Squid shooter Game Chapter 1-3 PDF

Title Squid shooter Game Chapter 1-3
Author Elvira Cuesta
Course Bachelor of Secondary Education
Institution President Ramon Magsaysay State University
Pages 22
File Size 371.3 KB
File Type PDF
Total Downloads 102
Total Views 129

Summary

thesis...


Description

COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Squid Shooter Game

Thaddeus Jadion Villanueva Bryan Paul Baluyot J- mark Manalad Rico Lajara

A Thesis In partial Fulfillment of the Requirements for the degree of Bachelor of Science in Information Technology College of Communication and Information Technology President Ramon Magsaysay Technological University Iba, Zambales

JANUARY 2022

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COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY

Chapter I INTRODUCTION

Project Context Though this widespread of technology, the computer has been improve where it incorporates with the in demand nowadays are the tablets, touchpads, and mini pads. Most of these tablets are powered Android OS system that is used to be able to execute the android programs. In years there are several versions of operating system which are now used to execute the tablets, smartphones and android phones. Android is the most popular mobile platform in the world. Android development is becoming an increasingly popular field. For developers who want to target a huge, diverse audience, The in demand use of computer system software has been implemented from PC, mobile and even other means of technology and Applications / Games are now invading it. In years, Games are also being implemented by the use of the World Wide Web. Programmers and developerscontinuously discover and develop new faces, styles of games or apps which most of the peoplewere looking forward in it.In line with this, several android applications are being developed running to the tablets.Most are for gaming, application system, knowledge base system and data processing. Squid shooter game is a kind of game that make the gamers addicted of it. It is hard to win the game for people with ordinary people. So, they keep trying. Teenagers want to

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get more points as compared to their mates that make them addicted to it. People with fewer COLLEGE OF COMMUNICATION AND INFORMATION TECHNOLOGY social activities also become an addict of it for many reasons. On the contrary, positive psychological effects of this game on the mental status of the gamer will improved the thinking ability of the gamer, improves their response time toward any matter and increases decisionmaking and deep learning ability of the player.

Purpose and Description The main purpose of this study is to develop and design an interactive game app for everyone. This project has one main goal – to meet the players satisfaction. The researchers should be able to meet the standard by giving effective solutions for the existing problems.  The system will be a user friendly so that it can be access by Polytechnic College of Botolan first year students.  The system will be usable for the students for the study about game app.  This system will be more flexible for the students.  This system will more attractive because players can learn vibrant and interesting material supported by images and videos.  It will enhance the quality and thinking skills of the students.  This study ensure that the design project will benefit the following: Gamers. They will be able to enhance their gaming skills and their creative thinking

skills.

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Researchers.COLLEGE The researchers can use this software the basis for their future research. OF COMMUNICATION ANDas INFORMATION TECHNOLOGY President Ramon Magsaysay State University. This institution of the researchers benefited due to another research will be added in the collection books at the campus library and contributed as references for the future researchers.

Objectives To understand this study, we as the researchers conducted an interview in the establishment of Polytechnic College of Botolan to gather data and information that we will include in our proposed system. We as the researcher proclaim that are said system will benefit the establishment to become more and have a good and satisfying service to students.

General objectives To design and the creation of a game app to make the first year students of Polytechnic College of Botolan becomes skilled and play an interesting game.

Specific objectives:  Understand informative opportunities on the system  Design creative features on the system

 To design and develop a well-designed application that can make the students feel like comfortable in using it.

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Scope and Limitations of COMMUNICATION the Study COLLEGE OF AND INFORMATION TECHNOLOGY This study was mainly focused on the Squid shooter system, it also about on how does it works and does it interacts with the player. This is an android game which was only accessible on the first year students of Polytechnic College of Botolan. This system can't provide the strategies on how to play it, it can't detect the errors, it can't detect the players if it is student or not, and it doesn't show if the students are playing.

CHAPTER II REVIEW OF RELATED LITERATURE/ SYSTEMS TECHNICAL BACKGROUND

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This chapterCOLLEGE presents the background, Review of related literature, studies/ systems OF technical COMMUNICATION AND INFORMATION TECHNOLOGY and synthesis of the present study. Technical Background This chapter discusses concepts and conducted studies related to the phenomenon of Squid shooter Game. The literature reviewed here provided the researcher insights into the subject matter of the present study. It also provided the researcher information and materials needed in the formulation and development of the data-gathering instrument. This review consists of books, articles, documents that focus on the same subject matter or other concepts of the study. System Technical Background This chapter discussed the technicality of the entitled “Squid shooter Game”. This system is a software application or used to plan, implement and assess a specific learning process. It is used for practices and a user interface that is operated by students.

There are two main mobile platforms: iOS and Android. Two approaches are available: 

Using both native languages (Swift/Objective-C for iOS and Java for Android) to separately build apps for two platforms.

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UsingCOLLEGE hybrid language like React-native,AND PhoneGap to build the app once and publish it OF COMMUNICATION INFORMATION TECHNOLOGY on both platforms.

Comparison between Native and Hybrid Pros for Hybrid: 

Cross-platform. It can build once and work on both platforms.



Faster iteration. Hybrid frameworks like React-native enable live-reloading and hotreloading, which saves developers a lot of time of rebuilding and installing and launching apps on simulators.



Use different languages. Hybrid frameworks use languages like JavaScript or C#. Web developers can easily learn to develop hybrid apps with their existing knowledge of those languages.

Cons for Hybrid: 

Uncertainty. The uncertainty of hybrid framework includes the uncertainty of long-term commitment of both frameworks themselves and dependencies created

and maintained by volunteers. 

“Not Native”. Hybrid frameworks work by bridging components written in different languages to native components. Features that can be easily implemented with official APIs in native language might be hard to implement in hybrid frameworks due to differences between languages. Also, hybrid app user experience might be different from native app.

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Still need time toOF doCOMMUNICATION platform specific optimization. COLLEGE AND INFORMATION TECHNOLOGY

The pros and cons for Hybrid can also be taken as cons and pros for Native. In conclusion, both approaches have their own advantages and disadvantages. And no decision has been made on which technology we should choose. One way could be making a decision according to technology stacks of team members. Also, depending on the time limit and other resource limits, the team should also do some research on the market share of iOS and Android devices among target users so that we can focus on one platform first and make the best use of our resources.

Review of Related Literature, Studies/ Systems According to the App Generation (2016), the history of Bubble Shooter begins in the ‘90s, Japan, by the hand of Taito Corporation, a prominent company from Shinjuku, Tokyo, specialized in arcades and video games. In 1994, Taito launched the first bubble

shooter game ever. The game was released in Japan with the name Puzzle Bobble (パズルボブ ル Pazuru Boburu) in June of 1994 and was launched worldwide in December of the same year with the name Bust-a-Move in some Western countries. It was intended as a spin-off of one of the company’s most profitable and popular games ever, the Bubble Bobble, in which the players trapped their enemies in bubbles to then pop them and remove them from the game. Inspired by the simplicity of the original game, Taiko decided to take the concept of releasing and

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popping bubbles a bit further, transforming it into challenging puzzle game. In Puzzle Bobble, COLLEGE OF COMMUNICATION ANDaINFORMATION TECHNOLOGY the players met once again Bob and Bub, the cute little dragons of Bubble Bobble, now in a new environment and with a different purpose. Armed with a powerful weapon, the little dragons were no longer blowing bubbles, but rather shooting them with precision against other colored bubbles to make them pop. To make it more dynamic and challenging, time was a constraint in Puzzle Bobble. As the clock ticked, the puzzle’s ceiling would fall down little by little. The player would lose if a puzzle bubble touched the bottom limit of the game. A two-player mode was also included, letting players compete against one another to see who could pop all the bubbles first. The innovative gameplay and the presence of the iconic dragon duo of Bubble Bobble quickly catapulted the game in popularity in Japan and it did not take long for the game to conquer the rest of the World too. After 1995, clones of Puzzle Bobble especially intended for computers started to appear everywhere in the world. As the name of the game was patented,

these new clones played with different variations of the original name, keeping the word Bubble as a reference for players. In 2002, Absolutist LTD launched a clone named Bubble Shooter, porting it to iOS and Android devices in 2010 and 2012, respectively. The game was met with a good amount of success. In 2015, Ilyon Dynamics, an Israeli-based startup, acquired Bubble Shooter from Absolutist prompting an ever wider expansion of the game. With a team of enthusiasts of the original ‘90s game, the company strived to extend and improve the design and gameplay of Bubble Shooter for mobile, while also adapting it to different platforms such as Facebook Messenger and Skillz. The timid success of this type of game in the new devices and

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platforms ofCOLLEGE the 21st century took a turn then,AND leading to an explosion of new clones and more OF COMMUNICATION INFORMATION TECHNOLOGY demand by the public for such games. The most convincing evidence comes from numerous training studies that recruit naive video gamers (those who have hardly or never played shooter video games) and randomly assign them to play either a shooter game or another type of game for the same period of time. Compared to control participants, those in the shooter game condition show faster and more accurate attention allocation, higher spatial resolution in visual processing, and enhanced mental rotation abilities (see review by Green & Bavelier, 2012). A recently published meta-analysis concluded that the spatial skills improvements derived from playing commercially available shooter games are comparable to the effects of formal high school and university-level courses aimed at enhancing these skills (Uttal et al., 2013). Further, this meta-analysis

showed that spatial skills can be trained with video games in a relatively brief period of time, that these training benefits last over an extended period of time and, crucially, that these skills transfer to other spatial tasks beyond the gaming context. According to Neilson, games are the most widely used apps. Android market is said to be almost on the top for gaming apps as it offers many free games that users have to pay for in other stores. Similarly, for developers, games make up nearly 90% of the total android market revenue. Along with free game apps, users also demand for their high usability/quality. For the good user experience and game success, game usability and game interface are very important. But, due to the fierce competition and fast development of mobile games, usability in game

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design, seems to be ignored. This can ultimately have the negative TECHNOLOGY effect on the game success COLLEGE OF COMMUNICATION AND INFORMATION as well on the user experience. So. it’s essential to thoroughly test the game usability before releasing it into the market. According to ISO/IEC 25010 software usability is defined as to which level, it is easy to learn, operate, access, help for user error protection, has good user interface aesthetics, and is recognizable to be appropriate. For games, usability is defined as the level to which a player is able to learn, control, and understand the game and to which extent the game is effective, efficient and satisfying for the user. The gameplay of this stage is adapted from a “Bubble Shooter” game. The single-player video game Bubble Shooter probably became famous as it is very intuitive and easy to learn. It is a mix of “Tetris” and “Connect Four” (Shooterbubble (2019). This creates a

game addiction feeling similar to the Candy Crush Saga game (Chen, C., 2016). The aim of Bubble Shooter is to collect as many points as possible. To get points you need to destroy the colored bubbles. Android tablets, smartphones and touchpad are very in demand in today’s generation. People are all having this kind of gadgets not just to personal and business but it also lessenthe boredom from work and daily stressful life. Enjoyment which might carried from the use of this gadgets and maintaining to use as a stress and boredom relievers.Games are one of the attractive features that the android tablets, smartphones and touchpad have. The different version, styles and story of games makes the common user curious toexplore and enjoy from it. From the famous Facebook game CANDY Crush, tablet games Plants versus Zombies, Temple

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run, Bubble COLLEGE Mania, andOF Angry Birds, people get to explore anddownload games that might fits COMMUNICATION AND INFORMATION TECHNOLOGY to their needs to lessen the boredom.The group would like to develop an App to be able to provide a continuous storyline program that will keep the user continuously playing from it. A story line gaming apps which aims to gain scores from it, as the user interacts with the game. Since player is been dealing with the interactive features, and graphics might help to be able to generate a good gaming output.Most of the gaming apps of today’s make use of the scoring, making the cutest outfits and changing it, making challenging for the gamer to think and create moves from it. According to CELDA (2019), The Periodic Table is one of the topics listed in the science program course for high school and university students in Thailand and is part of the compulsory education curriculum of Thailand. It is considered very important for the Thailand university entrance examination in the scientific program. Moreover, it is a subject that is included in other higher education courses such as Science of Chemistry, Chemical Engineering, Pharmacy, etc. Combined with other lessons that students must learn to prepare themselves for future lessons within the subject make it hard for them to remember. Due to many students in high school living in bigger cities, most of them encounter the same problems with limits on lesson time and being overloaded with additional work from teachers. The student-teacher ratio is also often too high. Furthermore, student’s study time is reduced significantly because of the number of activities high school or university students are expected to participate in. Therefore, studying a periodic table, and trying to remember all the elements becomes boring and repetitive, more so

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when trying COLLEGE to remember textbooks. If students are unable to learn and remember all the OF from COMMUNICATION AND INFORMATION TECHNOLOGY important details of the main topics, essential elements, the periodic table, and chemical compounds, it will continually affect their future learning in chemistry, making it difficult to continue learning, and pass yearly university entrance exams. However, game-based learning has been used as a tool for centuries and is much more attractive and interesting, and results in active learning rather than passive learning through textbooks and theory (Saksrisathaporn & Maneewan, 2012). Currently, there are only a few other resources that can help students learn chemistry by themselves. Game-based learning is very close in meaning to a serious game, and a

serious game has become a hot topic in training and education as shown in the abundant academic research since 2012 (Guillen, V and Aleson-Carbonell, M, 2012). Mostly, the digital game-based learning available in the market does not focus on graphics or level designs. For example, the Kagaku Chemistry Periodic Table of Elements only displays the 16th International Conference on Cognition and Exploratory Learning in Digital Age (CELDA 2019) table on a scrollable screen and includes buttons for explanation and a search window (Freewarepocketpc, 2017). Also, mobile devices have become widely popular devices because they are easy to use, portable and can support a variety of applications. In this study, a smartphone game named “Chemistry Pop” was designed and developed. The proposed game was designed to help students to learn chemistry with more interest and enthusiasm. This mobile game aims to support science students to learn and remember the essential elements in the periodic table

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with more interest and OF enthusiasm and to increase resources that may help aid students in COLLEGE COMMUNICATION AND the INFORMATION TECHNOLOGY self-studying. The game is designed with colorful graphics. The students can play a game and remember the essential elements in the periodic table at the same time. They can also continue growing and improving these memories at a higher level of education. The game consists of three stages, each stage plays differently and has different goals. The first stage is to support the student to remember the names and symbols of elements from the periodic table. The gameplay of this stage is adapted from a “Bubble Shooter” game. The single-player video game Bubble Shooter probably

became famous as it is very intuitive and easy to learn. It is a mix of “Tetris” and “Connect Four” (Shooter-bubble (2019). This creates a game addiction feeling similar to the Candy Crush Saga game (Chen, C., 2016). The aim of Bubble Shooter is to collect as many points as possible. To get points you need to destroy the colored bubbles. For the Chemistry pop game, the player must connect and group at least three bubbles of the same property to collect them according to the goal, which is given at each level. Players must shoot the bubbles with given symbols to collect and clear the goal, which uses the elements' names. To pass each level, players must clear all progress bars within the time and moves limits. The second stage is to help students remember the group and period of elements from the periodic table. The bubbles with element symbols will be released randomly and will always be moving. Players must use their fingers to touch, hold and drag to form a circle aro...


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