Introduction to Game Programming: Using C# and Unity 3D - Chapter 3 (Preview)noorcon
We go deeper into the concept of GameObjefts. How to create them, how to add components. Scripts are discussed and shown how they can be converted into components and attached to the GameObject. Finally the concept of Prefab and parent/child relationship are discussed.
Rarely does an imitation become more successful than an original. Angry Birds has become one of the most popular multiplatform videogame franchises. However the foundation of their gameplay was quite similar to a previously released game, Crush The Castle.
There were plenty of similarities between the two games, however Angry Birds tweaked some characteristics and became a sensation.
This essay focuses on a comparison between both games to figure out why Angry Birds “Crushed” the Castle.
In the previous chapter, we showed how a game’s internal economy is one important aspect of its mechanics. We used diagrams to visualize economic structures
and their effects. In this chapter, we introduce the Machinations framework, or
visual language, to formalize this perspective on game mechanics. Machinations
was devised by Joris Dormans to help designers and students of game design create,
document, simulate, and test the internal economy of a game. At the core of this
framework are Machinations diagrams, a way of representing the internal economy
of a game visually. The advantage of Machinations diagrams is that they have a
clearly defined syntax. This lets you use Machinations diagrams to record and communicate designs in a clear and consistent way.
Based on book Game Mechanics - Advanced Game Design - E. Adams and J. Dormans. All credited to them
Introduction to Game Programming: Using C# and Unity 3D - Chapter 3 (Preview)noorcon
We go deeper into the concept of GameObjefts. How to create them, how to add components. Scripts are discussed and shown how they can be converted into components and attached to the GameObject. Finally the concept of Prefab and parent/child relationship are discussed.
Rarely does an imitation become more successful than an original. Angry Birds has become one of the most popular multiplatform videogame franchises. However the foundation of their gameplay was quite similar to a previously released game, Crush The Castle.
There were plenty of similarities between the two games, however Angry Birds tweaked some characteristics and became a sensation.
This essay focuses on a comparison between both games to figure out why Angry Birds “Crushed” the Castle.
In the previous chapter, we showed how a game’s internal economy is one important aspect of its mechanics. We used diagrams to visualize economic structures
and their effects. In this chapter, we introduce the Machinations framework, or
visual language, to formalize this perspective on game mechanics. Machinations
was devised by Joris Dormans to help designers and students of game design create,
document, simulate, and test the internal economy of a game. At the core of this
framework are Machinations diagrams, a way of representing the internal economy
of a game visually. The advantage of Machinations diagrams is that they have a
clearly defined syntax. This lets you use Machinations diagrams to record and communicate designs in a clear and consistent way.
Based on book Game Mechanics - Advanced Game Design - E. Adams and J. Dormans. All credited to them
A talk from the Consumer Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Steve Dann (Amplified Robot): Escape Room VR
Tick Tock Unlock, the story behind the creation of a multiplayer VR escape room experience.
http://AugmentedWorldExpo.com
Discussions In your own words (75-150 words)Due Sunday, May .docxedgar6wallace88877
Discussions In your own words (75-150 words)
Due Sunday, May 3, 2015
Principles of Finance
· Question B: Class, I'm sure many of you remember the Publisher's Clearing House sweepstakes - like me, some of you may even have been a finalist for the super prize of $10 million. :-) If you did win this prize, you would not actually receive a check for $10 million. Instead, you would receive $500,000 per year for 20 years. Imagine that you actually were the lucky winner. From a purely financial standpoint, would you be willing to accept $8 million today rather than $500,000 per year for the next 20 years? Why or why not? What non-financial factors might also be considered?
Human Resources
· Incentive Plans
Variable pay-for-performance incentive plans are becoming quite popular. However, there is also value in nonmonetary incentives. They range from performance and recognition rewards to simple verbal gestures in appreciation for a job well done.
Think about where you work or have worked in the past.
(You can use a past work experience Dennis)
· What do the incentives consist of and do you think they are successful?
· Assuming you are paid a fair wage, which type would you prefer?
Game Map
0 Start
a torch
1
a pot of soup
a carving knife
2
a pile of
stones
4
5
9 Goal
a treasure chest
6
a rumble-stick
a woollen hat
the Borrible Book of
Proverbs
8
a key
3
a catapult
7
Room # Description
0 a small clearing at the entrance to the Rumble burrow. A large wooden door leads into a small hill to the south, and to the east there is
ventilation duct in the top of another hillock.
1 the Rumble’s kitchen, filled with large and expensive-looking cooking facilities. There is a ventilation duct in the roof to the west, a door to the
east and a hole in the south wall, just large enough for a Borrible to crawl through.
2 a small passageway with exits leading to the west and south.
3 a vacant guard-room, with a single door leading to the south-west.
4 a large hall decorated with tapestries and paintings. Doors lead to the north, north-east and south-east.
5 the Rumble library, with many shelves filled with hundreds of books. There are exits to the north, east and south.
6 a guard room where captured Borribles are usually kept. An open iron-barred door leads west, and a crude hole has been made in the north wall.
7 an extravagantly decorated passageway with thick carpet and wood-lined walls. An open passage leads to the north-west and there is a locked
door to the south-west.
8 Torreycanyon’s workshop. The walls are lined with tools, and the floor is stained with oil. There is a door in the north wall.
9 the headquarters of Vulgarian, Leader of the Rumble High Council. A door leads north-east.
ITECH 1000/ITECH 5000 Programming 1 Assignment 1 2015 Sem1
Assignment 1 – Development of a Simple Menu Driven Text Adventure
Due Date: 4pm, Thursday Week 7 (see Course Description for further.
Similar to Green My Place Game7 Switch Search (20)
The design of the Save Energy serious game, Green My Place, as it stands after 6 months. With thanks to Chris Bateman, Mahtava Oy, Lumenatra and Leyla Nasibova.
Presenting the progress and problems on the development work package for the SAVE ENERGY project, including the serious game architecture, client and backend, plus services.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Expert Accessory Dwelling Unit (ADU) Drafting Services
Green My Place Game7 Switch Search
1. Green My Place:
SAVE ENERGY Serious Game
Mini Game Concepts
Game 7: Switch Search
This game is based upon the “escape the room”
sub-genre of adventure games, which has
enjoyed a strong niche presence in recent years.
• Educational Goal: Demonstrate common
energy waste scenarios
• Play Style: Environmental Search
This game is based around the “escape the room” style of adventure game, in so much that a similar
representation and exploratory mechanic is utilised. However, it differs significantly in reducing the
emphasis on puzzle solving (and especially, on abstract non-logical puzzle steps) and increasing the
emphasis on search and discovery, thus potentially bringing the game to a far larger audience than a
traditional “escape the room” game.
Four sample screenshots are shown below: Crimson Room (top left), 200 Clicks (top right), Viridian Room
(bottom left) and The Doors (bottom right).
Figure 1. Examples of
existing ‘Escape the
Room’ genre games
The essence of this
form is an
environment
consisting of a
number of different
“view positions”
2. which the player can move between (Crimson Room and Viridian Room can be taken as paradigmatic of the
form, although the puzzle chains in both become highly abstract and arcane).
For the purpose of this summary, the following definitions are used:
• Hotspot: any point on the screen where a click will produce an interaction.
• Interaction: a click on a hotspot in the game world, either (1) an object, which is moved or changes
state (2) an item which is collected (3) a move to a new view.
• Item: an inventory item, i.e. something the player can pick up. To pick up an item, the player simply
locates the item and then clicks on it. It then enters the player’s inventory.
• Object: a thing in the game world that cannot enter the inventory. Objects may have states e.g.
open or closed for a drawer or a fridge, down or lifted (so the player can see underneath) for a pair
of shoes etc.
• Switch Object: a thing in the game world that can be turned off in order to SAVE ENERGY; the goal
of this game is to find all the switch objects, and turn them off.
• Cover Object: a thing in the game world that conceals another item e.g. if a key-card is hidden
beneath a flower pot the flower pot is a cover object.
• Lock Object: a thing in the game world that interacts with a particular “key” item to cause
something to happen. The obvious example is the literal use of a key item in a lock object, but
another example would be using a sheet of paper on a shredder to produce shredded paper, then
and then using the shredded paper to line a gerbil cage. The paper and shredded paper are “key
items” while the shredder and gerbil cage are “lock items”. (This follows the concept of a “lock and
key” puzzle, which is the most basic puzzle form in adventure games).
• Puzzle Chain: a sequence of “lock and key” puzzles, consisting of interactions between key items
and lock objects that produce new items, that items, which drive a new “lock and key” puzzle.
• View: a particular projection of the game world. The player moves to new views by clicking on
features in a view that “link” to the new view. Ideally, a fully 3D animation repositions the camera
to the new view , however the principles of this style of game will work using a strictly 2D
projection if this presents more realistic development goals, and in the case of a 2D projection a
simple cross-cut (fade through black, for instance) will suffice for transitions .
• Inventory: the items the player has collected. It is suggest to position this to the right of the screen
and to allocate fixed slots for each item so no scrolling or other mechanism need be used (as in
Crimson/Viridian Room).
• Selected Item: an item in the player’s inventory that has been clicked upon and is thus highlighted.
This indicates that the player is attempting to use this item in their current interactions.
The interface is entirely point and click, consisting of the following actions:
• Click on an object to toggle it between states.
3. • Click on an item to pick it up.
• Click on a view hotspot to change view.
• Click on a lock object hotspot with the correct key item selected to advance a puzzle chain.
In the conventional escape-the-room form, the player is faced with increasingly abstract and confusing
“lock and key” puzzles which they must find the correct thing to do. For this game, the focus of play is
switched from solving the spine puzzle chain to finding all the energy wastes within the room. Some of
these energy wastes are concealed by a puzzle chain, and some are in the open. The player simply explores
the room until all wastes are found.
A counter should be displayed at the top of the inventory telling the player how many energy wastes have
been found e.g. 3/20 to show they have found 3 of the 20 energy wastes to be found in the room.
The following are suggested energy wastes to be found by the player, but the team should feel free to
devise their own list, based around the guideline materials for the SAVE ENERGY project:
• Phone Charger: an open switch object; this is switched on, but there is no phone attached
(“vampire power”). The player simply turns it off at the socket switch.
• Stereo on standby: an open switch object. The stereo is off, but clearly on standby because the
blue light is on. Finding and clicking on the hotspot for the power switch completes this switch
object’s goal.
• TV on standby: The TV is off, but clearly on standby because the light is on. However, there is no
power switch on the TV itself. The player must find the remote, which is (perhaps) in the crack in
the sofa (a hotspot in a sofa item) and can be just barely seen when a cushion cover object is lifted,
then click on the power button on the remote.
• Multiplug Adaptor: both the TV and the stereo are plugged into an adaptor which is locked inside
the TV cabinet. The player need simply open the cabinet doors and turn off the power button on
the multi-plug adaptor, however the cabinet is locked. The key can be found in a “junk drawer” of a
cabinet that serves as a cover object.
About twenty switch objects should suffice for an engaging play experience.
It is suggested to divide the switch objects into roughly the following proportions:
• A quarter of the switch objects should be open, and simply require the player to find them.
• Another quarter of the switch objects should be obscured by cover objects that the player must
move to find them.
• Another quarter of the switch objects should require simple “lock and key” puzzles.
• One eighth of the switch objects should require multiple step puzzle chains.
4. • One eighth or fewer (1-3 maximum) of the switch objects can be given very complicated or obscure
puzzle chains, but these should never deviate significantly from real world logic; the point of the
puzzle chains is to engage the player’s attention, not to frustrate them.
1.1 Variations
This basic concept can be applied to any number of different rooms, e.g. an office, a lounge, a school
cafeteria, a classroom, a library, a gym hall, a janitor’s room.
These rooms would meet the SAVE ENERGY requirements for games that take place in public buildings. The
initial approach of the developers might best focus on rooms which have already been modelled in 3D –
this would allow rapid prototyping of the game mechanics. Rapid prototyping means achieving a playable
form of game as quickly as possible, with any form of technology (even paper and pencil is used), and is
strongly advised by game industry professionals.
One of the currently available 3D models of SAVE ENERGY pilot buildings are the Helsinki schools. These 3D
models provide the perfect start to the development process.
Figure 2. Existing 3D model of Helsinki classroom built in DIALux