Vous êtes sur la page 1sur 8

Chapter 1 THE PROBLEM AND ITS BACKGROUND

Introduction

In gaming, the term casual games have been used in the video game industry for several years. Casual games are the most common type of game because gamers can find it anywhere easily. Casual games are considered to be games that can be played quickly and easily, with little learning curve and generally no need to save the game's progress. The popularity of casual games is fairly high since many people that play them do not even consider themselves to be a gamer. Thus, casual games still have a different variation to fulfill the desire of the each player. There are some that can be typically distinguished by their simple rules and lack of commitment required in contrast to more complex hardcore games. Whereas hardcore games may require specific, well-developed skills and knowledge to play and encourage long gaming sessions, casual games are meant for occasional play, or just to kill the boredom of a person, and try to appeal to all potential players. Casual games most often dont feature complex objectives, plots, or game play mechanics. As such, many party games, parlor games, and educational games are thought of as casual, as are some puzzlers.

Programming is difficult. Much effort is spent, not on the interesting, creative and scientifically significant aspects of software development, but on the mundane activities associated with realizing a software system. In programming terms, Multi-threading is the flow of execution that consists of multiple procedures or process at the same time, with regards to its schedule which is done by the operating system. Concurrency is a property of systems in which several computations are executing simultaneously, and potentially interacting with each other. In performing these concepts one must know what programming paradigm must be used, hence there is Object Oriented Programming. Object Oriented Programming was conceived to model real world objects. In Java, OOP is a useful tool in performing simulation of certain sequence that can be applied to everyday living. Hence, with Java, programming is made easier by understanding the concepts it delivers to the programmer. With the rapid growth of technology, especially in mobile industry, many mobile applications are coming out in the market for the needs of mobile phone user as well as game enthusiasts. Different variation of games gives different variation of fun. In the field of programming, one must think what could be the output of a certain code in a program. Could it be useful or would it just be another example that needs improvement.

People nowadays enjoy technology as a part of their daily living. These things are the some factors why technology keeps on working, to provide quality assurance for the benefit of mankind. This is the reason why the researchers come up with the idea of creating a casual game for substantial means with the use of learned programming language and applying its concepts for a clear view of the sequence.

Statement of the Problem The aim of the study is to develop a mobile application that will simulate a casual game using Android - based mobile phone.

Specifically, the researchers will answer the following problems:

1. What are the input variables in developing the Egg Catcher? 2. What are the design considerations for the development of the Egg Catcher in terms of: a. algorithm; b. data structure; c. architectural design; d. software design; and e. code optimization?

3. What

are

the

hardware

and

software

requirements

in

implementing the Egg Catcher? 4. What is the level of acceptability of the Egg Catcher in terms of: a. accuracy; b. attractiveness; c. learnability; d. recoverability; and e. understandability?

Assumptions The Egg Catcher is a mobile game that is bound to expect a broad understanding to users who loves to play casual games; especially those who are fascinated in playing casual game to fulfil their desire. Other gamer might like it in terms of entertainment and to help them improve their dexterity and agility. Also, to future researchers, for they could use this as a basis for conducting other casual games and understanding the use of the programming principles that the researchers used.

Scope and Limitations This study focused on the development of a casual game for Android based cell phone. Therefore, the game will provide the scopes such as the about, the play, the high score, the exit, etc. The player needs to catch the eggs falling from the sky. The game will be scored based on the eggs, there are different types of eggs which are equivalent to different points. The player that has the highest score will be the top scorer. The game will only have one level but to make a twist, as the player stays in the game longer, the falling eggs will fall faster. When the player failed to catch an egg, a blot, which also serve as the life line of the player, will appear in the screen to make it difficult for the player to see where the next egg will be coming from. When the screen is already filled with egg blot, the game is over. Games have its capabilities of performing at a better rate, but still, there is a fact that perfect software or program does not exist. The proposed software has the ability to save the game at the players will. The game has an ability to continue the previously paused game. The game has also has an ability to save the data for the scoring of the game. The proposed software limits the users to play in multi-player mode. The game is only limited for the user to play in solo or one player mode.

In terms of maintenance the researchers will provide a newer version of the game in case of some bugs and changes. The programming language to be used is Java, which is necessary for developing applications on Android platform. The user may need to have an Android based platform in order to fully use the proposed software.

Significance of the Study The result of the study would benefit the following with regards of interest in terms of the said program: Casual Game Lovers at NEU Computer Science. The game will satisfy the gamers to a new dimension of casual gaming. NEU CS Students. The student who are willing to take a much broader view of programming principles using Java and its concepts would benefit from this software. NEU CS Instructors. Instructors could also use the proposed software as an alternative teaching method. If possible, the proposed software could implement in laboratories during lectures.

Definition of Terms These are the operational terms used in the study. Accuracy. It is the degree of conformity of a measured or calculated quantity to its actual, true, value. Accuracy is closely related to precision, also called reproducibility or repeatability, the degree to which further measurements or calculations will show the same or similar results. Algorithm. It is a process or set of rules to be followed in calculations or other problem-solving operations, especially by a computer. Android. It is a software stack for mobile devices that includes an operating system, middleware and key applications. The operating system that will be used in order to produce the proposed software. Computer Science. This is the study of the theoretical foundations of information and computation, and of practical techniques for their implementation and application in computer systems. Data Structure. It is a particular way of storing and organizing data in a computer so that it can be used efficiently. Casual Game. It is a genre of video game in which the player can enjoy the game even it is just for the players past time. Learnability. It is the capability of a software product to enable the user to learn how to use it.

Multithreading. The flow of execution that consists of multiple procedures or process at the same time, with regards to its schedule which is done by the operating system. Object Oriented Programming. It is a type of programming in which programmers define not only the data type of a data structure, but also the types of operations that can be applied to the data structure. Prototype. It is an early sample or model built to test a concept or process or to act as a thing to be replicated or learned from. Variable. It has a changeable value during the visualization. CS Students. Students who encountered difficulties in

programming and the main target user of the proposed software. CS Instructors. They could use the proposed software as an alternative teaching method.

Vous aimerez peut-être aussi