Difference between revisions of "Spaceship Shenanigans"

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In 1/5 of all trials ('''this proportion may change'''), an enemy bomb materializes right   
 
In 1/5 of all trials ('''this proportion may change'''), an enemy bomb materializes right   
 
at the defense perimeter armed with explosives. An early-warning system displays a large, 10 hz (50% duty cycle) flashing arrow at the center of the display, in the middle of the player's base.  The arrow appears either 100 ms (one flash) or 800 ms (eight flashes) prior to the materialization of the enemy ship, and remains until the bomb materialises.  The player then has until 800 ms after the bomb materializes before it arms itself and detonates.  However, the early-warning system is fallible, and in some cases (20%), it indicates a sector 180º away from the bomb's actual sector.  In addition, in half of the trials the arrow is accompanied by a klaxon (100 hz square wave modulated at 10 hz in synchrony with the arrow), and in the other half there is no klaxon.  This aspect of the task combines a variation of a centrally cued Posner attention paradigm (testing effects of cue validity and cue-target onset asynchrony) (Posner et al. 1987) with a test of multi modal cueing advantage (visual only or visual and auditory).
 
at the defense perimeter armed with explosives. An early-warning system displays a large, 10 hz (50% duty cycle) flashing arrow at the center of the display, in the middle of the player's base.  The arrow appears either 100 ms (one flash) or 800 ms (eight flashes) prior to the materialization of the enemy ship, and remains until the bomb materialises.  The player then has until 800 ms after the bomb materializes before it arms itself and detonates.  However, the early-warning system is fallible, and in some cases (20%), it indicates a sector 180º away from the bomb's actual sector.  In addition, in half of the trials the arrow is accompanied by a klaxon (100 hz square wave modulated at 10 hz in synchrony with the arrow), and in the other half there is no klaxon.  This aspect of the task combines a variation of a centrally cued Posner attention paradigm (testing effects of cue validity and cue-target onset asynchrony) (Posner et al. 1987) with a test of multi modal cueing advantage (visual only or visual and auditory).
 
NOTE: Maybe change the bomb to a resource that the player can collect within 800ms of appearing - positive reward
 
 
'''(?Play a sound along with the warning system?)'''
 
  
 
===Boss fight===
 
===Boss fight===

Revision as of 14:21, 10 June 2008

Summary

This game resembles the arcade game Missile Command, and tests distribution and shifting of attention, and the effect of multimodal (auditory and visual) stimuli. The player defends a base at the center of the display, by shooting a weapons turret that sweeps clockwise (right arrow) or counter-clockwise (left arrow) along a circular defense perimeter.

Shooting:

Releasing the spacebar fires the turret laser. Pressing the spacebar will stop the ship and holding the spacebar down will charge up the laser to increase coverage area. No cooldown on the laser. The laser shoots to the edge of the

Phase 1:

Enemy ships fly in from off screen and fly toward the base. Enemy ships might vary their path slightly and move at a constant speed. Enemy ships aim to crash into the perimeter to weaken it, increasing the base's vulnerability to attack and decreasing the player's energy resources.

Phase 2 (Distractor Session):

Friendly ships (distractors) fly in from off screen and orbit the base. Friendly ships randomly fire at enemy ships. Enemy ships randomly fire at friendly ships. When completing the game, the more friendly ships left alive, the more resources awarded. This is a positive incentive. Friendly ships appear at random intervals between 0 and 800 ms of each other. Reaction time within this paradigm measures the player's ability to distribute attention across a broad field in the presence or absence of distractors.

In 1/5 of all trials (this proportion may change), an enemy bomb materializes right at the defense perimeter armed with explosives. An early-warning system displays a large, 10 hz (50% duty cycle) flashing arrow at the center of the display, in the middle of the player's base. The arrow appears either 100 ms (one flash) or 800 ms (eight flashes) prior to the materialization of the enemy ship, and remains until the bomb materialises. The player then has until 800 ms after the bomb materializes before it arms itself and detonates. However, the early-warning system is fallible, and in some cases (20%), it indicates a sector 180º away from the bomb's actual sector. In addition, in half of the trials the arrow is accompanied by a klaxon (100 hz square wave modulated at 10 hz in synchrony with the arrow), and in the other half there is no klaxon. This aspect of the task combines a variation of a centrally cued Posner attention paradigm (testing effects of cue validity and cue-target onset asynchrony) (Posner et al. 1987) with a test of multi modal cueing advantage (visual only or visual and auditory).

Boss fight

Based on Visual Spatial Focus - The basic five-box test. Monster/Ship with X number of eyes is in the middle top half of screen. The player is at the bottom, and can move left and right to dodge antenna shots from boss. One of the boss' eyes is lit up (attended location). Every (so often) one of the eyes opens (stimulus). The player can shoot by pressing the space bar, firing automatically to the attended location. The player's objective is to shoot when the lit eye opens (target stimulus). Shooting non-target stimuli is simply ineffective.


Bonus Stage

In a bonus stage at the end of each session of this mini-game, enemy ships materialize only in the same location at a constant distance from the defense perimeter, and the target location is always highlighted. Friendly ships appear in the other areas, at the same distance from the defense perimeter. The turret is in manual firing mode, and the only task -- an easy one -- is to fire (space bar) to destroy each incoming enemy ship, whilst ignoring the friendly (probe) stimuli. This aspect of the task allows physiological measurement (via amplitude of the P1 event-related potential) of the spatial distribution of attention, and also provides a focused-attention comparison for the distributed-attention conditions.

Premise

The WSS White Giant is under attack! It is your job as Tactical Officer to guide the defense system to aid your fighters in shooting down incoming squadrons of enemy fighters and destroyers. Then jump in the hot seat of a C-24 fighter and travel with a fighter group to counterattack the enemy carrier launching the attacks on the White Giant.

Objective

Protect the WSS White Giant and destroy all enemy carriers.

Characters

Cheetah C-24 Fighter: See Meteor Madness


WSS White Giant: One of WSI's Constellation class carriers. It can launch C-24s, shoot EMP pulses that stun enemy ships and damage their shielding. It is also equipped with the Close-in Antiship Turret (CAT) which automatically attacks enemy ships that get close enough.


File:ComingSoon.png

Wasp Fighters: Launched from enemy motherships. They attack WSI ships in waves.


File:ComingSoon.png

Mantis Destroyer: A medium-sized enemy ship. Attacks the player's carrier in small attack groups.


File:ComingSoon.png

OoO Mothership: Enemy carrier, launching hundreds of waves of Wasps.

Gameplay

This game is divided into 2 phases. The first phase is Carrier Defense phase. After that, the game moves to the Fighter Attack phase. This completes one level. There are multiple levels, each of increasing difficulty.


Carrier Defense

The screen displays the WSS White Giant in the center of the screen, floating somewhere in space. This carrier launches C-24 fighters to protect itself against waves of enemy Wasp fighters. The fighters automatically engage each other, but the Wasps will take pot shots at the White Giant if they get close enough. C-24s and Wasps can be spawned at any time, enhancing the user's feeling of partaking in an epic space battle.

In addition to these fighter dogfights, the OoO sends waves of Destroyer Strike Wings (one destroyer escorted by many fighters) to attack the carrier. The arrival of a destroyer strike wing signals the start of a trial. At the beginning of a trial, an arrow may or may not appear over the carrier, pointing either up, down, left, or right. This arrow is sometimes accompanied by a klaxon. Shortly after that, an enemy strike wing appears from one of the four directions and heads towards the White Giant. The arrow correctly identifies the direction of the attack most of the time, but is wrong approximately 25%.

At any time, the player may press the up, down, left, or right arrow keys to shoot an EMP blast in that direction. This blast stuns enemy Wasps and devastates Destroyer shields, helping the C-24s destroy enemy ships. This blast has a cooldown and gradual recharge (similar to a capacitor), so spamming it is not a good tactic.

The White Giant is also equipped with a Close-in Anti-ship Turret (CAT) that automatically shoots at enemy ships that are extremely close to the carrier. Although this weapon is powerful, it can be overwhelmed if enough enemy ships are present.

Possible Added Mechanic (I cannot add any simultaneous tasks to this game as attention must not be diverted from the approach of a ship for experimental reasons, but I am worried that just watching ships dogfight and occasionally shooting an EMP blast is not engaging enough) Bill - On reflection, I think we actually can have multiple simultaneous contacts here, to keep it interesting, if we're careful enough about the analysis. Let's think some more about how your plot outline here jibes with my description of the experimental paradigm (above).


Fighter Attack

Five C-24 ships appear on the bottom of the screen, arranged in a vanguard that spans almost the entire length of the playing field. One of these fighters is yellow, indicating that it is the player's ship. Above the player's ship is a targeting reticle.

Enemy ships appear from the top of the screen, scrolling down and shooting at the WSI fighters on the bottom. If an enemy moves close enough to the reticle and it changes from blue to red, this indicates that the player's ship has a lock and pressing spacebar will fire a missile. The player only has a small number of missiles, so firing them without a lock is wasteful.

The other C-24 ships fire at the incoming Wasps, but without the player's help will likely be destroyed by the many waves of attacks.

Scoring

Cash is awarded for each Wasp or Mantis destroyed in either phase. A special cash bonus is awarded for destroying the Mothership at the end of the last level.