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TEAM

TYLER: DESIGN, ACTIONSCRIPT, TIMELINE CONTROLS KRYSTLEY: DESIGN, SOUND EFFECTS… MASTERMIND. TEAM. OOGOOS. Audience. Our target audience are teenagers. Teenagers are more likely & at a higher risk to involve themselves in drinking & driving.

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TEAM

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  1. TYLER: DESIGN, ACTIONSCRIPT, TIMELINE CONTROLS • KRYSTLEY: DESIGN, SOUND EFFECTS… MASTERMIND TEAM OOGOOS

  2. Audience • Our target audience are teenagers. Teenagers are more likely & at a higher risk to involve themselves in drinking & driving. • We feel that it is important to notify groups in this age range or the dangers of drinking & driving.

  3. GAMEPLAY • The player will be in control of a car. Using the arrow keys (up, down, left, & right), the player must avoid various obstacles. In order to win the game, the player must not receive a B.A.C. (blood alcohol content) level above .10%.

  4. Learning goal • There will be useful information available throughout the game. On certain screens, there will be facts & statistics concerning the dangers of drunk driving.

  5. Fun factor • We found a way to incorporate an educational & meaningful message while also playing a game & having fun

  6. Smart factor • Our game teaches the importance of not drinking if you are underage especially & drinking under the influence

  7. Style factor • The sounds used were glass breaking, a car crashing, honking, actual dinosaur roar, an applause, and “boo.”

  8. Originality factor • Our game is special & unique because we created all of the game pieces. We drew all of them in flash in order to use them.

  9. if(Key.isDown(Key.RIGHT)){ car1._x += speed; } if(Key.isDown(Key.LEFT)){ car1._x -= speed; } if(Key.isDown(Key.UP)){ car1._y -= speed; } if(Key.isDown(Key.DOWN)){ car1._y += speed; }

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