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COLLEGE OF COMPUTER STUDIES

CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the related works of a number of local and foreign

authors, other researchers, developers and studies derived from the books,

article, and other references such as internet which are all necessary in

framing of the concept of the study. And the theories and its compatibility

issue to the software that is needed in the development of the software

project. To attain a deeper and better understanding of the present study,

various literature and related to the study was extensively read and

analyzed.

The purpose of this chapter placed the current study into the context

of previous and related research. As such, the review system emphasizes

the relatedness between the current system and the work of other. Readers

should be familiarized with the points of agreement and disagreement

among the previous studies, as well as with the theoretical and empirical

relevance of each to the present research.

I. Related Studies

A. Local Studies

Sipa Mobile App Game

According to (developer ng Sipa) of (year) “Kick” is literally meaning

Sipa in Filipino language, one of the many traditional games in the

Philippines’ It involves an object which is made out of rubber and washer, or

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sometimes a 5 centavo coin and a piece of candy wrapper. The objective of

the game is to kick the object upwards as long as it takes by alliance without

the object hitting the ground, the longest time who kicks the object is

considered as the winner.

Since this game is widely played by Filipinos in their childhood days

the developers of this game Team Buthchokoy were inspired to make

“Sipa”, a mobile app to show their love for the game itself and to cater their

nationalistic efforts in introducing Filipino culture to the global market.

According to their main website the inspiration here is not just to develop a

mobile game, but to prove and inspire other Filipinos, that even with a

limited resources and not know-how, one can create something if you put

your heart and soul for it” …( Butchokoy.com, 2011).

Sipa also features different levels that show different landmarks found

in the Philippines, like the Luneta, University of the Philippines, Quiapo

Church and Mt. Pulag. The game was featured in both television and on

multiple sites and blogs, according to an interview by Tj Manotoc in TV

Patrol one of Team Butchokoy’s leader Dale David say “We developed this

game most probably for them to be encouraged to play Sipa in the streets

even sometimes. (Translated)” Larong ‘Sipa’ patok… (ABS CBN News,

2012). Sipa is currently available in Apple’s App Store and in the Android

Market as well.

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Patintero Playtime

According to (developer of Patintero) of (year) Zeenoh games

released and introduced Patintero Playtime in November of 2011. It is an

IPhone game app patterned to the traditional Patintero street game that

most Filipinos know how to play. Zeenoh purposely designed this app in

order for Filipino children who forgot to play the game and also for those

who unfortunately missed the chance of experiencing the game itself

Patintero Playtime for… (GDAP, 2011). Patintero Playtime offers a unique

gameplay, though the rules of the original Patintero games apply power ups

and human vs. human play are some of its amusing features. With this to

consider, Filipinos are now more than ready to take on markets like the

IPhone app store and others alike.

School Rush

According to (developer of School Rush) of (year) School Rush is a

type of running platform game with Pilipino culture style of interface. The

feature of School Rush is play thru level by level, gaining power-ups and

answering different kind of questions. The power-ups of the game are based

on Pilipino heroes’ powers. It can be gain through the levels of the game.

The game play of School Rush is to pass all levels of the game thru the

obstacles of every level. Each level has cases that to earn a specific power

on passing the level is to answer a particular question. Pass all levels and

earning points to get the highest possible score.

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Patintero Playtime

According to (developer) of (year) Patintero Playtime is a virtual

"Filipino street game" developed by Zeenoh. The game involves two teams

and a grid. The objective of the game is for the first team to cross the grid,

and for the second team to block the opponents from crossing. The first

team is the players, who must avoid the taggers and acquire points by going

to and fro across the field. The second team is the taggers, who are

assigned each line to guard the grid and stop the opponents from crossing

through tagging them. A Patintero game lasts for 2 minutes, and the team

with the most points wins. Players can get power-ups, in the form of: speed,

time, 10pts coin and 20pts coin. In order to win a Patintero game, a player

must be equipped with speed, agility and teamwork.

Manila Rush

According to (developer) of (year) Manila Rush developed by Anino

Games. The story is all about the character whose name Miguel that run

through the highways of Manila as he races against the clock to get to work

on time. With magical flip-flops at his feet, control Miguel and make him run

fast or jump high to avoid swerving cars, construction works, and other

obstacles along the way. Grab power-ups such as the Agila Energy Drink,

Score Booster, and the Piggy Bank Coin Magnet to help him thread through

the traffic easier. Run as far as you can, but don't forget to collect coins and

post your top score on the leaderboards.

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Juan not Tamad Mobile Game

According to Teddy Catuira of 2012 at TOOCH Inc. Juan Tamad is an

iconic Filipino character whose laziness is the stuff of legend. But if you think

that you’re already familiar with his folktale, then think again. This time we

take Juan Tamad’s story and turn it around so that kids can learn a lesson

or two while having fun! It’s also a great way of improving visual logic skills

in a challenging puzzle setting. This game INTRODUCES FILIPINO

FOLKLORE Kids learn stories of Juan Tamad and the Bayabas Tree, Juan

Tamad and the Alimango, and Juan Tamad and Maria Masipag – but with a

positive spin. Also REINFORCES POSITIVE VALUES by helping Juan

Tamad get over his laziness, kids learn industriousness and hard work and

ENCOURAGES NON-VERBAL LOGIC Kids develop their visual logic and

spatial skills when solving the puzzle it has a different features, such as four

engaging puzzles in three different stories for a total of twelve unique

puzzles. Flip, rotate, drag, and drop building blocks to create a wooden

bridge to connect Juan to his goals. With its distinct and graphic Filipino

illustrations and catchy all-original music, Juan Tamad is definitely one of

the most exciting and visually-arresting Filipino game apps in the market.

B. Foreign Studies

Development of a real-time multiplayer game for the computer tablet

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According to Johan Lindström (2012). This master’s thesis discusses

game development on the computer tablet, with Apple’s iPad as the target

platform. Its main focus is development of non-trivial components such as

online multiplayer and touch (screen) controls for a real-time action game,

using frameworks and APIs that are mainly free and open source. For each

non-trivial component problems are pointed out and possible solutions are

presented, the resulting game, Battle Angels, is evaluated along with the

game design and development. Battle Angels is a 2D real-time multiplayer

action game, the development of it lead to the conclusions and results in this

thesis. The abstract nature of the subject of this thesis makes it impossible

to present a set of numerical values that can be compared to existing

research. The result is therefore presented by showing images from the

actual game with a discussion. It could be concluded that designing and

implementing a fast paced multiplayer game on a computer tablet system is

a major challenge. It typically requires developers to incorporate a variety of

different technologies into their implementation in order to succeed. It could

also be concluded that each technology in its isolation were not a major

issue, however combining them and allowing them toco-exist were.

Development of three AI techniques for 2D platform games

According to Martin Persson; [2009]. This thesis serves as an

introduction to anyone that has an interest in artificial intelligence games and

has experience in programming or anyone who knows nothing of computer

games but wants to learn about it. The first part will present a brief

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introduction to AI, then it will give an introduction to games and game

programming for someone that has little knowledge about games. This part

includes game programming terminology, different game genres and a little

history of games. Then there is an introduction of a couple of common

techniques used in game AI. The main contribution of this dissertation is in

the second part where three techniques that never were properly

implemented before 3D games took over the market are introduced and it is

explained how they would be done if they were to live up to today’s

standards and demands. These are: line of sight, image recognition and

pathfinding. These three techniques are used in today’s 3D games so if a

2D game were to be released today the demands on the AI would be much

higher than they were ten years ago when 2D games stagnated. The last

part is an evaluation of the three discussed topics.

Design and Implementation of Application Independent easy-to-use

Game Engine

According to Krzysztof of Kondrak; [2009]. The objective of this

Master's thesis is to study whether it is possible to create a versatile game

engine that can be both application independent and easy to use. In order to

study this issue, we have implemented a prototype game engine that

supports 2D game development. The system includes predefined

programming constructs in order to make game development faster and

easier. The conclusion of this thesis work is that the presented problem,

while theoretically possible to solve, and would introduce too many practical

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problems during the game development. Furthermore, we conclude that

growth in ease of use may limit the functionality of the engine.

Evaluation of Sprite Kit for iOS game development

Amaru Ubillis; [2014]

The purpose with this thesis is to investigate whether Sprite Kit is a good

tool to simplify the development process for game developers when making

2D games for mobile devices. To answer this question a simple turn based

strategy game has been developed with Sprite Kit. Sprite Kit is a game

engine for making 2D games released by Apple.

Based on the experience I got during the development I will go through and

discuss some of the most important tools provided by the game engine and

how they helped us to complete our game.

The conclusions I reached after making a game with Sprite Kit is that the

frame- work provides all the tools necessary for creating a simple 2D mobile

game for iOS. Sprite Kit hides much of the lower level details and gives the

game de- veloper comprehensive development support. This helps the

game developer to save a lot of time and focus more on the gameplay when

creating a game. 

II. Related Literature

A. Local Literature

Preservation of Traditional Filipino Games

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Every country has its own traditional game. These are games that

originate from a country’s rich cultural heritage and are passed down from

one generation to another. These games are also critical because these

games eventually give them the sense of nationalism and be an essential

part of one’s childhood. But some these games through time are being left

out and worse forgotten. “Most of the traditional games and sports,

expressions of indigenous cultures and ways of life contributing to the

common identity of humanity, have already disappeared and those that are

surviving are threatened of imminent disappearance and extinction under

the combined effect of globalization and harmonization of the rich diversity

of world sport heritage” says UNESCO on their article Traditional Sports

and… (UNESCO, n.d.) .

Vera Misurcova believes that “Every game represents a certain

content expressed in a fixed stabilized form. The themes of games

encompass different phenomena from the nature as well as social life, most

frequently from human work and entertainment” Implementation of

Children’s… (Misurcova, n.d.) She believes that traditional games are

essential to a child’s growth and well-being and sense of nationalism as well

she stated that “children become first of all acquainted with the culture of

their own nation and only in consequence they have the chance of coming

into contact with other cultures in a suitable selection”.

Modernization really had taken its toll in countries especially in a

growing country like the Philippines therefore compromising the trend in

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playing traditional games. According to the article by Gerard Anthony Naval

Philippines try to… (Naval, 2008). Instead of the typical “Larong Pinoy”

games that children are expected to play children instead are seen in

internet cafes or in their homes playing digital games. There is indeed a

need for the Filipino children to engage in these games once again not only

to remind them or their cultural heritage but also to help them improve

physically and psychologically. “Nowadays, kids do not engage in outdoor

Filipino games as much as the older generation used to. “The kids of today

need to spend time in playing such games as this not only preserved our

cultural heritage but also helps children develop their physical and

psychological skills”, Philippines try to… (Naval, 2008) claims Dean

Hercules Callanta of the University of the Philippines College of Human

Kinetics.

Aside from the aforementioned claims there is a non-government

organization that aims to preserve Filipino culture and arts and that is the

Magna Kultura. Spearheaded by Dickie Aguado he believes that “The

proper approach in re-institutionalizing the games of our heritage back in the

mainstream of society is to create a ‘school’ for teaching the way each and

every game are played. The passing on of the tradition of play must be

formalized in a fun way among the new Filipino youth. After learning the

proper way to play it, they can enjoy it with their peers in school or in their

neighborhood communities.” Keeping the Traditional… (Aguado, 2011).

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An article written by ABS-CBN news features Kabataan Party List

representative Rep. Raymond Palatino being convinced that the Filipino

youth are being urged by the commercial market to pursue western products

and cultural practices. “This inevitably affects the existence of our very own

Philippine games and sports, now considered by many as dying cultural

legacies. It will be an utter loss if these Pinoy games will be completely gone

in the future” Youth Group push... (ABS CBN News, 2011). That is why

Kabataan Party list launched “Larong Pinoy” drive that aims to hold mini

leagues for traditional Filipino games in small communities in order to boost

its popularity among the youth.

Traditional Filipino games may have been forgotten and left behind

by some due to the support they give to modern day games, products and

culture but with the efforts of non-government organizations and other

concerned citizens, preservation of such games can truly be achieved and

may as well still be passed down in the generations to come.

Tongits Game

Tongits is a card game that originated in the Philippines. It involves players

to pair up cards according to suites, the objective of the game is to take

turns drawing a card from a deck and releasing a card from a player’s hand

until the player’s hand is empty. Since the advent of Poker app games on

Facebook, developers reach out to Filipinos and made Tongits Wars. There

is also Tongits game available on Adobe Air which was developed by Rico

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Zuñiga. The game can be downloaded as a trial version and is available for

$15 for unlimited play. Zuñiga also made the same game using C++ and is

playable on mobile phones according to Zuñiga An Open Source…

( Zuñiga,2011) “The biggest problem during those times was, you guessed it

right, device fragmentation. Developers had to deal with different screen

resolutions”. Even though the mobile game did not quite sell it led him

eventually to develop Tongits in Adobe Air which became popular and sold

to fans of the game.

Tumbang Preso

Overview

Tumbang Preso is a traditional Filipino outdoor game that is played by

young Filipinos with flip-flops and empty cans on the streets, vacant lots or

on basketball courts. There are different claims on where Tumbang Preso

really did originate, according to a group of students from Malayan Colleges

Laguna on their short audio visual presentation regarding Tumbang Preso “It

is said that this game is originated from the Scottish game called King of the

Can ” Traditional Filipino Games(De los Reyes et al, 2012 ). But Gonzales,et

al on their book MAPEH in Action I that the Tumbang Preso game is handed

down to us by the Chinese.

Though there may still be clarifications to be made with regards to its true

origin it is pretty clear though that Tumbang Preso is a game that involves

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the use of flip-flops as projectile, the empty can as a target and the elements

of a tagging game that enables its players to chase each other around.

According to Dru Bramlett’s short documentation on Tumbang Preso

“Tumbang Preso is a street game usually played in the Philippines. It takes

elements from tag and dodgeball to teach kids agility and strategic thinking”

Tumbang Preso(Bramlett, 2010). PIGSSAI or the Philippine Indigenous

Games and Sports Savers Association Inc. stated that “The principle

involved is to hit and knock down the milk can with the "pamato," and for the

IT to put back the can inside a small circle a few meters away from the toe-

line. When a player is tag while re-covering his pamato, he becomes the IT.”

Tumbang Preso (PIGSSAI, 2005)

Existing Tumbang Preso Online Game

Sipa and Patintero already have existing game adaptations as

discussed in the previous review of this document regarding trends in

Filipino games. Tumbang Preso on the other hand was already being made

into a game playable online. Entitled “Tumbang Preso” , the game is Flash

based game that is playable online through Kongregate.com and

Muchgames.com both providing online Flash games to players. According to

the game’s details it was developed in August of 2007 and it is developed by

a Kongregate.com member with the username “halohalo”. The game itself is

still subject for reviews.

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Though the game uses the concept of Tumbang Preso it still has a

different gameplay compared to the aforementioned reviews which indicates

that Tumbang Preso is a game that involves both throwing objects and

tagging players while running unlike on this game wherein the gameplay is

similar to a “whack-a-mole” game played in arcades only knocking objects

by throwing flip-flops . This game has the following objective and gameplay:

· There will be a number of holes in front of the player. On those holes

both a can and a tarsier will pop out.

· In order to proceed to the next level the player must hit only the cans

using the slippers on a given amount of time. A can successfully hit is

equivalent to a point but once the player hits tarsier the player’s score will be

deducted.

· If the player happens to hit the required number of cans on a given

amount of time then the player proceeds to the next level but if the player

fails to hit all the cans on a given time frame and the player will be asked to

try again.

The Advantages of Mobile Apps

More and more of our interaction online occurs on mobile devices.

Over five billion mobile subscribers – about 77% of the world’s population.

This new type of simple access for consumers is catching on with a

staggering amount of Smartphone owners purchasing goods and services

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from their phone – 41% to be exact, as found in a survey by Chadwick

Martin Bailey, 2011.

Mobile Apps are internet applications designed to run on Smartphone’s and

other mobile devices. According to webopedia.com, mobile applications help

users by connecting them to Internet services more commonly accessed on

desktop or notebook computers. While opportunities abound, we have

identified three advantages of using mobile apps for your business: speed,

volume of information, and advertising.

Philippine-mobile-adoption

The report finds that most of the internet-related activities today are

focused on social media sites where a quarter of mobile users access them

to check and update their status. Other activities central to e-commerce like

comparing prices and reading product reviews are also gaining traction. But

generally, Joseph says, easier e-payment gateways and other mobile-

related activities like m-banking are yet to become accessible. While there is

indeed a huge interest in smartphones on the consumers’ end, not

everybody is jumping onto the bandwagon just yet. I believe dropping of

price points is slowly happening, especially because there are now local

players in the mobile Telco market like My Phone and Cherry Mobile, who

are already releasing four- to five-inch Android quad-core phones at almost

half the price of those from bigger brands like Samsung and HTC. A good

example is My Phone’s 5-inch Android phone, the A919i Duo, priced at PHP

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9,500 ($218), while Samsung’s Galaxy S4 is priced at PHP 24,500 ($564).

And likewise, local companies can take part in boosting mobile usage by

providing more apps for Filipino users. Generally, this study shows that the

smartphone users in Metro Manila are still focusing on basic activities that

they can actually do with feature phones – stuff like SMS texting and

listening to music. If more locally-made smartphone apps appear – for things

like online shopping, gaming, local information – that will boost adoption and

diversify smartphone usage as well.

B. Foreign Literature

Mobile Applications: Games that Transform Education

According to Lorie Loeb (2013). Breakthrough development in the

crossing of education and technology has long been a subject of heated

debate. The possibility of combining machine learning and attention-

grabbing graphics to not only make learning easy and interesting, but

personalized, was the original impetus for gratifying education. In this paper

I investigate the history of technology and media through the lens of

education, and attempt to apply the principles, practices, and insights

gleaned there within to an educational mobile game. Specifically, the mobile

app I designed for the iPhone and Android operating systems focuses on

teaching players SAT I math concepts using Nintendo’s wildly popular

Pokémon game design model.

A Guideline for Game Development-Based Learning

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According Zhigang Deng (2012). This study aims at reviewing the

published scientific literature on the topics of a game development-based

learning (GDBL) method using game development frameworks (GDFs) with

the perspective of (a) summarizing a guideline for using GDBL in a

curriculum, (b) identifying relevant features of GDFs, and (c) presenting a

synthesis of impact factors with empirical evidence on the educational

effectiveness of the GDBL method. After systematically going through the

available literature on the topic, 34 relevant articles were selected for the

final study. We analyzed the articles from three perspectives: (1)

pedagogical context and teaching process, (2) selection of GDFs, and (3)

evaluation of the GDBL method. The findings from the 34 articles suggest

that GDFs have many potential benefits as an aid to teach computer

science, software engineering, art design, and other fields and that such

GDFs combined with the motivation from games can improve the students’

knowledge, skills, attitudes, and behaviors in contrast to the traditional

classroom teaching. Furthermore, based on the results of the literature

review, we extract a guideline of how to apply the GDBL method in

education. The empirical evidence of current findings gives a positive overall

picture and can provide a useful reference to educators, practitioners, and

researchers in the area of game-based learning.

Usability of mobile applications

According to Rachel Harrison, Derek Flood, and David Duce (2013).

The usefulness of mobile devices has increased greatly in recent years

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allowing users to perform more tasks in a mobile context. This increase in

usefulness has come at the expense of the usability of these devices in

some contexts. We conducted a small review of mobile usability models and

found that usability is usually measured in terms of three attributes;

effectiveness, efficiency and satisfaction. Other attributes, such as cognitive

load, tend to be overlooked in the usability models that are most prominent

despite their likely impact on the success or failure of an application. To

remedy this we introduces the PACMAD (People At the Centre of Mobile

Application Development) usability model which was designed to address

the limitations of existing usability models when applied to mobile devices.

PACMAD brings together significant attributes from different usability

models in order to create a more comprehensive model. None of the

attributes that it includes are new, but the existing prominent usability

models ignore one or more of them. This could lead to an incomplete

usability evaluation. We performed a literature search to compile a collection

of studies that evaluate mobile applications and then evaluated the studies

using our model.

Game Programming All in One Third Edition

It provides a fun learning experience on how to program 2D-based

games with C using the cross-platform, open-source Allegro game library.

Several high-quality sample games will be featured and developed. A

focused and to-the-point book, it concentrates on the important tasks

building game play, not a graphics demo. It speaks to the aspiring game

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programmer who is looking to break into the game industry. By covering

cross-platform tools, this book reaches out to a wide audience, covering the

most important game programming topics. (Harbour, 2009)

Some video games can be good for you

There is a cascade of beneficial biochemical and hormonal effects in

people when they are engaged in an activity they perceived of as fun. Some

video games fit into that mold and that some games can have a positive

health effect on people. (Russoniello, 2008)

Educational Video Games Design

Much attention has been directed to the use of video games for

learning in recent years, in part due to the staggering amounts of capital

spent on games in the entertainment industry, but also because of their

ability to captivate player attention and hold it for lengthy periods of time as

players learn to master game complexities and accomplish objectives.

(Mary Jo Dondlinger, 2009)

Develop state-of-the-art mobile games

We are well suited to enter this profitable new industry sector

because the Java 2 Platform, Micro Edition (J2ME) is emerging as one of

the most widely supported mobile gaming platforms. In this article, I discuss

the opportunities and challenges of mobile gaming from a Java developer's

perspective. I also survey state-of-the-art mobile Java technology through

important J2ME specifications. (Yuan, 2009)

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III. Assessment on the Relevance of the Related Literature and Studies

The assessment of related literature is very essential because our

study must be based upon the past knowledge. This is so because past

knowledge tell us what is already known, as well as what is still unknown.

This study is very important especially to the researchers because, we get

some tips on how to develop our proposed project, such as research

methods used in the past, instruments used in gathering data, the statistical

computation applied to the past research and the findings and conclusions

of the past investigation which we may relate to our findings and

conclusions. This review of related study serves as the basis and guidelines

in the development of the software project. It provides a lot of information in

the past research, which we may relate to our current study. Also this review

conclude to the researchers to create and think some concepts that may

applied to the proposed software.

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