KMSC

Les compos Ketchup


KMSC #18: Videogames Manager

This 18th entry was created by Nhut_gfx
Here is his description:

C’est un jeu de gestion d’une boîte qui produit des jeux vidéos, mélange de Segagaga et de Football Manager. La situation d’une entreprise X (nom choisi par le joueur, disons Byt@Work) est gravissime, et le joueur (nommons-le Albert) est nommé PDG pour redresser la barre et remettre Byt@Work dans le vert.

Pour cela il est secondé par sa secrétaire Miss Bellens qui s’occupe de la gestion générale de la société, par son attachée de presse Miss Détienne du service des finances et communications et par son hôtesse d’accueil Miss Chevalier.

Le but du jeu est de récupérer 100% de parts de marché en 5 ans, le jeu commençant avec seulement 5%. Pour cela il faut développer des jeux vidéos de qualité avec un budget réduit, en faire la promotion avec de la publicité, puis utiliser l’argent récolté pour faire des jeux encore meilleurs. On gère 3 équipes de dév qui travaillent indépendamment. Ainsi pendant que l’une bosse sur un gros projet pendant 6 mois, une autre par exemple pourrait produire des petits jeux une fois tous les 15 jours pour rapporter de l’argent à la société.

Tout ne se passe pas aussi facilement, ce serait trop simple: il faut aussi tenir compte du délai imposé pour la sortie d’un jeu, prendre garde au concurrent qui tient à son quasi-monopole, gérer le talent des programmeurs et codeurs en leur offrant des stages de formation et en ajustant leur salaire… Il faudra également attiser l’attente du public sans la décevoir. Tout un programme!

Videogames Manager se jouerait exclusivement à l’écran tactile.

Il y aura différentes fins suivant le pourcentage de parts de marché conquises à la fin des 5 ans.

Mokup mockup2'


KMSC #17: Sandy

This 16th entry was created by Archagon
Here is his description:

A variation of the popular “falling sand game”.

Use the stylus to draw whichever element you’ve selected.
[The elements, from left to right: wall, water, sand, wax, oil, fire, plant, erase.
Pressing a button changes the palette to a second palette: spout, salt, and 6 modifiers. (water, sand, salt, and oil streams, pen size, and game speed)]
Start clears the screen.

The game works as follows: (not my invention)

* everything is made up of pixel-particles
* wall doesn’t react with anything, but can be worn away by fire
* water dissolves salt to create salt water, and sinks in oil
* salt water sinks in water
* wax slowly burns and drips down when exposed to fire
* oil rapidly combusts when exposed to fire
* plant rapidly spreads through water (not salt water), but is easily burned by fire
* spout generates water, but is dissolved by sand
* sand sinks in water
* there are 4 optional streams emanating from the top of the screen: water, sand, salt, and oil
* the liquid elements (water, salt water, sand, molten wax, oil, and salt) are affected by gravity

To see a variation of this game in action, go here: http://fallingsandgame.com/sand/hell1.html
Falling Sand Wiki: http://fallingsandgame.com/wiki/index.php/Main_Page
There may be open source implementations floating about that could be ported.

SAND


KMSC #16: GBCDS

This 16th entry was created by Archagon
Here is his description:

A Gameboy Color emulator. Features:

* game browser
* optional stretching w/preserved aspect ratio
* working saves
* working sound
* possible GB mono support
* turn-offable bottom screen in order to minimize distraction

I understand that coding (or porting) a GBC emulator for the Nintendo DS would be no easy task, but it’s really the last thing that the system needs in order to completely support every game in Nintendo’s portable lineup. Wouldn’t that be terrific?

GBCDS


KMSC #15: ClouDS

This 15th entry was created by Takam
Here is his description:


Startup screen:
m1un6
Pretty simple, on the top screen you see some simple instructions, up and down dictates the size of your brush, left and right – the opacity, also in the middle of the dpad is the indication of the size and opacity of the brush you have selected
but what are you drawing? well, with a title like “ClouDS” its pretty obvious :p

Gameplay screen:
m2ui6
Here you can see some clouds have been drawn in a spiral pattern, the canvas doubles as a map screen for gameplay, and in the gameplay all you do is use the stylus to fly around a humble bird on a beautiful blue sky day in the middle of the ocean, accompanied by some fitting music 🙂


KMSC #14 NDS Words Concept

This 14th entry was created by Fejuai
Here is his description:


Powerful dictionary and thesaurus application for the Nintendo DS. Features the key elements to a pocket dictionary, thesaurus, and includes recreational and archival capabilities.

The top “Dictionary” and “Thesaurus” buttons would switch the function between the two. The universal search entry box is situated in the top-center of the first screen. To manage the menus, a bottom-top ‘L’ swap system could be implemented so that the user could easily press the ‘L’ putton to swap the top and bottom screens.

Every feature should be made managable by the stylus as well as by buttons. The interface itself should look professional and should not travel far from a basic colour scheme.

Things to include:

* Text input via virtual keyboard
* Text input via freehand
* Quick search
* Full dictionary
* Full thesaurus
* Linking between definitions and files
* Translation tool
* Audio for pronounciation of word
* Preferences menu including default language changes
* Language files, allowing use in any language
* Word hangman game for specified word
* Word jumble game for specified word
* Word history look-up

This would be pretty difficult to impliment, but it’s supposed to be a dream mock-up ;). This is based on the capabilities and functions of http://word.sc which I believe would be great on the Nintendo DS.

ndswordsconcept


KMSC #13: Minigolf DS

This 13th entry was created by Bobby Sixkilla
Here is his description:


Minigolf DS est un jeu de minigolf. Il s’inspire d’un jeu de minigolf
de l’Atari ST auquel je jouais étant petit et qui se contôlait à la
souris.

L’affichage se fait sur les 2 écrans. L’écran du bas permet de
positionner le club par rapport à la balle avec le stylet pour choisir
la direction et également de déterminer la force du tir.

Les niveaux comportent des obstables (ici, un dos d’ane), des
accélérateurs (les “+”), des ralentisseurs (les “-“), et des pièges
(ici, de l’eau).

PS : Si les couleurs sont étranges, c’est normal : je suis daltonien. 😀

minigolfds


KMSC #12: Rhythm game 1

This 12th entry was created by zarxrax (author of DSLearnJ)
Here is his description:


This is a mockup of a rhythm game that utilizes the Nintendo DS’s touch
screen in a unique way. While most rhythm games focus on beat, this one
focuses on the pitch of the music. Lines will come across the screen,
and you move a disc up and down along a vertical line, attempting to
follow the path as accurately as possible.
Your score is determined by how accurately the path is followed. The
disc has a hole in it’s center. When this hole is on the path, then you
get the maximum points. If the disc itself is touching the line, then
you get less points. If the disc is entirely missing the path, then this
will cause the life meter to decrease. Once the life meter is depleted,
you lose the stage and must retry. In addition to merely following the
path, each separate line in the path has a rounded tip at its beginning.
The player must lift the stylus from the screen and then press down on
these rounded tips. Again, how accurately you press it determines how
many points you get, but these rounded tips also serve the purpose of
adding a multiplier to your score. The multiplier can keep increasing as
long as you keep a chain going (no misses). Once the chain is broken,
the multiplier resets.
The top screen displays the life meter and your score, and possibly
other info such as the length of your chain, and the current score
multiplier. It may also display a visualization to the music, but this
is not necessary. There should however, be some sort of visual feedback
as to how accurately you are following the path at any given moment. For
instance, the screen may have a green backdrop when you are doing
perfect, and change to red when you miss.
My mockup is designed for a left-handed person, but the game should have
an option to flip the gameplay, so anyone can play.
Finally, there would also need to be a level editor which can run on the
PC. It would be a fairly simple editor, which allows one to load the
audio, display some information such as a wavform, and allow you to set
the BPM (determines how fast the level will scroll across the ds screen)
and then plot some points which will make up the level.


KMSC #11: Fudge Packer

This 11th entry was created by John Magliano
Here is his description:


Essentially it is a game where you use the stylus to put the peices of fudge back into their respective shapes.

The Lines on the fudge help determine which side is up/down and right/left. Otherwise it would be nearly impossible since they
are all colored like fudge.

Time would be kept to determine the ‘score’ at the end of the fudge restoration process.
The concept picture is the closest I could come with what I am talking about. The brown pieces fit back into the black shape using the stylus.

So its basically a single colored puzzle with a fun name. But everyone loves puzzles!

Anyway like I said I know this mock-up compo is for applications but I thought I would send this anyway~!

fp00 fp01 fp03