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2.0 Project Description



2.1 Statement of the Problem

Most teenager today are inclined to play computer games that usually have
little or no educational benefits and those that contain violence. In the context of the
Filipino culture, some of the more highly favored computer games have caused its
players to develop inappropriate behavior. Some players develop a different sense of
competition while others get involved in consistent gambling. In order to avoid
worsening.


2.1.1 General Problem


How to create, design and develop an educational 3D adventure
game?

Most teenagers today are fonder of playing gore video games
rather than educational video games which does not contain any
educational benefits, In addition it affects their focus academically
which results in low grades and impolite behaviors. In educational
adventure games almost all the games are for children. Teenagers tend
to have a boring perception in educational games.







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2.1.2 Specific Problem
How to create a module that will promote knowledge of some
important events during the colonial period of the Philippines?

Philippine History is considered by teenagers as the most boring
topic to learn, resulting in lack of knowledge and appreciation of
Philippine Independence. History themed games are said to lack in
excitement and entertainment. Most video games that are launched
only has history as its background or environment.

How to develop a module that will gauge how much the player has
learned throughout the course of playing the proposed game?

Scores are initially the output in video games in order for the
player to know his/her advancement in the game. It is usually
measured in the abstract unit of points and events can raise or lower
the score of different parties. Most games with score use it as
quantitative indicator of success.


How to design a module that will utilize multimedia components to
keep the players interest in the proposed game?

Additional effects, cut scenes and story timeline are factors that
add excitement in the game resulting in enjoyment and focus of the
player in the game.






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2.2 Proposed Research Project

2.2.1 General Objectives
To create, design and develop an educational 3D adventure game.
The proponents will create a game that will serve as a vehicle
for learning that will also promote entertainment. The proposed game
will encourage players to play an edutainment game that does not
contain/promote violence/gore. The proponents will use Logical
thinking and trivia as one of the proponents of the game.


2.2.2 Specific Objectives

To create a module that will promote knowledge of some
important events during the colonial period of the Philippines.

The proposed game will promote Philippines History which
focuses on the colonization of the Philippines by the 3 countries
namely Spain, America and Japan. The proponents will showcase
important events that are essential in the birth of Philippiness
independence in this way the players will be familiarized by the
certain peoples, places and events that led to where we are now. This
way the players will be learning essential Philippine History and be
entertained at the same time.

To develop a module that will gauge how much the player has
learned throughout the course of playing the proposed game.
The proponents will develop a module that will measure the
knowledge the player has gained throughout the game.

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To design a module that will utilize multimedia components to
keep the players interest in the proposed game.

The proponents will design synchronization of sounds, images,
speech, integration of animation, visual effects, and cut scenes that
will encourage players to play and enjoy the game. The games
storyline and cut scenes will be the one to inspire a player to continue
throughout the game.

2.2.3 Scope and Limitations
Scope
The Story of the game will focus on pre-Colonial period of the
Philippine history. The game starts from the futuristic and the 2 student
will transport from the past to understand what happen during the pre-
colonial period and to pass their history subject. They will encounter
different events and people during that time.

Story Board
Set in the futuristic year of 2098 where knowledge of Philippine
History has started to fade, two very close friends, Red and Bryan, who
are of the same class find themselves in need of that knowledge in order to
pass their history course. However, while searching for materials on
Philippine History, they each find an unusual capsule which allows them
to leap through time. Red and Bryan, who both travel separate ways,
initially use the opportunity to witness and experience the events that has
shaped the Philippines to what it is to date.
When Red, who is highly unenthusiastic of the present state of the
Philippines, learns that the ability to leap through time also allows him to
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change the events of the past to influence the present state, he attempts to
change and prevent the events that have led the Philippines to its freedom
from its colonizers.
Having learned of Reds intentions, Bryan decides that he has to
keep the past the way it should be and that he must keep Red from making
any changes to the past, including the event of existing in the past. Blue
leaps through the three colonial periods (Spanish, American, and
Japanese) of the Philippines, chasing after Red to make sure no time
paradox occurs.

Mechanics
1. The player will travel through different time periods with the
task of preventing any change of occurrences throughout the
course of History.
2. The player must completely finish the objectives for each stage
before he/she can progress into the next time period of concern.
3. At the beginning of each stage, the player must first acquire
clothing from that time period to use as a disguise, since the
characters existence in that time period is considered as a time
paradox.
4. If a player fails to acquire the disguise and is seen by NPCs for
more than 3 times the player will be considered to have
triggered a time paradox and the game ends.
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5. Towards the end of the game's story, the player will answer an
examination which is included in the story. If the player fails to
get at least 80% of the items correct, the player will be required
to re-take the examination. Once the examination is passed, the
game enters the epilogue and the game reaches its end.

Limitation
Online
The Educational 2D game is made for educational purpose and for
entertainment of the players. The game does not need any internet
connection for you to play.
Single Player
The game is intended for 1 player per device.

Methodology of the Study
A fourth generation (programming) language (4GL) is a grouping
of programming languages that attempt to get closer than 3GLs to human
language, form of thinking and conceptualization.

4GLs are designed to reduce the overall time, effort and cost of software
development. The main domains and families of 4GLs are: database
queries, report generators, data manipulation, analysis and reporting,
screen painters and generators, GUI creators, mathematical optimization,
web development and general purpose languages. [TECH2014]



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Fourth Generation Technique

Requirements gathering
Customer could actually describe the requirements and these would be directly translated into an
operational prototype. [PETER2006]
In order to determine the requirements and needed information to the proposed study, the
proponents used some data gathering practices which are listed below:
Questionnaires
o The proponents conducted a survey to the targeted audience in able to know their
views in a specific subject in gaming. This survey will help the proponents in
designing what kind of educational game to create.
Brainstorming
o The proponents brainstormed ideas that will be used for the proposed study.

Library and Internet Research
o Data gathering today was made even easier with the help of technology using
internet. Different websites helped the proponents gather needed information for
the proposed study. Library research is also conducted for information that cant
be found in the internet.



Requirements
Gathering
Design Strategy
Implementation
Testing
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Design strategy
This is a discipline which helps firms determine what to make and do, why do it and how
to innovate contextually, both immediately and over the long term. [WIKI2014]
Possible to move directly from the requirements gathering step to implementation for
small systems. [PETER2006]
In order to create the desired proposed study the proponents planned what multimedia
concepts will be used for the system.

Implementation Using 4GL
Typically, code can be generated based on some specification e.g. input output format
[PETER2006]
The Proponents will implement the designed proposed study through codes.

Testing
An investigation conducted to provide stakeholders with information about the quality of the
product or service under test. Software testing can also provide an objective, independent view of
the software to allow the business to appreciate and understand the risks of software
implementation. [WIKI2014]
The Testing of the Proposed Study will be conducted during the game development process.

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