Friday, October 22, 2010

My Game Idea

High Concept

After a long wait it is finally here a red carpet experience unlike any other. If you have ever wanted to attack the world most hated celebrities this is the ultimate game for you. You will be able to attack celebrities as well as politicians as required. You can also take pictures of your family members or friends and upload them to our game with the templates that is provided.

Celebrity smash down is a first person shooter designed for the I –phone. It is a modern technique and technology that is making this game a real eye candy for the casual gamer. The fast paced action game play together with hilarious cast of real life characters. This game will keep you entertained and laughing for hours.


Philosophy

Celebrity smash down is a first person shooter designed for the I –phone using Unity 3 game engine technologies. Unity also supports and creates Android apps. This game does not borrow any elements from any other games. Celebrity smash down is a completely unique game guaranteed to satisfy the itch for casual gaming.

Unity 3 is a game development tool that has been designed to let you focus on creating amazing games.

Unity is the development environment that gets out of your way, allowing you to focus on simply creating your game. It also lets you develop for web, mobile, or console. Unity is the right tool for the job.

Unity is an integrated authoring tool for creating 3D video games or other interactive content such as architectural visualizations or real-time 3D animations. Unity is similar to Blender game engine, Virtools or Torque Game Builder due to using an integrated graphical environment is the primary method of development.

The Unity editor runs on Windows and Mac OS X and can produce games for Windows, Mac, Wii, iPad, or iPhone platforms. It can also produce browser games that use the Unity web player plugin, supported on Mac and Windows. The web player is also used for deployment as Mac widgets. Support for Xbox 360 and PlayStation 3 have recently been added.

Unity was announced the winner of the Wall Street Journal 2010 Technology Innovation Award in the software category. In 2009, Unity Technologies was named one of Gamasutra's "Top 5 Game Companies of 2009" for Unity. Unity was a runner-up in the Best OS X Graphics category in the 2006 Apple Design Awards.


Common Questions

What is the game?

Celebrity smash down is a unity 3 I phone game. Players are able to hunt down their most hated celebrities as well as politicians.

Why create this game?

By undertaking my research I found that mobile phone gaming has a dramatically increased the gaming audience for America and Japan but also it is becoming very popular in Australia, due to gamers and the affordability in mobile phone games. Therefore the best selling gamers are the simplest in design as per Tetris, Poker and Pocket Farmer; it allows the gamer to have the flexibility to take the game easily in their pockets, therefore making the mobile phone game popular.

Where does the game take place?

Celerity smash down takes place on the red carpet as well as the parliament, as those two places are where you would find celebrities and politician.

What do I control?

The player controls the outraged paparazzi.

How many characters do I control?

The player will be able to control 1 character the outraged paparazzi throughout the whole game.

What is the main focus what’s different?

The Main focus with celebrity smash down is simply for the player to enjoy humiliating celebrities. This game is an all round entertaining. The celebrities are also updated weekly and the high scores are updated instantly after each play, as it will be kept in database where all the other players will be able to access it as well as being able to view the leader board.

Munchkin Play Cards Expension

Narrative Structure of 2 Films


Worksheet – Narrative Structure of 2 Films

Using the 10 points to list the similarities, i.e., they share the same recipe/structure in making the film.

Movie 1:

Empire of the Sun

Movie 2 :

Castaway

1. Equilibrium

Before the war broke out, Jamie, a schoolboy, the protagonist lived a privileged life with his parents Lunghua Civilian Assembly Center

Before the plane crashed, Chuck Noland, a highly efficient FedEx executive had a girlfriend.

2. Disturbance

Jamie ventures out into the city and finds it bustling with Japanese troops. Jamie is captured along with Basie, an American sailor, who nicknames him "Jim". They are taken to in Shanghai; but are eventually moved to Soochow Creek Internment Camp. By 1945, a few months before the end of the Pacific War,

Chuck is stranded on an inhabited island after plane crashes

3. Protagonist

Christian Bale as James "Jamie" Graham: Jamie goes through a coming of age from living in a wealthy British family in Shanghai, to becoming a prisoner of war in Lunghua Civilian Assembly Center during World War II

Chuck is the leading principle performer, chuck is the main characters who engages the readers interest and empathy

4. Plan

Jim drams of being a pilot, and after his good behavior at the camp he is transferred to the American barracks.

In this movies jim has no other plan but to loyal to his friends and surviving war.

Escaping the island so that he could get back to his life. Chuck attempts to survive on the island using remnants of his plane's cargo, as well as his eventual escape and return to society

5. Obstacle

Being in prison without his family, and therefore learning to fen for himself. For example one of the obstacle that he faces is when after the camp's population marches through the wilderness, where many die of fatigue, starvation, and disease

He searches for food, water, shelter, packages. He finds a number of obstacle , he also has to learn how build a raft in order to escape the island

6. Complications

After settling in at the new camp, Jim has established a good living, despite the poor conditions of the camp. He has an extensive trading network, even involving the camp's commanding officer, Sergeant Nagata.

Chuck has to fend for himself, the weather, food, building raft.

7. Timeout

Dr. Rawlins, the camp's British director, becomes a father figure to Jim. Through the barbwire fencing, Jim befriends a Japanese teenager, who shares Jim's dream of becoming a pilot

Chuck ends up coming to term with the fact that he is stranded on an island and there is no rescue, and therefore tries to get by, for example to create his ability to communicate with other chuck uses a volley ball that he had name Chuck and his timeouts usually evolves having regular conversations and arguments with "Wilson".

8. Crisis

During the march Jim witnesses a flash from the atomic bombing of Nagasaki hundreds of miles away, and hears news of Japan's surrender and the end of the war.

Upon returning to civilization, Chuck learns that he has long been given up for dead by everyone he knew; his family and friends held a funeral, and Kelly has since married Chuck's dentist and has had a daughter. After reuniting with Kelly, the pair professes their love for each other but, realizing a future together would be impossible due to her commitment to her family, they part. Kelly gives Chuck the keys to the car that they had once shared

9. Climax

Jim has established a good living, despite the poor conditions of the camp. He has an extensive trading network, even involving the camp's commanding officer, Sergeant Nagata.

Kelly gives Chuck the keys to the car that they had once shared,

10. Resolution

He is found by a unit of American soldiers and put in an orphanage in Shanghai with other children who had lost their parents. When his parents come looking for him, Jim is so scarred from his experiences that he does not recognize them at first. His mother finds him in the crowd, and eventually Jim collapses into her arms

Chuck then travels out into the country to return the unopened FedEx package to its sender. The house at the package address is empty, so he leaves the package at the door with a note telling the occupant that the package saved his life. He then departs and stops at a remote crossroads, apparently trying to decide which way to go

The History of Video Games


The History of Video Games

Though the history of video games is a subsection of the history of computing, it is important to recognize how integrated this entertainment medium is to the evolution of computing hardware and software. Furthermore, video games are not just software, but are shaped and defined by their hardware.

Since a video game is a sensory experience, the sound, the visual elements, and the interface that the player uses to interact with the game cannot be divorced from the programmed logic and instruction set that provides the experience.

The Early Years

The Early Years begin in 1952
Within this period of video game history reside the pioneers and visionaries who attempted to create an interactive experience using electronics and visual displays.
1952 - 1970

The Golden Age

The Golden Age of video games begins in 1971
This period begins with the mainstream appearance of video games as a consumer market in arcades, on home consoles, and their evolution on personal computer platforms. It covers the rise of the dedicated hardware systems and the origin of multi-game cartridge-based systems.
In September 1971, the Galaxy Game was installed at a student union at Stanford University. Based on Spacewar!, this was the first coin-operated video game. Only one was built, using a DEC PDP-11 and vector display terminals. In 1972 it was expanded to be able to handle four to eight consoles.
In the same year pong was released. Pong was the first arcade video game with widespread success. Atari sold 19,000 Pong machines, creating many imitators.
The arcade game industry entered its Golden Age in 1978 with the release of Space Invaders by Taito, a success that inspired dozens of manufacturers to enter the market. In 1979, Atari released Asteroids. Color arcade games became more popular in 1979 and 1980 with the arrival of titles such as Pac-Man. The Golden Age had a prevalence of arcade machines in shopping malls, traditional storefronts, restaurants and convenience stores.
Also in the year of 1972 the first home 'console' system was developed by Ralph Baer and his associates called the Magnavox Odyssey. Over its production span, the Odyssey system achieved sales of 2 million units.

1971 - 1983

The Modern Age

The Modern age begins in 1984
It includes the continued evolution of video games on computers during the American public's disenchantment with dedicated console systems. It covers the rise of 8-bit and 16-bit architectures. During this era, many computers provide a home to video games, but the PC becomes the eventual standard. Network and Internet multi-player gaming becomes a household possibility.
In the year 1984 the platformer erra started to emerge. Namco took the scrolling platformer a step further with Pac-Land (1984), which was the first game to feature multi-layered parallax scrolling and closely resembled later scrolling platformers like Super Mario Bros. (1985) and Wonder Boy (1986).
Mario Bros. (1983), developed by Shigeru Miyamoto, offered two-player simultaneous cooperative play and laid the groundwork for two-player cooperative platformers.
Congo Bongo (1983), developed by Sega, was the first isometric platformer.
Prince of Persia (1989) was the first cinematic platformer.
Many other great titles were realised in that same erra that are still following us upto this day such as Zelda (1987), Mario Bros (1983), Prince of Persia (1989), Metal Gear (1987),
1984 - 1994

The "Next" Generation

The "Next" Generation arrived in 1995
This era of video game history bears witness to the rise of the 32-bit, 64-bit, and 128-bit processor architecture in home console machines. The continued popularity of online gaming, online betting like online poker sites and social networking grows and is reflected in the console market. This period is full of advances in hardware that enable more realistic and immersive experiences for gamers. In 1994, three new consoles were released in Japan: the Sega Saturn, the PlayStation, and the PC-FX, the Saturn and the PlayStation later seeing release in North America in 1995. The PlayStation quickly outsold all of its competitors, with the exception of the aging Super Nintendo Entertainment System, which still had the support of many major game companies.
The Virtual Boy from Nintendo was released in 1995 but did not achieve high sales. In 1996 the Virtual Boy was taken off the market.
After many delays, Nintendo released its 64-bit console, the Nintendo 64 in 1996. The consoles flagship title, Super Mario 64, became a defining title for 3D platformer games.
PaRappa the Rapper popularized rhythm, or music video games in Japan with its 1996 debut on the PlayStation. Subsequent music and dance games like beatmania and Dance Dance Revolution became ubiquitous attractions in Japanese arcades. While Parappa, DDR, and other games found a cult following when brought to North America, music games would not gain a wide audience in the market until the next decade.
1995 - 1999

Transition to 3D and CDs

The fifth generation is most noted for the rise of fully 3D games. While there were games prior that had used three dimensional environments, such as Virtua Racing and Star Fox, it was in this era that many game designers began to move traditionally 2D and pseudo-3D genres into full 3D. Super Mario 64 on the N64, Crash Bandicoot on the PlayStation, Sonic Adventure on the Dreamcast and Tomb Raider on the Saturn (later released on the PlayStation as well), are prime examples of this trend. Their 3D environments were widely marketed and they steered the industry's focus away from side-scrolling and rail-style titles, as well as opening doors to more complex games and genres. Games like GoldenEye 007, The Legend Of Zelda: Ocarina of Time or Soul Calibur were nothing like shoot-em-ups, RPG's or fighting games before them. 3D became the main focus in this era as well as a slow decline of cartridges in favor of CDs. Also, most 3D games used realistic graphics and large, interactive environments like Shenmue.
1999

Now the new erra of mobil phone gaming begins

Mobile gaming interest was raised when Nokia launched its N-Gage phone and handheld gaming platform in 2003. While about two million handsets were sold, the product line was seen as not a success and withdrawn from Nokia's lineup. Meanwhile many game developers had noticed that more advanced phones had color screens and reasonable memory and processing power to do reasonable gaming. Mobile phone gaming revenues passed 1 billion dollars in 2003, and passed 5 billion dollars in 2007, accounting for a quarter of all videogaming software revenues. More advanced phones came to the market such as the N-Series smartphone by Nokia in 2005 and the iPhone by Apple in 2007 which strongly added to the appeal of mobile phone gaming. In 2008 Nokia revised the N-Gage brand but now as a software library of games to its top-end phones. At Apple's App Store in 2008, more than half of all applications sold were games for the iPhone.

Motion control revolutionizes game play

The way gamers interact with games changed dramatically, especially with Nintendo's wholesale embrace of motion control as a standard method of interaction. The Wii Remote implemented the principles to be a worldwide success. To a lesser extent, Sony experimented with motion in its Sixaxis and subsequent DualShock 3 controller for the PS3, while Microsoft continually mentioned interest in developing the technology for the Xbox 360, such as Project Natal. While the Wii's infrared-based pointing system has been widely praised, and cited as a primary reason for the success of games such as Nintendo's Metroid Prime 3: Corruption and EA's Medal of Honor: Heroes 2. Despite the success of these titles, reliable motion controls have been more elusive, with even the most refined motion controls failing to achieve true 1-to-1 reproduction of player motion on-screen. Some players have even found that they must move slower than they would like or the Wii will not register their movements, but this is rare. Nintendo's 2008 announcement of its Wii MotionPlus module intends to address these concerns.
Alternate controllers also continue to be important in gaming, as the increasingly involved controllers associated with Red Octane's Guitar Hero series and Harmonix's Rock Band demonstrate. In addition to this, Nintendo has produced various add-on attachments meant to adapt the Wii Remote to specific games, such as the Wii Zapper for shooting games and the Wii Wheel for driving games. With the introduction of the Balance Board in Nintendo's Wii Fit package, motion controls have been extended to players feet. Third party efforts from THQ, EA, and other publishers that integrate Nintendo's Balance Board are expected in 2009.
At Electronic Entertainment Expo 2009, Microsoft and Sony each presented their own new motion controllers: Project Natal (later renamed Kinect) and PlayStation Move, respectively.
The new decade has seen rising interest in the possibility of next generation consoles being developed in keeping with the traditional industry model of a five-year development cycle. However, in the industry there is believed to be a lack of appetite for another race to produce such a console. Reasons for this include the challenge and massive expense of creating consoles that are graphically superior to the current generation, with Sony and Microsoft still looking to recoup development costs on its current consoles. The focus for new technologies is likely to shift onto motion-based peripherals, such as Microsoft's Kinect and Sony's PlayStation Move.
One new console is Nintendo's new handheld: the successor to the Nintendo DS known as the Nintendo 3DS. The system is due for release by the end of the fiscal year (March 2011). The system will incorporate 3D graphics and effects without the need for using 3D glasses. Other features include three cameras (one internal and a dual 3D external set), a motion sensor, a gyro sensor and a Slide Pad that allows 360-degree analog input.
On June 14 2010, during E3, Microsoft revealed their new Xbox 360 console referred to as the Xbox 360 S or Slim. Microsoft's intent was to make the unit smaller and quieter, while also installing a 250GB hard drive and built-in 802.11n WiFi. It starting shipping to US stores the same day, not reaching Europe until July 13th.

Tuesday, August 17, 2010

Munchkin play cards experience

Not haveing played Munchkin play cards ever before it was quite overwhelming to understand.
Some people would compare it to WoW (World of Warcraft) i could really see that from the game mechanics perspective but i would rather play WoW than Munchkin just because you can play WoW online allowing the player to play with a much bigger range of players. Also in WoW the computer will take you trough the tutorials as you are playing where as in Munchkin you will have to not only read the instructions but also understand them and there is no fun in the game until you fully understand the concept. Another adventage of computer gameing is that the player can also play the game on its own where as you couldn't play Munchkin on your own.
Card and board games are very important because they hold the fundamentals of gaming but they are also outdated and therefore not played so much any more.