![]() ![]() The UI however was built and designed from scratch. The Android client was implemented in Java using Android Studio, and uses Google Maps for most of the presentation. Time is ticking: The main menu UI Timeholes in range Targets & the player’s position Ingame screenshots The endgame of the game is to survive as long as possible and climb the ranks on the global leaderboard. The target also recieves an attack message and can potentially defend himself. Stealing continues as long as the phone is continuously shook while the target is in range. The attacker then has the option to select the target and start the attack. To steal from a player, one needs to be actively using the app in close proximity to the target. ![]() Either way players are forced to interact, both in good and bad faith. The game allows for very interesting player interactions, since there are only two options to keep playing: Visiting places that can reverse timeflow, called timeholes, or stealing it from other players. The mobil contexts include all the ways the player can interact with the game, the social contexts are about how players interact with each other. ![]() The focus of the gameplay was mobile as well as short- and longterm social contexts. ![]()
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