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Chapter 1

Introduction

A computer game (also known as PC game) is a game played on a computer,

rather than on a video game console or arcade machine. Computer games have

evolved from the simple graphics and game play of early titles like Spacewar, to a wide

range of more visually advanced titles.

Computer games are created by one or more game developers, often in

conjunction with other specialists (such as game artists) and either published

independently or through a third party publisher. They may then be distributed on

physical media such as DVDs and CDs, as Internet-downloadable, possibly freely

redistributable, software, or through online delivery services such as Direct2Drive

and Steam. Computer games often require specialized hardware in the user's computer

in order to play, such as a specific generation of graphics processing unit or an Internet

connection for online play, although these system requirements vary from game to

game.

As of the 2000s, Computer games are often regarded as offering a deeper and

more immersive experience.


Background of the Study

These are games that inspired the researchers to do this research:

Tower defense is a subgenre of real-time strategy computer games. The goal is

to try to stop enemies from crossing the map by building towers which shoot at them

as they pass. Enemies and towers usually have varied abilities and costs. When an

enemy is defeated, the player earns money or points, which are used to buy or

upgrade towers. The choice and positioning of the towers is the essential strategy of

the game. Many games, such as Flash Element Tower Defense, feature enemies that

run through a "maze", which allows the player to strategically place towers for optimal

effectiveness. However, some versions of the genre force the user to create the maze

out of their own towers, such as Desktop Tower Defense. Some versions are a hybrid

of these two types, with preset paths that can be modified to some extent by tower

placement.

Plant vs. Zombies is like a tower defense video game developed and originally

published by PopCap Games for Microsoft Windows and Mac OS X. The game

involves a homeowner using many varieties of plants to repel an army of zombies. The

homeowner, along with a neighbor called Crazy Dave, must defend the homeowner's

house during day or night, in the front yard and the backyard (which contains a

swimming pool), and even on the roof. It was first released on May 5, 2009 and made

available on Steam on the same day. A version for the iOS was released in February

2010, and an HD version for the iPad. An extended Xbox Live Arcade version

introducing new game play modes and features was released on September 8, 2010.
PopCap has also announced a Nintendo DS version, released on January 18, 2011,

that will feature content unique to the platform. The PS3 version was also released in

February 2011. Furthermore, both the original Windows and Mac version of the game

have been re-released with additional content in a Game of the Year version. The

game received a positive response from critics, and was nominated for

multiple Interactive Achievement Awards, alongside receiving praise for its musical

score.
Conceptual Framework

This Conceptual Framework showed the four elements (input, process,

output and feedback) of the study wherein it was integrated with common purpose in

order to achieve the main objective of the study


PROCESS OUTPUT
INPUT

1. Features to be
considered in  Gathering
creating a information
proposed
strategic game
entitle “SURVIVAL
ISLAND”  Survey
questionnaire
a. Screen Layout
A Proposed Strategic
b. Special Effects Game: “SURVIVAL
(Animation)  Unstructured ISLAND”
interview
c. Sounds Effects

2. How admissible
is a proposed  Analyzing and
game entitled
interpretations of
“SURVIVAL
ISLAND” a gathering data
strategic game in
terms of:

a. Acceptability of
the program
Feedback

Figure 1: I-P-O of the Existing System

As shown in Figure 1, in order to create a game entitled “SURVIVAL

ISLAND, a strategic game” the researchers should have features to be considered in

terms of Screen layout, Special Effects (Animations and Sound Effects. They

gathered information, conducted surveys and interviews, and analyzed and

interpreted gathered information. Based on the process made by the researchers, the

output was the proposed game entitled “SURVIVAL ISLAND, a strategic game”.

Statement of the Problem

This study is aimed to have an entertaining game. It sought to answers

the following question:

1. What are the features to be considered in creating a proposed strategic game

entitled “SURVIVAL ISLAND” in terms of:

a. Screen layout;
b. Special effects(Animations); and

c. Sound effects

2. How admissible is the computer game “SURVIVAL ISLAND” a strategic game in

terms of:

a. Acceptability of the program;

b. Functionality of the program; and

c. User friendly?

Assumption

This game will truly test your strategic ability that have an influence of Plants

vs Zombies and TD (tower defense) Mafa. We surely assume that the approach of

this game will be unique and will be more exciting to play with new features and

especially the characters.

Scope and Limitations

This game concerns in the strategic ability of the gamer in order to surpass

each game levels and our game compose of 30 game level .This game is designed

for a single player only, each level has a limited enemies and that are designated for

every round. Each game levels you can upgrade your character up to 3 times and
each 3 round you surpass another character will be unlocked with different abilities

that can help you to defeat enemies and to go the next round. If you reach the final

level which is the level 30 the game will be shifted in to endless mode that truly test

your ability.

Significance of the Study

This study (Survival Island) will be more likely a Tower Defense. It had

improvisations that will increase the fun quotient as well as the difficult level. The

general opinion is that this game is an absolutely wonderful and difficult game to play

which makes it more exciting. With intrigue and mystery surrounding the game plot

and added to the graphics and music. Survival Island will be a sheer delight. Though

all the gamers start off quite slow initially it picks up in momentum as the games

proceeds.

To the user. The user will like this game because there is a healthy

combination of fun, strategy and this will improve the alertness and come mentally

alive when playing the game. This game will captivate the user’s imagination.

To the future creators. This research will give them knowledge or some

information in terms of upgrading or creating their game.

To the future researchers. This study will serve as their blueprint or guide for

their related creations or study.


Definition of Terms

User-Friendly - Refers to anything that makes it easier for novices to use a computer.

Strategic game - is a game in which the players' decision-making skills have a high

significance in determining the outcome.

Single player - refers to the variant of a particular game where input from only

one player is expected throughout the course of the gaming session. A "single player

game" usually implies a game where this mode is the only or main option.

Animations - A simulation of movement created by displaying a series of pictures, or

frames. Cartoons on television are one example of animation. Animation on

computers is one of the chief ingredients of multimedia presentations. There are

many software applications that enable you to create animations that you can display

on a computer monitor.

Upgrade - refers to the replacement of a tower with a newer look, give more damage

to the enemies and add range to the target.

Sell - To sell a tower with a lower price.

HP - Hit Point or health of the player that looses when an enemy got pass in the path.
Gold - The money of the user which is use to buy or upgrade a tower. Can be

obtained by killing enemies. Each round or level has a bonus gold.

Tower - It is use to defend your base in order to survive and finish the game. Each

tower has a purpose example, the ice tower, it slows the movement of the enemy

crossing in the path.

Game Mode - Difficulties of the game. Example Easy, Normal and Hard. Easy is for

newbie’s or beginners for the game, Normal is for the user who has an experienced of

the game and Hard for the Insane or the user who is a lot of knowledge about the

game.

Level/Round - A discrete subdivision of the respective game's complete playable

space, which often contains a number of unique challenges or other game elements.

The term "level" can also refer to difficulty level, that is, a place on an abstract scale of

game difficulty.

Game Map – A map, area, or world in the game where the user selected, before

playing the game

Chapter 2

Related Studies
Foreign

Strategy video games  focus on game play requiring careful and skillful thinking

and planning in order to achieve victory. In most strategy video games, says Andrew

Rolling’s , professor UCLA (2009) "the player is given a godlike view of the game

world, indirectly controlling the units under his command." Rolling’s also notes that

"The origin of strategy games is rooted in their close cousins, board games.

Some of this strategic games have benefits to the players, according to Mr.

John Schuffman, from the University of Michigan (2006.).

The strategic games benefits the gamers by they can do their job accurately

but it takes time to perform. Playing strategic games can helpful to the logical thinking

by the gamer because the gamer itself construct a plan on how to solve the problems

and to finish the game (Chris Morrison, Ohio state,2006).

Related Literature

Foreign
Strategic games comes up with bang in the gaming industry. Many of us use

to think that the strategic games was so boring and comes up with poor visual

display. People never think that this can be enjoyable and challenging than other

computer genre. According John Smith of university of Arizona( 2006) people want

to seek more challenging games than action games 35% percent of ages 15-17 and

up want to have more strategic than an action games most of the votes for comes

ages 8-12 yrs of age.

This shows that most of them wants a high definition games than poor visual

display strategic game but( Google)Pop Cap released their newest the Plants vs

Zombies on May 4,2009 it ‘s like a Tower Defense game which has usual

mechanics.

It has ideal approach because instead of tower the player’s use a variety of

plants with different skills that can help to strengthen your defense.

(Google ) named it the game of the year during 2009 -2010 because of it’s

positive response to the gamers, critics, and the society as well.

In this case not all strategic game is not that really boring because we can still

enjoy and entertain while playing this kind of games.

Relevance of reviewed literature and studies to the present studies


The relative information and articles from different books, related studies and

article from the internet help the researchers to conceptualized the research study.

The cited related literature was relevant to the present studies in creating new

game with the combination of different games .Researchers are trying inspired to

develop this game that can challenge, excite and bring out the gamers strategic

ability .

The reviewed studies gives the researchers a point of view in designing and

making a challenging and enjoyable game.

Computer game that is not violent but rather a challenging game that will

develop the players logic and strategic ability.

Chapter 3

Methods and Procedure

This Chapter contains the Methods and Procedures of the researchers in

conducting the study.


Method of Research

This Chapter contains the Methods and Procedures of the researchers in

conducting the study.

Method of Research

The proponents have used the Descriptive Research Method wherein the study

is focused on present situations. It involves there cording, description, analysis and the

presentation of the present system, composition or processes of phenomena.

Under the Descriptive Research Method, the technique used is the Survey

Method, which is otherwise known as normative survey. The results and findings of the

study should always be compared with the standards. With the survey method,

researchers are able to statistically study the specific areas where the proponents must

concentrate. Findings regarding the common practices being done and the methods

which are commonly adopted by the students in ERVHS are obtained with the use of

the survey method.

Research Locale

The locale of the study was the Eulogio Rodriguez Vocational High School

(ERVHS) located at Nagtahan, Sampaloc, Manila.


Sample and Sampling Technique

Sampling may be defined as measuring a small portion of something and then

making a general statement about the whole thing. It enables the study of a large,

heterogeneous population more economic wise, meaning not too costly, and more

realistic and possible to make. The population to be researched upon is quite small;

hence scientific sampling is implied to each member of the population since the number

of population is attainable for sampling. The researchers decided to use the

unstructured random sampling technique since the population is well in the reach of

statistical evaluation.

To justify the point, the use of Sloven’s Formula was utilized in the

formula of:

N = N / 1 + N (e) 2

Where:

n = sample size

N = total population

e = level of confidence (.01 to .05)

Respondents of the Study


The respondents of the study include the Students in Eulogio Rodriguez

Vocational High School (ERVHS) where in the researchers prepare a set of carefully

prepared and logically ordered questions.

(see Table 1.0)

Table 1.0

Respondents Distribution

N = 80

Year Level Number of Respondents Percentage (%)


Freshmen 40 50%
Sophomore 20 25%
Junior 10 12.5 %
Senior 10 12.5%
Total 80 100%

The questionnaires are being answered accordingly to the priority of concern by

using predetermined sets of questions with predefined ranges of answers so as to avoid

any conflicting series of response.

Instrumentation
The Students in Eulogio Rodriguez Vocational High School was the respondents

and the main instrument of our research, they are the one to utilized the questionnaire

made by the researchers, so that all data needed in the study will be gathered

Construction of the Instrument

The construction of instrument is made for the researcher to observe the

comments and reactions of the student’s base on the interviews and surveys to be

conduct. The prepared questions will contain features of the study, so that the

respondent will give a comment or suggestion that can be helpful for the creation of the

game.

Validation of Instrument

The Instrument construct for the research will validate by the Adviser, IT expert

and an English critiques to ensure the reliability and relevance of the survey

questionnaire.

Data Gathering Procedure


The researcher will gather data through brain storming, research in reading

materials like Books, Journals, Magazines, Newspapers and other Internet article.

Interviews and sharing of ideas will be useful too.

Statistical Treatment of Data

Statistics is one way of getting the information’s organized. To have a general

view of the whole scenario of the study. This also includes the scaling system, which is

used by the proponents as a technique to monitor the respondent’s interpretation of

facts.

(see Table 2.0 and 3.0)

Table 2.0

Scaling Systems of the Existing and the Proposed System

Rating Scale Interpretation


5 Excellent
4 Very Good
3 Good

2 Fair
1 Poor

Table 3.0

Scaling Systems for the Problems Encountered of the Existing System

Rating Scale Interpretation


5 Strongly Agree
4 Agree
3 Disagree
2 Strongly Disagree

1 Undecided

Below are the Formulas used to arrive to the computation used by the Statistical

Treatment of Data:

1) Frequency Distribution = n / T * 100%

Where:

n = Number of respondents in a single gender classification

T = Total number of respondents including all the gender classification

2) Mean() = F(X1 + X2 + …… Xn) / n

Where:
F = Frequency that a given X was chosen by the respondents

X = Represents any of the numerical ratings 5, 4, 3, 2, 1

represents, excellent, very good, good, fair, poor

n = Total number of respondents

3) Weighted mean(x) = f(X1 + X2 + …… Xm)n / N

Where:

n = Total numbers of criteria

Where:

T = Computed + Value

Xp = Overall rating for proposed system

Xe = Overall rating for existing system

Np and Ne = Degree of Freedom

4) CBA (Cost Benefit Analysis) P = F / (1 + l) n

Where:

P = Present Value
F = Total Savings

l = Bank Interest Rate

n = Number of Years

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