Design and implementation of a game case study of action game called buhari

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ABSTRACT

ABSTRACT
The title of this research is design and implementation of a game case study of action game called buhari. In a society like ours, there is a need to calm nerves, streamline focus, sharpening intelligence and decision making skills after our rigorous and demanding social life. This brought about the initiation of the development of the computer game with coded name Buhari and the game design to aim at fighting insecurity, corruption and economy. The objectives of the proposed design is to help in reasoning faster and better, to bring fun into people’s homes and offices, to act as a good form of relaxation, to be able to create a real life feature and relate computer games in various spheres of life e.g. business, art, engineering, science etc. The scope of the project will cover the development of the game with code name buhari, software designed to be played by one to four persons. And this proposed system is restricted to action game used to represent the way of fighting insecurity, corruption and economy. As the world is moving towards Information Technology, there was a need for an improvement and development of action game to relate the way of fighting insecurity, corruption and economy. The game environment contains a whole lot of obstacle such as the spikes, falling tiles and swing Axe (denoting insecurity, corruption and economic) which the player needs to overcome in order to get the trophy. And based on the system resource the game contains two scenes in order to enhance the computing power. This research will be implement using C# programing language as the only language that support 3DUnity.

CHAPTER ONE

INTRODUCTION

CHAPTER ONE
INTRODUCTION

Background of the Study
A game is a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements. However, the distinction is not clear-cut, and many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games).
Games are sometimes played purely for entertainment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who part of their audience is and who is a player.
Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.
Attested as early as 2600 BC (Green, 2008), games are a universal part of human experience and present in all cultures. The Royal Game of Ur, Senet, and Mancala are some of the oldest known games.
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes a large variety of sub-genres, such as fighting games, beat ’em ups, shooter games and platform games. Multiplayer online battle arena and some real-time strategy games are also considered action games.
In an action game, the player typically controls a character often in the form of a protagonist or avatar. This player character must navigate a level, collecting objects, avoiding obstacles, and battling enemies with their natural skills as well as weapons and other tools at their disposal. At the end of a level or group of levels, the player must often defeat a boss enemy that is more challenging and often a major antagonist in the game’s story. Enemy attacks and obstacles deplete the player character’s health and lives, and the player receives a game over when they run out of lives.
Alternatively, the player gets to the end of the game by finishing a sequence of levels to complete a final goal, and see the credits. But some action games, such as early arcade games, are unbeatable and have an indefinite number of levels; with the player’s only goal being to get as far as they can to maximize their score.
The proposed research game will be called Buhari 2D Platformer which is 2D game that is built using Unity3D as an Integrated Development Environment of choice; because Unity3D allows the developer to quickly develop a game that can run on mobile, web and personal computers (laptop and Desktop) platform without the developer reinventing the wheel (writing separate code for different platform). The game environment contains a whole lot of obstacle such as the spikes, falling tiles and swing Axe (denoting insecurity, corruption and economic) which the player needs to overcome in order to get the trophy. And based on the system resource the game contains two scenes in order to enhance the computing power.
A major turning point for action games came with the 1978 release of the shoot ’em up game Space Invaders, which marked the beginning of the golden age of arcade video games (Jason Whittaker, 2004). As a result of Space Invaders’ mainstream success, the industry came to be dominated by action games, which have remained the most dominant genre in video arcades and on game consoles through to the present day (Jason Whittaker, 2004). Along with Space Invaders (Kevin Bowen, 2008), Asteroids from 1979 (Nate Ahearn, 2007) and Pac-Man from 1980 (Namco Bandai, 2005) have also become iconic examples from the action genre (Rollings, 2006). Robotron: 2084, released in arcades in 1982, also became a classic in the shooter subgenre (Rollings, 2006).
In much the same way Space Invaders set the template for the shooter game subgenre (Edwards, 2020), Donkey Kong did the same for the platform game subgenre when it released in 1981. In 1984 saw the emergence of martial arts themed games, with Karate Champ establishing the one-on-one fighting game subgenre (Ryan Geddes & Daemon Hatfield, 2007), and Kung-Fu Master laying the foundations for the side-scrolling beat ’em up subgenre (Spencer, 2008 and Kunkel, 1988).
1.2 Statement of Problem
As the world is moving towards Information Technology, there was a need for an improvement and development of action game to relate the way of fighting insecurity, corruption and economy. The game environment contains a whole lot of obstacle such as the spikes, falling tiles and swing Axe (denoting insecurity, corruption and economic) which the player needs to overcome in order to get the trophy. And based on the system resource the game contains two scenes in order to enhance the computing power.
1.3 Aims of the Study
The main aim of this study is to design and implementation of a game case study of action game with code name Buhari.
1.4 Objectives of the Study
In a society like ours, there is a need to calm nerves, streamline focus, sharpening intelligence and decision making skills after our rigorous and demanding social life. This brought about the initiation of the development of the computer game with coded name Buhari and the game design to aim at fighting insecurity, corruption and economy.
The objectives of the proposed design include:
1. To help in reasoning faster and better.
2. To bring fun into people’s homes and offices.
3. To act as a good form of relaxation.
4. To be able to create a real life feature.
5. Relate computer games in various spheres of life e.g. business, art, engineering, science etc.
1.5 Scope of the Study
The scope of the project will cover the development of the game with code name buhari, software designed to be played by one to four persons. And this proposed system is restricted to action game used to represent the way of fighting insecurity, corruption and economy
1.6 Significance of the Study
Since we are in the 21st century known as the Jet-Age, it is also expected that we introduce a modern approach in all things which also includes our games.
The inaccuracy in the manual system and the way fighting insecurity, corruption and economy will need to put into game to bring fun into people’s homes and offices.
In line with the objectives of this study, the computer game helps in the sharpening of the players’ intelligence and improving their ability to think analytically. Its simplicity (i.e. no complicated rules or interface) makes it playable by young children. Unlike most computer games, there is no requirement for registration or login details, and it has a minimal memory and storage requirement.
It is easy to play, no understanding is needed. Whereby, anyone can play which helps in numeracy. It improves counting skills for children, encourages competitiveness among them, all-in-all it brings about fantastic family fun.
1.7 Limitations of the Study
Generally, each work has some limitations and this study is not exempted.
The three major limitations of this study are high programming technology as well as financial constraints and lack of time. The constraint of high programming techniques in C# and other programming skill prevent the researcher from doing in-depth study and analysis of the subject. While the issue of financial constraint limits the frequency of investigation towards/from the institution towards collecting the necessary information related to the study. And lack of time- researchers will engage in this study together with other academic tasks. This will result in a reduction in time devoted to research work.
1.8 Definition of Terms
2D (Computer) Graphics: is the computer-based generation of digital images—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them. The word may stand for the branch of computer science that comprises such techniques or for the models themselves.
3D (Computer) Graphics: are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering 2D images.
Heuristic: is any approach to problem solving, learning, or discovery that employs a practical method not guaranteed to be optimal or perfect but sufficient for the immediate goals.
AI (Artificial Intelligence): is the intelligence exhibited by machines or software. It is the name of the academic field of study which studies how to create computers and computer software that are capable of intelligent behavior.
UI (User Interface): in the industrial design field of human machine interaction, is the space where interactions between humans and machines occur.
PLATO System: Programmed Logic for Automatic Teaching Operations was the first generalized computer assisted instruction system.
PDP-11: is a series of 16-bit minicomputers sold by Digital Equipment Corporation (DEC) from 1970 into the 1990s, one of a succession of product in the PDP series.
DirectX: is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video.
OpenGL: Open Graphics Library is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics.
Searching: using a computer to find an item with specified properties (E.g. specified text) among a collection of items using a search algorithm.
Algorithms: is a self-contained step-by-step set of operations to be performed. Algorithms exist that perform calculation, data processing, and automated reasoning.
Graphic User Interface (GUI): is a type of interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation, as opposed to text-based interfaces, typed command labels or text navigation.
ATI Rage: is a series of graphics chipsets offering GUI 2D acceleration, video acceleration, and 3D acceleration.
Matrox Mystique: the Mystique220 and Mystique are 2D, 3D and video accelerator cards for personal computers designed by Matrox, using the VGA connector.
S3 ViRGE: the S3 Virtual Reality Graphics Engine (ViRGE) graphics chipset was one of the first 2D/3D accelerators designed for the mass market.
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