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CHAPTER 1

INTRODUCTION

Android application is a software application running on the Android platform. Because


the Android platform is built for mobile devices, a typical Android app is designed for a
smartphone or a tablet PC running on the Android OS.

A Smartphone is a mobile phone (also known as cell phones) with an advanced mobile
operating system which combines features of a personal computer operating system with other
features useful for mobile or handheld use. Smartphones, which are usually pocket-sized,
typically combine the features of a mobile phone, such as the abilities to place and receive voice
calls and create and receive text messages, with those of other popular digital mobile
devices like personal digital assistants (PDAs), such as an event calendar, media player, video
games, GPS navigation, digital camera and digital video camera. Most smartphones can access
the Internet and can run a variety of third-party software components ("apps"). They typically
have a color display with a graphical user interface that covers 70% or more of the front surface.
The display is often a touchscreen, which enables the user to use a virtual keyboard to type
words and numbers and press onscreen icons to activate "app" features.

Game programming, a subset of game development, is the software development of video


games. Game programming requires substantial skill in software engineering as well as
specialization in one or more of the following areas, which overlap heavily to create a
game: simulation, computer graphics, artificial intelligence, physics, audio programming,
and input. For massively multiplayer online games, additional areas, such as network
programming and database programming are often included. Though often engaged in by
professional game programmers, many novices may program games as a hobby.

Platform game (or platformer) is a video game which involves guiding an avatar to jump
between suspended platforms and/or over obstacles to advance the game. These challenges are
known as jumping puzzles or free-running. The player controls the jumps to avoid letting the
avatar fall from platforms or miss necessary jumps. The most common unifying element of
games of this genre is the jump button, but now there are other alternative like swiping in
touchscreen. Jumping, in this genre, may 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 platform. Games where jumping is automated completely, such as 3D games
in The Legend of Zelda series, fall outside of the genre.

Problem

Most games are run through computer and only few available games are running using
mobile phones and tablets specifically games with Filipino origin and characters.

Purpose and Description

The Pedro Penduko Adventure Game is a mobile game led by protagonist Pedro
Penduko. The purpose of this game is to enhance the eye-hand coordination, critical thinking,
strategy, and for quick decision-minded player.

Peter Penduko is able to use his cane against the enemy. There are trials with Pedro to
defeat the evil of Kalauag.

General Objectives

The objective of this research is to give gamers an alternative choice in mobile game
application that highlight Filipino characters and Filipino culture.

Specific Objectives

To create a mobile game application that promotes Filipino culture and entertainment to
game users.

Scope and Limitation

The game can only played on android device. The game is intended for one player
only and it is an adventure type. At the game menu there is a New Game button (to play
the game), Load game (the player can resume the previous save data), Exit (to exit the
game), Credit (that will show the developers). The main character of this game is Pedro
Penduko, Pedro can walk/jump and attack with their weapon. Pedro has 3 lives at the
beginning of the game and can be reduce the life when fell from a large of height, hit with
the opponent or obstacle. There is also ladder. There are moving platforms such as rocks,
quicksand and falling trees. Mud (slows you down on contact). They have a gem inside
the treasure and gem that gets around. (There are 3 kind of gem in this game. Blue gem,
when you have collect 100 gem, it will give an extra life. Green gem, if you get a green
gem, it will give an extra life. And the last one is Red gem, red gem can perform a
checkpoint.). The kind of enemy like Engkanto and Aswang. There are three types of map
(forest, dessert, town.). When certain stage is complete the difficulty of the game is
getting harder. Can only save/load after you finish the stage.
The game is a mobile application that can be downloaded to android phones and
smartphones. It can also be downloaded to tablet that uses android operating system.

Conceptual Output

Knowledge Process
Requirements:
Methodology The Pedro Penduko 3D
Game Development Adventure Game Using
Java Programming Agile Development Unity
Platform Game
Concept
Perspective
Inception
3D Modeling and
Animation Iteration/Constructio
n
Software Requirements: Release
Rating:
Production
Unity 3D
Retirement Satisfaction
Java

Hardware Requirements:

Android Device
Evaluation and
Performance Test

ISO IEC 250102011


Chapter 2

Review of Related Literature and Review

2.1. Related Literature

2.1.1. Foreign

(1) 2D, 3D and 2.5D Games

The gaming industry of today has reached new heights and successes over the past years.
It truly had become a powerhouse industry and it sure would be for the coming years. With so
much to choose from gamers of all sorts enjoy games through different platforms and kinds from
2D to the 3D games that now dominate the market and the concept of 2.5D games, a cross
between 2D and 3D which are also being adapted now by many games.

With the advent of 3D games, 2D games may seem dated and obsolete but according to
one of IGN.coms bloggers in his blog post 2D Gaming Isnt (IGN,2011) nowadays 3D games
may be the leading platform in consoles but 2D games still appeal to consoles like PSP and
Nintendo. 2D games never really disappeared; as a matter of fact it allows game developers to
preserve such game concept and apply modifications and features that would satisfy gamers of
nowadays and also improve the quality 2D games itself.

Amir Sharar also cited in his blog article Flashback: Why 2D (Sharar,2010) ten reasons
why 2D game development should still be considered in the future and what 2D games would be
when developers would consider developing so. The reasons are as follows:

- 2D game development is cheaper than 3D game development


- The graphical processing power will favor 2D games and will give it a more dynamic
look and would allow artists to create more movements for characters.
- Using of shaders to add depth and realism to 2D images
- Widescreen High Definition TVs are great for 2D games because it would allow
players to see whole game environment further since HDTVs can allow 16:9
resolution
- Next generation processing power benefits 2D physics and AI allowing objects to
move as freely as possible and AI characters to be more unpredictable and capable as
well.
- Return to real time audio synthesis
- Benefits of being online, which may add a 2D games longevity and interest gamers.
- 2D games might mean less bandwidth if implemented online
- Current controllers may improve 2D gameplay
- 2D games may be an acceptable risk in the industry because they can appeal to
players who want easier gameplay and less mature graphics compared to 3D.

With the aforementioned statements to consider, 2D gaming still seems to be fit when it
comes to market value and quality. But according to Screwattack.com 2D vs. 3D
(Screwattack.com, 2012) 2D games has its disadvantages that players do not want to experience
themselves .That being said 3D games would seem more appealing to gamers since these games
are visually more enhanced and well defined compared to 2D games.3D games also cater more
genres and provides players the whole view of the game environment. But 3D games take longer
time to develop and not to mention its control problems especially its camera functions since 3D
games deal with multiple camera angles.

But todays game seem to have used both 3D and 2D perspectives. The emergence of
2.5D games allowed gamers to enjoy both the concepts of a 3D game and a 2D game as well. As
defined by an article written by Julian Robert entitled 2D Game Development (Robert,2012)
2.5D games are kind of games wherein the 3D objects and elements lie on a 2D plane. According
to an article written by Alec Barrett, The 2.5D Revolution (Barrett,2009) 2.5D games apparently
are games that are made in 3D construct set in a single view are proven to be an effective
platform because some game genres are simply not suited for 3D. Games that are considered
2.5D are Crash Bandicoot: The Huge Adventure, Doom, Viewtiful Joe and Duke Nukem:
Manhattan Project 2.5D Games (GiantBomb.com,n.d).

http://team13boom.blogspot.com/2013/01/review-of-related-literature.html

(2) Benefits of Gaming


Jane McGonigal, author of the book Reality is Broken: Why Games Make Us Better and
How They Change the World said in an interview Could Gaming be (National Public Radio,
2011) Well, games seem to tap into the psychological state called eustress, or positive stress.
You know, normally we think about stress as very negative. It makes us anxious or frustrated or
burnt out. But it turns out that if we have chosen a goal for ourselves and if we feel in control of
the work that we're doing, that stress is experienced very positively. She also stated that Games
are doing a better job of provoking our most powerful, positive emotions, and also helping us
build up remarkable social relationships that cannot only improve our real lives but also
potentially help us change the real world. However McGonigal still encourages everyone to play
games due to its convincing benefits but also insists that people should only play on controlled
number of hours.

There are also indications that games aid students in their studies. According to the
Entertainment Software Association Games: Improving Education (ESA,2012) researchers have
found that video games have real potential as next-generation learning tools. Games use new
technologies to incorporate principles crucial to human cognitive learning. That is why the
Department of Education (United States) fund institutions that practices game development to
develop educational games, simulations , video games, virtual worlds and avatars that would
serve as learning tools. In fact a game app that aims to reduce child obesity is already in the
works as well as the game adaptation of the CSI TV series wherein the players learn to examine
crime scenes and evidences, a game that aims to introduce to middle school children forensic
sciences, also the game Budget Hero 2.0, a game where players learn to manage a nations
budget.

Some people might assume that playing video games are not good and almost always
seen as an addiction but it cannot also be helped but see the benefits it gives to gamers. Gaming
improves creativity, decision-making and perception. The specific benefits are wide ranging,
from improved hand-eye coordination in surgeons to vision changes that boost night driving
ability that is what the article of Robert Lee Hotz is trying to suggest When Gaming is (Hotz,
2012).

http://team13boom.blogspot.com/2013/01/review-of-related-literature.html

(3) Defining a game


The first question considered as part of this research into games and learning

was exactly what is meant by the term game. Wittgenstein (1958) argued that

it is not possible to come up with a single definition of a game but different types

of games are, in fact, related by a number of family resemblances, and that an

exact definition of a game is not essential to use the term effectively. However,

in order to provide a frame of reference for this research, analyse differences

between different types of games, and establish what activities are included in

the definition of game-based learning, some consideration of this issue is

important. This section provides a summary of the characteristics that have

been used to define games by researchers and practitioners, and from this,

describes a framework for analysing game-based learning activities.

There are many definitions in the gaming literature regarding what makes an

activity a game and what the defining characteristics of a game are. A selection

of definitions are considered here, first examining three definitions from

researchers into non-computer-based educational games, then three from

designers of games for entertainment, then finally three from researchers in the

field of computer game-based learning.

http://playthinklearn.net/blog/wp-content/uploads/2007/10/chapter2.pdf

(4)
2.1.2. Local

2.2. Related System [Games]

2.2.1. Foreign

(1) The Myst and Doom Phenomenon

In Myst, fusions of architectural styles and technology dot unpopulated island locations,
surrounded by empty seas. A series of puzzles must be solved in order to travel to other island
worlds, to recover missing pages of magic books. These can then be used to discover which of
three characters in the story is the villain.

Myst presented a constructed, consistently behaving, deep, media rich world that
unfolded in peoples living rooms or work cubicles. It was non-trivial, competent both creatively
and technically, and it created a sense of being there (Laura Miller, 1997). In some ways, it
achieved the immersion constantly promised by virtual reality hype of the late 1980s (Sandin
et al, 2001,

p.266). Even those who dont admire Myst acknowledge its impact on the field of
computer gaming, significant aesthetic appeal, and technical achievements (Cyril, 2003).

Nevertheless, like Myst, Doom was a killer app, prompting people to upgrade
hardware, or even make their first ever computer purchase. Downloaded from the pre World
Wide Web internet by technically savvy computer enthusiasts, or bought as shareware, Doom
was then passed hand to hand on multiple floppy disks. Many fans bought both the commercial
release of the game and a better computer to experience it.

Doom was similar to Myst in fundamental ways. It was also experienced from a first
person perspective, and also created from a three dimensionally modelled and rendered world.
However, Dooms gameplay was totally different from Mysts, since it was about killing science-
fiction monsters in corridors with a variety of weapons, with no narrative offered (other than the
US Marines in Space theme borrowed from the 1986 movie Aliens and a brief framing
comment in the readme.txt file). It used real time three dimensional rendering for getting its
graphics to the screen, producing a very low resolution, fast moving aesthetic in which sound
was not critical. Myst, by comparison, was simply unplayable without sound, not only for the
immersive atmospheric effects, but in the communication of information critical to the
gameplay and narrative.

http://gamestudies.org/0801/articles/hutch

2.2.2. Local

(1) Filipino made Games

Video games have already captivated Filipinos. From online games down to LAN games
it truly caught the attention of Filipino gamers. But its not just the gamers who are trying to
make a name from themselves, but also developers as well. Mon Macutay in his blog article
Pinoy-made Video (Macutay, 2007) mentioned 2 games that are made by Filipino game
developers. Anito: Defend a Land Enraged was released by Anino Games is an RPG game for
PC and features 16th century Asia as its setting. The game won 2004 Role Playing Game of the
Year in the 2004 Independent Games Festival. Another game that was developed by Filipinos
was Terra Wars: NY Invasion released Ladyluck Digital Media. It is a first person shooter game
that involves aliens as enemies. Unfortunately however for Terra Wars IGN had given them a 2
out of 10 review, according to IGN Terra Wars:(Bitton, 2006) Terra Wars is simply the latest
addition to the horde of generic first person shooters available on the market today. Even though
Terra Wars did not quite work for Ladyluck Digital Media but through the years they eventually
worked with clients such as Activision, Ubisoft , Sony, EA and many more proving that Filipinos
has already reached its potential in the field of game development.

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