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hidden-image-game's Introduction

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Hidden-Image-Game


Hidden Image Game utilizes the computer science concept of data representation to introduce this concept in a fun way


Read the Technical Document for more information on this project:


-list of styling code


-structure and architecture of program


-written & commented code



Designed and Coded by Stephanie Eordanidis


Contact me for more information or questions


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Hidden Image Game

Version: 1.0.0 / Date: 06-15-16

Acknowledgement to the NSF and Kean University for funding research which aided in the production of this game.

Game Development Team: Lead Developer and Designer – Stephanie Eordanidis Assistant Programmer – Maitri Chakraborty

Technical Document written by: Stephanie Eordanidis

GDD Template Written by: Benjamin “HeadClot” Stanley Special thanks to Alec Markarian

Check out my webpage for more projects and creations  	http://eve.kean.edu/~sleordan/Portfolio/index.html 

Hidden Image Game Technical Document Version 1.0.0 / Date: 06-15-16 Page 1 of 23

Overview Theme / Setting / Genre Core Gameplay Mechanics Brief Targeted platforms Project Scope The elevator Pitch What sets this project apart? Core Gameplay Mechanics (Detailed)

  • (Level One) Runs

  • (Level One) Grid Space Revealing

  • (Level Two) Grid Space Toggling

  • (Level Two) Guessing Image

  • Statistics Capturing Gameplay Gameplay (Brief) Gameplay (Detailed) Assets Needed

  • Scripts and Code

  • Sprites - Background Overview Theme / Setting / Genre

  • Sound

  • Objects

  • Rooms Game Screen Shots

  • Main Screen

  • Instructions

  • More Explanation

  • Credits

  • Player Name Input Screen

  • Level One Difficulty Choice

  • Level One

  • Level One End Screen

  • Level Two Difficulty Choice

  • Level Two

  • Level Two Pause Screen - Level Two Guess Screen

  • Level Two End Screen -Credit

  • Hidden Image game is a supplemental educational computer science game that helps reaffirm and teach data representation in a fun way without intimidating players with hard to understand coding methods. The game is modeled after its analog counterpart. Refer to Screen Shots at end of Document Core Gameplay Mechanics Brief

  • (Level One) Runs: players can utilize runs to decrease total move count

  • (Level One) Grid Space Revealing: players can click on a grid space to reveal hidden data

  • (Level Two) Grid Space Toggling: players can toggle between black/white tiles

  • (Level Two) Guessing Image: players may guess what the hidden image is

  • Statistics Capturing: after each level played, core stats are recorded and appended to a txt doc Targeted platforms

  • This game is made to work as a standalone on Windows PC platforms Minimal System Requirements: Games On Windows PC • Windows XP, Vista, 7 or 8 • Directx 9 or greater • 512MB RAM • Directx 3D • 128MB graphics Project Scope

  • <Game Time Scale – 3 months>

  • Allotted 3 month time frame to design, code, and implement game.

  • Cost: several game maker professional studio licenses. (Approx. $99 / license).

  • <Team Size - 2>

  • Stephanie Eordanidis – Kean University Computer Science Dept. [email protected]

  • Designed, coded, implemented large portion of the game. Also fixed bugs and performed fine tuning.

  • Maitri Chakraborty – Kean University Computer Science Dept. [email protected] - Assisted in coding portion of game. The elevator Pitch Hidden Image game is a supplemental educational computer science game that helps reaffirm and teach data representation in a fun way without intimidating players with hard to understand coding methods. The game is modeled after its analog counterpart. What sets this project apart?

  • This game encourages repetition of image representation computer science concepts in a fun and enjoyable way

  • This game demonstrates computer science concepts without intimidating users/players with code.

Core Gameplay Mechanics (Detailed)

  • (Level One) Run encoding

• Players can click on previously revealed grid spaces to check for a Run. Utilizing runs can help the player keep their move count low by revealing more data (grid spaces) in a shorted time frame and with less moves.

• Players can click on previously revealed grid spaces to check for a Run. o A run would be 2 or more grid spaces total (starting to the right of a previously revealed grid space) that have the same data (color in our case) as the original grid space the player clicked. o If a run exists, ALL of the grid spaces with the same data (color) to the right of the one they checked will be revealed at no extra move cost to the player.

  • (Level One) Grid Space Revealing -
    • Players must click on the grid spaces (squares) to reveal what the data hidden beneath.

• Players must click on the blue/gray grid spaces (squares) to reveal what the data hidden beneath. When clicked, the data underneath that space (either a black or white space) is revealed to the player. The more revealed, the cleared the image becomes. - (Level Two) Grid Space Toggling

• Players must click on the grid spaces (squares) to toggle between black/white grid spaces.

• Players must click on the grid spaces (squares) to toggle between black/white grid spaces. • When clicked, the grid space tile becomes either black or white. Player may toggle space to switch between the two colors. • Players use the tiles to represent the decoding of the encodings provided to the left of the screen.

  • (Level Two) Guessing Image

• Players may take a guess as to what they think the image is to earn bonus points.

• Players may take a guess as to what they think the image is to earn bonus points. • The player can click the “My Guess” button to be brought to a screen with multiple images. The player then can click on the image they think matches the one they are decoding. If the image and guess match at the end of the game, the player gets an 8 point bonus. - Statistics Capturing

• At the end of each gameplay level, Core statistics are recorded and appended to a text document. These stats can be used by educators to monitor student/player progress.

• The text document is located at : “C:\Users<username>\AppData\Local\HiddenImageGameV37\HiddenImageGameStats.txt”

• The data recorded after each game play is: • Level One o Level Played o Date and Time o Player Name o Level Difficulty Chosen o Level Image Used o Time Remaining o Total Move Count o Black Space Count Remaining • Level Two o Level Played o Date and Time o Player Name o Level Difficulty Chosen o Level Image Used o Time Remaining o Total Points o Last Guess Made

Gameplay Gameplay (Brief) Two levels Total: Level One: Players must reveal the hidden image before the timer runs out and in as little moves as possible. Level Two:
Players must reveal the hidden image by decoding the run encoding provided before the timer runs out and with as many points as possible. Gameplay (Detailed) Level One:
Objective:
Players must reveal the hidden image before the timer runs out and in as little moves as possible. How To Play: • Players must click on the grid spaces (squares) to reveal what the data hidden beneath. • Players can click on previously revealed grid spaces to check for a Run. o A run would be 2 or more grid spaces total (starting to the right of a previously revealed grid space) that have the same data (color in our case) as the original grid space the player clicked. o If a run exists, ALL of the grid spaces with the same data (color) to the right of the one they checked will be revealed at no extra move cost to the player. • Players can pause/play the game by toggling the pause button or by pressing “p” on the keyboard to take a break. • Players can mute/play the music in game by toggling the music note button or “m” on the keyboard. • When a player reveals a black space, their next move is “free” (does not increase move count). Level Two:
Objective: Players must reveal the hidden image by decoding the run encoding provided before the timer runs out and with as many points as possible. How To Play: • Players must reveal the hidden image by decoding the run encoding provided to the left of the game screen. • The encodings are displayed one at a time, row by row. • Players must click (toggle) the grid spaces (squares) to switch between black and white spaces. • Players can pause/play the game by toggling the pause button or by pressing “p” on the keyboard to take a break and to also check and see previously shown encodings. • Players can mute/play the music in game by toggling the music note button or “m” on the keyboard. • Players may take a guess as to what they think the image is to earn bonus points. • Players who reveal the entire image before the timer runs out can press the “finish” button to end early. Assets Needed

  • Scripts and Code –
    Core startup variables and functions are all located in scripts residing in the Logo object. This includes hard coded arrays, various variables important to different image arrays.
    Level one hardcoded arrays and associated variables are located in obj_logo -> Game Start -> Actions > 1st script file
    Level two hardcoded arrays and associated variables are located in obj_logo -> Game Start -> Actions > 2nd script file
    Also important, if adding additional image arrays you must also increase the randomized range and follow format located in obj_logo -> Game Start -> Actions -> 3rd script file in order for game to access them.

Sprites - Below is an image with the list of sprites (images) use in the game. Some are organized into folders to make the file neater. The prefix for sprites are “ spr_ “.

  • Backgrounds - Below is an image with the list of backgrounds used in the game. The game randomized them, so they won’t likely repeat with each gameplay. The prefix for backgrounds are “ bg_ “.

Sound - Below is an image with the list of sounds used in game. They are labeled according to what they are used for. The prefix for sounds are “ sd_ “.

  • Objects - Below is an image with the list of objects used in game. They are labeled according to what they are used for in the game. They are sorted into folders for consistency and organization. The prefix for objects are “ obj_ “.

Rooms - Below is an image with the list of rooms used in the game. They are labeled according to what room they are in the game. The prefix for rooms are “ rm_ “.

Game Screen Shots

  • Main Screen

  • Instructions

More Explanation

Credits

Player Name Input Screen

One Difficulty Choice

One

One End Screen

Two Difficulty Choice

Two

Two Pause Screen

Two Guess Screen

Two End Screen  

CREDITS:

Music and Backgrounds – Credit is given below to authors or author source for Images and Sounds in this game. All Sources were located using google search.

Backgrounds Courtesy of: Main Screen https://images7.alphacoders.com/ - Legend of Zelda OOT Game Level http://images6.fanpop.com/ – Minecraft Unknown Source (May have been Removed) – Mario http://wallpaperbeta.com/ - Sunflowers and Sky https://www.pinterest.com/pin/536632111823593558/ - Castle http://content.chupamobile.com/ - Mountain and Sky
http://opengameart.org/ - Mountain http://www.walldevil.com/ - Clouds http://wallarthd.com/ - Beach Stephanie Eordanidis – Teal Spotted Stephanie Eordanidis – Flower and Sun Stephanie Eordanidis – Beach and Ship Stephanie Eordanidis – Grass and Sky

Sounds Courtesy of: http://www.playonloop.com/music-loops-category/videogame/ http://soundbible.com/

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