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Flash Custom Game

$100-500 USD

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Publicado hace casi 15 años

$100-500 USD

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The player is in a car, on the way to the beach (“Scheveningen?? is aDutch place near the sea). To reach the beach, the player has to cross a numberof rivers using a bridge. For each river, there is a question and two bridgesblocked by a barrier. Each of the bridges displays an answer. The player parks his car in front of the bridge which displays the correct answer. When he has done that, both bridges will lower themselves, but only the barrier in front ofthe bridge with the correct answer will lift. So if the player has parked his car in front of the correct bridge, he will cross, and otherwise, he will haveto try again, but with a different question. The player has a limited amount oftime to reach Scheveningen, and furthermore, for each question answered INCORRECTLY, the weather will get worse. **technical specs (more in pdf)** The game needs to be “_root?? independent.? It is not allowed to use components in the swf. Randomizing the questions needs to be done by the game. ## Deliverables # **General info:** ## **Technical specs:** ·Code: Action Script 2.0 (NOT Action Script 3.0) ·Browser: IE 6, Firefox 3, safari (?) ·OS: Windows XP and Vista, Mac OS X ·Screen size: 600 x 450 ·Input games: array ·Text files ISO standard The game needs to be “_root?? independent. It is not allowed to use components in the swf. The? game uses content from thee-learning course. Randomizing the questions needs to be done by the game. We want to be able to change certain variables in the game easily (forinstance the number of questions) and want these variables to be listed andcommented in one block of actionscript so we can easily change it ourselves. All mp3 sounds belonging to the questions are not embedded in the swfand are located in a separate folder. The path to the folder should bementioned in the settings (see “Settings??). # **Game: Scheveningen** Aim of the game: The player is in a car, on the way to the beach (“Scheveningen?? is aDutch place near the sea). To reach the beach, the player has to cross a numberof rivers using a bridge. For each river, there is a question and two bridgesblocked by a barrier. Each of the bridges displays an answer. The player parkshis car in front of the bridge which displays the correct answer. When he hasdone that, both bridges will lower themselves, but only the barrier in front ofthe bridge with the correct answer will lift. So if the player has parked hiscar in front of the correct bridge, he will cross, and otherwise, he will haveto try again, but with a different question. The player has a limited amount oftime to reach Scheveningen, and furthermore, for each question answeredINCORRECTLY, the weather will get worse. This means the game can have several different outcomes: 1)? ? ? ? The player reaches Scheveningen withbeautiful weather (thus answered all questions correctly within timeframe) 2)? ? ? ? The player reaches Scheveningen, butthe weather is bad (so the player has answered the minimum amount of questionscorrect, but answered also a lot of them incorrect) 3)? ? ? ? The player reaches Schevningen, butit is nighttime already (so the player has answered all questions correct buttook a lot of time) 4)? ? ? ? The player never reachesScheveningen and is left standing in front of a bridge in bad weather with anempty fueltank. because time has run out. (so the player has either answeredall answers incorrectly and time has run out). ## **Content for the game** The ‘Scheveningen’ game works on any multiple choice question fromour? e-learning course. Each questionwill always have only two possible answers. The questions consist of: ·The question itself: Mp3 sound and/or text Theanswers consist of: ·Mp3 sound and /or text ·Boolean indicating right answer or wrong answer This information is stored in an xml file (see “XML??) The player has to guess which sound OR text corresponds with thequestion shown. Questions are shown on a card, held by a hand. Questions can be textonly, or a combination of text and mp3-sound. Each bridge represents only one possible answer. There are always onlytwo bridges in the game. The player makes a choice by clicking on the bridge itself. All questions together must be answeredwithin a certain timeframe. During the game a sun is slowly setting as an indications of timeprogressing (see “Settings??) During the game the colour of the sky and the forming of clouds is anindication of how many right/wrong answers are given (see “Settings??) ·An example of a TEXT ONLY question on the CARD could be: "In whichword does 'i' sound as in 'tight'". In this instance the player can hear amp3-sound when he hovers with the mouse over a bridge (mouse_over). The bridgewill appear to move down a little bit. On the bridge an icon indicates amp3-sound can be heard. o? ? ? Hovering over bridge **A** the mp3-file 'tier' will be played, and hovering over bridge**B** the mp3-file 'tough' will be played. ·An example of a TEXT & SOUND question on the CARD could be “do youhear an ‘o’ sound???. When a TEXT & SOUND question is shown on the card, theSOUND corresponding with the question will start to play automatically after aprogrammed time-delay (see “Settings??). In this example bridge A shows “YES?? aspossible answer and bridge B shows “NO?? as possible answer. o? ? ? If the player has to read a word inorder to make a choice, the different words are shown on the two bridges ? Settings: Settings are variables defined at thebeginning of actionscript and can be used by us to tweak the game ? ·Total question setting: Number of questions in the game ·Minimum number of questions to be answered correctly to reach the beach ·Total time available PER QUESTION -> the total time can then becalculated and should be used for the sun animation ·Amount of time the hand-card is shown. ·Amount of time delay before a mp3 belonging to a question starts to play ·Path to mp3 files. ·Speedsetting for the boat animation ·Settings for the weather changes, for instance : more than 2 questionswrong -> cloudy,? more than 4questions wrong -> very cloudy, more than 5 questions wrong -> rain etc. ? These are suggestions of course! The moresettings (with comment), the better ## Game flow: The game is operated by mouse. A new question: ·The player is shown a picture in which twobarriers are DOWN en two bridges are DOWN. ·Both bridges will LIFT displaying the [login to view URL] answers are INACTIVE and NO ANSWERS CAN BE GIVEN. ·A boat holding? a flag with anumber corresponding with the question being asked, is always shown rightbehind the bridges. It passes through the bridges from left to right. It istraveling quickly . ·A hand holding a card is shown. The card holdsthe assignment for the question. ? ·After a small amount of time (this is aSetting!) the hand with the card disappears into the lower left corner. Ifthere is an mp3 present for the question, it will be played after a smallamount of time (this is a different setting. When the hand with the card isshown, the timer for the mp3 should start running and after this timer goesoff, the mp3 should start to play). IT IS NOW POSSIBLE TO ANSWER THE QUESTION The player makes a choice by clicking on abridge. As soon as he has made his choice a car animates using a simple tweenin front of that specific bridge to indicate which answer was chosen. When an answer is given BOTH bridges willlower down completely. If a question is answered CORRECTLY by theplayer, ·Both bridges will lower ·The red and white BARRIER in front of the bridge corresponding with thecorrect answer will lift. ·The car will appear to move over the bridge and FADES INTO DISTANCE. ·The scene will fade to black (or another colour, we would like to beable to change this easily) and a new picture will appear with a new set ofbridges, in front of a new scenery. ? ? ? ? ? ? ? ? Whenever a RIGHT answer is being given the sun shortly shine morebrightly ·With each RIGHT answer the COLOUR of the skysill slightly LIGHTEN ? If the question is answers WRONG by theplayer ·Both bridges will lower ·Only the red and white BARRIER in front of the bridge corresponding withthe correct answer will lift. The other one will stay lowered (this is wherethe car is parked, since the player has answered WRONG) ·After a short time delay the car in front of the wrong Bridge will BACKUP out of sight. The rear-white-lights of the car should light up. This shouldbe a simple tween animation. ·The scene will NOT fade to black ·With each wrong answer more CLOUDS will appearin front of the sun ·With each wrong answer the COLOUR of the skysill slightly DARKEN ·The BARRIER that has been lifted will go DOWNagain. From here on, the scenario plays again: ·Both bridges will LIFT, showing new possibleanswers ·A boat holding? a flag with anumber corresponding with the question being asked, is always shown rightbehind the bridges. It passes through the bridges from left to right. It istraveling quickly. After it has left the scene: ·A new set of questions will appear on the SAME bridges, in front of theSAME scenery. Etc etc? ### Additionalinfo in ZIP
ID del proyecto: 2797461

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1 freelancer está ofertando un promedio de $680 USD por este trabajo
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Bandera de NETHERLANDS
rotterdam, Netherlands
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Miembro desde jul 31, 2007

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