Tiny Bird Thesis
Tiny Bird Thesis
Supervised by
UMER RAUF
Submitted by
AMJAD
ID: 11348
This is certified that we have created this project titled “Tiny Bird”
submitted by Arbab Uzair Hameed and Amjad University Registration
Number “11257” and “11348” respectively. We conclude this project
report is of sufficient standard to allow its acceptance by the IQRA
NATIONAL UNIVERSITY PESHAWAR for the award of the Degree
of BS (Computer Science).
Committee
External Examiner
Name ________________________________________
Designation ________________________________________
Institute ________________________________________
Internal Examiner
Name ________________________________________
Designation ________________________________________
Institute ________________________________________
Supervisor
Name ________________________________________
Designation ________________________________________
Institute ________________________________________
Declaration of originality
We hereby declare that the work contained in this thesis and the intellectual content
of this thesis are the product of our own work. This thesis has not been previously
published in any form nor does it contain any verbatim of the published resources
which could be treated as infringement of the international copy rights law.
We also declare that we so understand the terms copyright and plagiarism and that
in case of any copyright violation of plagiarism found in this work, we will be held
fully responsible of the consequences of any such violations.
Signature: ___________________________
Email:
Signature: ___________________________
Email:
In ALLAH WE TRUST, the sole purpose of my effort on this project is to help
and provide a simple yet fast track for the people of my beloved country
“PAKISTAN”.
Secondly this small initiative is dedicated to our Loving parents, who have been
the guiding lights of our lives and to whom we owe whatever we have been able to
achieve, ALLAH bless them, AMEEN.
Peshawar.
ACKNOWLEDGEMENTS
We are grateful to almighty ALLAH who is merciful and beneficent, and offer heartiest
“DROOD-O-SALAM” to Holy prophet MUHAMMAD (PEACEBE UPON HIM).
We pay our sincere gratitude to UMER RAUF for is highly specializes guidance and agreed to
supervise our project.
Amjad (11348),
Peshawar.
Table of Contents
Chapter 1
1.1 Introduction 8
1.3 Objective 9
1.4 Customers 9
1.7 Methodologies 10
Chapter 2
3.1 Overview 15
3.4 Animator 18
Chapter 4
Chapter 5
Chapter 6
6.1 Review 29
6.2 References 30
Abstract
This project is about study investigated whether computer-based video games facilitate children’s
cognitive learning. In comparison to traditional computer-assisted instruction (CAI), this study
explored the impact of the varied types of instructional delivery strategies on children’s learning
achievement. One major research null hypothesis was tested: there are no statistically significant
differences in students’ achievement when they receive two different instructional treatments: (1)
traditional CAI; and (2) a computer-based video game. One hundred and eight third-graders from
a middle/high socio-economic standard school district in Taiwan participated in the study.
Results indicate that computer-based video game playing not only improves participants’
fact/recall processes (F = 5.288, p < .05), but also promotes problem-solving skills by
recognizing multiple solutions for problems (F = 5.656, p < .05).
The subject matter for the instruction was firefighting. Two different instructional materials:
computer-assisted instruction and a computer-based video game were used in this study. For the
computer-assisted instruction, a unit of text-based instructional materials was developed. For the
computer-based video game, Fire Department 2: Fire Captain, a 3D, real-time strategy game
developed by Monte Cristo Games, was chosen for this study. This computer game has been
assessed by the Pan-European Game Information (PEGI) age rating system, and has been
approved for children seven years and older.
This 3D, real-time computer game applied the design principles derived from Keller’s (1987)
attention, relevance, confidence, and satisfaction (ARCS) model of motivation to facilitate
children’s learning.
CHAPTER 1
INTRODUCTION
1. 1.1 Introduction
Games are made for Customer Entertainment or it’s made for Education. Basically Games are
electronic images played on specific hardware. Games are intangible software they just run on
hardware. But sometime for marketing purpose or for high quality graphics you need a specific
hardware to run it.
If we go back to 1950 a Game was created by computer scientist and they design a specific
hardware for that game. That time computer Scientist doesn’t get any positive response. 1970 is
the revolution year of game industry because they introduce Pong game that was first
commercial arcade game which can be played by 2 user at a same time and they also introduce
joypad and joysticks in that year to can see below an image of pong game in figure 1.
Figure 1.1.
One of the Highest Achievement was receive by the Game industry in 2000 that was online
Games they introduce an Online Real time gaming system, where the 32 number of users can
play at same time.
In 2013 till now the gaming Industry have improve much they introduce high quality game and
with cut scenes like movies. They also work on hardware of Computer system they also
introduce console like PlayStation and Xbox. In Gaming Industry playing games and creating
games are two different think.
“Tiny Bird” is a mobile game developed by us, under the supervision of Mr. UMER RAUF for
our final year project. The game is a side-scroll where the player controls a bird, attempting to fly
between the obstacles without hitting them. In this game there are a lot of obstacles, you must
have to watch out and quickly make your way out of there without crashing into anything.
1.3 Objective
Games are created to entertain user’s, As we know that the game industry is very large and it has
the ability of absorbing millions of projects. So we create a game named “Tiny Bird” for our
Final Year Project. As game industry has a very large scope in recent era and people want some
creative and entertained game so we create a project of “Tiny Bird”.
1.4 Customers
The customers for this game will have no age limit, and every person of any age will play this
game.
1. Definitions
2. Methodologies
Gantt chart
2. CHAPTER
BACKGROUND STUDY
2.1 Introduction
A game engine is software that helps developers to develop games without knowing the
underlying technologies being used. This helps developers create game mechanics using high-
level programming or scripting languages such as C++, BOO, C# and JavaScript . With high-
level game engines we don’t think about how the game will be rendered or how it will
communicate with the graphic card. The games engines help create games more easily and much
faster by; (i) Accelerated Development. (ii) Integrated Development Environment (IDE). (iii)
Graphical User Interface (GUI). (iv) Multi-platform Development.
There are a large number of game engines being developed both by mega-companies as well as
independent teams. Two game engines being used globally by developers everywhere are Unreal
Engine by Epic Games and Unity3D
With Unity we can create 2D, 3D and Virtual Reality games of different genres including
First-Person Shooter (FPS), Third-Person Shooter (TPS), Serious Games, Massive Multiplayer
Online Role-playing Games (MMORPG). Unity also makes it possible to export games to a wide
range of platforms including Linux, Windows, Android, IOS, PlayStation, XBOX, without
having to recode for every platform.
The Unreal Engine has the ability to be modified so that the games can be made into very
unique experiences. It can be used in projects requiring advanced visualization. It is probably the
most powerful engine in the industry.
The Unreal Engines first and original version was released in 1998. 17 years later it
continues being used for some of the biggest games every year. Some biggest titles made with
Unreal Engine include the Gears of War series, Mass Effect series, Bioshock series, and the
Batman: Arkham series.
Increase/ Decrease Audio: The player will be able to increase and/or decrease the
volume of music /sound of the game.
Exit Game: Users will be able to exit the game when they are finished playing
i. Easy to use: The game will be very user friendly and simple interfaces
ii. Robust to failure: The application can run on different android device without crashing
C#
JavaScript
Mono-develop
Adobe Photoshop
3. CHAPTER
Unity Game Engine
The engine of choice for this project was Unity, a fully-fledged game engine and development
environment, Building games for Android devices requires an approach similar to that for iOS
development. However, the hardware is not completely standardized across all devices, and this
raises issues that don’t normally appear during development.
Unity supports three scripting languages: JavaScript, Boo and C# (Unity, 2009b).There is
little performance difference between these and as such the choice was left open. Having prior
experience with both JavaScript and Python (on which Boo is based), the choice was made to
use C# to expand the author’s skill set. It is also possible to mix and match scripts in different
languages since they share the same API under the Novell (2009) sponsored Mono project,
so the risks of learning a new language were snuffed.C# is the language of choice for XNA
and many companies are using Mono, as Unity does, for their scripting needs (Novell,
2009).
Since each GameObject may contain multiple scripts and child GameObjects it can become a
very complex object. It is often necessary to group such an entity for reuse. To achieve
this, the parent object may be dragged into the Project manager as Prefab. Once in this state
instances of the prefab may be dragged back into the scene. Each instance is highlighted in blue
to show that it is connected to a prefab on disk. Changes to a prefab may be local or applied to all
other instances. This allows for a very flexible scene set‐up.A set of assets, prefabs and their
associated resources (images, etc.) can be collected together to form a Unity package. These
packages tie all dependencies into one neat file and were the means exploited to transfer
environment changes into the development scene. Separate scenes were in use during
development to ensure thatindependent work could be carried out whilst exploiting the package
system to share changes.As is evident from their construction, prefabs are instances of
GameObjects. As such they may be instantiated via scripts, which leads us to one of the
simple tools created for the game namely ObjectSpawner.
Animator Controllers are state machines that determine which animations are currently being
played and blends between animations seamlessly.
4. CHAPTER
A data flow diagram (DFD) is a graphical representation of the "flow" of data through an
information system, modelling its process aspects. ADFD is often used as a preliminary step to
create an overview of the system without going into great detail, which can later be elaborated.
Class diagram in the Unified Modeling Language (UML) is a type of static structure diagram
that describes the structure of a system by showing the system's classes, their attributes,
operations (or methods), and the relationships among objects.
The spiral model is a risk-driven process modelgenerator for software projects. Based on the
unique risk patterns of a given project, the spiral model guides a team to adopt elements of
one or more process models, such as incremental, waterfall, or evolutionary prototyping.
The incremental model applies the waterfall modelincrementally. The series of releases is
referred to as “increments”, with each increment providing more functionality to the
customers. ... Based on customer feedback, a plan is developed for the next increments, and
modifications are made accordingly.
We have used increment model for our project. We divided our project to many parts , Game
design , Audio , Animation and User Interface.
5. CHAPTER
Tools
5.1 Tools
5.2 Unity
Unity is a cross-platform game engine developed by Unity Technologies, which is primarily used to
develop both three-dimensional and two-dimensional video games and simulations for computers,
consoles, and mobile devices.
Android software development is the process by which new applications are created for devices
running the Android operating system.
5.4 MonoDevelop
MonoDevelop is an open source integrated development environment for Linux, macOS, and
Windows. Its primary focus is development of projects that use Mono and .NET frameworks.
Adobe Photoshop is a raster graphics editor developed and published by Adobe Systems for
macOS and Windows.
Chapter 6
According to the study of Chang, online gaming was referred to as internet gaming or electronic
gaming. it was a gathering of players with common game using a local Area where they could
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