Mini Game 1 – Activity 3: Player Stories

  1. As a player, I want to defeat the humans for as long as possible.
  2. As a player, I want to achieve a higher score than other players.
  3. As a player, I want to defeat the invading human enemies to get power ups and to gain score.
  4. As a player, I want to get power ups to help me defeat the humans and survive.
  5. As a player, I want to defeat all incoming humans to avoid receiving damage.
  6. As a player, I want to defeat each wave of humans as fast as possible to gain extra points.
  7. As a player, I want to destroy extra bonus enemies to gain even more points.
  8. As a player, I want to destroy the in coming missiles to avoid damage.
  9. As a player, I want to destroy incoming EMPs to avoid not being able to do anything.
  10. As a player, I want to explore the exotic terrain of the alien planet.

Mini Game 1 – Activity 2: Game Objects and Rules

Object/Mechanic

Purpose

Relationships to other subjects

Player interaction

Rules/Effects

Enemy: Assault Craft

(Object)

An enemy that fires upon the player. It can maneuver around the player to dodge incoming fire.

If this enemy collides with the player, then both objects will be destroyed.

If this enemy’s weapons hit the player, then the player’s health will be reduced.

To be destroyed. The player can kill this enemy by using their weapons.

This enemy cannot move out of the boundaries in the map.

This enemy cannot fire upon other enemies, it can only attack the player.

Enemy: Assault Craft – Hard

(Object)

An enemy that fires upon the player. It can maneuver around the player to dodge incoming fire. It’s very similar to the previous Assault Craft. Instead it can deal more damage to the player and the color of the enemy has changed.

If this enemy collides with the player, then both objects will be destroyed.

If this enemy’s weapons hit the player, then the player’s health will be reduced.

To be destroyed. The player can kill this enemy by using their weapons.

This enemy cannot move out of the boundaries in the map.

This enemy cannot fire upon other enemies, it can only attack the player.

Enemy: Mech

(Object)

An enemy that slowly moves down the map while shooting at the player.

If this enemy collides with the player, then both objects will be destroyed.

If this enemy’s weapons hit the player, then the player’s health will be reduced.

To be destroyed. The player can kill this enemy by using their weapons.

This enemy cannot move out of the boundaries in the map.

This enemy cannot fire upon other enemies, it can only attack the player.

This enemy can only move towards the player.

Enemy: Missiles

(Object)

An enemy that descends from the top of the map. This object moves towards the player without stopping.

If this enemy collides with the player, then the player’s health will be reduced.

To be destroyed or avoided. The player can destroy this object by using their weapons. Alternatively, the player can avoid the object.

This enemy can’t reduce the health of another enemy only the player.

This enemy can only move towards the player. 

Enemy: Boss

(Object)

An enemy that stays at the top of the map. This object occasionally moves sideways while shooting at the player. It is the last enemy that the player needs to destroy.

If this enemy’s weapons hit the player, then the player’s health will be reduced. This enemy’s weapon deals a lot of damage to the player.

To be destroyed. The player can kill this enemy by using their weapons. It does take longer to destroy compared to other enemies.

This enemy cannot move out of the boundaries in the map.

This enemy cannot fire upon other enemies, it can only attack the player.

Power-up: Invulnerability

(Mechanic)

A power-up that gives invulnerability to the player for a duration of time.

If this power-up comes in contact with the player, then the player gains invulnerability for a duration of time.

To be collided with. The player will aim to collide with this power-up to gain it’s ability.

This power-up appears on the screen. This object will stay still on the map until the player collects it or the object disappears.

Power-up: Extra Health

(Mechanic)

A power-up that gives extra health to the player. The player’s hit points will be increased.

If this power-up comes in contact with the player, then the player will gain the extra health.

To be collided with. The player will aim to collide with this power-up to gain it’s ability.

This power-up appears on the screen. This object will stay still on the map until the player collects it or the object disappears.

Power-up: Boost Stat

(Mechanic)

A power-up that gives a boost in the player’s states. These stats will be randomly picked: movement speed, fire rate & damage modifier.

If this power-up comes in contact with the player, then the player will get a boost in one of the three stats.

To be collided with. The player will aim to collide with this power-up to gain it’s ability.

This power-up appears on the screen. This object will stay still on the map until the player collects it or the object disappears.

Power-up: Shooting Styles

(Mechanic)

A power-up that changes the shooting of the player’s weapon. There will be three different shooting styles and this object will randomly pick one of them.

If this power-up comes in contact with the player, then the player’s weapon will change to a different shooting style.

To be collided with. The player will aim to collide with this power-up to gain its ability.

This power-up appears on the screen. This object will stay still on the map until the player collects it or the object disappears.

Mini Game 1 – Activity 1: Player Experience Goals

Game Player Experience Goals

The initials ideas for this SHUMP (Shoot Em Up) was to have strong emphasis of competitiveness as two players attempt to get a better score than the other. For this project, it is unclear if multiplayer will be implemented within the time constraints of IGB100. If this is the case, then players can still compete with each other by checking their previous points in the high score board.

PX Goals & Reasoning

As previously stated, players will be competing with each other while trying to anticipate enemy movements. The player with the most kills will achieve the best score. Players will also experiment with the power-ups which can change the outcome of a game. The reasoning behind these PX goals is to promote emotions like joy and anger when competing between players during gameplay. The player’s emotions can change if losing or winning a game.

Types of PXs & Importance

For this game, social attributes such as competitiveness combined with emotional aspects relates to an entertaining experience where players find enjoyment when playing together. Additionally, the creative aspect makes the game interesting when seeing players use power-ups that can change the overall result of a game. The player’s experience in a video game is important as it can affect if a game is entertaining or not.