Information Technology Reference
In-Depth Information
Table 4. The sounds from the Shoot the Ducks design document
A sound that is played as background music for instructions
A sound that is played to indicate game started
A sound that is played as background music for level #1
A sound that is played as background music for level #2
A sound that is played as background music for level #3
A sound that is played as background music for level #4
A sound that is played as background music for level #5
A sound that is played as background music for level #6
A sound that is played as background music for level #7
A sound that is played as background music for level #8
A duck sound that is played while the ducks are swimming
A duck chatter sound
A duck sound that is played when the duck is hit by a shot.
A duck sound that is played when a duck dies
A bounce sound that is used when the ducks hit a wall object.
A gun handling sound that indicates the change from one gun to another gun click
A sound that is played when gun #1 is fired
A sound that is played when gun #2 is fired
A sound that is played when a wall is hit by a shot
A sound that is played as background music end titles
A sound that is played to indicate that the player has reached high score
A sound that is looped that contains ambience sound
A sound that is played to indicate a score change
A sound that is played to indicate a change of level
has a grass-like image, while the playing area,
the pond is surrounded by the grass-like objects.
From levels 4 to 8, the pond has small islands
of wall objects behind which the ducks can seek
shelter (they are programmed to do so). The ducks
swim in the pond which is made of water like
images. The only function of the wall object is
to stop the ducks from moving out of the pond.
The duck object, which has the image of a duck,
moves with varying speed. Whenever it hits a wall
object it bounces. The player can shoot through
the walls on levels 4 to 8, but the effect of the
shots decreases. Whenever the player hits a duck
the score increases 10 points. The duck's speed
increases slightly when it jumps to a random
place. The gun object is placed at the bottom of
the screen, where it is fixed and can only move
to the left and right in a half circular pattern by
keyboard commands (See Controls ).
Sounds
We use 24 sounds in this game, covering all the
categories from the IEZA-framework as well as
the span from encoded to embodied sounds (see
Table 4). In addition, the sounds are spread across
the action versus setting axis and the diegetic
versus non-diegetic axis.
 
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