The first thought that comes to our mind is creating the enjoying and challenging game. It is a must that once this is played, the user will surely be satisfied and give a good feedback about it. It is an additional if the kind of game is challenging but enjoyable game. Games such as ENIGMA16 a mobile game that can be played on their cellphones. Playing this game is fun and thrilling because in this game the users will surely used her/his mind because it is like a puzzle game that you will switch the silver colors to the gold colors.
Overview of the Current State of TechnologyThe mobile phone games are becoming more and more popular in individuals? life. We can witness portability and mobility anywhere and anytime among all the different types of mobile phone games. One good reason that contributes to the success of mobile games is because of theirs mobility, which means players can play games anytime and anywhere. Statement of the Problem 1. What if the player can’t solve the puzzle? The researcher made an idea that the game must have an AI that can search and solve the game. 2. How the game will be enjoyable to play? The researcher adds some new features like sounds and some effects on the game. How the game will be finish?The game will be finish after hitting the last level and your time will be recorded as high score.
General Objective This project aims for making and building a single player turn-based strategy game for Java enabled mobile phones. The majority of work in this project will be to produce an enjoyable game for the mobile cell phone environment. The researcher will make a not easy mobile game but the users will enjoy the game because of it is mind game. Specific Objective 1. To create a user-game but a challenging one. 2. To create a game with a design project that will be attractive to users. 3.
To create a game with logic that fits the user’s intelligence. Significance of the Research This study will be significant in promoting the remarking of some good enjoyable games that adults and young children most of kids cannot enjoy because it’s designed only for adults and their level of intelligence. The game mechanics will be maintained but the design and difficulties will be easy to hard levels.
This study will beneficial to everyone for them to enjoy the game. Scope and Limitation No doubt that the mobile phone gaming has developed a lot with time, but along with its advantages everything brings some disadvantages as well.The researcher decided to make a game that has challenging and mind blowing game that that will test their intelligence level. First the player will analyze what is should his first move in able for him to transfer all the silver pieces to the gold pieces. There is a timer or limits of moves in order for the player to finish the game are find the algorithm and the logic of the game.
The game will be finished when the player transfer all the gold pieces to the place of the silver pieces or the game will be over when the player reaches the move limitation or the time is over.Chapter II II. REVIEW OF RELATED LITERATURE Fiver According to Kirkland (2002)the goal is to convert all of the White pieces on the board to Black pieces. Clicking on a piece with the mouse will change it from White to Black, and vice-versa. It will also change the pieces above, below, and to the left and right of the selected piece.
The Moves counter will turn red to indicate the minimum number of moves necessary to win, for the selected board size. Beyond the minimum number of moves, the Moves counter will turn gray. RompecabezasAs stated by Loyd (2000) the game of rompecabezasis based on the peg puzzle named “Fore and Aft”, first made popular in the USA by American Puzzle creator, Sam Lloyd. According to Sam, this game was originally an English invention, having originally been designed by an English sailor who had spent 40 years at the home for retired merchant seamen known as Sailors Snug Harbor on Staten Island.
The sailor had apparently sailed under Captain Robert Randall (c1740-1801), the original founder of Sailors Snug Harbor, the site of which has since been converted into a cultural center, including a botanical garden, arts center and museum.Chinese Checkers As explained by Pressman Company (2002) compete against the computer to move your marbles to the enemy base as quickly as possible. The aim of this Chinese Checkers game is to move all your blue marbles from your blue base to the opposite green base. Up to six players can compete at the same time in the original Chinese Checkers board game. In this online version, it’s just you versus the computer.
TacTix As studied by HeinTacTix (2007) is a two-player game, where the players take turns removing counters from the board. The goal is to force the other player (the computer) to remove the last counter.On any turn, you may remove counters from either a single row or a single column. The counters must be on adjacent squares (for example, you could not legally remove only two corner counters). You may remove as few as 1 or as many as 4 counters on your turn. HEX7 According to Enderton (2005) the players take turns placing their pieces on any unoccupied hex. The object of the game is for each player to connect their sides of the board with an unbroken chain of their own pieces. For White, the chain of white pieces would run from the lower left to upper right edge.
For Black, from the lower right to upper left. The chain may twist and turn freely on its way from one edge to the other. White plays first, but cannot make its opening move on the center hex.
Play continues until one side or the other has won; the game cannot end in a draw. Peg Solitaire As explained by Kirkland (2003) the goal is to remove pegs from the board by jumping over each peg with another peg; this removes the “jumped” peg (similar to Checkers jumps). Click and drag with the mouse to move a peg. Only horizontal and vertical jumps are allowed. The game is over when no more jumps are possible.You win the game by removing all the pegs except one from the board. A perfect game would leave one peg in the center position. For Reverse Peg Solitaire, the goal is to add pegs to the board, creating the selected peg pattern.
Jumping over an empty hole produces a peg in that hole. The game is over when enough pegs have been created to produce the selected pattern. Theoretical Framework The researcher’s game theory comes from the ancient puzzle game and will make it implement in a java enabled mobile.
Towards the end of the 20th century mobile games began to modernize and popular.Using Java ME a specialize platforms for mobile device, the researcher can make a game designed for mobile. Using Depth-First Search algorithm the researcher made an idea to solve the puzzle by AI. When the while loop terminates, algorithm is completed. Every cell has been visited and thus no cell is inaccessible. Also, since we test each possible move to see if we’ve already been there, the algorithm prevents the creation of any open areas, or paths that circle back on themselves. The researcher can put the start and end points wherever we want.
This is another advantage of perfect puzzle.Since, by definition, one and only one path will exist between any two points in the puzzle, the researcher know that given a start /end pair, a unique solution to the puzzle must exist. Depth-First Search is the most common algorithm used in puzzle generation programs: it’s simple to implement, works quickly, and generates very pretty mazes. The algorithm can also be used to solve mazes. This is how a puzzle generates solution for all mazes, no matter which algorithm was used to create them. Chapter III III. Research Methodology The first step to make the game is the idea phase.
The researcher can still make games even with limited programming skills if you plan out your idea and see what is available for our to work with. On the J2ME help site are frameworks for games and applications that you can use free of charge to create your first game. The researchers browse them as well as to test out their applications to see what we can do. Once the researchers have our idea, they needed to create an artwork design. The standards for cell phone games are images in the sizes of 128×128 (for backgrounds and tiles), 16×16 (characters) and everything in between those two ranges for special effects.We try to use less then eight colors in each jpg to keep size costs down; our entire game needs to be small. The next step was to create the game play for the new mobile game.
The first game you want to keep very linear in the decision-tree process so as not to leave any dead ends. Give the player some flexibility but keep him moving towards the conclusion of our game. Integrate the researchers artwork with the game play and finally the researchers got to compile our engine using J2ME. Make sure we have installed the Java SDK and libraries.
Then open J2ME, load our project file and click quick compile J2ME.