...