Wednesday 9 December 2015

Assignment Trends and Future Trends

Current Trends:


Amiibo:

Amiibos are made by the company of Nintendo and they are made for Nintendo platforms. Connecting figurines or cards to the Nintendo 3DS/Wii U and using them characters in games, collecting special items, customising the characters and unlocking “new adventures”. Amiibo uses NFC and RFID (Near-field communications and Radio-frequency identification) The Amiibos are there for the players to enjoy collecting figurines and to add more content to certain games. Before the name “Amiibo” was used, they were originally called the “Nintendo figurine platform”. They were released in Novemeber 2014, tying in with the release of Super smash Bros. for the Wii U. What makes the Amiibo idea so great is that you can use the Amiibos across Nintendo platforms. These being 3DS, 2DS and Wii U. It is not just dedicated to one game either. You can get Amiibos for a variety of different games.


Competition:
I guess you could say the competitors in the market with Amiibos are the Disney Infinity figurines and the Skylanders figurines. All 3 have some appeal to everyone. Amiibos are considered to be great for kids and adults, the reason for this is that everyone can recognise the Nintendo characters. Furthermore, the Amiibo line has figurines which are fit for a variety of games. Skylanders is very different to the recognisable figurines Disney infinity and Amiibo has, especially to the adults. Skylanders would be more fun for the kids to play with due to it being marketed for kids and the interesting troll-like designs the characters are featured as. Disney Infinity on the other hand is very similar to Amiibos but different from Skylanders figurines. Disney Infinity uses figurines which are very recognisable to adults and children however, the game actually is marketed for children so it has a very easy play mode that it lives by.

Sales:
It is said that Nintendo sold up to approximately 21 million units being shipped worldwide since when the Amiibos were released in 2014. Apparently the US accounted for over 60% of the Amiibo sales, Europe accounted for 20% of the sales and then japan only accounting for 11% of the sales. These two charts show which Amiibos are most popular in the market in certain places and the other shows where most of the Amiibos have been shipped to. All of the figures which come in individual packs sell for $12.99.



IP:
Nintendo have said that they “respect the intellectual property of other” and what they will do is that if they see anything which appears to “infringe the intellectual property rights of others” they will be able to remove it due to the policy. They have also made themselves contactable in case you see anything that infringes on any “intellectual property right” that you own or control.



Secondary Screens:

A great example of second screen play would be the Wii U GamePad. The Wii U GamePad features a built-in touchscreen. As quoted by Nintendo, the Wii U GamePad “removes the traditional barriers between games, players and the TV”. The Wii U sold up to 9.2 million units in 2015. As the Wii U is a Nintendo product, the IP is the same as what it would be for the Amiibos.



Products and Services:

Nintendo overall offer great support and services to customers. One of their services is “Club Nintendo”. Being a part of club Nintendo allows you to stay up to date with all of the latest Nintendo news, reviews, release dates of games and consoles and more. They help with any error codes that you may have been experiencing, give out parents’ info, have tech support forums and help with repairs (such as give you Warranty Info and Repair Order FAQ). They also offer many other products such as 3DS and 2DS, Wii , Wii U and Wii U GamePad and more.



Financial Problems:

According to Nintendo’s earnings report, it demonstrates that Nintendo had an annual operating loss of £268.9 million towards March 31st 2014. The year before, they had an expected loss of £202.8 million. When the Wii U was released, it moved from 2.72 million units to 6.17 million units sold since its launch in 2012. Compared to Sony, PlayStation sold more than 7 million PS4 consoles just after its release. To conclude, since the Wii U has been out, along with the PlayStation 4 and the Xbox One, the Wii U selling performance was still poor.

Competition:
The competition that the Wii U GamePad has got is the PlayStation 3 and the PS vita secondary screen. However, PlayStation has used the secondary screen in a different way. What Sony has done has introduced the “Cross-Play” feature. This feature allows the gamer to stop playing on one of the devices and allows them to continue playing on the same game on a different device. Compared to the Wii U GamePad, it doesn’t interact with the game at the same time you are playing it on the PlayStation.

Outsourcing:
When it comes to outsourcing, Nintendo plans to outsource Wii components so they can increase the output of the Wii U. The two companies in which Nintendo has approached are SunPlus Technology and Wistron Corp. Wistron will report idly assemble the console whilst SunPlus Technology will concentrate on the controller chips.





Next Generation Consoles:

Xbox One, PlayStation 4 and Wii U are all considered as next generation consoles and they are all competing against one another. However, it seems that PlayStation 4 and Xbox One pull the lead a lot stronger than the Wii U does. As previously talking, I have already compared the sales between the PlayStation 4 and the Wii U, the PlayStation pulled a strong lead from the start.
Next generation consoles have a lot to offer. They offer higher end graphics, bigger hard drives such a 1TB, better connectivity with applications and software such as Twitch TV (Live streaming now available), cross game chat (Skype and Party Chat with the Xbox One) and much more. It was said that after a certain amount of time the Xbox One had been released, they reduced the price of the console due to the sales of the product.

Financial Trends:

The Xbox One sold up to 11,638,701 units, the PlayStation 4 sold 20,215,802 units and the Wii U sold 9,329,635 units in February 2015. You can see that the PlayStation came out on top in February 2015 and the Wii U was at the bottom of the list. It also said that the PlayStation 4 was able to be purchased by up to 72 different countries and regions whereas the Xbox One was only available in 13 countries.



GeoDemographics and Demographics:
It is said that Sony looks to attract women and casual gamers with the PlayStation 4, “I think the key is to have people — and increasingly women — with different sensibilities creating different games. It is not all about shoot ’em up games”. However, in the image below, you can see that more females are interested in purchasing the Xbox One more than purchasing the PlayStation 4.





Augmented Reality:


The technology for augmented reality has been around for a while now. Augmented reality is where computer-generated images interact with your physical surroundings. AR seems most popular with mobile apps. A great example of an enchanting AR mobile app is Google Ingress (which is free to download on Android phones). This app is a MMO game that puts the player into two factions. What happens is both factions fight against one another and you have to control them, the AR kicks in when you have gain a material called Exotic Matter and you do this by simply walking around with your device. The more matter you have the more portals are created and the game progresses and so on. An AR app which you have to pay for (£2.50) is called SpecTrek. What this game is, is a AR game in which brings ghostbusters to life really. It populates your physical surroundings with ghosts you have to capture.

People believe that AR apps may affect the way that mobiles are advertised. AR apps makes the phones more interactive with your surroundings. There are many AR apps which interact with your surroundings by you using your camera and labels begin to pop up telling you what the buildings are or how far away a certain building is. These AR apps are very useful, if android for example had more of these apps they may be seen more popular due to the availability of the apps.

Players are the designers:

A classic example of this would be the game “Super Mario Maker”. This is a game which is available on the Wii U and allows the players to create their own Mario levels. The players can also interact with the game by using Amiibo’s. The Amiibo’s allow Mario to change character. Nintendo announced that the game Super Mario Maker had sold over 1 million units since its release, over 2.2 million courses have been created and the game has approximately been played nearly over 75 million times.

Organisations Plans:
It was part of Nintendo’s plan to release Super Mario Maker in 2015 due to it being the 30th anniversary of Mario. It was also their intention that, from the Nintendo development team to inspire the player’s creations.

Financial Trends:
Nintendo have said that Super Mario Maker has boosted the sales of the Wii U by over 110% compared to august sales. Nintendo have also made the claim of the game selling more than 500,000 combined units over the past month (so over the month of September 2015). Since then, Super Mario Maker has reached its 1 million units sold milestone.

Industry Trends:
Due to how successful Mario is and it being the 30th anniversary, they released Super Mario Maker. It is said that the Super Mario franchise has sold more than 310 million units and counting, so with the Super Mario Maker release, this would sure push the series units sold number even higher.
Nintendo have said that they “respect the intellectual property of other” and what they will do is that if they see anything which appears to “infringe the intellectual property rights of others” they will be able to remove it due to the policy. They have also made themselves contactable in case you see anything that infringes on any “intellectual property right” that you own or control.







Future Trends:


The Oculus Rift
Palmer Luckey was the man who came up with the idea of the Oculus Rift. Apparently the Oculus Rift was a Kickstarter project with an intension of only creating and selling 100 Oculus Rifts. In one of the VR forums a man named John Carmack asked if he could have a prototype and so Palmer agreed to give him one. John then announced the Oculus Rift at an E3 event and from then on, a lot more people were interested in the Oculus Rift Kickstarter Project. When it came to the Kickstarter’s project end, they had raised up to $2,437,429.
In 2014, Oculus VR was bought by Mark Zuckerberg for 2 billion dollars. Both companies believed that they were sharing the same vision and that by combining with one another meant a higher success rate for VR.

Background information of two main people:
Palmer Luckey: VR enthusiast, self-taught engineer and an electronics enthusiast. Palmer lucky was very interested in virtual reality from a young age. It was said that he had his own personal collection of VR headsets. He managed to obtain a variety of different VR headsets by attending industry liquidation sales and government auctions. When Palmer Luckey was 16, he had an interest of building his own headsets.

John Carmack: American game programmer and the co-founder of ID Software. He now works with Occulus VR. He was also the lead programmers for ID video games such as Wolfenstein 3D and Doom.

Customers:
Customers can currently buy the Oculus Rift developers version for around $350/£400 however, they will need to continually update their headset with the new updates Oculus VR send out.

Competition:
HTC Vive: Created by the company Valve which teamed up with the mobile company HTC. This HTC Vive will be shipped when the Oculus Rift and the PlayStation VR are shipped.

PlayStation VR: Created by the company Sony. What makes this good contender is that Sony already have tons of loyal gamers to its name and a lot of money which means they won’t find it difficult being able to fund for hardware.

Microsoft HoloLens: Created by the company Microsoft. What makes this a good contender is that Microsoft could pair this up with its console making the headset incredibly versatile with non-gaming and gaming apps. (AR)

Gear VR: Created by Samsung but powered by Oculus. Costs only $99 and is compatible with the 2015 Samsung GALAXY flagship smartphones. This has recently been released and is now available to buy from places such as Amazon and BestBuy.com.




Risks:

The organisations attitude towards the risks are rather positive. Especially towards the VR sickness. On the Oculus Rift website there is a section which is dedicated to how they are going to try and solve VR sickness. What the developers have done have shown and explained different ways of how they are going to change some of the hardware/software to make sure that the customers who are purchasing the Oculus VR will have an enjoyable experience.




VR Sickness: This VR sickness is basically motion sickness and it can occur when the brain is not use to the VR experience. However, developers have said that if you expose your brain to VR quite frequently and over a long period of time then the brain will begin to ignore the previous unusual visuals.

Wasting Money: Facebook paid $2 billion for Occulus VR and its project of Occulus Rift. Considering that this project is still in development they are unsure of its success. If people do not use the products in which Occulus VR are selling then Facebook would essentially be losing out on money.

Behavioural Risks:
The Oculus Rift comes with an avatar. However, people believe that people using the Oculus Rift will treat the avatar as a mask and use the avatar to “channel more destructive behaviours”. The VR environment in which people will be involved in will offer “the same potential rudeness, harassment and stalking as any other communication channel, whilst also making the interaction seem even more real and personal”. In my opinion I find this rather troubling if the interaction would seem a lot more “real and personal” but then again, most platforms which involve communication includes rudeness towards other players/people so I guess it is hard to steer away from rudeness and harassment when the device offers communication.
http://www.rmmagazine.com/2014/10/01/the-real-risks-of-virtual-reality/



License Agreement:
You can currently buy the development kit for $350. There is a license agreement which comes with the development kit that you buy from Oculus VR. Oculus VR have gave developers the license agreement for them to agree to under terms and conditions. The license includes a non-exclusive license with the right to use the RIFTSDK to make the desired applications, games, content and demos to run on the Oculus Rift. You are able to “use, modify, and distribute the Oculus VR Rift SDK in source and binary form with your applications/software”. However there are a few restrictions to what you can do.
“You can only distribute or re-distribute the source code to LibOVR in whole, not in part.
Modifications to the Oculus VR Rift SDK in source or binary form must be shared with Oculus VR.
If your applications cause health and safety issues, you may lose your right to use the Oculus VR Rift SDK, including LibOVR.
The Oculus VR Rift SDK may not be used to interface with unapproved commercial virtual reality mobile or non-mobile products or hardware.”



Microsoft Illumiroom


“RoomAlive builds on the familiar concepts of IllumiRoom, but pushes things a lot further by extending an Xbox gaming environment to an entire living room. It’s a proof-of-concept demo, just like IllumiRoom, and it combines Kinect and projectors to create an augmented reality experience that is interactive inside a room. You can reach out and hit objects from a game, or interact with games through any surfaces of a room. RoomAlive tracks the position of a gamers head across all six Kinect sensors, to render content appropriately”

http://www.theverge.com/2014/10/5/6912979/microsoft-roomalive-research-projector-system

The IllumiRoom works with AR (Augmented Reality) and it basically highlights the edges of games beyond the TV. What happens is it will project game footage on the areas around your TV. So if you have just passed something in game, you will see it pass on your wall too. The best example I have seen so far of the Microsoft IllumiRoom is the bounce feature, snow feature and the star field feature. This bounce feature is where you see a ball rolling towards you on the screen and then it drops off the screen and is projected to fall from your TV and onto the floor. The snow feature works well when playing driving games. When you drive forward, the snowflakes that fall are pushed against the objects in your room and when reversing, the snow is moving away from you.

https://www.youtube.com/watch?v=L2w-XqW7bF4



Financial Problems, visions, objects and plans of organisation:
It is said that this project would be too expensive for an average customer to afford. According to the head of product planning for Xbox, Albert Penello, he says that “It’s super-neat if you’re in the lab and you’ve got Microsoft money and you could totally set up this awesome lab, but… we looked at, but for an average customer it’s, like, thousands of dollars”. So their problem would be that this projects is just too expensive to put on the market and it will unlikely be released soon. This also proves as a risk to the company. Placing too much money into working in the project and then not being able to sell the product due to the sheer amount of money you need to purchase it. This is probably the reason why this project is seen as just “research” and a “proof-of-concept” project. The Xbox One was one of Microsoft’s next-generation plans which came to life. The IllumiRoom is one of Microsoft’s projects which work with AR. Although, Microsoft do stress that this is a “proof-of-concept project”.


http://www.theverge.com/2013/9/2/4685178/microsoft-illumiroom-xbox-projector-unlikely-to-be-released

Cloud-Gaming:



http://www.hongkiat.com/blog/future-of-gaming/

Cloud Gaming helps reduce the wait for gamers to get updates for newer, high-quality games. “It’s all in the cloud and all we have to do is connect to it with a stable Internet connection and play to our heart’s content. Games will also be cheaper and more easily accessible via computers and even tablets. How much longer need we wait for this? In August 2012, Sony has purchased Gaikai the world’s largest and most widespread cloud gaming service for $380 million and is expected to incorporate it into PlayStation 4. So, not long, fingers crossed.”

Background Knowledge on Gaikai (includes funding and milestones):

Gaikai was founded in November 2008 by Andrew Gault and Rui Pereria. Then in February 2009, David Perry gives a speech to the industry leadership about instant access games. In June 2009, Gaikai presents a live demo of the instant access AAA games at the E3 2009. Towards the end of 2009, Gaikai raided $5 million in a Series A funding, then in Series B funding they raided $10 million in May 2010. They finally launch a live service on the internet of open gaming cloud in February 2011. In July 2011, they raised up to $30 million in Series C funding. A year after they were awarded the “most widespread cloud gaming network” by Guinness World Record and a month after Sony buys Gaikai for $380 million.

Organisations vision and plans:

Gaikai had a vision of solving difficult problems “to create exceptional experiences”. They wanted to achieve what people thought was impossible. An example of this would be, people believed it was impossible to stream a game at high quality with low latency, Gaikai managed to solve that problem and now you can stream games at high quality with low latency. There plans now are to focus on future game streaming and working with PlayStation on the PlayStationTM Now project.



360 Gameplay:

360 Gameplay is where someone plays a game which involves interaction across many platforms. This include a game which is also conceived simultaneously as movies, animated TV series. A game which sort of blurs the line between gameplay and movie cinematics is a game called Quantum Break. This game is yet to be released in April 2016 however it is one of Microsoft’s experimental TV/game titles. This game allows you to manipulate the cinematics to save people and kill the enemies within the game. Other types of 360 play are games such as Angry Birds. Angry birds is a game which includes digital gameplay, board games, toys to play with and other types of merchandise.



The Angry Birds company is worth 5.5 billion (2012). Angry Birds first started out as just a make or break project. After 2 years of the game idea coming to mind, Angry Birds became the iPhones most popular app. After the success of Angry Birds on all phones, Rovio no longer described itself as a games developer, but instead saw itself as a media company. With that in mind, the soft toys, phone case and comics were already considered from the beginning.



The game Quantum Break in which includes manipulative cinematics has that movie-like appeal and feel. The difference between this being a game and being a movie is that, you can change what has happened in the cinematic if you feel fit to change it, whereas if it was a movie, you don’t get the chance to decide what has just happened to the character and you have to accept what has happened.



Sensory Technology:

EEG headsets like the NeuroSky and Emotiv’s headset can detect player’s emotions and facial expressions already. The CEO of neuroengineering company Emotiv, Tan Le already has future visions for what he wants to achieve. What he wants to achieve is, the players currently facial expression translates into their avatars facial expression and other in game avatars expressions are recognised by other players and respond accordingly. They believe that being able to convert facial expressions in a game would create a level of game immersion that doesn’t exist yet.

Emotiv is a bioformatics company which offers a platform for crowd-sourced brain research. There are two headsets which are for sale, there is the Emotiv Insight Brainwear $358.95 and the Emotiv EPOC neuroheadset which starts at a selling price of $399.00. At the moment, the insight headset can interpret basic metal commands such as push, pull, levitate and rotate certain objects, it can also detect facial expressions such as blinking, winking, surprise and smile and monitor your performance by measuring and tracking your focus, engagement interest, and excitement, affinity, relaxation and stress levels.

Emotiv is the market leader within this field (neuroengineering) and have won numerous of awards for its products. They also have a community of developers and researchers whom span over 100 countries. According to Emotiv, they may use contractors and third part service providers but they reassure that they are required to protect any information given.





A competitor against Emotiv would be NeuroSky who apparently has the world’s smallest ECG chip within its wearables.

Tuesday 8 December 2015

Assignment 2: Unit 1/Unit 72/Unit 22: Computer Games Design

Task 1 (1.1): Initial Sketch



Task 1 (1.2): Sprites 


My sprites consist of the shapes that are involved within the game, the invisible walls which let the enemies out, the moving walls, the shop animation, walls, collectible and background. The screenshots above show the editor that I have used to create the sprites and they contain a number of tools in which I have used. Tools such as the circle tool, the pen tool, the fill tool etc. The screenshots which show the image index of the sprite shows how the animation works. Each image has something different about it. This could be a changing glow colour or blinking eyes or it rotates and so on. The other sprites such as wall, wallmove, push, wall invisible all have only one image in their image index. 

Task 1 (1.3) Objects:



Object Player (obj_player):

The object player has a lot of events in. The keyboard events “Left”, “Right”, “Up” and “Down” all control how the player moves the object player in the room. There are many collision events associated with the main player. Within the collision events for the different shapes the player can change into, are 3 actions which are played through; Change sprite, code and then alarm. The change sprite action allows the player to change into the shape sprite of which it has collided with, the coding includes code of the vspeed and hspeed which created when in contact with the shape object and the alarm is an alarm which is set to turn on after 1 tick. The coding, which includes a set vspeed and hspeed is there so that whatever vspeed and hspeed the player is moving at will then be reversed and the player will be pushed away from the object. The reason why I have done this is so that the player does not get stuck within the shape object. The alarm is then set after the code has been executed and then the alarm will turn on. In the first alarm which is set is friction and then another alarm which is set to turn on after 10 ticks. The friction slows down the player and then once that has been executed, after 10 ticks alarm 1 will turn on. Alarm 1 contains a drag and drop which turns the friction off. The reason for this was so that it wouldn’t be buggy. The bug was that leaving the friction on would mess up the movement of the player. The collision event with the walls, invisible walls, moving walls and the “push” objects is there so that the player can’t go through them. The final event is the collision with the enemy. Inside the enemy collision event is an action which executes a code. Within the code, are two if statements. The first if statement defines, if the object player is the same sprite as the enemy sprite then what happens is the enemy sprite is destroyed and then 20 score is added onto your score you have got. Otherwise you die (the player). The second if statement happens when you die. So, if the player dies then your lives are reduced by 1, an explosion is then carried out, your player gets destroyed and then gets spawned back in the original spawn point. Within this second if statement is a nested if statement which defines what happens when you have less than 0 lives. What happens is that a message pops up and the game restarts. This including a fresh set of lives, new score and the game ticks are reset.

Object Enemy (obj_enemy):

Within the create event are two actions. The first action is the “start moving in a direction” action and I have set this so that the enemy moves in a certain direction on its own. The code action after the direction one includes code which links in with the “frozen” element I have within my game. (The code is setting “frozen” as a variable). The step event has only coding tied in with it. The code has 3 if statements in and a switch statement. The first if statement is defining what happens when the frozen variable is 0. Within this if statement is a nested if statement which explains, if the moveto variable and the player does NOT have the same sprite as the enemy and the enemy doesn’t move towards the player then moveto is false. The next if statement is similar however if the variable moveto and the player is the same sprite as the enemy and the enemy doesn’t move towards the player then moveto is false again.
The switch statement is set to work with the variable “spriteto”. The sprite_index is the list of sprites I have. Therefor what the switch statement is doing is going through the list until it has found what it is meant to equal to. So if it is “case 0” then the sprite will flick to the “Circle” sprite I have. If the case is 3 then the sprite will change to the “Square” sprite and so on.
Right at the bottom of the code is an if statement which basically means if the variable “freeze” is set to 1 then perform a specific event which has been defined within the enemy and then turn the global variable freeze off (to 0). The specific event which is being called within the if statement is actually calling the user defined 0 event. Within this event are 3 actions. The action stops the motion of the enemy, it puts it to a complete standstill. Then an alarm 2 (another event) is set to go off after 200 ticks and then a piece of code is executed after the second action has been carried out. Within the code is the global variable “frozen” being set to 1. Alarm 2 activates after 200 ticks. What alarm 2 does after 200 ticks is allows the enemy to move again and then the code sets the variables “freeze” and “frozen” to 0 which essentially means turning them off.
The next events are collision events. The collision event with the player is the same as the player collision with the shapes it can change into. What happens in the code is that the player is flung reverse to where it was going. For example, if it was hitting the enemy from above (so going down) it would be flung back up. Then an alarm is set to go off after 10 ticks. What this alarm does is sets the friction of the player down to 0.5 and sets another alarm to go off after 5 ticks have gone by. In the next alarm it sets the friction to 0 and then allows the player to start moving in any direction.
The collision with the first “obj_wall” allows the enemy to bounce off of the wall object and then move in any random direction. This the same for “obj_wall_1” however advanced bounce is set to true. The collision with the push objects basically pushes the newly spawned enemies out in a certain direction. So for the “push_l” they get pushed in the left direction and for “push_r” they get pushed out in the right direction. This is the same for the invisible wall collision. When the enemies collide with the invisible walls they get bounce back dependent on which wall they are colliding with. If they are colliding with “obj_wall_invisible_r” then the enemy get pushed in the right direction as they were currently moving in the left direction.



Controller:

The controller only have 4 events within the object. The create event holds a execute code action. Within this action are a bunch of global variables which have been set. In the alarm 0 event is a code which has set another global variable. However the reason why it is in the alarm event is so that it can be called upon at a certain time.
Within the step event there is only 1 action event, execute the code. There are 5 if statements and 1 switch statement within this action. The first if statement defines if the variable “frozen” is set to 0 and a random integer is equal to 1 then the countdown is reduced by 1 each time instead. The next 3 if statements work together. The first “cycle” if statement basically means if the cycle is equal to 0 then a lot of the invisible walls are created in specific locations and then 1 is added onto the current cycle count which at this point is 0 so it will equal to 1. Then in the second if statement, if the countdown is less than around 5/8 and times the amount of gameticks and the cycle is equal to 1 then what will happen is it will destroy the invisible walls and then create a lot of walls in a specific location and then 1 is added onto the current cycle amount (thus equal to 2). The final if statement which links with the cycle explains that if the countdown is ¼ of the gameticks and the cycle is equal to 2 and there are only 2 or less enemies alive then it will spawn in 6 enemies in specific areas. Then 1 is added onto the current cycle value. Those 3 if statements sum up how the enemies spawn in, how the walls work with letting the enemies get out and how the game knows when to spawn in more enemies. The last if statement has a nested if statement involved. If the countdown is less than 2 then, if the gameticks are more than 50 the gameticks will be reduced by 5, the countdown will equal the gameticks (which means that will also be reduced by 5) and the cycle is reset back to 0. Other than that, if the gameticks are not more than 50 then countdown equals what the gameticks are currently are and the cycle is still set back to 0. Then the spriteto variable will equal the spritenext variable. What the spritenext variable is equal to is a random integer which it selects a number out of 5. The final part of the code is the switch statement. What this switch statement does is basically works as a playlist. The cases work in pairs. So case 0 and 1 works for one sound that is created. The first case plays the sound which is has been set to play and then the second case checks whether song is still playing. If the sound is not playing then it will play the second sound (or in this case the second song) and then so on.
The last event is the draw event, within this event are 3 actions. The first action draws the score on the game, which at the start is 0. Then the second action draws how many lives you have, which at the start of the game you have 5. The last action is executable code which has 15 if statements and few other pieces of code. The first 5 if statements cover how the numbers appear in the middle of the room and it associates the numbers with the shape of what is going to show next. Then the next if statement is the checking whether the backspace key has been pressed. If the backspace key has been pressed then the variable “menutoggle” will be set to -1. Then the menutoggle if statement checks whether menutoggle is more than 0, if it is then it will create the sprite of “obj_shop”. The sprite “obj_shop” is an animation of a purple dropdown. The “draw_set_halign” and “draw_set_valign” sets the positioning of the sprite and then another if statement is carried out. If the variable of “shopdraw” is equal to 1 (so turned on) then font used, white will be the colour of the font that is drawn and used and 4 lots of text appears on screen. The rest of the text that is on screen is set to the colour red and uses a different font. Then another menutoggle if statement is carried out. If the menutoggle variable is less than 0 then the shopdraw variable is equal to 0. What this means is that shopdraw will be turned off. The next few keyboard if statements all link in with shop and buying mechanism. The keyboard check, checks whether numpad 1 and the score is more than or equal to 100, if both of those conditions are met then the 100 is took away from your current score and life is added to your current amount of lives and the menutoggle = -1. The next keyboard check, checks whether the numpad 2 has been pressed and whether the score is more than or equal to 100, if both of these conditions are met then the global variable “freeze” is turned on (changed to 1) and menutoggle is equal to -1. The following keyboard check, checks whether numpad 3 has been pressed and the score is more than or equal to 50, if both of these conditions are met then 50 score is taken away from your current score and you will gain double the amount of speed that you have (in this case, your playerspeed is equal to 6) and then an alarm is set so that after 100 ticks the menutoggle is set to -1 and the effect is turned off. The final if statement within executable code action is a menutoggle if statement. If the menutoggle is less than 0 (in which its usual state is -1) then the number is drawn in the middle (the one that changes), the gameticks show and the countdown shows.

Object Wallmove 1 and 2:

Both of the object wallmoves have similar coding but both working in the same way. The only difference in the coding is the positioning of where the wall is being moved to and the score they are set to move on. Obj_wallmove only has one event in which is a step event. Within the code of the step event are 3 if statements. What the if statements do, they check if the score has reached a certain amount and then once it has reached a certain amount the path starts to stop. However, once it has reached certain co-ordinates, the path ends. Then when the score has reached a higher number, the path starts again, reaches a point and then the path ends.

Object Collectables:

Similar to the wallmove, it only has one event. The only event this has is a collision event with the player. Once the player has collided with the collectible 2 actions are played through. An additional 5 points is added when the player has collided with the collectible and then the instance is destroyed.

Object Menu:

The object menu is the menu that you first encounter when you load up the game. This object consists of 3 events. The create event holds some code which is run as soon as soon you have loaded up the game. The code is set out as a list (an array) and to whatever number is set text of what will appear. Then the amount of space between them is 64 pixels. In the step event, it holds the code for the movement of your arrow keys. The variable move is set to 0. The “+=” and “-=” both either increase or decrease from 0. Every time you either press the up/down arrow or the W/S key then each time it will add 1 or – 1 from 0. This then sets off a chain reaction for the next if statement. After that, if move is not equal to 0 then the next piece of code explains that if you move up it will curl back around and appear at the bottom and vice versa. The final piece of code is that, if you push the enter key, the shift key or the spacebar key then the script menu is used. The “scr_menu” contains a switch statement that works with the variable “mpos”. Basically, it checks through what you have pressed enter, shift or spacebar on. The case numbers link with the menu array list that I set up at the beginning in the create event.

Object Shop:

The object shop consists of 2 events, a create event and a step event. In the create event is code which defines the variables of “yup”, “nope” and “image_speed”. What happens in the step event is how the image_index appears when global variable shopdraw is turned on (equal to 1). If the image_index is equal to 7 and the nope variable is equal to 0 then what happens is the speed is equal to 0 and the image_index is equal to 8 and it plays the animation and the shopdraw is turned on (equal to 1). However, if the global shopdraw is turned off and yup equals 1 then the image_speed is reduced to -1 which means reversing the animation and making it close. Then in the nested if statement the image_index is destroyed, this making it disappear.

Object Pause:

There are 2 events in object pause, create and <any key>. In the create event is a piece of code which declares the global variable “pause1” to 0. Then in the any key event is code which contains 2 if statements. The first if statement check whether the variable pause1 is equal to 0 and the spacebar has been pressed and it deactivates the controller, the enemies and player. By deactivating those means removing them whist the variable is set to 1. Then the code is executed. Then the last if statement checks whether the spacebar has been pressed and the variable pause1 is equal to 1, if both conditions are met then the player, enemies and the controller are all activated again and you can continue the game from where you left off. Then the variable is set back to 0 which means turning it off.

Object Pause Draw:

This object links in with pause object. What happens in the draw event is that when the variable pause is equal to 1 (turned on) then text is drawn.

Object Background:

An object background was created so that I could have an animated background. In the draw event is a piece of code. It just stretches the sprite to fit the room height and width. Otherwise it just plays through the image index the size it is.


Task 1 (1.4) Rooms and Task 4: Improvements : 


Task 5: Game Manual (Documentation):




Task 2 and 3: Testing the game

https://youtu.be/wqZpCIOOFMs

https://www.youtube.com/watch?v=S5CgCNkUK9g&feature=youtu.be