Ways to go

MOBILE GAME DEVELOPMENT

About

Time: 4 Weeks

Team Size: One Person 

Scope: Game Concept and Development

My Role: Research | Interaction Flow | Prototyping | Pseudocode | Game Concept Development

Tools Used: | GameSalad | Gliffy | Keynote | Illustrator 

Overview 

Ways to go is a 2D endless maze game. In this little game player’s job is to guide our tiny character through an endless maze. Fast speed combined with the character growing till it get the fruit. 

GOAL

Developed an understanding of the goals and best practices of interactive design through the reading and discussion of key texts on interactive design and game design. Also learn programming fundamentals and create a design treatment using flowcharts, wireframes and comprehensive layouts.

CASE STUDY

The case study of the famous maze game. Pac-Man is a famous maze game which developed by Namco in Japan in 1980. It was the culture icon of the 1980s.  The Pac-Man background set up is a maze, and player controls the Pac-Man to pass through the path and eating the dots in the maze. When Pac-Man eat all dots, it can move to the next level. There are four enemies which are Blinky, Pinky, Inky and Clyde, and their mission is going to catch Pac-man.

PROCESS MANAGEMENT 

STAGE ONE - FLOWCHART

        VISUALIZE THE INTERACTION FLOW FROM ONE STEP TO NEXT.

STAGE TWO - PSEUDOCODE 

        A GREAT STEP BEFORE STARTING TO CODING. WRITING THE PSEUDOCODE IS HELPFUL FOR A GREAT HABIT BEFORE THE PROJECT IS STARTING TO MOVE ON TO THE DOING CODING.

 

SCREENSHOT OF GAME PLAY

Gwynne LeeComment