In the process of game design, we have to consider the game
spaces for the players experience to make the game unique in different spaces.
There are many different spaces of games we can use to make the game, they are
as followed;
Text based games is where the player progresses throughout
the game by typing commands to prompt a response to give the player a description
of the area or situation. This allows the player to make decisions based on the
small but detailed level of information given.
Wraparound space games allow the player loop around the
world when the player leaves the edge of one side of the screen, the player
will appear on the other side of the screen so the player doesn’t get trapped. An example of this is Pacman where when you reach the edge of the screen, you will end up on the other side.
Side scrolling games is when the game moves across the
screen creating a horizontal environment for the player to progress through. Games
like Mario where the player have to make their way from one point to another by
going across the playable environment.
Scrolling along two axis, the game allows the player to move
in both the X and Y axis throughout the playable environment. Games such as
Pokemon allow itself to have an open world which isn’t just horizontal just
like Mario but has simplicity in its gameplay.
Adjacent space games are similar to side scrolling games in
the sense that they can be linear, but in adjacent space games, when the player
moves, the background moves as well. The background and foreground can have set
speeds to move along with the player to create speed and depth to the game.
Limited 3D space games are created to seem as if they are 3D, for example, they can give
you a sense of going through a narrow street but the game is actually using
lines which give you a sense of the game being 3D.
Isometric 3D space
games is where the sprites and the world are isometric to give a 3D effect to
the game. Games like SimCity have this kind of space as well as many Tycoon
games.
Window to the outdoor games puts the player into the
outdoors through the screen. An example of this is Duck Hunt, where the player
is set in an open field and is tasked to shoot ducks from the sky.
Two spaces on one screen is where the players are forced to
play the same game, on the same screen, but each have their own half of the
screen for them to play on. This is close to split screen gameplay where it is
usually used for co-op gameplay.
Video capture games is where, for example two people
fighting each other, are video recording of the people doing the fighting moves
and then added into the game as the game characters.
Mapped space games is where the game has images set in place
and the player will go through game by clicking on either the left, right, top
or bottom of the screen to decide where you wish to go.
Early 3D space is based on the early days of 3D games where
they were only on one flat horizontal level with walls to move around and
enemies in the level. The early Wolfenstein game is a great example as it was
based on one horizontal plane for the player to play through.
Finally full 3D space which is what we are used to know as
everything is 3D and the player has the ability to move where ever they want
within the level/environment restrictions.
Contained space game
As a group we, we were tasked to create a concept for our teams digital game space which was contained space. We went through the stages of development by looking at games which were also sontained space games. I individually reseasrched these games so I could assist our teams development as well as my own knowledge. Frogger, galactica, minesweeper and Pac man were some of those I looked into. All of the games researched all had the same simplicity to it, for example, in minesweeper, you had to click on blocks which didn't have mines in them. After researching games similar to our set given digital space, we then started to discuss game concepts for our final outcome. We came up with different ideas and one of them being a fish in a fish bowl and the player has to avoid falling pieces. We finally decided on a tank game which runs on the same principles of minesweeper. The player has to manouver their tank from one corner of the map, to the other. The player is given a small radar to make the game easier, but it only has a small radius. We were not tasked to actually develop a game, but out team created a basic game, with simple graphics to give a real understanding of what our game concept and digital space was.
Contained space game
As a group we, we were tasked to create a concept for our teams digital game space which was contained space. We went through the stages of development by looking at games which were also sontained space games. I individually reseasrched these games so I could assist our teams development as well as my own knowledge. Frogger, galactica, minesweeper and Pac man were some of those I looked into. All of the games researched all had the same simplicity to it, for example, in minesweeper, you had to click on blocks which didn't have mines in them. After researching games similar to our set given digital space, we then started to discuss game concepts for our final outcome. We came up with different ideas and one of them being a fish in a fish bowl and the player has to avoid falling pieces. We finally decided on a tank game which runs on the same principles of minesweeper. The player has to manouver their tank from one corner of the map, to the other. The player is given a small radar to make the game easier, but it only has a small radius. We were not tasked to actually develop a game, but out team created a basic game, with simple graphics to give a real understanding of what our game concept and digital space was.













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