Activity 4: Interactivity and Choice


1. Large plane flying towards the player in a straight line

2. A large group of enemies are coming towards the player

3. A single enemy if flying past of the other side of the screen

4. A small group of powerful enemies are on one side of the screen they are worth a lot of points

5. Many enemies are locked onto the player what should you do?


1. Large high health target heading towards the player

2. Many targets are visible how should you react

3. No other enemies on the screen creates a seemingly safe feel

4. The enemies do a lot of damage however when they are killed you get a large bonus to your point score

5. Target on player with a sound that alerts the player enemies are locked


1. Move your character out of the way for engage with your weapons

2. Shoot into the group to see how many die before trying to avoid any remaining enemies

3. Chase the single target for the extra points or leave it and play safe

4. Fight them for the large reward or avoid them to keep your health

5. fight them back with your weapons while kiting backwards


1. If plane hits player the player takes damage, the player may also shoot at the plane to attempt to kill it

2. If multiple enemies hit the player the player will take massive damage from multiple targets, they may also fight back

3. The enemy is avoiding the player when the player fights it player is rewarded, otherwise player keeps safe

4. They do more damage to the player when the player fights however when they die the player if given bonus points

5. The enemies lock and follow the player until they are killed or kill the player


1. Successful kill rewards the player with points otherwise nothing happens

2. Killing many enemies rewards the player with points if they take damage it is shown on their hp bar

3. If the player kills the unit they are rewarded with points otherwise nothing happens

4. When a player kills a stronger unit the points given are much higher as well as a sounds notifying them

5. Killing them removes the locked symbol and rewards the player with points


Week 3

Blog Post 5

This week our group discussed what the games style and mood would be throughout it. After completing a whole list of questions, we were able to condense it down to its simplest parts. We feel as though the free and open mood of the game will fulfill the casual player experience that we are aiming for. The style of the game also helps to create that endless feel from the game. drawing from the players previous experiences of being in the sky and looking at the infinite space in the clouds.

File for mood board: Mood Board

Spatial dimensions: The game is that of a 2D scrolling game that is bounded by the limits of the screen.

Style and Mood: Mood is directly influenced by the stereotypical thoughts of what flight means to people. A  bright open space, where you have the freedom to go where ever you want. A light color and realistic style are used to help create that open feel for the player, drawing on the players memories of the sky.

Period – Location: Earth, modern setting. Location is high above clouds with little visibility of the ground. The game is only outdoors.

Denizens: Aircraft and birds.

Audio: Adventurous background music with an upbeat tempo will be played in the background of the game. Swoosh sounds will also happen at points where clouds appear on screen.




Week 3

How many imaginary spatial dimensions does your game require?

The world is that of a 2D landscape, where the player can only move in the traditional four directions (up ,down ,left ,right).

How big is your game world? Is accuracy of scale important?

The size of the game world is the same as the Earth, where the game makes the player feel as if he is travelling all around the world. Scale is important in this game, with the small size and the largeness of the playing screen, it gives the player the sensation of travelling a huge world. This helps to connect the player to the overall feel of the game that is trying to be achieved.

How is your world bounded?

The world itself is bounded by the screen.

Is your game world set in any particular historic period or geographical location? When and where?

This game is set in the present day of 2017, where everything is parallel to our current society. Despite being set in the same time, the game has no specific geographical location. Instead, the game has generic areas that are quite common to players, that are easily distinguished and identified from one another.

Does your game take place indoors or outdoors, or both? If indoors, what are the furnishings and interior décor like? If outdoors, what is the geography and architecture like?

The game that we are creating takes place outdoors, predominantly high in the sky above the clouds. Whilst most of the scenery does consist of clouds, players will be able to see what’s below them at certain points. These can range between green forests, cities or even flying over the ocean. Whilst flying of forests players will see lush areas full of tress and grassy plains.  Cities consist of a metropolis feel, tall sky scrapers with lots of cars moving around on the streets. Oceans will consist of waves, boats and the occasional dolphin. This will create an open feel for the player, that their battle is flying them across the world freely.

Are there any people in your game world? What are they like? If there aren’t any people in the game, what are there instead, and what do they look like and how do they behave?

In the game, there aren’t any people, instead players interact with other aircraft and birds, all of which are enemies. They look the same as air craft that are seen in real life, e.g. cargo planes, jet fighters etc. Their behavior is that of aggression to the player seeing as though they are the enemies of the game.

How will the sounds you use in your game reflect the visual style of the game?

As part of the game, the game will include music whilst the game is being played to stop it feeling stagnant. This music will be of a relaxed nature, with an upbeat tempo to invoke a feeling of adventure from the player. Alongside this, nature sounds will be used also to create that realistic feeling. Clouds will have a wind sound associated with them and birds will squawk whilst on screen. From these sound elements, it will help to create the feel of the player being the ship they are controlling, high above the clouds, off on an adventure.

Week 3

Player Stories

  • As a player of the Jet Fighter, I want to keep moving forward to arrive my destination.
  • As a player, I want to use my Jet Fighter to shoot down the birds/enemy fighter/helicopter/cargo plane/drones to clean my paths toward the destination.
  • As a player, I will use my Jet Fighter to dodge the birds/enemy fighter/ helicopter/cargo plane/drones to avoiding damages.
  •  As a player, I will collect the Power Up to acquire a random weapon for use.
  • As a player, I will control my Jet Fighter to passing a cloud to keep moving forward.
  • As a player, I want to control my Jet Fighter to dodging a storm to avoid damage.
  •  As a player, I want to control my Jet Fighter to passing a storm to get rid of it.
  • As a player of the Jet Fighter, I want to shooting down the birds/enemy fighter/helicopter/cargo plane/drones to acquire the Power Up.
  •  As a player, I want to use my Jet Fighter to shooting down the birds/enemy fighter/helicopter/cargo plane/drones as many as possible to achieve high score points.
  • As a player, I will control my Jet Fighter which acquired a Power Up to avoiding the birds/enemy fighter/ helicopter/cargo plane/drones to save the limited durability of weapon for important use.