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On Target? / Duckshoot

#1

User is offline   Andrew Field Icon

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Posted 29 July 2008 - 11:24 PM

One of the other Suite 3 programs will be a 'Duckshoot generator'. This will produce a game based on the Historical Duckshoot game that has been a popular one on my SchoolHistory.co.uk site - see http://www.schoolhis...ames/duckshoot/

Attached Image: monthly_07_2008/post-1-1217373397.gif

Attached Image: monthly_07_2008/post-1-1217373407.gif

The game will obviously be extensively updated but this is an area I'd like some ideas - do share any thoughts that you might have. The Duckshoot generator will be a pay-for program - I'd just like to make that clear.

The current game requires the player to click on their chosen answer at exactly the right time to try and take a shot against the fairground duck. I could certainly keep this format in or I could adapt it further.

One idea I have had is to include additional ducks - perhaps an 'evil' duck that you have to try and aim for and a 'good' one that you have to try and avoid. This would involve changing the structure of the game to have a separate screen once you get a question correct. You'd then see a fairground-style stall with moving objects going left and right. Graphics similar to the ones below would pop-up and you'd have to try and react as quickly as possible.

What I think would work really well is if there are ducks and frogs moving left and right but then they randomly change from the nice to the evil versions. Then the player will have to take a chance when they try to shoot the duck.
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#2

User is offline   Andrew Field Icon

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Posted 29 July 2008 - 11:25 PM

Some initial ideas for the graphics are as below:

Friendly duck:
Attached Image: monthly_07_2008/post-1-1217373875.gif

Evil duck:
Attached Image: monthly_07_2008/post-1-1217373884.gif

Friendly frog:
Attached Image: monthly_07_2008/post-1-1217373892.gif

Evil frog:
Attached Image: monthly_07_2008/post-1-1217373901.gif
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#3

User is offline   Douglas Bell Icon

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Posted 30 July 2008 - 08:06 AM

Andrew

The new graphics look really good.

I have played with a couple of the duckshoot games on your schoolhistory website with the following observations.

With the randomness of the target, which the user has no control over, the user has to click the correct answer and then the shot is taken. The user is not looking at the target when they click the answer. If they were then they might wait a few seconds before clicking on that answer.

I think that it would be better, as you suggest to have a seprate screen for them to shoot thhe ducks with a limited timer, like Teacher Invaders, varying the length of time, depending on how many questions they get in a row, i.e. 1 right - 20 seconds, 2 right - 30 seconds, etc.. With the shooting gallery you could add objects with which the ducks go behind, give half the number of points if they hit an evil duck, etc..

Some of the sugestions might not be possible, but could always add to the fun.
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#4

User is offline   Andrew Field Icon

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Posted 30 July 2008 - 05:27 PM

Thanks for the ideas Douglas - very useful and much appreciated :)
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#5

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Posted 03 August 2008 - 06:44 PM

Those graphics look great!
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#6

User is offline   Rob C Icon

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Posted 10 August 2008 - 09:44 PM

Fantastic - love the sound of this!! Haven't logged on for a bit and what do I find - another new game - love the - just played one of the history ones and look forward to seeing this develop.

Rob :)
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#7

User is offline   Andrew Field Icon

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Posted 13 August 2008 - 03:28 PM

View PostRob C, on Aug 10 2008, 10:44 PM, said:

Fantastic - love the sound of this!! Haven't logged on for a bit and what do I find - another new game - love the - just played one of the history ones and look forward to seeing this develop.


Great that you like the game - however, do you think it would be wrong to split the game up in a similar way to the suggestions above?

Currently you have to press the chosen answer at the exact point you'd like to shoot at the duck. The game I'm working on will instead build up credits to enable you to take a shot. Whereas the current game is all on one screen, the release version will be a question followed by screen where you take a shot - currently very much under development, but something like this:
Attached Image: monthly_08_2008/post-1-1218641274.jpg

One thing I like about the original game was pressing the answer at the same time as shooting, but I don't think the release version would work very well like that. Any views?
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#8

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Posted 13 August 2008 - 11:05 PM

This is the first time I have come across duckshoot because I hadn'tvisited the school history site until just now (when I had an appalling knowledge of the Renaissance and almost got to shoot no ducks at all!) I do agree with the need to shoot separately from getting it right as I , on my first encounter, found I didn't actually know what was going on with the duck because I was looking at the question - and by the time I realised I'd got it right (all 4 times :) ) the shot had been taken. Pupils will much prefer it the new way - building up the tension! And I like the idea of the good and bad duck/frog too. Incidentally I didn't read the instructions properly the first time and didn't realise they were FAIRGROUND ducks until after I had gone away to play the game and thought it was a bit mean shooting real ducks!! I'll let you off now ;) Oh - and - I like the idea of building up credits too. Anything that adds to the tension for the pupils...
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#9

User is offline   Andrew Field Icon

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Posted 13 August 2008 - 11:35 PM

Thanks for this - really helpful to get additional views on the way to take the game.

Currently I plan to have a full separate screen showing randomly appearing ducks and frogs. They will look a like they are on a mini conveyor belt that makes them move along like a fairground game. However, at a random time (which I supect will also be extended / shortened to change the skill level) the good duck will change to the evil duck / frog. I guess also there will be evil ones that appear and then they randomly change / flicker between evil / good.

The aim of the game will be to try and shoot the evil duck / frog. That is where the challenge will come.

I'm still not entirely decided how to use the questions though. My current thoughts are to reward each correct answer with one shot. You get an answer correct and can then have one shot. If you miss you've wasted it - and have to answer another question correctly. If you fail to get a question correct you simply don't get a turn.

This is what I'll work on for a test version.

Perhaps, a little like HoopShoot, there could be a mini-game where you answer all the questions in one go and can then play against the clock instead.

Attached Image: monthly_08_2008/post-1-1218670611.gif
I've been working on the background to the main game too - if I can make it work without slowing everything down too much, the background bottles will also be able to be destroyed with a rouge aim. :)
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#10

User is offline   Andrew Field Icon

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Posted 14 August 2008 - 04:12 PM

With a bit of work the main screens now look like this:

Attached Image: monthly_08_2008/post-1-1218730769.gif

Attached Image: monthly_08_2008/post-1-1218730779.gif

I'll get the duck / frog platforms - where they'll pop up from - done and then try to put together a playable demo. I plan to have about 3 platforms where the ducks and frogs will appear - creating an impression of movement left and right.
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#11

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Posted 14 August 2008 - 09:49 PM

I like this very much -and it's blatantly obvious now they aren't real ducks :)
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#12

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Posted 14 August 2008 - 09:53 PM

View Postgoneunderground, on Aug 14 2008, 10:49 PM, said:

I like this very much -and it's blatantly obvious now they aren't real ducks :)


Further progress now - I've cut out a lot of the extra graphics. They did make it look good, but it was adding too much complexity to the whole thing as well as grabbing valuable screen space. Now it is just the targets and the appearance of fairground stall:

Attached Image: monthly_08_2008/post-1-1218750809.gif

Got the frogs moving - need to add in the random features and then add in the ducks.
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#13

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Posted 14 August 2008 - 10:22 PM

Looks good - as they say, sometimes 'less is more'!
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#14

User is offline   Andrew Field Icon

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Posted 14 August 2008 - 10:39 PM

View Postgoneunderground, on Aug 14 2008, 11:22 PM, said:

Looks good - as they say, sometimes 'less is more'!


I just like the poor defenceless nice frogs - the updated graphic for them fits the requirement perfectly. I've now set it so the frogs move from left to right, randomly appearing and also, once I've got it working, randomly changing from the good frog to evil frog. The ducks will work in the same way but in reverse.

When a player gets the question right, they'll have one shot. However, if they try to shoot a bottle in the background there will be different outcomes - such as bonus shots, 'get as many as you can in 10 seconds', miss a turn and suchlike. These extra goodies will be for students to discover :)
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#15

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Posted 15 August 2008 - 12:28 AM

Attached Image: monthly_08_2008/post-1-1218759952.jpg

Great progress with the main game:
  • I've now got both ducks and frogs appearing at 'controlled' random intervals from the right and left of the screen respectively.
  • Also in a 'controlled' random fashion - the target changed from a good duck / frog to an evil one. The aim of the game is to hit the evil target
  • 'Controlled' random = seemingly random appearance / changes, but it can be controlled via a potential skill setting
  • Most importantly, on my test machine, the game actually now looks like some sort of fairground / carnival game. :)
  • I'm a bit worried that the game slows down too much when there are too many targets on screen though, so I'll need to find fix for this. :(
Attached Image: monthly_08_2008/post-1-1218760179.png
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#16

User is offline   Douglas Bell Icon

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Posted 15 August 2008 - 09:03 AM

Andrew

What an improvement from the original game. The graphics are really coming together and the random game play sounds good.

Look forward to playing a demo.

This post has been edited by Douglas Bell: 15 August 2008 - 09:03 AM

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#17

User is offline   Andrew Field Icon

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Posted 15 August 2008 - 09:54 AM

The main problem now is speed :(

I've added a gun to the bottom of the game but when more than four frogs / ducks appear on screen the whole thing slows down too much. I will have to optimise the game considerably - perhaps removing or limiting the number of items on screen.

It is such a shame as I've already removed a load of background clutter and this game was working really well.

Attached Image: monthly_08_2008/post-1-1218794048.png
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#18

User is offline   Andrew Field Icon

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Posted 15 August 2008 - 10:48 AM

Right - with the appreciation that this is very much still 'early days' in this game's development, could you have a go with this?

You cannot shoot any of the ducks / frogs - but you might find you can shoot one type of bottle :(

What I'm really keen to find out is how slow the whole thing is. I have now reduced / optimised the quality of the graphics but I'm still feel that the game is still slow. Please let me know.

http://www.contentgenerator.net/duckshoot/...shoot_beta.html
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#19

User is offline   Douglas Bell Icon

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Posted 15 August 2008 - 11:18 AM

Andrew

Maybe I'm too quick off the mark, but the link you have given gives me a blank screen !
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#20

User is offline   Andrew Field Icon

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Posted 15 August 2008 - 11:22 AM

View PostDouglas Bell, on Aug 15 2008, 12:18 PM, said:

Maybe I'm too quick off the mark, but the link you have given gives me a blank screen !


Apologies. I have just updated the flash file so you may have viewed it just at the time I was updating it. Could you possible try once more? I've tried to optimise the Flash file further to avoid slowdown.

Couple of comments via Twitter already:

Posted Image
moodlehotpotato @andyfield - game too slow? are you joking? Pupils will love it :( 19 minutes ago from web in reply to andyfield

Posted Image
spookingdorf
@andyfield Those frogs and ducks are evil. No noticeable slowdown at all, even when there are hordes of them. On Mac pro 2Gb ram FWIW 25 minutes ago from TweetDeck in reply to andyfield

Posted Image
spookingdorf
@andyfield Jeepers - slow it ain't! 29 minutes ago from TweetDeck in reply to andyfield

More now too:

Posted Image
iusher @andyfield fine for me, nice and smooth, (IE7 / Vista Business SP1) 33 minutes ago from twhirl in reply to andyfield

This post has been edited by Andrew Field: 15 August 2008 - 12:11 PM

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