After recapping over my previous post about the animals I want to include and their weapon systems I've decided to let the player chose which animal they want to play as. That means there will no main character and each car can be exactly same in performance, avoiding any unfair issues when racing other opponents.
I do think it'll be good to create a levelling system or some for of points system to unlock new parts to add to your car. Since I removed the car building feature, I'll at least let the player select a pre-built car or just custom build a couple of little features (dinosaur horns on Paddys Dinomobile, armour plating on Chucks Eggycart).
Just the little things will make it appealing to a young audience. If there was too much detail in every aspect of the game, they will loose interest because the attention span of a young child is lower than that of an older person.
Tuesday, 15 November 2011
Friday, 11 November 2011
Tech Specs
iPad
Size and weight1
- Height:
- 9.56 inches (242.8 mm)
- Width:
- 7.47 inches (189.7 mm)
- Depth:
- 0.5 inch (13.4 mm)
- Weight:
- 1.5 pounds (0.68 kg) Wi-Fi model;
- 1.6 pounds (0.73 kg) Wi-Fi + 3G model
Display
- 9.7-inch (diagonal) LED-backlit glossy widescreen Multi-Touch display with IPS technology
- 1024-by-768-pixel resolution at 132 pixels per inch (ppi)
- Fingerprint-resistant oleophobic coating
- Support for display of multiple languages and characters simultaneously
Wireless and cellular
Wi-Fi model
- Wi-Fi (802.11a/b/g/n)
- Bluetooth 2.1 + EDR technology
Wi-Fi + 3G model
- UMTS/HSDPA (850, 1900, 2100 MHz)
- GSM/EDGE (850, 900, 1800, 1900 MHz)
- Data only2
- Wi-Fi (802.11a/b/g/n)
- Bluetooth 2.1 + EDR technology
Location
- Wi-Fi
- Digital compass
- Assisted GPS (Wi-Fi + 3G model)
- Cellular (Wi-Fi + 3G model)
Capacity3
- 16GB, 32GB, or 64GB flash drive
Processor
- 1GHz Apple A4 custom-designed, high-performance, low-power system-on-a-chip
Sensors
- Accelerometer
- Ambient light sensor
Audio playback
- Frequency response: 20Hz to 20,000Hz
- Audio formats supported: HE-AAC (V1), AAC (16 to 320 Kbps), Protected AAC (from iTunes Store), MP3 (16 to 320 Kbps), MP3 VBR, Audible (formats 2, 3, and 4), Apple Lossless, AIFF, and WAV
- User-configurable maximum volume limit
TV and video
- Support for 1024 by 768 pixels with Dock Connector to VGA Adapter; 576p and 480p with Apple Component AV Cable; 576i and 480i with Apple Composite AV Cable
- H.264 video up to 720p, 30 frames per second, Main Profile level 3.1 with AAC-LC audio up to 160 Kbps per channel, 48kHz, stereo audio in .m4v, .mp4, and .mov file formats; MPEG-4 video, up to 2.5 Mbps, 640 by 480 pixels, 30 frames per second, Simple Profile with AAC-LC audio up to 160 Kbps, 48kHz, stereo audio in .m4v, .mp4, and .mov file formats; Motion JPEG (M-JPEG) up to 35 Mbps, 1280 by 720 pixels, 30 frames per second, audio in ulaw, PCM stereo audio in .avi file format
Accessibility
- Support for playback of closed-captioned content
- VoiceOver screen reader
- Full-screen zoom magnification
- White on black display
- Mono audio
Battery and power4
- Built-in 25-watt-hour rechargeable lithium-polymer battery
- Up to 10 hours of surfing the web on Wi-Fi, watching video, or listening to music
- Up to 9 hours of surfing the web using 3G data network
- Charging via power adapter or USB to computer system
iPod Touch/IPhone
ize and weight
- Height: 4.5 inches (115 mm)
- Width: 2.4 inches (61 mm)
- Depth: 0.46 inch (11.6 mm)
- Weight: 4.8 ounces (135 grams)
Capacity
- 8GB or 16GB flash drive1
Display
- 3.5-inch (diagonal) widescreen Multi-Touch display
- 480-by-320-pixel resolution at 163 ppi
- Support for display of multiple languages and characters simultaneously
Operating system
- OS X
GSM
- Quad-band (850, 900, 1800, 1900 MHz)
Wireless data
- Wi-Fi (802.11b/g)
- EDGE
- Bluetooth 2.0+EDR
Camera
- 2.0 megapixels
Audio
- Frequency response: 20Hz to 20,000Hz
- Audio formats supported: AAC, Protected AAC, MP3, MP3 VBR, Audible (formats 1, 2, and 3), Apple Lossless, AIFF, and WAV
Video
- Video formats supported: H.264 video, up to 1.5 Mbps, 640 by 480 pixels, 30 frames per second, Low-Complexity version of the H.264 Baseline Profile with AAC-LC audio up to 160 Kbps, 48kHz, stereo audio in .m4v, .mp4, and .mov file formats; H.264 video, up to 768 Kbps, 320 by 240 pixels, 30 frames per second, Baseline Profile up to Level 1.3 with AAC-LC audio up to 160 Kbps, 48kHz, stereo audio in .m4v, .mp4, and .mov file formats; MPEG-4 video, up to 2.5 Mbps, 640 by 480 pixels, 30 frames per second, Simple Profile with AAC-LC audio up to 160 Kbps, 48kHz, stereo audio in .m4v, .mp4, and .mov file formats
Headphones
- Stereo earphones with built-in microphone
- Frequency response: 20Hz to 20,000Hz
- Impedance: 32 ohms
Input and output
- iPhone
- 30-pin dock connector
- 3.5-mm stereo headphone minijack
- iPhone Dock
- Dock connector
Power and battery
- Built-in rechargeable lithium ion battery
- Talk time: Up to 8 hours2
- Standby time: Up to 250 hours3
- Internet use: Up to 6 hours4
- Video playback: Up to 7 hours5
- Audio playback: Up to 24 hours6
The iPhone and iPod touch basically have the same technical specifications aside from the iPhone has the phone function and is slightly heavier.
I also thought to make my game available on the iPhone and iPod touch because I have simplified the in game layout, so I believe that the smaller screen will have enough space.
Thursday, 10 November 2011
New Ideas
I have been drawing all the different themed cars,
depending on the animal character driving them. Each car has its own unique
feature. Speed, durability, handling etc. Each car can
be performance tuned to adapt to different racing environments.
I came up with the idea inspired from Lego Racers
about allowing the player to build their own car piece by piece. However, I've
decided to scrap this idea and let the player select preset cars. This is
because I feel that the construction mechanics are too complex and detailed for
a child to handle.
Although the option to build a car in detail is
removed the player can select a preset car design, custom tune
its performance and change its colour and logo to their liking.
My current car designs and unique weapons are:
Dinosaur: Main Character (Bite)
Chicken: Egg Catapult (fires eggs, which can make the
road slippery or damage other cars)
Rhino: Ram (knock and damage other cars)
Lion: ferocious rawr (stuns and throws cars off the
track)
Dog: Slobber Slip (Slobbers on the road to make it slippery)
Cat: Shoots balls of yarn (shoots yarn as rocks or can
grapple on to other cars)
Sunday, 6 November 2011
Concept Art
Been doodling road icons and car weapon systems. Since the game is targeting children, real guns is a bad influence, so I'm using food as ammunition. To fire the food I'm using catapults and oversized cannons.
Artwork will be posted in this entry soon !
Artwork will be posted in this entry soon !
Thursday, 3 November 2011
Receiving Feedback
In one of my lectures I had to produce a small Powerpoint presentation, pitching my game idea to my peers and lecturers. It was great receiving some proper feedback.
I talked about how my game is targeting families, and explained how it appeals to children. However I feel that some of the features I want to include in my game maybe too complex or unsuitable for a child. I want to allow the cars to fire objects at other cars as weapons. But the lecturers suggested that if that was the case, the objectives fired have to be clumsy, as not to be unsuitable. In this case I feel that I have to increase the age of my target audience, just so I have more flexibility with my options. I was aiming at children between the ages of 8 and 14. But now I think I'll aim at post teens at the age of 12-16. The game itself can appeal to people older. Anyone can really play it, but I still want to keep it as simple as possible.
Ideas for weapons:
-Oil (makes cars slip off the track)
-Frying pan (flattens opponents)
-Giant pie (slows down opponent)
-Boost (Brief increase in speed)
Still in development. I got a couple of these weapon systems from an old N64 Snowboarding game called 'Snowboard Kids'. In the game they use a lot of obscure weapons to attack each other. But the idea is that its targeting children, so its necessary. But even at the age of 20 I still find it good fun to play.
Monday, 31 October 2011
Developing Ideas 02
After researching into racing games available on portable Apple products I have gather a lot of ideas that I wish to incorporate in my game idea.
As I explained in my previous entries, I want to design a children's racing game for the ipad. I chose to make it available only on ipad because the amount of features required on the game will use a lot of screen space, and i want the player to get the best gaming experience possible. I thought, hmmm targeting children is an interesting audience to go for but by themselves they wouldn't be able to afford an ipad. I then decided to target it at families as a whole. That way at least one member of the family would have an ipad that a child would be allowed to access.
I have drawn up a basic in game overview of how I want everything to look.
Top Left: Character, and the cars damage meter.
Middle Left: Track map. Shows all the other racers positions, and your car's position is highlighted in red.
Top Right: Racers position out of 8 players on the track
Middle Right: Lap number
Bottom Right: Car's speedometer and boost bar
Bottom Middle: Two directional arrows are the steering controls. Press either button to go left or right.
Also in the middle you can see the car that you are driving.
Off the race track I'm thinking of adding an educational aspect to it, so when children are playing they learn something. I don't want to make it too riddled with facts that a child would just put the game on and move onto something else. I was thinking along the lines of being able to use materials from different time periods to use in the construction of your car. For example, during the English industrial revolution, there was a lot of iron and steam powered technology. Using steam power in your car and making it out of metals would make it faster and more durable. Another example would be making a car from prehistoric materials such as wood and dinosaur bones. It would make your car faster, but venerable to heavy damage.
In the car construction menu, when you scroll over selected items from different time periods a little bit of text will appear describing the item, when it was made and what its function is. It will also display a rating or recommendation to what race style the item is suited for like drag racing, circuits, sprints, battles etc...
For a quick game, players can select preset cars, that are automatically tuned for different racing scenarios.
As I explained in my previous entries, I want to design a children's racing game for the ipad. I chose to make it available only on ipad because the amount of features required on the game will use a lot of screen space, and i want the player to get the best gaming experience possible. I thought, hmmm targeting children is an interesting audience to go for but by themselves they wouldn't be able to afford an ipad. I then decided to target it at families as a whole. That way at least one member of the family would have an ipad that a child would be allowed to access.
I have drawn up a basic in game overview of how I want everything to look.
Top Left: Character, and the cars damage meter.
Middle Left: Track map. Shows all the other racers positions, and your car's position is highlighted in red.
Top Right: Racers position out of 8 players on the track
Middle Right: Lap number
Bottom Right: Car's speedometer and boost bar
Bottom Middle: Two directional arrows are the steering controls. Press either button to go left or right.
Also in the middle you can see the car that you are driving.
Off the race track I'm thinking of adding an educational aspect to it, so when children are playing they learn something. I don't want to make it too riddled with facts that a child would just put the game on and move onto something else. I was thinking along the lines of being able to use materials from different time periods to use in the construction of your car. For example, during the English industrial revolution, there was a lot of iron and steam powered technology. Using steam power in your car and making it out of metals would make it faster and more durable. Another example would be making a car from prehistoric materials such as wood and dinosaur bones. It would make your car faster, but venerable to heavy damage.
In the car construction menu, when you scroll over selected items from different time periods a little bit of text will appear describing the item, when it was made and what its function is. It will also display a rating or recommendation to what race style the item is suited for like drag racing, circuits, sprints, battles etc...
For a quick game, players can select preset cars, that are automatically tuned for different racing scenarios.
Friday, 28 October 2011
Research Into ipad Games
Today has been an excellent day. Not only did my ipad 2 arrive ready for game testing, I have a clearer idea on what i want my game to be about.
During game testing I noted down all the games characteristics, along with their good and bad points regarding gameplay, controls, general gameplay overview, graphics and simplicity/complexity of the game.
I focussed my testing on three games in particular. Reckless Getaway, Zombie Highway, Drag Racing and Lego Racers on the Nintendo 64.
Reckless Getaway
Reckless Getaway is basically a Burnout/Grand Theft Auto game. There are two different game types. one is demolition, which involves driving a massive lorry and smashing through as many obstacles to gain the highest score possible. All along the road there are '?' icons laid out, for players to drive through to earn bonus points. This mode is also available online so you are able to compete with random people or your friends online. The second game type is called Getaway. The key objective of this game mode is to escape from a robbery of some kind in a getaway car and evade the police. The one mission I played involved me having to escape and evade the police in an allotted time.
What I loved most about this game was the graphics, the birds eye view the player had of the game and the simplicity of both the games mechanics and the overall game in general. What I didn't like was the sensitivity of the controls. Although the controls were very sensitive I loved how it was two simple left and right arrow buttons. I checked out a number of reviews in both ipad magazines and on the App Store. Most people who purchased this game gave it a 4-5 star rating, because of the positive points I made.
Zombie Highway
Zombie Highway was another great game I played today. The key objective of the game is survival. You are driving a heavily armoured vehicle through the desert, fighting off zombies trying to knock you off the road. The game itself is simple, highly addictive and very competitive.
When I first picked up this game I thought 'oh no, not another zombie game'. But to be honest, I have never played a zombie game, which involved driving too. It does exactly what it says on the tin. Driving on a highway with zombies.
The game can be played either offline or online against other people, trying to survive as long as you can. The game has a good upgrade system, although it does become very restricting if you have no money to spare in order to buy some hardcore weapons. I was playing for at least an hour today and only just unlocked a simple SMG. It just proves that money goes a long way.
This game is available on all iOS devices like 'Zombie Highway' and 'Reckless Getaway'. It has an insanely simple in-game control system. As you can see in the 'In game' screenshot above, there are two tabs left and right to the steering wheel with plus and minus signs and a foot pedal logo to the right, above the positive tab. The two tabs are used for gear shifting. In game, the player has to simply press either of the + and - button to shift up or down to control the speed of their car. The foot pedal logo is what the player presses to rev up their engine ready to accelerate off the start line. In order for the player to see their distance from the finish line or between other players, there is a track map displayed at the top of the screen. The general in game layout is very basic. Its a 2D layout. The players drivers seat with the controls in and the racing cars in front of that.
While I was playing 'Drag Race' i found it very similar to a popular console game called 'Need For Speed'. The idea of having a garage of cars and being able to upgrade the cars performance and look is very relatable to 'NFS'. Of course 'Drag Race' is far simpler, to make it an easy pick up and play game, with no in depth narrative or extreme graphics and game mechanics.
I found the in game menus and customizing car options tiring to flick around, because I'm wanting to make a game that is easy to navigate around and can appeal to families and children.
Overall I'd say this game is great, but I would find it very tedious after a half hour or so of gameplay. So I think its more of a pick up and play game, not one that one would play continuously for hours on end, but thats just my personal opinion.
I really want to use selected features from each game I have analysed and condense them into my game idea. I like the steering controls and in game birds eye view in 'Reckless Getaway'. The touch and shoot feature in 'Zombie highway' is a good idea if I want to have a combat system during races. 'Drag Race' doesn't really have any appeal to me, but I am considering its simple gameplay. 'Lego Racers' comic theme and the ability to build your own car to race with is a great concept, that I want to include in my game.
During game testing I noted down all the games characteristics, along with their good and bad points regarding gameplay, controls, general gameplay overview, graphics and simplicity/complexity of the game.
I focussed my testing on three games in particular. Reckless Getaway, Zombie Highway, Drag Racing and Lego Racers on the Nintendo 64.
Reckless Getaway
Reckless Getaway is basically a Burnout/Grand Theft Auto game. There are two different game types. one is demolition, which involves driving a massive lorry and smashing through as many obstacles to gain the highest score possible. All along the road there are '?' icons laid out, for players to drive through to earn bonus points. This mode is also available online so you are able to compete with random people or your friends online. The second game type is called Getaway. The key objective of this game mode is to escape from a robbery of some kind in a getaway car and evade the police. The one mission I played involved me having to escape and evade the police in an allotted time.
What I loved most about this game was the graphics, the birds eye view the player had of the game and the simplicity of both the games mechanics and the overall game in general. What I didn't like was the sensitivity of the controls. Although the controls were very sensitive I loved how it was two simple left and right arrow buttons. I checked out a number of reviews in both ipad magazines and on the App Store. Most people who purchased this game gave it a 4-5 star rating, because of the positive points I made.
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| Demolition Mode (See the scoring system for certain cars/objects destroyed) |
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| Great example of the birds eye in game view |
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| Title Page |
Zombie Highway
Zombie Highway was another great game I played today. The key objective of the game is survival. You are driving a heavily armoured vehicle through the desert, fighting off zombies trying to knock you off the road. The game itself is simple, highly addictive and very competitive.
When I first picked up this game I thought 'oh no, not another zombie game'. But to be honest, I have never played a zombie game, which involved driving too. It does exactly what it says on the tin. Driving on a highway with zombies.
The game can be played either offline or online against other people, trying to survive as long as you can. The game has a good upgrade system, although it does become very restricting if you have no money to spare in order to buy some hardcore weapons. I was playing for at least an hour today and only just unlocked a simple SMG. It just proves that money goes a long way.
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| View of the game on the ipod Touch |
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| Concept art for the game |
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| In game screenshot |
The game is available on all three Apple iOS products, being the ipad 1/2, iphone 3, 3GS, 4, 4GS and the ipod touch. The games control system is done by tilting the device left and right to steer your vehicle. As you can see in the image above, when zombies mount your car 4 circles appear around your car. 2 circles on each side of the car to represent doors. Whenever a zombie mounts a certain door on the car, the circle indicating will turn red. It is then the players mandate to tap that circle to shoot the zombies off the car or steer the car into obstacles sprawled on the roach to knock them off. For the players convenience, each attacking zombie has a health bar above them. As I mentioned earlier there are 7 different classes of zombies in this game. One being stronger than the other. The health bars support this by either decreasing slower when being attacked or they are a different colour to represent the stronger classes.
Overall I personally love this game. I like the idea, how it plays and the controls. The trouble I had with it was the difficulty at the beginning. I had to really work at the game to unlock items and in general; 'survive', which is the initial aim of the game. I wouldn't say this game should be a first choice game to pick up if you are new to gaming on Apple devices, because it requires skill and the ability to look ahead, not to mention epic multitasking.
Drag Race
Drag Racing is a racing game primarily based around drag racing. The aim of the game is to win drag racing competitions to earn in game spending money to buy upgrades for your car, or just buy a better car and upgrade that one and so on.
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| In game |
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| The garage, where you purchase new cars or upgrade them |
While I was playing 'Drag Race' i found it very similar to a popular console game called 'Need For Speed'. The idea of having a garage of cars and being able to upgrade the cars performance and look is very relatable to 'NFS'. Of course 'Drag Race' is far simpler, to make it an easy pick up and play game, with no in depth narrative or extreme graphics and game mechanics.
I found the in game menus and customizing car options tiring to flick around, because I'm wanting to make a game that is easy to navigate around and can appeal to families and children.
Overall I'd say this game is great, but I would find it very tedious after a half hour or so of gameplay. So I think its more of a pick up and play game, not one that one would play continuously for hours on end, but thats just my personal opinion.
Lego Racers
Lego Racers was a game I used to play on the Nintendo 64. It is a racing game based around the children's construction toy, Lego. The game allows players to make their own car out of lego pieces and race their car against other players in local multiplayer or AI (Artificial Intelligence).
I found this game a great influence for my game idea, because it targets children, the player can make their own car to race with and it has a nice comic themed style to it, which is exactly what I'm looking for.
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| Lego Racers |
I really want to use selected features from each game I have analysed and condense them into my game idea. I like the steering controls and in game birds eye view in 'Reckless Getaway'. The touch and shoot feature in 'Zombie highway' is a good idea if I want to have a combat system during races. 'Drag Race' doesn't really have any appeal to me, but I am considering its simple gameplay. 'Lego Racers' comic theme and the ability to build your own car to race with is a great concept, that I want to include in my game.
Tuesday, 25 October 2011
Research and Developing Ideas 01
I was set a new assignment recently to come up with a game that can run on a selection of Apple products, being the ipad, iphone and ipod touch.
First things first was to get some research down for inspiration.
I already have a game idea in my head, but I can't go off and start developing an idea without knowing what is already out there, otherwise the game may not sell.
My heart is set on designing a racing game, targetting a younger audience, because I believe that younger people enjoy gaming far more than a much older audience.
As I'm targeting a young audience I am starting to look in old childrens games, In search of ideas I have gone out and purchased Lego Racers for the Nintendo 64 and found Wacky Racers online.
I went out and purchased some Apple magazines, focussing on the ipad. I've chosen the ipad over other Apple products because there's more screen space to play around with I feel that my game will need the space to make the game easier. The magazines were very useful. inside they had pages upon pages of apps available for the ipad, plus a list of the top 10/20 games for the ipad. From what i found, the majority of the games are RPG's and shooters. There are a lot of console titles, such as Battlefield, Dead Space and Need For Speed Hot Pursuit have been re-dubbed and released for Apple Products.
Since I intend to design a racing game I primarily focussed on the racing games out on the market. There were a couple in the magazines, which I noted down, but I thought the App Store was the best place to look. I also did some general Google searches for the top rated games and also checked the Apple website for other games and reviews I may have missed on the App Store.
I found that the racing games that are out were either 2D demolition scenarios or had the full 3D experience and added zombies into the gameplay. Zombies are cool and everything, but I feel that they are in every game on the market.
I want my game to have a unique kick to it (NO ZOMBIES!)
I have a rough idea of how I want my game to look floating around, but I think I'll get some more research to support my idea, otherwise I may risk my concept going wrong.
My current dilemma is the audience. The ipad is an expensive piece of hardware, and most people at the age range I'm targeting (ages 16-25) may not be able to have their own personal ipad. In this case I will have to increase the age range of my target audience. Its a work in progress and I'll come back to it.
Since I intend to design a racing game I primarily focussed on the racing games out on the market. There were a couple in the magazines, which I noted down, but I thought the App Store was the best place to look. I also did some general Google searches for the top rated games and also checked the Apple website for other games and reviews I may have missed on the App Store.
I found that the racing games that are out were either 2D demolition scenarios or had the full 3D experience and added zombies into the gameplay. Zombies are cool and everything, but I feel that they are in every game on the market.
I want my game to have a unique kick to it (NO ZOMBIES!)
I have a rough idea of how I want my game to look floating around, but I think I'll get some more research to support my idea, otherwise I may risk my concept going wrong.
My current dilemma is the audience. The ipad is an expensive piece of hardware, and most people at the age range I'm targeting (ages 16-25) may not be able to have their own personal ipad. In this case I will have to increase the age range of my target audience. Its a work in progress and I'll come back to it.
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