Ubiquitous Ambient Gaming - Game2 : Growl Patrol

From EQUIS Lab Wiki

Jump to: navigation, search

Contents

Description

All the cages of a zoo have been opened and the animals are wandering in the city. The player has to bring back the animals to their cages. A player earns money for each animal that he brings back. Some animals can be caught without any tools, some require tools to be caught. A player can buy tools with the money he has earned. The goal is to earn as much as possible.

There are 4 types of animals : three that can be caught and brought back into their cages, and tigers that can’t be caught and can eat the animals.


Rules

  • To catch an animal, a player has to get close to the animal’s location.
  • If a player gets too close to a tiger, the tiger will eat the animals he had collected.
  • To get money, a player has to bring back the animals to their cages, the cages are at different locations according to the type of animal.
  • A player can only hear and see the tigers and the animals he can catch.
  • A player can buy tools at the cage locations.
  • The animals that need more expensive tools to be caught are worth more.

Interfaces

Visual interface

  • a map with
    • the position of the cages, the tigers and the animals the player can catch that are around
    • the type of animal it is
  • an interface to allow :
    • to buy a new tool
    • to know how much money the player has

Ambient audio

  • the position of the cages, the tigers and the animals the player can catch that are around
  • the type of animal it is


Possible additions

  • With this game, only 2 possible use of ambient audio are made : location and type. More ambient information might be too much for the player to differentiate it. Here are 2 other ways of using ambient audio that won’t be implemented yet :
    • status :
      • The player could hear all the animals, and the ambient audio would give him information on whether he can catch this type of animal or not.
      • The tiger would only eat when he is hungry which happens every other time, and it would be interesting to know when he is hungry or not.
    • progress of a task :
      • When the player comes near a cage, he would be able thanks to the ambient sound to know how much of one type of animals is left wandering.
      • The player would know how much time he has before the tigers are hungry again
  • Make it a multi-player game :
    • 2 players can compete to get the most money
    • 2 teams can compete
    • one team can have a limited time to get as many animals as they can
    • one team can have unlimited time to get the animals, but there is a significant amount of tigers