Sunday, December 13, 2009

Police Rush : Gotta Catch Em' All


Police Rush : Gotta Catch Them All

The title above is about the game that I’ve developing right now for the final project of this semester for Digital Media Design 2. It is a platform side scrolling game, with references of the classic platform games that was released years ago, games that we all used to play when we were a little children like Super Mario Bros.

The game is about a jail break in a town and all the prisoners are out on a loose. Player will play a character of a police, and his mission is to arrest all of the prisoners and put them back where they belong.

As the game is executed, a screen will display about the situation of a city with a text scrolling down explaining. After that a main menu screen will be displayed showing 3 buttons; whether to play, read the instructions for key controls, or exit the application.

The game play is somewhat similar to Super Mario Bros. Using the directional keys on keyboard to move down, forward, backward or up. There are other keys as well like jumping and special ability which is what I will decide later on. To arrest the prisoners, players need to jump on them. Just like Super Mario Bros, once player’s character touch or hit by the prisoner, the player will die.

The game later on will have 3 stages to complete the game; every stage will have different difficulty. Stage one will be considered as the easiest, 2nd stage will be medium, and 3rd stage is the hardest. The difficulty is determined by the numbers of prisoner in each stage.

Sketches











digitalized parts:

Screen Design




Tuesday, November 17, 2009

History of Platform games

Platform games initially appeared at the beginning of the 1980s, when many video game genres were just beginning to form. Because of the technical limitations of the day, early examples were confined to a static playing field, generally viewed in profile. While platformers offered a new kind of game play, they still borrowed from earlier games. Frogs, an arcade game released by Gremlin in 1978, was the first game to feature a jumping character, making it the genre's earliest ancestor. Players could not control the direction of the jump however, nor was it possible to jump between different platforms, only to fall off either side of the one platform on screen.

Space Panic, a 1980 arcade release, is sometimes credited as the first platform game, but the distinction is contentious, since the player had no ability to jump, swing, or bounce, or fall, and as such, does not satisfy most modern definitions of the genre. However, it was clearly an influence on the genre, with game play centered on climbing ladders between different floors, a common element in many early platform games.

Donkey Kong, an arcade game created by Nintendo, released in July 1981, was the first game that allowed players to jump over obstacles and across gaps, making it the first true platformer. Donkey Kong had a limited amount of platforming in its first two screens, but its other two have a more pronounced platform jumping component. This game also introduced Mario, an icon of the genre. Donkey Kong was ported to many consoles and computers at the time, and the title helped to cement Nintendo's position as an important name internationally in the video game industry.
The following year, Donkey Kong had a sequel, Donkey Kong Jr.. The third game in the series was not a platformer, but it was succeeded by Mario Bros, a platform game that offered two-player simultaneous cooperative play. This title laid the groundwork for other popular two-player cooperative platformers, like Fairyland Story and Bubble Bobble, which, in turn, influenced many of the single-screen platformers that would follow.
Beginning in 1982, transitional games emerged that did not feature scrolling graphics but had levels that spanned several screens that could be traveled between. Pitfall!, released for the Atari 2600, featured broad, horizontally-extended levels. It became the best selling game on the system and was a breakthrough for the genre. Smurf: Rescue in Gargamel's Castle was released on the ColecoVision that same year, adding uneven terrain and scrolling pans between static screens. Manic Miner (1983) and its sequel Jet Set Willy (1984) continued this style of multi-screen levels on home computers. Later that same year Epyx released Impossible Mission, which further expanded on the exploration aspect and laid the groundwork for such games as Prince of Persia.

Like many of the gaming firsts mentioned in this article, the first platform game to use scrolling graphics came years before they were the trend. Jump Bug was a simple platform-shooter, developed by Alpha Denshi under contract for Hoei/Coreland and released to arcades in 1981, only five months after Donkey Kong. Players controlled a bouncing car and navigated it to jump on various platforms like buildings, clouds and hills. As part of a nascent genre, it was not strongly influenced by existing conventions, nor was it a major influence on games after it. In the years that followed, Jump Bug was largely forgotten, but it offered an early foreshadowing of what was to come, with uneven, independently suspended platforms and levels that scrolled both horizontally and vertically.

In August 1982, Taito released Jungle King. The title featured Tarzan (an unauthorized use of the character that would result in a lawsuit), with vine-swinging mechanics similar to those in Pitfall!. It also featured a scrolling jump and run sequences that had players hopping over obstacles. In many ways, the gameplay was more simplistic than Pitfall!, but the scrolling proved a compelling addition to the formula. This same year Irem released Moon Patrol, a shooter with light platform jumping elements. It was similar to Jump Bug, but the platforming was not nearly as well developed, consisting of little more than hopping over small obstacles.

Information on Platform games


Platform game, or platformer, is a video game genre characterized by jumping to and from suspended platforms or over obstacles. It must be possible to control these jumps and to fall from platforms or miss jumps. The most common unifying element to these games is a jump button; other jump mechanics include swinging from extendable arms, as in Ristar or Bionic Commando, or bouncing from springboards or trampolines, as in Alpha Waves. These mechanics, even in the context of other genres, are commonly called "platforming," a verbification of the term "platform." Games where jumping is automated completely, such as The Legend of Zelda: Ocarina of Time, fall outside of the genre.

Platform games originated in the early 1980s, and 3D successors were popularized in the mid-1990s. The term itself describes games where jumping on platforms is an integral part of the gameplay, and came into use some time after the genre had been established, but no later than 1983. However, it is not a pure genre and is very frequently coupled with elements of other genres, such as the shooter elements in Contra, the adventure elements of Flashback or the RPG elements of Castlevania: Symphony of the Night. As long as the platform mechanic remains a prominent part of the gameplay, it may still correctly be termed a platformer. Because of this, there are many diverse sub-genres of platformers.

The genre has been the result of a great deal of cross-pollination of ideas between platforms and across national borders. While commonly associated with console gaming, there have been many important platform games released to arcades, as well as for handheld systems and home computers. Europe, North America, and Japan have played major parts in the genre's evolution. Platformers are thematically diverse, ranging from cartoony "mascot" games to science fiction and fantasy epics.

Platformers were, at one point, the most popular genre of video game. At the peak of their popularity, it is estimated that between one quarter and one third of console games were platformers. No genre before or since has been able to achieve a similar market share. As of 2006, the genre is far less dominant, representing a 2% market share,but still commercially viable, with a number of games selling in the millions of units.

Sunday, November 8, 2009

Police Rush

Project Title : Police Rush
Theme : Peace
Engine : GameMaker
Platform : PC
Concept : Vectorized 2D based graphics (subject to change)
Genre : Platform, side scrolling
Objective(s) :
- to spread the ideas of the police are exist to keep peace around the city
- to generate the interactivity of young children towards game
- to introduce games as part of media to children

Target Audience(s) :
- children age between 5- 11 years old
- computer illiterate users

Issue(s) :

1. To encourage children to take part in gaming at their early age.
2. To create an environment for children where games plays important role in entertaining media.
3. Justice shall overcome the bad guys and bring peace

Treatment

The gameplay and environment of this game is in a city with criminals and players will get to control the character who plays the role of a police, and will arrest and lock them up in jail.

To get a clearer view how the game will work, here's a few screenshots of the a similar genre game that I'm planning to make