Tuesday, October 27, 2009
Monday, October 19, 2009
accessibility questions
making a game accessible is important it lets more people buy your game.
1. How can a game interface address accessibility issues? Choose a current game and discuss how you would modify it so that it addresses visual, audio, and motor disabilities.
i played prototype. i found the game has subtitles so it deaf friendly and even with no sound the player should the player can still get the game, the game has alot of dull colors so color blind people cant still play and follow the game. there is a mini map which is the main source of intel to the player on what to do and where to go, even with lack of color it wont affect this. the gameplay is simple just use movement keys and 2 attack button and could use 1 button to switch abilities. i would modify that when soem happens to the civilians their speech is also subtitled so the player knows more on what happening in the players surroundings.
2. How does audio enhance a game interface? Play an electronic game with and without audio, and make note of how audio is used as an interface element. How does the functionality of the game improve when audio is used?
in games audio lets player hear the surroundings. make it seems more real. in phototype play can know more on when the police are after him or the infected are around when the civilians are screeming. with out the sound the player can only know wheb thet are there when the visual action is happening.
3. What makes an interface usable? Play an electronic game for at least four hours. Do you feel that the game’s “fun factor” is compromised by the interface? Why or why not? Make note of anything that seems awkward to you—such as the placement of interface elements, and the amount of time required to complete a task
in protoype the main interface doesnt interfear with the game play but when changing abilities a new interface pops up in the middle of the screen. that can be annoying in battle.
4. Does an interface always successfully address both primary and secondary goals? After playing an electronic game and familiarizing yourself with its interface, discuss whether or not the interface addresses these goals. Would you make any improvements to the interface?
in prototype the primary and secondary goals are successfully addressed in the interface. the goals are shown in the minimap and the main are flashing.
5. How can an interface reach a successful balance between functionality and aesthetics? Choose an electronic game that has a highly functional but less aesthetic interface. Create a rough design in color that shows how you would improve upon the interface by modifying its aesthetic qualities.
1. How can a game interface address accessibility issues? Choose a current game and discuss how you would modify it so that it addresses visual, audio, and motor disabilities.
i played prototype. i found the game has subtitles so it deaf friendly and even with no sound the player should the player can still get the game, the game has alot of dull colors so color blind people cant still play and follow the game. there is a mini map which is the main source of intel to the player on what to do and where to go, even with lack of color it wont affect this. the gameplay is simple just use movement keys and 2 attack button and could use 1 button to switch abilities. i would modify that when soem happens to the civilians their speech is also subtitled so the player knows more on what happening in the players surroundings.
2. How does audio enhance a game interface? Play an electronic game with and without audio, and make note of how audio is used as an interface element. How does the functionality of the game improve when audio is used?
in games audio lets player hear the surroundings. make it seems more real. in phototype play can know more on when the police are after him or the infected are around when the civilians are screeming. with out the sound the player can only know wheb thet are there when the visual action is happening.
3. What makes an interface usable? Play an electronic game for at least four hours. Do you feel that the game’s “fun factor” is compromised by the interface? Why or why not? Make note of anything that seems awkward to you—such as the placement of interface elements, and the amount of time required to complete a task
in protoype the main interface doesnt interfear with the game play but when changing abilities a new interface pops up in the middle of the screen. that can be annoying in battle.
4. Does an interface always successfully address both primary and secondary goals? After playing an electronic game and familiarizing yourself with its interface, discuss whether or not the interface addresses these goals. Would you make any improvements to the interface?
in prototype the primary and secondary goals are successfully addressed in the interface. the goals are shown in the minimap and the main are flashing.
5. How can an interface reach a successful balance between functionality and aesthetics? Choose an electronic game that has a highly functional but less aesthetic interface. Create a rough design in color that shows how you would improve upon the interface by modifying its aesthetic qualities.
Monday, October 5, 2009
look at my city now
i changed my city a bit from the original blue print. i took away those rock and added walls and those bunkers. and i decide the cannons will become one of the main objectives in this level which is to capture the cannon and kill the boss in side. but if the boss could not be killed then the cannon must be destroyed.
i am still working on this level. i will make it better.
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