BreakIn
This game was developed to get a better understanding of programming in Java, UML-diagrams and object based programming.
The game is based on a story: Your two best friends are kidnapped. The two friends and their dog are held in a compound and to save them you have to break through walls. The compound consists of three walls and a tower. One of the friends lost her shoe just behind the first wall of the compound. Your first goal is to break through that wall and there you’ll find the shoe. After you found the shoe there are some complications: The dog of the friends is held behind the second wall, because of the dogs need for food and water your time will be limited. When you saved the dog there is only one thing in between you and your friends. Well… maybe two, besides the third wall there are also enemies that will throw whatever they can find at you, influencing your visibilty. When you finally save your friends you can destroy the tower, as a bonus level.
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Find out more about BreakIn
Before each level an animation video will be shown to draw you into the story, elements from the animation are matched in the game itself. You throw your ninjastar (ball) at colourful bricks. Those colourful blocks visualize the wall of the compound. When your ninjastar hits a block a randomly chosen explosion sound, a screenshake and explosion cloud are the result. The ninjastar can bounce from the walls of the game, your paddle and the bricks (right before it destroys the brick). You can throw an effect star by moving your paddle at the same time the ninjastar hits it. If you destroyed all of the bricks you move on to the next level.
In level two all the features of level one still exist but there is a new difficulty that you encounter, the time pressure. This time pressure is visualized by adding a row of bricks roughly every minute. In the info bar there will also be a shoe icon drawn; this is the thing that you already collected in level one.
Level three doesn’t have the time pressure; instead it has enemies that are trying to keep you out of the compound. This is ‘the creator’ in the game, the creator creates surprises, these surprises are meant to keep you out of the compound. A surprise is created roughly every thirty seconds. It is ‘wrapped up in paper’ and thrown out of the compound. The surprise moves around and bounces in the same way the ninjastar does. When the ninjastar hits the surprise this has effect on you. You can get a screen splash that partially blocks your view for a short while, or your paddle can be resized to a smaller version for a while. This effect lasts until you hit a brick. The info screen now also shows the dog, you collected him in level two.
The bonus level is the same as level one. The only difference is that the info bar also shows the icon of your two friends. You are just destroying bricks for the sake of it. If you finish the level the game closes itself.
OVERVIEW
Grade:
9
Course:
Program your breakout
Coach:
Erik van der Spek (TU/e)
Competences:
Creativity & aesthetics, Technology & realization, Design & research processes, Communication & collaboration
Key learning points:
Game design, animating, Java, UML reading and designing, gamification, Teamwork
Deliverables:
Timeframe:
February 2015 – April 201