The Mobile Air Combatant Game Computer Science Essay

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Mobile Gaming! It is just that, gaming on the go! Pac-man, Snake, Image Puzzle to more involved interactive role playing games anywhere we go. As technology improves the better the games become. However, the mobile industry both in gaming and applications is still in its infancy. Developers, manufacturers and carriers are all still looking for that one killer game or application that will revolutionize the mobile industry and ultimately drive millions of dollars in revenue. Yes, graphics are getting better and game play is getting better but there is yet to be a game that will capture gamers by the thousands if not millions. This is a good thing for us developers; it leaves us with plenty of opportunity to cash in before the wave passes us by.

Today mobile gaming has become more popular because these Games are satisfying, fulfilling, smile-generating bundles of entertainment that make lives slightly brighter while they are being played and mobile gaming provide ubiquitous environment so you can play anytime, anywhere..

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Gaming on mobile phones is fast attraction with top Indian gaming companies, such as Zapak, ibibo, and India games, induction mobile based gaming platforms providing users access to multiple games while incorporating social networking functionalities with gaming. Gaming in India is gaining market owing to content localization, for example, t20fever.com launched by India game launched by Zapak. (Telecom Study, 2010)

In India, call rate of mobile phone is very cheap; users need not to spend money on incoming call than other country so mobile phone users in India are increasing day by day. So, mobile gaming is very hot and upcoming industry.

Telecom study said "The mobile entertainment industry in India is witnessing significant growth and Tavess forecasts this market to reach $4.9 billion in 2015 from $1.2 billion in 2009, growing at a CAGR of 26% in the period 2009-2015."

1.1.2 TOPIC OF THE SYSTEM:

A Mobile Air Combatant is a Mobile Game which will be based on shooting and fighting with the enemy. It will be best suited with the resolution of the 240 X 320 pixels (especially for Nokia Manufacturer Series 40 edition). Main reason for the development of the system will be satisfying, fulfilling, smile-generating bundles of entertainment that make users lives slightly brighter while they are being played.

1.1.3 PURPOSE OF THE SYSTEM:

Mobile Air Combatant is a mobile game application which is based on satisfying, fulfilling, smile-generating bundles of entertainment that make lives slightly brighter while they are being played. It is a fighter game where a player's fighter plane goes and shoots at enemies targets. The main purpose of this system is (1) entertainment. By the playing game, player will entertain himself. (2) Nowadays people are very busy in their work so they don't get time for playing games in the playground. Playing game is necessary for refreshing or removing stress. So people like to entertain in free time and the best way of entertainment is video game and the mobile game is the best way of video game because it is (3) provide ubiquitous environment( anyplace, anytime). People like to play game in free time such like in railway station, in waiting time, travelling in the bus or in any type of journey so only mobile device can provide such type of facility.

According to the survey by Centre for Telecoms Research (CTR), 600 Million mobile phone subscribers will be there in around world at the end of 2011, it is expected to reach 20 percent of the population in India, as it is currently the case in China. So, Mobile gaming is very hot and upcoming industry.

(600 Million Mobile Phone Subscribers in India)

This application is perfect for working people as well as teenagers. (4) Teenagers very concerned about play video game in free time at home. Even if that strategy is arrived at by trial and error, it is still a fine way of learning for kids. This application will give full entertainment and pleasure to all type of users.

1.1.4 TARGET AUDIENCE

This application will target broad range of mobile phone users who is using mobile phone for playing game. There are especially two groups of users:

Student: Those students who are very concerned to play game in free time at home. In this group those people will come who studies at a school, college, or university. Fun and entertainment will be main purpose behind using this system.

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Working people: Those people who are using mobile phone not only for communication but also for the playing game. In this group those people will come who is working in any organization. They like to play game for refreshing or removing stress.

PROBLEM CONTEXT

There are several problem is coming in the gaming world which tends to develop this system. There are following problems with descriptions:

Unavailability and high cost price: Many people want to play game but due to high cost price and unavailability of game people are not able to play game. Unavailability in the sense of mobile users don't know from where we will get game and how so most users play pre-installed game, after some days user become bore in playing same game. This system will be developed at low cost price so system will attract more users.

Poor overall interface design or unattractive graphics: Poor use of color combination or designing patterns which affects the player's interest. There are many systems which does not follow HCIU guidelines. Users do not want unattractive graphics.

Lack of proper instruction in Mobile Games: There are many mobile games which don't provide proper instructions and guidance about how to play games to the novice users. All mobiles have their own interface which is different from one another so; mobile users are always confused about how to use them. There is no hard and fast rule for designing and developing mobile interfaces, all a developer can do is to strictly follow HCI&U principles and provide proper instructions and guidelines to a novice user.

Speed: There are many games which don't provide proper speed of game. Those games which are fast users does not able to perceive and make strategy to play game, in such condition user don't like to play. In some games, speed is too slow and user had to wait some time till Game go to next stapes.

Level of Difficulty: The level of difficulty affects the interest of users to continue using the system. Thus, a game, which is too easy, will cause boredom in playing; and a game, which is too difficult, may cause distress for the player.

Navigational problem: No proper use of navigational guidelines due to poor implementation of designing pattern follow.

GOALS OF THE SYSTEM DEVELOPMENT:

1.1.6.1 PROJECT GOAL

The main goal of the system development is to research, analyze, design and implement and to develop a mobile game. The main goal of the game will be entertain to user by the implementation of the different game logic and different algorithms in the game so user will able to play game smoothly and effectively. In this project, the developer will implement collision algorithms, player position algorithms to detect player positions. At last of the game user of the game will able to get five highest scorer of the game.

1.1.6.2 ACADEMIC GOAL

To complete and get Degree of Bachelors in Engineering in the field of Computing. It is needed to fulfill the requirement of final year project strictly according to standards set by Staffordshire University, UK

To gain skills, knowledge and experience in project management and mobile application programming especially in gaming which will help to develop new games.

To learn new technologies, programming languages, storage technologies in mobile and project management techniques are vital.

To strengthen the understanding in some of the technological areas in strength which includes Gaming, Graphic Designing, Animation, Multimedia etc. that will surely give additional understanding in the gaming or computing field and hence ensure more opportunity in the coming future.

OBJECTIVE OF THE SYSTEM DEVELOPMENT:

1.1.7.1 PROJECT OBJECTIVES:

1.

To create a mobile game of air fighters to be implemented on mobile phones.

2.

The game starts with a player fighter on the screen and the player's fighter has the ability to shoot enemy targets.

3.

The game simulates the player's plane to go forward with scrolling down the background, which is the battlefield.

4.

To provide facilities to move player's plane in four directions: up (forward), down (backward), left, and right across the screen.

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5.

The enemy objects may be planes or even tanks that have the ability to target and shoot the players plane.

6.

Effective use of different media as graphics, animations, sound, text in the system.

7.

To make sure that the system is free of bugs and errors.

8.

To apply the various Game Design and Human Computer Interaction Design Principles to the system design.

Table Project Objectives

1.1.7.2 ACADEMIC OBJECTIVES:

1.

To learn game programming and to implement in the project.

2.

To learn advanced programming in Java technology. This application is being developed in J2ME

3.

To learn algorithms and implement in the project. For example, collision detection algorithm, player's position detection.

4.

To learn efficient and effective programming and problem solving skills through this project

5.

To learn software development methodologies, project management and apply on this application.

6.

Understanding the concept of Human Computer Interaction.

7.

Gain knowledge to implement and integrate different media files to enhance the quality of the system.

8.

Gain knowledge in field of multimedia project development.

Table Academic Objectives

RATIONAL:

In order to implement such a system tends to gain tangible benefits as well as intangible benefits

1.1.8.1 TANGIBLE BENEFITS:

In the tangible benefits those types of benefits will come which can be measure in the terms of money. There are following different types of tangible benefits of the system.

Mobile vendor: It will increase sell of those mobile which have pre-installed game in mobile. This will attract more and more mobile user and finally revenue of mobile vender will increase.

Gaming Industry: It will attract more and more users who love fighting game, ultimately adding profits to the gaming industry.

Provide Ubiquitous Environment: Mobile game provides an environment through user can get benefit of it from anywhere, anytime, anyplace.

It will help those users who are physically challenged and they cannot play game in the playground, they will like to play game in mobile.

Fun: games are fun. They are satisfying, fulfilling, smile-generating bundles of entertainment that make lives slightly brighter while they are being played. So mobile game entertain user without spending extra money.

Games help children who are ill or have injuries. Interest in a game distracts the mind from pain and discomfort. Many hospitals are cheering children and others undergoing painful treatments to play games.

There are many medical departments are using computer games as a form of physiotherapy. Games help people who are recovery from physical injuries gain motor skills and coordination too.

1.1.8.2 INTANGILBLE BENEFITS:

In the Intangible benefits those types of benefits will come which cannot be measure in the terms of money. There are following different types of intangible benefits of the system.

It will improve strategic thinking of child. This game will demand strategy from the player. Even if that strategy is arrived at by trial and error, it is still a fine way of learning.

It is one of the way of improve problem solving skills. When player will play game and during the game player will have to solve to shoot enemies. This way game will help in improvement of problem solving skills.

In during the game user will have to concentrate on game and they will have to coordinate eye for watch enemies and hand for shoot out. In this way, it will user to improve eye and hand coordination

In during the game user will have to take quick response and accurate move to protect himself from enemy. In this way game enhances users fast accurate decision making skills.

It will also enhance imagination, encourage adventure and encourage memorization.

1.1.9 SUCCESS CRITERIA

Success criteria of the project will be determine on both in depth understanding and experience gained from the project, and develop quality of the prototype and underneath documentation in order to make this solution feasible to address the known problems.

1.1.10 FUNCTIONALITIES OF THE PROJECT:

In order to make interactive and attractive game, the developer is going to integrate different functionalities into the proposed system. Developer has categorized functionalities into three types as listed below:

1.1.10.1 CORE FUNCTIONALITIES:

Development of single player mobile air fighting game. It will be based on time based scoring.

In each level player have to fight with certain number of enemy fighter planes, force and tank which kills them and if in case the enemy's bullets touch the player then players life starts decreasing.

Enemy's objects destroyed when player's bullet touches them

For each destroyed plane, tank player gets points and these points will be used for moving to the next level.

Scrolling background that simulates the movement of the player's plane

The controls used for the game, one can use the specified key to fire bullets, directional keys to move left, right, up and down.

At the end of game, application will give result where user can see last five highest scorers.

Game Manual/Instruction-Game manual will be provided instructing users how to play game.

1.1.10.2 ENHANCED FEATURES:

Bonus point setting: After destroy plane by player there will come star if player take star then bonus point will be provided to player.

Synchronized sound effect- There would be proper synchronization of the sound when the player shoots enemies.

Health shield: After certain time, Health shield will come on the screen which will increase player health. User will have to take to increase health.

Provide help to player: With the proceeds further player need to know about how much time remains and points required to go further level.

1.1.10.3 SPECIAL FEATURES:

This game consists of four levels.

Rising complexity of level: With the proceeds further level the difficulty level of game will increased.

Bullet shield: After certain time, Bullet shield will come on the screen which will increase power of firing bullet. User will have to take to increase health, after that player's efficiency will increase.

Save Game: It will provide save facility to user to save game and play again on same stage.

Pause: It will also provide pause facility to player to pause game for some time.

PROJECT SCOPE AND LIMITATION:

1.1.11.1 PROJECT SCOPE

"Mobile Air Combatant" is a mobile game application so these are the scope of this project:

We know that children like games and they invested their more times to seat in front of computer or TV to play video games but by this application, children can play game any place and any time by own mobile set.

As it provide ubiquitous environment so user can play game in bus, train or in free time for entertainment purpose so it will help working people to entertain and removing stress.

This application is not dependent on any age group. Anyone can play this game so older person will feel pleasure after playing game.

House wife can play game at home in free time for entertainment.

Even inferior person can use this application because mobile sets in India are available at low cost price.

Uneducated person also can use this system because system will take less time to memorize so after memorize the system they can use very easily.

1.1.11.2 LIMITATION OF THE SYSTEM:

"Mobile Air Combatant" is a mobile application which will be dependent on series of Nokia mobile and resolution so it can't be use on other vendor mobile set.

Multiplayer: The game developed within the system will be only a single player. It cannot be used in a multiplayer environment.

Players cannot go to back or forward, players can move only boundary of mobile set screen. There will be moving background that simulates the movement of the player's plane.

1.1.12 PROJECT FEASIBILITY STUDY

In this project, simple feasibility studies have been done at the early stage to indicate that this mobile game development is feasible to be executed. The following points are the feasibility issues that have been done. Though this is not a thorough feasibility study, but it may conclude that this development is feasible.

1.1.12.1 Operational Feasibility

Operational Feasibility This section is about how the developed system may be operated when deployed. The product of this project is a mobile game. Thus, business opportunity lies beneath the initiation of this project, not some business problem.

The game designed and implemented in this project is highly feasibly in term of operational. Mobile application is growing fast in the market nowadays and it will not go away soon. Mobile phone users started to use the devices not only for the mean of communication, but also for other aspects like entertainment.

1.1.12.2 Technical Feasibility:

Technical feasibility is on the technology available to execute the project. In this project, there are several options of technology and platform to develop and deploy the system, as it will be mentioned in Section 3.1.3 Research on Available Technologies and Platform.

1.1.12.3 Schedule Feasibility:

The project will be developed on time by following the Gantt chart very closely so the project is assumed to be schedule feasible.

1.1.12.4 Economic Feasibility:

In this project, the only cost for the development of the system is the software license and tools used. Since it may not require actual client, and it involves only one developer hence, a detailed description of the development cost is not available.

1.1.12.5 Legal Feasibility:

This section is about legal issues in the project and the outcome (product) of the entire development. The system is about an arcade game of air fighter on mobile phones. It does not have sensitive content in it or unethical content either.

The technology and platform used to develop the system is Java, and Java 2 Micro Edition, which is free of charge. Other tools used is Visual Paradigm for UMLCommunity Edition that is free for community, but without some functions like code generation.

MAJOR DELIVERABLES OF THE PROJECT

PPF and PSF

Planning and Research documents

Fully functional System

Documentation of the system

User Manual

Presentation

PROJECT PLANNING:

1.2.1 PROJECT MANAGEMENT:

Project management is the application of knowledge, skills, tools, and techniques to project objectives to meet stakeholder needs and expectations.

(PMBOK, 2004, P.8)

In order to develop a successful project, it will help developer to execute successful plan, controlling and monitoring the project on time within budget with expected quality and functionality.

Figure Project Management

9 Knowledge Areas of Project Management

Scope Management

Time Management

Cost Management

Quality Management

Human Resources Management

Communications Management

Risk Management

Procurement Management

Integration ManagementThe developer has decided to apply "Iterative Waterfall model" methodology for the development of proposed system. The project management actions are defined according to the PMBOK 2004.

1.2.2 SCOPE MANAGEMENT

Project scope management deals with defining and controlling what is and is not included in the project. After the completion of the preliminary Investigation, the developer has prepared development plan.

1.2.3 PROJECT DEVELOPMENT-PLAN

While the project follows the four major phases of the waterfall model, I have broken down the overall process to some more detailed tasks for the development plan; here is a breakdown list of the plan with its possible durations:

Start date: 26th July 2010

Duration: 31 Weeks

End date: 28th April

Project Definition

Duration: 2 week

Tasks:

Idea Generation

Project Title Selection

Draft Project Proposal

Project Planning

Duration: 2 weeks

Tasks:

Work Breakdown Structure

Schedule and Time Estimation

Gantt Chart

Project Proposal Form

Requirement Analysis

Duration: 6 weeks

Tasks:

Identify project specifications

Project Background

Resources required

Techniques to be learnt

Goals and Objectives

Determine System Functionalities

Identify scope of research

Project Specification Form

Investigation ad Research

J2ME

JAVA

Mobile

Human Computer Interaction

Multimedia Design Principles

Current multimedia applications

User requirements

Analysis

Feasibility study

User Modelling and Profiling

Domain analysis

System analysis

Risk analysis

System Design

Duration: 5 weeks

Tasks:

Use Case Diagram

Midpoint Interview

Activity Diagram

Sequence Diagram

Class Diagram

Navigational Design

Story Boarding

Data flow Diagram

Abstract Interface Design

Screen layout

Content Design

Interactivity Design

Functionality Design

Prototyping

Duration: 5 weeks

Tasks:

Creating Prototypes

Evaluate Prototype feedbacks

Production and Implementation

Duration: 3 weeks

Tasks:

Code generation

Media processing

Design Graphics

Module Integration

Testing and Evaluation

Duration: 5 weeks

Tasks:

Prototype Evaluation

Test Plans

Unit Testing

Integration Testing

System Testing

User acceptance testing

Project Ending

Duration: 3 weeks

Tasks:

Submission of the finished product

Presentation

Why Work Breakdown Structure is necessary

Because this project involve many people and many different deliverables, so it is important to organize and divide the work into logical parts based on how the work will be performed.

It provides the basis for planning and managing project schedules, costs, resources, and changes.

It helps to visualize the whole project and all its main parts.

1.2.4 TIME MANAGEMENT

Project Time Management includes the processes required to complete timely completion of the project. Project started on date and will be finished and will be presented on date according to academic requirement. After the estimating the time the developer has prepared Gantt chart for scheduling and to meet academic deadline through change control process. In the appendix section the developer has attached Gantt Chart.. (PMBOK, 2004,p. 123)

1.2.4.1 KEY MILESTONE AND DELIVERABLES

S.No.

MILESTONE

DELIVERABLES

01.

Selection of Topic

Draft Proposal

02.

Finalizing Topic

PPF

03.

Finalizing Preliminary Scope

PSF

04.

Detailed Scope Definition

Development Plan

05.

Scheduling

Gantt Chart.

06.

Primary Analysis

Literature Review Document.

07.

System Research Completion

Primary and Secondary Research Document.

08.

Completion of Analysis

Summary of research, Uses Information while the designing and implementation.

09.

Completion of Design

Interface, Navigation, Storyboarding and other design in the form of UML diagram.

10.

Completion of Learning Technical Skills

Developer became prepared to handle the technical part related to the development of the system.

11.

Completion of implementation Phase

Complete System was ready.

12.

Unit testing, System Integration , Testing and Documenting

System would be tested thoroughly and test result document would be ready.

13.

System Documentation

User Manual and Final Report

14.

System Optimization

Optimized System

15.

Project Ending

Critical Evaluation Report, Presentation and demo.

Table Key Milestones and Deliverables

1.2.5 QUALITY MANAGEMENT

Project Quality Management determines quality policies, objectives, and responsibilities so that the project will satisfy the needs for which it was undertaken. It implements the quality management system through the policy, procedures, and processes of quality planning, quality assurance, and quality control, with continuous process improvement activities conducted throughout project.

(PMBOK, 2004, p. 179)

1.2.5.1 TEST PLAN

Once the developer will develop the source code, it will needed to test to find and fix as many error as humanly possible before delivering the product to target users. Once the system is developed, testing will be performed according to prevents bugs through the using a series of test plan that will test every aspect of the product and make sure that everything

The end result of the testing is used for improvement and modification of the system in the next iteration. The following table briefly describes how these methods will be used to performing test.

No

Methods

Application

1.

Black-box Texting

Black box testing allows the tester to interact with the system to assess the test results, through this testing, user get to know what the system is supposed to do, but not how it is done.

2.

White-box Testing

It allows the user to access the system and its inner codes, thus having better understanding on how the system works internally. This test will be performed by a supervisor. The supervisor will be giving evaluation based on the runtime effectiveness and efficiency of the system codes, in order to produce a better performance.

3.

Unit and Integration Testing

This system will be developed in different modules or units, based on these units, testing are done individually, once the modules are tested, they are been integrated for the integration testing. This is not a genre of testing but could be performed under either black-box testing or white-box testing.

4.

Usability Testing

It tests the usability of the system; it considers the user interface design, familiarity, user acceptance and recoverability of the system.

5.

Functionality testing

Functions featured in the system will be tested thoroughly to ensure that it is working properly.

6.

User Acceptance Testing

Testing is done when the system is integrated together.

Table Test Method

1.2.5.1.1 TEST PLAN AND STRATEGIES

Start Date: 25th Feb 2011 End Date: 10 Apr 2011

Objective:

1.2.6 COMMUNICATION MANAGEMENT

As, this is our final year project so, there is not more communication needed. Only the supervisory meeting and primary research area only and during user acceptance testing it will need.

1.2.7 RISK MANAGEMENT

Project Risk Management includes the processes concerned with conducting risk management planning, identification, analysis, responses, and monitoring and control on a project.

As the current stage the developer has done risk analysis to identify the risk involved in the project. These risks are recognized on the basis of Development-plan. The main objectives of Project Risk Management are to boost the probability and impact of constructive events, and cut the probability and impact of events unfavorable to the project.

1.2.7.1 METHODS FOLLOWED TO IDENTIFY RISKS

Previous Document Review

Creative Thinking

Historical Data

1.2.7.2 IDENTIFIED RISK AND RESPONSE PLAN

Risk Name

Likelihood

Consequence

Priority

Personal shortfall

Possible

Moderate

Medium

Lack of knowledge

Likely

Major

High

Unrealistic schedule and budget

Unlikely

Minor

Medium

Hardware do not support

Possible

Minor

Medium

Natural threat

Rare

Major

Medium

Political

Rare

Moderate

Medium

Table Identified Risk and Response Plan

1.2.8 ETHICS COMMITMENT

In order to develop successful project, the project included involvement of user at a time of preliminary investigation and usability and functionality testing of the final system. So, the developer has submitted a fast track-ethical form with rules and guidelines which indicate to protect information of the participants. It also ensures the project will be developed in a professional manner and will not break any rules and regulations.

Project has been introduced , background explained, benefits highlighted, objective and functionalities explained and development plan is illustrated to how the entire project will be completed in this chapter.

Summary

Next: PROBLEM DESCRIPTIONS

It is necessary to understand the problem in detail so that it is adequate that there is need for the proposed system to solve existing problems in existing e-commerce systems.