Thursday, September 1, 2011

Case Study #1: Evolution of the Mechanic

Game Franchise: Tekken
Mechanic: Fighting

Over the years throughout the Tekken franchise the fighting mechanics have gotten dramatically more realistic. Not only are some of the moves more realistic but the fighting stances are becoming more believable with the different styles. From Tekken 3 to Tekken 4 the whole mechanic of timing changed to seem more realistic. Also in Tekken 4 destructible levels were added, they were taken away in Tekkens' 5 and Dark Resurrection and brought back in Tekken 6. In Tekken Tag: Tournament the tag feature was added but was taken away in all the other Tekkens. Another mechanic that evolved was in Tekken 5 where character customization was added. In Tekken 6 weapons were added to the character customization and adding certain weapons to characters allowed players to utilize them in combat when they pressed the designated button combinations. Also in Tekken 6 bounds were added to pick opposing characters off the ground to continue juggles.Weapons like Bryan Fury's shotgun could be utilized in a juggle. The timing was also changed again in Tekken 6 to become more realistic than the other Tekken games and allowed for juggles to flow more fluid.





Thursday, May 26, 2011

Survey

Name: Jason Morgan

Age: 15

Height: 6'1"

Weight: 230lbs

1. What genre of game do you prefer? First Person Shooter, Fighting Games and Third Person Sandbox Style.

2.How often do you play video games? About 2-3 hours after I leave school. About 5-7 hours a day on the weekend.

3. Between the Wii, Playstation 3 and XBox 360 which do you prefer? Why? Playstation 3 because, not only is online free but most of my favorite games are on it, like Infamous, God of War and Tekken

4.What is your favorite game on any older system? Fighting Force 64 on Nintendo 64. I like the beat'em up style of the game.

5. What kind of game would you like to see on the market? A third person shooter/melee, sandbox style zombie game.

Wednesday, April 20, 2011

Episode 3: Revenge of the Flow Chart

Flow chart for Dishwasher: Dead Samurai

Episode 2: Attack of the Mock-Ups

In order from left to right: Main menu, New game, Load game, Multiplayer, Options, Load screen, Load screen, Co-op, Controls, Sound, Video, Pause menu, Save & Quit. Mock-up for Dishwasher: Dead Samurai menu layout from Xbox 360 to iPhone.

Episode 1: Phantom Boxes

Thursday, April 7, 2011

Control Scheme

Template to convert The Dishwasher: Dead Samurai from XBox 360 to iPhone.

Monday, April 4, 2011

Case Study #2: The Dishwasher: Dead Samurai

Developer: Ska Studios

Platform: XBox Live Arcade

Genre: Action/Adventure Side Scroller

Player Mode: Single Player, Multiplayer is available

Controls to the game are simple: Left joystick is used for movement, the right joystick is used for the dash, the X,Y, and B buttons are attack buttons, the A button is the jump button, the D-Pad is to select weapons, and the Start button is used to pause. The other buttons are unused. After converting the game to an iPhone or an iPod Touch the controls would be the 3 attack buttons and the jump button on the bottom right of the screen, the weapon select would be on the top right, to move you would tilt the iPhone or iPod left or right since the game is a side scroller and to dash you would quickly move your thumb or finger left, right, up, or down across the screen.

The Dishwasher provides alot of feedback, in the original version on XBox Live Arcade the health bar and number of lives is located in the upper left hand side of the screen, in the bottom left it shows you your available weapons during that mission, in the center there is a blue arrow which shows you where your character is, and in the upper right hand side it shows your accumulated score, your number of kills, and your number of hits.

Tuesday, March 29, 2011

Case Study #1: Bad (Inter) Face :(

The device here is an ATM machine, it consists of what you usually see when you go to an ATM, a card slot, a money slot, a recipt slot, a keypad, and buttons to access menus on the screen. Just about every ATM has different interfaces some consist of buttons to guide you through menus and others are touch-screen. Companies around the world build these machines but with their own design so you may come across ATMs with good interfaces and bad interfaces. In future times ATMs should all become touch-screen its both simpler and quicker to just insert your card and touch exactly what you want to go to.

This is the exact interface for the ATM I use near my house. Card slot on the right side of the keypad, recipt slot on the upper left just above the keypad, money slot on the bottom left, an envelope slot on the bottom right, and buttons on both the left and right sides of the screen.