Brittany Richards (n9576428)
Throughout this activity interactivity and choices were discussed. Below are some details from the Interactivity-Choice Chart.
- The player will have the choice to shoot any objective they choose. The player may choose to shoot the closest or farthermost objective.
- The player may choose to collect one of many power ups.
- The player has the choice to shoot the enemy or make the game more difficult by leaving it.
Conveying the Choice through the Interface:
- Objectives appear near or far for the player.
- Power ups change the appearance of the game.
- The players’ score is represented as time displayed on screen.
Actions Available to the Player:
- Players may collect Power ups
- Players may shoot objectives, in this case balloons.
- Players are able to stop the enemy from ‘stealing’ the objective.
Rules that Dictate System Response to Actions:
- Power ups last a short amount of time in order to keep balance.
- Players must shoot the balloons to win.
- The enemy must attempt to stop the player
The Feedback Provided to Players:
- Score is presented through a timer displayed on screen.
- Players are rewarded with Power ups, displayed on screen.
- Effects that show a player has shot a balloon or enemy.
- Use of sound.