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User	
  Interface	
  
	
  
	
  
	
  
	
  
	
  

Current	
  
Score	
  

Current	
  
Level	
  

Time	
  Remaining	
  
(in	
  seconds)	
  

Playable	
  
	
  
character	
  
	
  
Character	
  
Level	
  Blocks	
  
(Mario)	
  
	
  
Power-­‐up	
  	
  
	
  
The	
  visual	
  style	
  of	
  this	
  game	
  is	
  generic	
  to	
  the	
  1980’s	
  technique	
  for	
  games	
  design,	
  
the	
  colours	
  of	
  the	
  scene	
  and	
  actors	
  are	
  all	
  blocks	
  there	
  is	
  very	
  little	
  texture	
  in	
  this	
  
pixel	
  art	
  design	
  as	
  more	
  details	
  through	
  colours	
  wasn’t	
  possible	
  at	
  the	
  time	
  of	
  
this	
  game’s	
  release	
  in	
  1985.	
  The	
  colours	
  used	
  in	
  this	
  game	
  are	
  realistic	
  to	
  the	
  real	
  
world,	
  white	
  clouds	
  in	
  a	
  blue	
  sky	
  with	
  green	
  shrubbery	
  and	
  brown	
  soil.	
  The	
  
colours	
  of	
  this	
  game	
  can	
  be	
  related	
  to	
  the	
  properties	
  of	
  the	
  different	
  blocks,	
  as	
  
well	
  as	
  playable	
  heights	
  within	
  the	
  game.	
  A	
  brown	
  surface	
  is	
  what	
  the	
  character	
  
can	
  move	
  along	
  and	
  is	
  beneath	
  the	
  clouds	
  the	
  brown	
  blocks	
  can	
  be	
  at	
  different	
  
heights	
  that	
  require	
  jumping	
  to	
  reach.	
  The	
  green	
  objects	
  either	
  in	
  the	
  
background	
  (bushes)	
  or	
  in	
  the	
  character’s	
  way	
  (pipes)	
  are	
  always	
  just	
  above	
  the	
  
ground	
  level.	
  And	
  anything	
  from	
  the	
  clouds	
  and	
  above	
  are	
  the	
  colour	
  of	
  white,	
  
which	
  helps	
  with	
  the	
  realistic	
  design	
  of	
  the	
  sky.	
  This	
  rule	
  theory	
  is	
  also	
  why	
  the	
  
text	
  showing	
  level	
  information	
  is	
  in	
  white,	
  the	
  colour	
  is	
  easily	
  visible	
  with	
  the	
  
blue	
  background	
  and	
  being	
  in	
  that	
  position	
  the	
  colour	
  relates	
  in	
  a	
  real	
  world	
  
manner.	
  The	
  font	
  used	
  in	
  this	
  game’s	
  heads	
  up	
  display	
  was	
  designed	
  to	
  fit	
  within	
  
the	
  style	
  of	
  the	
  game’s	
  pixel	
  art	
  look,	
  set	
  within	
  a	
  square	
  and	
  bubbly.	
  
	
  
	
  
Characters	
  
Playable	
  
Time	
  
Lives	
  
	
  
in	
  play	
  
characters	
  
remaining	
  
left	
  
	
  
	
  
	
  

Level	
  Score	
  

	
  
	
  
	
  
The	
  visual	
  style	
  for	
  this	
  modern	
  day	
  version	
  of	
  super	
  Mario	
  brothers	
  is	
  quite	
  a	
  
leap	
  from	
  the	
  original	
  version,	
  the	
  characters	
  and	
  the	
  world	
  they’re	
  in	
  are	
  now	
  in	
  
3D,	
  the	
  designs	
  are	
  now	
  very	
  bubbly	
  even	
  the	
  brick	
  blocks	
  have	
  balloon	
  round	
  
edges	
  the	
  style	
  of	
  this	
  game	
  has	
  almost	
  become	
  the	
  equivalent	
  of	
  child	
  safety	
  
scissors,	
  sending	
  a	
  message	
  saying	
  its	
  impossible	
  to	
  hurt	
  yourself	
  with	
  this	
  so	
  use	
  
it	
  and	
  have	
  lots	
  of	
  fun.	
  	
  Due	
  to	
  the	
  new	
  3D	
  element	
  in	
  this	
  game	
  the	
  levels	
  no	
  also	
  
include	
  shadows	
  corresponding	
  to	
  the	
  position	
  of	
  actual	
  light	
  sources	
  which	
  
brings	
  the	
  real	
  world	
  elements	
  back	
  into	
  the	
  players	
  understanding	
  of	
  how	
  this	
  
world	
  works.	
  
The	
  heads	
  up	
  display	
  of	
  this	
  game	
  is	
  overly	
  clear	
  of	
  the	
  game	
  in	
  comparison	
  to	
  
the	
  old	
  version	
  you	
  can	
  now	
  see	
  exactly	
  what	
  you	
  need	
  to	
  collect	
  in	
  this	
  game	
  
and	
  how	
  many	
  you	
  have	
  (coins	
  57	
  collected,	
  and	
  stars	
  0/3	
  collected).	
  There	
  are	
  
some	
  similar	
  aspects	
  in	
  this	
  later	
  design,	
  the	
  time	
  and	
  overall	
  score	
  are	
  position	
  
above	
  and	
  bellow	
  one	
  another.	
  The	
  font	
  has	
  also	
  had	
  a	
  modernised	
  ‘make	
  over’	
  
the	
  texts	
  are	
  completely	
  different	
  from	
  one	
  another;	
  the	
  number	
  of	
  lives	
  font	
  in	
  
quite	
  small	
  and	
  has	
  a	
  bubbly	
  quality	
  and	
  looks	
  formal	
  with	
  its	
  white	
  centre	
  and	
  
black	
  casing.	
  The	
  font	
  for	
  the	
  coin	
  collection	
  count	
  is	
  in	
  the	
  style	
  of	
  the	
  coins	
  it	
  
counts	
  straight	
  clear	
  cuts	
  but	
  fun	
  with	
  a	
  yellow	
  core	
  and	
  marmite	
  yellow	
  edge.	
  
Then	
  we	
  have	
  the	
  text	
  for	
  the	
  time	
  and	
  score	
  similar	
  to	
  the	
  coin	
  text	
  it	
  is	
  also	
  
Collectables	
  
collected	
  
very	
  straight	
  cut	
  yet	
  fun	
  with	
  its	
  3D	
  effect	
  of	
  the	
  centre	
  being	
  in	
  the	
  foreground.	
  
The	
  grey	
  and	
  white	
  of	
  this	
  font	
  seems	
  very	
  clinical	
  and	
  strict	
  which	
  is	
  
appropriate	
  as	
  this	
  is	
  the	
  only	
  part	
  of	
  the	
  game	
  which	
  has	
  absolute	
  rules	
  and	
  isn’t	
  
included	
  for	
  pleasure	
  or	
  joy.	
  	
  

Assets	
  list	
  
Graphics:	
  
• Level	
  1	
  
• Level	
  2	
  
• Level	
  3	
  
• The	
  alien	
  player	
  
• The	
  FBI	
  enemies	
  
• The	
  laser	
  traps	
  
• The	
  Main	
  Menu	
  
• The	
  Options	
  &	
  Controls	
  Menu	
  
• Bullet	
  design	
  
• The	
  logo	
  for	
  the	
  lives	
  the	
  player	
  has	
  
• The	
  fonts	
  
	
  
Animations:	
  
• Opening	
  scene	
  of	
  the	
  spaceship	
  crash	
  
• Level	
  transition	
  1	
  
• Level	
  transition	
  2	
  
• Ending	
  scene	
  spaceship	
  leaving	
  asteroid	
  field	
  
• Player	
  movement	
  loops	
  (within	
  gameplay)	
  
• Enemy	
  movement	
  loops	
  (within	
  gameplay)	
  
• Laser	
  trap	
  (in	
  gameplay)	
  
• Collectable	
  dissolving	
  (in	
  gameplay)	
  
• Text	
  appearance	
  (in	
  gameplay)	
  
• Loss	
  of	
  life	
  logo	
  (in	
  gameplay)	
  
	
  
Sounds:	
  
• Gun	
  fire	
  
• Player	
  dying	
  
• Enemy	
  moving	
  
• Enemy	
  attacking	
  
• Laser	
  trap	
  when	
  active	
  
• Loss	
  of	
  life	
  SFX	
  
• Collection	
  SFX	
  
	
  
Music:	
  
• Menu/credits	
  
• Level	
  1	
  
• Level	
  2	
  
• Level	
  3	
  
• Transition	
  music	
  
MosSCow	
  Method	
  
Must	
  Have	
  
•
•
•

•

Should	
  Have	
  

A	
  working	
  playable	
  game.	
  
It	
  must	
  have	
  an	
  original	
  
music	
  soundtrack.	
  
A	
  working	
  score	
  system	
  
keeping	
  track	
  of	
  a	
  person’s	
  
score.	
  
A	
  working	
  life	
  system	
  
death	
  restarts	
  at	
  a	
  set	
  
position,	
  until	
  all	
  lives	
  are	
  
lost	
  at	
  which	
  point	
  the	
  
game	
  must	
  restart	
  
completely.	
  

•

•

•

	
  

MoSCoW	
  
	
  

Could	
  Have	
  
•

•

•

A	
  pause	
  button,	
  with	
  a	
  
pause	
  menu	
  that	
  allows	
  
you	
  to	
  change	
  the	
  current	
  
settings.	
  
	
  
A	
  rewarded	
  or	
  ‘Easter	
  egg’	
  
bonus	
  level.	
  
	
  
Larger	
  levels	
  with	
  parallax	
  
scrolling	
  	
  

Sound	
  effects	
  for	
  the	
  
characters	
  are	
  important	
  
for	
  a	
  good	
  playing	
  
experience.	
  
Fluid	
  animations	
  both	
  in	
  
gameplay	
  for	
  movement	
  
and	
  in	
  the	
  transitional	
  
scenes.	
  
Collectables	
  that	
  disappear	
  
when	
  collected	
  and	
  their	
  
score	
  added.	
  

Won’t	
  Have	
  
•

•

•

Additives	
  such	
  as;	
  
upgrades	
  in	
  abilities,	
  
power-­‐ups,	
  bonus	
  points.	
  
	
  
Special	
  features	
  such	
  as	
  
customisable	
  objects	
  or	
  
character	
  looks.	
  
	
  
Any	
  other	
  dangers	
  besides	
  
the	
  traps	
  and	
  enemies.	
  

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Mehran University Newsletter Vol-X, Issue-I, 2024
 

Tasks 1, 2 and 3 (User Interface, Assets List, and my MoSCow)

  • 1. User  Interface             Current   Score   Current   Level   Time  Remaining   (in  seconds)   Playable     character     Character   Level  Blocks   (Mario)     Power-­‐up       The  visual  style  of  this  game  is  generic  to  the  1980’s  technique  for  games  design,   the  colours  of  the  scene  and  actors  are  all  blocks  there  is  very  little  texture  in  this   pixel  art  design  as  more  details  through  colours  wasn’t  possible  at  the  time  of   this  game’s  release  in  1985.  The  colours  used  in  this  game  are  realistic  to  the  real   world,  white  clouds  in  a  blue  sky  with  green  shrubbery  and  brown  soil.  The   colours  of  this  game  can  be  related  to  the  properties  of  the  different  blocks,  as   well  as  playable  heights  within  the  game.  A  brown  surface  is  what  the  character   can  move  along  and  is  beneath  the  clouds  the  brown  blocks  can  be  at  different   heights  that  require  jumping  to  reach.  The  green  objects  either  in  the   background  (bushes)  or  in  the  character’s  way  (pipes)  are  always  just  above  the   ground  level.  And  anything  from  the  clouds  and  above  are  the  colour  of  white,   which  helps  with  the  realistic  design  of  the  sky.  This  rule  theory  is  also  why  the  
  • 2. text  showing  level  information  is  in  white,  the  colour  is  easily  visible  with  the   blue  background  and  being  in  that  position  the  colour  relates  in  a  real  world   manner.  The  font  used  in  this  game’s  heads  up  display  was  designed  to  fit  within   the  style  of  the  game’s  pixel  art  look,  set  within  a  square  and  bubbly.       Characters   Playable   Time   Lives     in  play   characters   remaining   left         Level  Score         The  visual  style  for  this  modern  day  version  of  super  Mario  brothers  is  quite  a   leap  from  the  original  version,  the  characters  and  the  world  they’re  in  are  now  in   3D,  the  designs  are  now  very  bubbly  even  the  brick  blocks  have  balloon  round   edges  the  style  of  this  game  has  almost  become  the  equivalent  of  child  safety   scissors,  sending  a  message  saying  its  impossible  to  hurt  yourself  with  this  so  use   it  and  have  lots  of  fun.    Due  to  the  new  3D  element  in  this  game  the  levels  no  also   include  shadows  corresponding  to  the  position  of  actual  light  sources  which   brings  the  real  world  elements  back  into  the  players  understanding  of  how  this   world  works.   The  heads  up  display  of  this  game  is  overly  clear  of  the  game  in  comparison  to   the  old  version  you  can  now  see  exactly  what  you  need  to  collect  in  this  game   and  how  many  you  have  (coins  57  collected,  and  stars  0/3  collected).  There  are   some  similar  aspects  in  this  later  design,  the  time  and  overall  score  are  position   above  and  bellow  one  another.  The  font  has  also  had  a  modernised  ‘make  over’   the  texts  are  completely  different  from  one  another;  the  number  of  lives  font  in   quite  small  and  has  a  bubbly  quality  and  looks  formal  with  its  white  centre  and   black  casing.  The  font  for  the  coin  collection  count  is  in  the  style  of  the  coins  it   counts  straight  clear  cuts  but  fun  with  a  yellow  core  and  marmite  yellow  edge.   Then  we  have  the  text  for  the  time  and  score  similar  to  the  coin  text  it  is  also   Collectables   collected  
  • 3. very  straight  cut  yet  fun  with  its  3D  effect  of  the  centre  being  in  the  foreground.   The  grey  and  white  of  this  font  seems  very  clinical  and  strict  which  is   appropriate  as  this  is  the  only  part  of  the  game  which  has  absolute  rules  and  isn’t   included  for  pleasure  or  joy.     Assets  list   Graphics:   • Level  1   • Level  2   • Level  3   • The  alien  player   • The  FBI  enemies   • The  laser  traps   • The  Main  Menu   • The  Options  &  Controls  Menu   • Bullet  design   • The  logo  for  the  lives  the  player  has   • The  fonts     Animations:   • Opening  scene  of  the  spaceship  crash   • Level  transition  1   • Level  transition  2   • Ending  scene  spaceship  leaving  asteroid  field   • Player  movement  loops  (within  gameplay)   • Enemy  movement  loops  (within  gameplay)   • Laser  trap  (in  gameplay)   • Collectable  dissolving  (in  gameplay)   • Text  appearance  (in  gameplay)   • Loss  of  life  logo  (in  gameplay)     Sounds:   • Gun  fire   • Player  dying   • Enemy  moving   • Enemy  attacking   • Laser  trap  when  active   • Loss  of  life  SFX   • Collection  SFX     Music:   • Menu/credits   • Level  1   • Level  2   • Level  3   • Transition  music  
  • 4. MosSCow  Method   Must  Have   • • • • Should  Have   A  working  playable  game.   It  must  have  an  original   music  soundtrack.   A  working  score  system   keeping  track  of  a  person’s   score.   A  working  life  system   death  restarts  at  a  set   position,  until  all  lives  are   lost  at  which  point  the   game  must  restart   completely.   • • •   MoSCoW     Could  Have   • • • A  pause  button,  with  a   pause  menu  that  allows   you  to  change  the  current   settings.     A  rewarded  or  ‘Easter  egg’   bonus  level.     Larger  levels  with  parallax   scrolling     Sound  effects  for  the   characters  are  important   for  a  good  playing   experience.   Fluid  animations  both  in   gameplay  for  movement   and  in  the  transitional   scenes.   Collectables  that  disappear   when  collected  and  their   score  added.   Won’t  Have   • • • Additives  such  as;   upgrades  in  abilities,   power-­‐ups,  bonus  points.     Special  features  such  as   customisable  objects  or   character  looks.     Any  other  dangers  besides   the  traps  and  enemies.