Interactive Prototype 1 – Statement of
Delivery
The concept
is a mashup between two classic games, Dots (aka Dots and Boxes) and
Minesweeper. This interactive prototype was created in Actionscript 3 using
Adobe Flash Professional CS6.
This
prototype will be testing the basic concepts that mirror features in the Dots
and Minesweeper games. A detailed breakdown of my prototype can be found on my
blog at: http://jasonh-deco2300.blogspot.com.au/2014/09/the-content-in-previous-blog-post.html
The
prototype involves 2 players taking turns moving the mouse and selecting dots in a square grid using the
mouse. When two adjacent dots are selected, a horizontal or vertical line will
be drawn between the two dots. If a player manages to create 4 lines in the
shape of a box, they claim that box and any points which are in that box.
Points in the boxes are determined by a
hidden minesweeper grid and are revealed automatically as boxes are
claimed. The interaction between the mouse controlled by the player and game
screen (input and output) will be focused on in the testing of this prototype.
Figure 1: Mines Between The Lines Prototype Sample
Figure 2: Mines Between the Lines Game Sample (with
Reset Button)
The main
game board is centred in the middle of the window. To the left and right are
score counters for the two players. Below is text indicating the current
player’s turn. In the bottom right are just samples of what the numbers and
mines look like (non-functional).
For testing,
users will play through a game on a 5x5 dotted grid.
For
feedback, I will be looking for things such as:
How
suitable is using mouse input to play the game? Can you suggest any alternative
ways to play the game? Would using keyboard keys (arrow keys or WASD) be easier
to understand? Easier to control?
How suitable is the
positioning of each of the game elements? (relative to the window, relative to
each other)
Eg: Main game in the centre
Player turn at bottom
Scores to the left and right
Title at top
How suitable are the colours of the
elements?
Is the size of the board suitable for the
game?
Is
5 x 5 suitable for short games / testing?
How
about 9 x 9 or 10 x 10 dots for a fuller game?
The points
awarded for squares and mines, is it too much or too little? Is it balanced?
How big of
an achievement is it (do you feel) when you gain or lose points?
Are there
too many things to keep track of? Or are you able to keep a clear strategy in
your head?
What parts
of the game do you find the most confusing?
Feedback
will be given through a written survey and additional verbal feedback.
During the
making of the prototype, I decided to find some samples of Dots and Minesweeper
games that had already been made in Actionscript and use those concepts in my
prototype. These included drawing the lines between dots in a grid, and
generating the mines and numbers randomly. These functions were incorporated
into my prototype as to provide functionality that had already been written by
other people.
Connecting
Two Dots: http://www.actionscript.org/forums/showthread.php3?t=277270
Build a
Minesweeper Game Within 200 Lines of Code: http://code.tutsplus.com/tutorials/build-a-minesweeper-game-within-200-lines-of-code--active-8578
More details
can be found on my blog post: http://jasonh-deco2300.blogspot.com.au/2014/09/the-content-in-previous-blog-post.html
The first
step was to take the code from Connecting Two Dots and make it into a
functional Dots-only game. The code I started with allowed drawing a line when
any two dots were clicked. I built on this and added, line detection and
tracking, box filled tracking with the use of arrays.
Implementing
the Minesweeper functions was the next step. As Minesweeper itself is a
complicated game, there were a few features that I did not include in the
prototype. These included the option to flag square where players think mines
might be located, and other small features such as the reset button, and for
the dots to change appearance when hovered on with the mouse.
The final
big problem before I had a functional working prototype was with the text of
the numbers covering/on top of the dots, resulting in being unable to click on
these dots once a square with text appeared. This was because the TextField
area that contained the text had significant padding added to all sides of the
text. To combat this, I could either make the TextField smaller so that it
wasn’t on top of any interactive elements, or send the Textfield to the back,
below the dots. However I also needed the square background below the numbers.
I combated this by calling the numbers function first and sending to back, and
then the squares function and sending to back.
Previous
Order (from top to bottom): Numbers, Squares, Dots, Lines.
New Order:
Dots, Lines, Numbers (send to back first), Squares (send to back second).

No comments:
Post a Comment