Monster
peck@cmu.edu
05-830
User Interface Software,
Spring, 2000
Homework 1
http://www.andrew.cmu.edu/~chpeck/VPM.htm
Introduction
The
Virtual Pet Monster (VPM) is a benchmark that investigates how direct
manipulation, animation and sound can come together to create a entertaining
and fun game that is a software fusion of the Tamogotchi and the Pokemon
playing card game.
Currently,
I do not know of any other game of this genre. Thus, I am unable to reference
any other well-known user interfaces that are similar to this benchmark.
However, this benchmark will investigate the use of direct manipulation similar
to that of the Solitaire game. Furthermore, it will provide a dialog/form type
interface that will allow the user to tweak certain attributes of the monster.
This
is a good benchmark as it tests many features of direct manipulation and game
play
·
Selecting
and manipulation objects with the standard selection handle mechanism.
·
Keeping
properties of objects consistent
·
User
interfaces for small devices
·
Support
for sound output
·
Some
animation
·
“Real-time”
interaction
·
Multiple-people
interactions (only for PDA version)
However,
like all other benchmarks, this benchmark will not be able to cover all user
interface features. For example this benchmark does not evaluate
·
Drawing
objects
·
Multi
line/font text editing
·
Filtering
of values
·
Undo
·
Support
for 3D
·
Etc
This
idea of a virtual pet is developed especially for the mobile computing devices
like the Palm Pilot. The goal of the game is to keep a virtual pet alive by
providing the pet with the proper care that you would give a normal pet.
To
keep things more interesting, as the monster grows older, he can be trained to
increase in his “power” and engage other monsters in a battle. Naturally, his
“energy” will also increase and deplete in accordance with how well you treat
it. In addition, there is also a measure of happiness for the pet monster. Like
all monsters, it will not be willing to do battle if it is unhappy.
Like
normal pets, you will have to interact with the pet by dragging the food and
drinks icons to the pet to feed it. Subsequently, the health of the pet will
increase or decrease depending on how regular you feed your pet. The user can
choose different types of food by selecting from a pull out menu that displays
the icon of the type of food or drink that is available. It is not always true
that feeding the pet frequently will ensure its health. Like normal pets, your
virtual pet can be overfed and become bloated and require some time to digest
the food.
Animation
and sound will be accompanied when the pet seeks attention from the user. For
example, if the pet is hungry, due to a lack of attention from the user, the
pet will appear to be dead and beep.
Battles
for the virtual pet may be carried out via the IR port of the palm pilot.
Before battle, the user can choose the amount of each attribute he is willing
to invest in order to do the battle. This is done with the use of sliders in a
dialog box.
Lastly,
clicking on the picture of the monster will allow the user to tweak the
appearance of the monster as well as view the attributes associated with it.
For example, attributes like age, battle statistics.
Perhaps
future editions may even include an Internet arena for pets to gather and
contest each other.
An example of how the UI will look like