2010年3月22日 星期一
FYP進度
首先, 我們是來自BscCM, 讀的programming一定比CS的同學少,
然而, 我們卻選了一個一定比本系同學艱深的TOPIC去做, 一定
會吃力不少。於是, 懾於時間與能力的限制, 我覺得我們必須要
作出取捨。
即是, DESIGN PART可以減就減, 本來想加入一些3D
元素, 很有可能最後趕不及去加而放棄。
其次, 我的OOP概念也很弱, 但此方面我是想建立得好一些,
因為OOP涉及到一個程式的基楚, 這方面一定要做得好。
而且學校評分的教授是來自電腦程式出身, 想必他們也會
看到我們寫class的苦心。
講一講今天的進度 - 主要是研究facebook login那部份。
講是研究, 即是暫時只有research, 仍未能有實際的output。
總算知道一些facebook的原理, 寫facebook apps主要可以用
facebook javascript client library,facebook php client library,
及 facebook action script 3 client library 來處理client side的東西。
其次是, 我今天終於理解到, 原來一直以來,
寫facebook apps的精神是在於, 當某facebook 用戶訪問
你的apps時, 他先會把自己的uid傳給你, 然後當對方登陸
在你的程式上, 你就可以透過訪問FACEBOOK SERVER來
拿取這個USER的FRIEND及其他資料。
如果你想這個USER在你的程式進行一些遊戲, 而那遊戲是
需要沙及資料儲存時, 你就要記錄下那個user的uid, 及其他
遊戲的data。下一次, 當同一個user再訪問時, 你就要叫自己
的server找回他上次儲存的資料, 然後才傳回到他的client server上。
2009年9月22日 星期二
Final notification of our game idea
Remaining to base on anti-virus / bacteria protection inside human body scene, we would like to trigger a human baby feeding event starting from its fertilization to parturition. With the assumption that it is possible for huamn baby cultivation, our users can build their own baby up beginning with cells, tissue to the transformation of a whole structured organ. We provide players with basic cells like white blood cell, red blood cell, nerve cell, muscle cell. They are encouraged to make use of nutrients for cultivation such as Water, Proteins, Lipids, Carbohydrates, Minerals and Vitamins. Similar to many game foundation that rewards players with experience points, items and in-game money, these concepts are all replaced by Growing level, Nutrients, Cell respectively. Players have to consume number of nutrients and cells for making up tissues and organs to the whole body. Things will not come easy. During the production process, players have to defend the cells from being attacked by bacteria. Once enough number of cells are gathered to form an antire organ, say heart, this heart will start functioning and further develop into a circulatory system. Simultaneously, this heart organ maintains certain abilities such as defending body by pumping blood to the other parts of body which contributes to metabolism.
Upon reaching each level, we encourage players to record their pace of feeding by publishing to other friends. To achieve this, we toggle screen shot of the development process like taking an ultrasonic scan in real life.
The game also allows transaction of nutrients and organs among players. For instance, if you cultivate more than one lung or bladder, you may think of selling to others for earning nutrients or exchange them with other organs from the rest players.
Once the baby is well-developed, our system will evaluate its function according to different aspects like intelligence, defending ability,etc. This will report to the message board of the player.
A new look at the game play
Today I have done a lot of research on facebook game type to strengthen my game flow. I conclude that facebook's game can be either a game requires continuous attention or instant trial with a highest record being remarked. Taking the HAPPY FARM as an example, it should be the former category since the game concerns requires users to pay attention on their plants after seeding. It does not have an end result concept inside. What it cares most is the farm's growing value that triggers users to always log in for just having a look to check whether there is any harvast or for safeguard reason. The other type will be a mini-game like DUCK SHOOTER, which encourage social interaction with Facebook friends through offline battle and publishs that user's score on the message board afterwards.
The above studies add to a growing evidence that a decision on the end-game concept is of much vital. In a short -to-medium term, though mini-game like our original idea - to make a 3d one-person adventure inside human body sounds pretty new to freshmen, once they finish all the adventures they''ll for sure get bored and simply give up. So, considering deeply, I question myself should we do something that can have sustainability and last longer, say even after our graduation? In a long run, I hope to achieve something similar as Warcraft that can lengthen its existing lifespan in the game market industry.
This leads us to brainstorm a better idea about the game play, all of which are still based on the human body and precaution measures to virus. We want to swap an instant response game mode to a strategy game mode.For details, we are still under processing.
2009年9月21日 星期一
facebook rather OGRE game engine
2009年9月10日 星期四
Project Deliverables
- A list of the sound effects and music tracks required in the game.
- A list of the animations, 3D models, textures and other graphics which need to be produced, in as much detail as possible. If you can list the exact "idle animations" which will be attached to your main character at various points in the game, do it. If not, at least decide how many there will be. The lead artist should estimate the amount of effort required for each element of content.
- A list of the algorithms which must be developed to implement/upgrade the game engine and in-house tools. The lead programmer should estimate the effort required for each major feature.
- A list of all other materials which must be produced by the team: press materials, demos, screen shots, box art, manual, etc.
- A detailed project plan and schedule, including a preliminary assignment list for each member of the production team, a list of dependencies (i.e., a Pert chart), reasonable milestones, and contingency plans.
- A detailed production budget. Knowing who will work on the project for how long and what expenses must be made to equip the team, the producer is now in a position to pinpoint the expected cost of the product, and to re-arrange priorities accordingly. Very expensive subsidiary features can be assigned lower priority, so that they can be dropped (before being spent upon) in case of an emergency.
2009年9月8日 星期二
Besides, we have to concern about the users experience when developing our final year project.