Ball Bearing Video Game (Android App)
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Transcript of Ball Bearing Video Game (Android App)
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BALL BEARING VIDEO GAME (ANDROID APP)Student: John Connolly – 09005970(Multimedia & Computer Games Development)Supervisor: Dr. Patrick Healy
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PROJECT DESCRIPTION•Navigating ball bearings through mazes were once popular toys•The goal of this project is to develop an android version of these•Examples: Teeter, iCube
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TEETER
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ICUBE
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MY VISION• The game will be of a similar concept to that of Teeter• Analysis of Teeter type game vs. iCube type gameReasons for choosing Teeter type game:• Timescale• Scale of the project• Complexity
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MY VISION (CONT’D)Levels• Maze style levels with an end point to reach• It will contain obstructions and areas where balls can fall of the
grid causing a fail state• Contemplating random generation of the levels• Pros: Learning and experience, impressive feature (more research
needed)• Cons: Restricts control of level difficulty as you cannot predict the
generation of the level, therefore hard to provide game rewards justifiable to the difficulty completed
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MY VISION (CONT’D)Levels (cont’d)• Have different zones split into 3-5 levels like in Sonic the
Hedgehog or Super Mario• This helps to vary the game graphically to keep it vibrant
and interesting instead of dull and boring
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MY VISION (CONT’D)What I am talking about!
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MY VISION (CONT’D)
Rewards•3 stars in total can be received for each level•1 for completion, 1 for collecting all objects and 1 for completing the level within a certain amount of time •These stars will be used to unlock levels to increase difficulty of progression
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ENVIRONMENT & TOOLS• Language: Java, some XML• Development Environment: Eclipse with ADT plugin
(Android Development Tool)• Choice between Eclipse and Google Android Studio• Chose Eclipse – ‘Better the devil you know’ so to speak• Google Android Studio is relatively new and can be prone
to being buggy• GAS – probably the future of Android development……
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ENVIRONMENT & TOOLS (CONT’D)
•Unity: Will use this as the tool to create the game and the levels• It’s free and multiplatform from Android to PS3 to iOS to Xbox• AAA quality and performance• Again ‘Better the devil you know’. It’s a program I have used before
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ENVIRONMENT & TOOLS (CONT’D)
•Stagelight: I will use this for music production and creation for my game• Professional tool created by Open Labs in conjunction with Mike Shinoda of Linkin Park• Very cheap at $15 for a professional tool•Blender: To model all the objects in the game• Again it’s a free, high quality popular tool
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ENVIRONMENT & TOOLS (CONT’D)
• API Guides: Will be using the Android API Guides to manipulate the motion sensors in the android phones here: http://developer.android.com/guide/topics/sensors/sensors_motion.html
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Timeline
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Research
Mock Ups
Game Objects/Models
FYP Report
Product Development & Coding
Level Design
Working Tilt Mechanism
A Fully Working Level
2013 Sep Oct Nov Dec Jan2014 Feb Mar Apr 2014
Today
Cut-off Date for both Report and Product
24/4/2014Final FYP Report Submission Date
17/4/2014Final Product
Submission Date
7/4/2014Demo Days
2/4/2014Draft Report
13/3/2014Interim Report
2/1/2014Deadline Agreement
Form
14/11/2013
Supervisor Marking Scheme
14/11/2013
FYP Presentation18/10/2013
Project Proposal Deadline
23/9/2013
2013 Sep Oct Nov Dec Jan2014 Feb Mar Apr 2014
Today
Cut-off Date for both Report and Product
24/4/2014Final FYP Report Submission Date
17/4/2014Final Product
Submission Date
7/4/2014Demo Days
2/4/2014Draft Report
13/3/2014Interim Report
2/1/2014Deadline Agreement
Form
14/11/2013
Supervisor Marking Scheme
14/11/2013
FYP Presentation18/10/2013
Project Proposal Deadline
23/9/2013
11/11/2013 - 17/2/2014
11/11/2013 - 3/2/2014
11/11/2013 - 13/1/2014
Product Testing & Debugging24/3/2014 - 7/4/2014
11/11/2013 - 7/4/2014
24/11/2013 - 17/4/2014
24/10/2013 - 29/11/2013
24/10/2013 - 29/11/2013
23/9/2013 - 29/11/2013
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Chronology Table
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Milestone(s)
Date Description
23/9/2013 Project Proposal Deadline
18/10/2013 FYP Presentation
14/11/2013 Supervisor Marking Scheme
14/11/2013 Deadline Agreement Form
2/1/2014 Interim Report
13/3/2014 Draft Report
2/4/2014 Demo Days
7/4/2014 Final Product Submission Date
17/4/2014 Final FYP Report Submission Date
24/4/2014 Cut-off Date for both Report and Product
Timeline: 23/09/2013 - 24/04/2014
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Task(s)
Duration(Days)
Start Date End Date Description
68 23/9/2013 29/11/2013 Research
37 24/10/2013 29/11/2013 Mock Ups
37 24/10/2013 29/11/2013 Game Objects/Models
145 24/11/2013 17/4/2014 FYP Report
148 11/11/2013 7/4/2014 Product Development & Coding
15 24/3/2014 7/4/2014 Product Testing & Debugging
64 11/11/2013 13/1/2014 Level Design
85 11/11/2013 3/2/2014 Working Tilt Mechanism
99 11/11/2013 17/2/2014 A Fully Working Level
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Thanks for listeningAny Questions?