Contents 14
Research
36
Game Mechanics
48
Game Design
124
Game Posters
136
Systems Behaviour
184
Game Testing
221
Matrix
Introduction
As the narrative group, our main task was to collate the works of our supporting studio groups and present it in a form of an engaging and interactive experience. As the name of our group implies, our team focused on setting a narrative to the systems, that is to say the CA system, we had access to. Our narrative focused on issues relating to the environment and our main aim was to create an experience that could somehow evoke an awareness towards that. We worked closely with the dynamics and mapping team to see which of our ideas actually made sense when taken in context and which could use a few more adjustments. In terms of our internal relations and divided roles within the narrative group, most of our work was produced in a group environment. Ideas, layout and overall objective of the project was thoroughly discussed throughout. The work was purely collaborative up until the preparation for presentation where the team was split into specific focus areas, such as Brenda working on the video, Emily on algorithmic events and Eugene and Kenny on design posters.
Background
The CA (Cellular Automata) system was the basis for the whole project. It was inspired by the forest fire simulation, a grid based system which relied on a set of rules and boundaries to determine the spread of fire around their simulated environment. Working with Merri Creek as our site presented us many opportunities to explore the CA system and its ruling nature. The site was a mixture of elements that were prime for our decision to work with the system. It presented opportunities for defined rules relating to real world objects, which could potentially be used as bearings of the actual site. It was important for the team that the finalized game remained contextual and supported elements which made the game identifiable to the real world.
REFLECTION
Narrative
When deciding upon our narrative, we explored the environmental issues relating to the Merri Creek area. It was then decided that our team would focus on the larger picture, using the local issues of our site as a basis and expanding it towards much more global issues. It was decided that four main issues should be highlighted: land, water and air pollution with the added focus of GMO productions. This allowed our team to create our own side narratives revolving around the main story of environmental issues. The aim was to convey a deeper message within our work with the core and most evident of our narrative being the local environmental issues. Working as a team has definitely thought us to engage with each other’s ideas and collaborate on potentially expanding these smaller sub ideas to larger and more collated results. Starting the project off with a clear narrative not only gave our team a better understanding of what is expected but it also provided us with a firm jumping off point, at which we were free to explore in our own unique way.
Algorithmic Events
Our role as the narrative team when it came to algorithmic events was to work in conjunction with the dynamics team to truly explore the CA system we were working in. The shell of the system was presented early on during the project and was further developed alongside our narrative team. Emily explored most of the algorithmic events within the Unity world and spent the most time going through the scripts to truly understand the rules the dynamics team were defining. Although our meetings with the dynamics team were few and far between, we managed to keep up with the latest updates through GitHub and other social media platforms. Even with the frequent updates, we were however still faced with the issue of playing catch up to whatever they scripted within the past two or three days since the last actual discussion. Seeing as we were working with a system of defining rules and behaviors, it would have perhaps been a more seamless experience if we interacted more during this process.
7
Design Outcomes
Our design process began with the narrative, so the transition between literal to physical relied heavily on reference material. It was decided early on that the focus of our design elements would be environmental. Relating the growth of vegetation and its relation to weeds was a perfect opportunity to display the CA system, so it was decided that invasive weeds should be one of the highlights of our design process. Each team member worked with a single weed species they chose to explore and worked their designs based on not only their appearance but also their behaviors in the defined CA system. The models were the priority of our design task, as we were tasked to develop game assets that would spawn in place defined by the CA system. Our designs had to go through constant re-modifications to fit each increment of the system properly: reducing mesh sizes to increase optimization; reworking models to fit the tessellation of the hex grid; refitting and remodeling to fit the level based expansion/growth of the system. This required frequent back and forths between the Unity environment and Rhino and seeing that we were working with an unfinished version of the CA scripts, the game was functioning a little slower than intended. The models were instead worked mostly on Rhino, with a hex grid similar to that of the CA system. This allowed us control over model placement and provided us with a clearer image of how these models would tessellate with one another. There were definitely still a few optimizations which might have made this process a little smoother and perhaps designing a form of template for tessellating models would have made the adjustments based on the updated systems easier to bear with.
REFLECTION
Game Testing
Preparation for game day saw the optimization and general UI work of the game. This meant the team was purely focused on the Unity environment, going through scripts and inspector options to get the game running in an optimized manner. The CA system at this point was already set and was working as intended. The last few things we as the narrative team had to accomplish was making this feel more like an actual game as it currently presented to be more of a growth simulation. This required some tweaking in the Unity inspector and some added UI scripts. In terms of the final outcome of the game, we do believe that it has achieved a dynamic and interactive experience for its users. We strongly believe that although our game represents, in its most bare form, a growth simulation, it still manages to engage its users in experiencing our site differently. There was a noticeable difference in the ways in which players of our game moved around the site and no doubt these sort of immersive environments can potentially highlight specific points of interest to its users. However, we do feel that the context of the site was lost in our developments and perhaps if we were to spend more time developing the game, specific game objects or landmarks could be used that tied the virtual environment closer to the real world. More UI work could have been done as well to introduce players to each of the corporations and give them a reason to engage with our system. It is also a fun idea to create a sort of real life event for our game, where users can experience the game together. These events could be competitive, where obtaining a king on your corporation awards you with some form of prize. Currently there is no real drive for users to care very much for the corporations they choose to support, so adding a little more narrative in that sense would create a much more enjoyable experience. In terms of architecture, the game has not only successfully engaged users in an environment but it has also created a dynamic and unique experience for each of its users – something that is very difficult to achieve in a built environment. This design task can be applied to a multitude of different scenarios and it’s definitely a skill worth having in any design field.
9
Emily's Reflection
In the very beginning of the game development I participated in researching and structuring the narrative together with other team members, then focused on the design/ visualization and in-Unity test of my corporation. In the final stage I was mainly focused on the algorithmic part, including script editing/testing and documenting the algorithmic events. So throughout the Part C I have touched on both the visual part and the algorithmic part, through which I have learnt a lot. Honestly I think I am the kind of person that is more into technical stuff, so it was really a great pleasure to work with visual people and achieve such a beautiful final game. Throughout the process I see how algorithmic tools help overcome the limitation of traditional design thinking, and how visual techniques help make the algorithmic events understandable. The final game is more playful than I expected, through which players interact with both the complex virtual world and the easily-neglected reality. From the development of the game I get better understanding of my role as not only an architect but a designer. As designers, we work with limitations, and we create experience.
REFLECTION
Brenda's Reflection
I had the opportunity in working with Eugene, Emily and Kenny in creating a meaningful narrative for the game. At the beginning of the development of the narrative, I was more focused towards the development of the visuals, such as the propaganda posters, logos and the design for ‘Chemia Industries’ models, and etc. As the game and narrative developed, I was in charge in creating the trailer for the game. Finally, as the game was finalised, I was focused in creating the evaluation, questionnaire and explaining the overall relationship between the game (virtual world) and Merri Creek (real world). Though each of us was given a specific task, we provided our help in other tasks when it was needed. For instance, I also helped in the design of waypoints and their placements, as well as the providing screenshots for the booklet. In a nutshell, I was focused in providing the visuals for the game.
11
Kenny's Reflection
Throughout Part C, the roles of each of the members in the narrative group was mostly split evenly. During the very early design stages of our work, we all went on our own to explore different narratives with a set boundary of maintaining within the Merri Creek, focused on invasive weed species and explored the environmental issues around the site. The final outcome of the narrative was a discussed and collaborative effort with a few compromises here and there. Once the narrative was determined, a set of early drafts of outcomes was settled and also split evenly. My work consisted of the 10 3D models and their corresponding Explanatory Posters, the Overall Map Poster, the 3 Propaganda Posters, determining material and shaders in the Unity environment, and general UI work. Setting up the Unity scene was a purely collaborative part of the project. I think we all had our fair share of time tweaking Unity’s inspector and reading scripts to get the game working as desired. I’ve definitely learned a lot this semester, with skills ranging from all kinds of software I’d never imagine using. It's no doubt been an enganging experience working with Unity and I can definitely see myself using this in the future.
REFLECTION
Eugene's Reflection
For this project, the work was split quite evenly, so everyone was involved in everything - from Unity to 3D modelling to drawings. Working on a collaborative project that involves 14 other people can be quite tricky at times, and at times I felt frustrated having to communicate so much! Despite these little nagging bits, I really enjoyed working with the group to achieve a project that none of us ever thought possible. Not only did I learn how to work collaboratively in a bigger group, but I have also "upskilled" in the software department - who knew that games could be made so readily? Aside from the technical aspects, I feel like I have honed more of my design skills (although I doubt Grasshopper will ever take me away from the analogue). All in all, this was a fun and eye-opening semester! I will definitely be using the skills acquired here in the near future.
13
I
14
RESEARCH
RESEARCH
“As above, so below” The alchemists of the past and present say that this ancient Hermetic quote to be the key to understanding all mysteries in life - that the microcosm is the reflection of the macrocosm. Following a holistic viewpoint, systems follow the very same rule, where the part is merely a reflection of the whole. It can be said that to understand life itself, it is to understand data. It is also by this belief, that simulations of the real thing are valid tools for us to understand better. Games have always been great simulators of the real world - from The Sims, to Second Life, they allow us to examine all aspects of life in an exaggerated yet highly immersive way. Games and space making may seem far fetched but is already right at our doorstep. The success of Pokemon Go showcases the potential for a geo-located mobile game to augment people’s behaviour in space, encouraging exploration and offering another means to interface with physical reality.
17
Site
520 metres
The chosen site is the Merri Creek/Yarra River intersection area, with a boundary of 520 metres by 448 metres. This area is one of the larger urban green corridors, and the most polluted of them.
448 metres
RESEARCH
The Creek
The aboriginals referred to the creek as “Merri Merri”, which stands for “very rocky”. It was a regular camping ground for the aboriginals, providing an abundant food and clothing material source. This all changed in the 19th century when the very same riches attracted polluting industries to set up shop by the creek corridor, severely damaging the health of the creek. The early and middle decades of the 20th century saw the planners advocating for a transformation of the creek into isolated parks and boulevards, which did not come to fruition. In recent years, there has been a concerted effort to rehabilitate the vegetation and to transform the creek into an open space corridor ideal for wildlife.
21
State of The Creek
Current plans and issues for the creek corridor as follows:
Merri Creek & Environs Strategy 2009-2014
RESEARCH
Yarra Bend Park Environmental Action Plan 2001
25
Fauna Species Distribution Stony Knolls Shrubs or dense grass tussocks in which to nest. Grasslands and Grassy wetlands for foraging.
White-fronted Chat Ephthianura Albifrons One of the most common around paddocks and farm buildings, favouring open habitats with clumps of trees and shrubs. Scattered patches of trees or prickly shrubs for shelter and nesting.
Yellow-rumped Thornbill Acanthiza Chrysorrhoa Plains Grassland and Stony Knolls. Nesting and shelter takes place under logs or rocks. It is particularly likely near dry-stone walls.
Fat-tailed Dunnart Sminthopsis Crassicaudata Open grassy habitat with rocks or logs for basking sites.
Large Striped Skink Ctenotus Robustus Open grassy habitat with rocks or logs
Bougainville's Skink Lerista Bougainvillii RESEARCH
Grassland & Paddocks Open grassy habitat. Spider holes in which to hide.
Lined Earless Dragon Tympanocryptis Pinguicolla Grasslands, stubble and crops. Nests are built below grass tussocks
Red-chested Button Quail Extensive areas of lightly grazed native pasture or native grassland.
Brown Songlark Cinclorhamphus Cruralis Grassland areas with closely grazed or burnt patches. Hunting perches such as boulders, fences or shrubs. Dense shrubs for roosting and refuge from predators.
Flame Robin Petroica Phoenicea
Open Native Grassland where Wallaby and Spear grasses are common. Grazed native grassland is often ideal. Slopes around Stony Knolls appear to be especially favoured.
Golden Sun-moth Synemon Plana
Wide-Ranging Species
Woodlands and forests. Selects dense foliage in which to spend daylight hours (they are harassed by small birds if discovered).
Echidna Tachyglossus Aculeatus Dense shrubbery and low undergrowth in a range of habitats including forest, shrublands, reed beds, shelterbelts and gardens.
Superb Blue Wren Malurus Superbus
Streambank & Wetland
Seeding grasses and sedges for food. Dense shrubs near feeding habitat in which to escape from predators. Dense, prickly shrubs in which to build nests.
Red-browed Finch Neochmia Temporalis Dams and pools. Aquatic vegetation for basking without dense reeds. The frogs use drystone walls and
Growling Grass Frog Litoria Raniformis
Woodland
Woodlands and forests. Selects dense foliage such as the crowns of Blackwood trees, mistletoe clumps or exotic Cypress or Pine trees in which to spend daylight hours (they are harassed by small birds if discovered).
Southern Boobook Ninox Novaeseelandiae Woodlands with grassy, leaf-litter or shrubby understorey.
Rufous Whistler Pachycephala Rufiventris Open grassy woodland or on the edge of woodland with grassland adjacent. This is a ground-feeding bird and nesting bird, dense cover is favoured.
Rufous Songlark Cinclorhamphus Matthewsi Open woodland woodland edges with regenerating wattles.
Imperial Hairstreak Butterfly Jalmenus Evagorus
Forest or woodland with an open understorey. They prefer habitat patches of more than 10 hectares and streamside vegetation more than 50 m wide.
Sacred Kingfisher Todiramphus Sanctus 27
Weeds
RESEARCH
Angled Onion
Artichoke Thistle
Blackberry
Boneseed
Boxthorn
English Broom
English Ivy
Fennel
Flax-leaved Broom
Gorse
Hawthorn
Hemlock
Japanese Honeysuckle
Serrated Tussock
Stinkwort
Periwinkle
Prickly Pear
Slender Thistle
St John's Wort
Tradescantia
Tree of Heaven
Weeds can be found throughout the whole creek corridor. Despite their lovely appearance, these weeds invade the space and light of the local plants, causing them to die out eventually. Wild Watsonia
The starred weeds are ones that are commonly seen on site.
29
Nature For Sale
Ever since man started building empires and imperialistic agendas, the right to free access to the commons - basic resources belonging to all beings - has been grossly violated. Water, food, crop seeds, land and many more are mostly under the control of a handful of elites, who are seeking control via grotesque distortion of consumerism and the relentless consumption of nature. Hence, it is not surprising that conspiracy theories talk about deliberate man-made ecological disasters: those that decide the destiny of the world, enrich themselves at the expense of nature and humans, following the old rule of ‘privatising the wealth, socialising the poverty’. Mega corporations, the ultimate power symbol of the consumer society, are the epitome of invasive, weed-like behaviour in our human world. In order to convey the conviction that the community must recover its rights over the commons and reappropriate the natural resources, the game narrative will revolve around four different corporations vying to take over the Merri Creek.
$ RESEARCH
pay to eat. pay to drink. pay to breathe.
$
31
Industry I: Water
Water, the elixir of life, has been commoditised via privatisation since the 19th century. Issues of mismanagement and the displacement of local populations to facilitate industrial plants have occurred ever since. Cases like the Coca Cola facility in Kaladera, India depleting the groundwater and destroying the local water cycle are common. When every grocery store has a shelf full of bottled potable water, it begs the question: what about the people that do not have access to clean water?
RESEARCH
Industry II: GMO Crops
Just like how it was claimed that fluoride only helps keep the teeth strong, prior media campaigns only preached about how genetically modified organisms (GMO) will allow more yield in dry stretches. Nowadays, it is a wide belief that GMOs not only do not improve yields, but more importantly, they can cause cancer and genetic mutation in the long run.
33
Industry III: Chemicals
The modern world has relied so much on the chemicals industry, that it is now struggling to contain the accumulated loads of pollution and irresponsible waste discharge. From everyday common items like paper and plastics, to the highflying world of fashion and textiles, chemicals are inextricably involved in the process. As our hunger for more products grow, we all ought to pause and think of the child worker in a Levi’s factory in China, unknowingly moving closer to his/her demise everyday.
RESEARCH
Industry IV: Land/Soil
When corporations decide to jump on the agriculture, soil and land bandwagon, they always do so with a property developer’s thirst for profit. Issues such as overfarming and exhausted lands are common in corporate-owned fields. Overuse of fertilisers and the consequence of soil leaching occur regularly. Indigenous communities often get displaced and offered little compensation. An issue of monoculture also springs up regularly in corporate owned fields.
35
II
36
GAME MECHANICS
CA SAVESTATE FROM FINAL GAME
CA System The game was developed with a CA (Cellular Automata) base and functions with a set of rules, based on a grid. The rules define the behavior of each cell and its surrounding cells, which when combined with a set of rules, creates diverse behavioral patterns. The aim was to generate a virtual environment with varying outcomes whenever the engine is started. The forest fire simulation found on http://www.eddaardvark.co.uk/ was our basis in designing the system. We wanted to intergrate and somehow mould it into something more contextual and interactive. Seeing as it was already simulating a system in a very fluid and natural manner, we decided to research into the growth patterns of the invasive species around the Merri Creek. Our selected site selected presented three main e lements: the road, river and general vegetated areas. These in combination has allowed us to explore the potential of these set rules, which create a more diverse yet controlled virtual environment.
GAME MECHANICS
9
8
2
3
4
5
6
FOREST FIRE SIMULATION
7
1
39
Corporation Creek
WELCOME TO MERRI CREEK! WELCOME TO CORPORATION CREEK! Corporation Creek takes place in the heavily polluted Merri Creek, a tributary of the Yarra River. You are tasked with either supporting the major global corporations to take over the landscape, or boycott and attempt to inhibit their relentless development. The aim of the game is to firstly augment people’s movement in space via GPS gaming; secondly, raise awareness of important environmental issues that are often brushed aside. thirdly, to experiment with algorithmic procedural landscape generation.
GAME MECHANICS
41
BLACKBERRY GEEMO Attributes: - Dominant - Low stress - Quickest spread - Fastest aging Most common corp., occurs more in high vegetation areas. This corporation is looking to take over as much land as possible, in order to propagate more genetically-modified crops. The higher the yield, the more $$$.
FENNEL WATERCORP ENTERPRISES Attributes: - Most Dominant - Medium stress - Slowest spread - Slowest aging Occurs more in high moisture areas. Ever since the privatisation of water was sanctioned by the government, Watercorp Enterprises have been monopolising water resources, re-branding natural water into saleable commodities. GAME MECHANICS
STINKWORT CHEMIA INDUSTRIES Attributes: - Less Dominant - Super high stress - Quick spread - Quick aging
AGENT & WAYPOINT
Occurs more in higher elevations. This corporation is all about extracting natural elements and processing them into chemicals that will be used for a myriad of products. Of course, they do not care about pollution.
HAWTHORN LAND INCORPORATED Attributes: - Least Dominant - High stress - Slow spread - Slow aging Occurs more on areas with high human activity. Farming and agriculture has always been an important aspect to humanity, but these guys are on another level, seeking to take over as much land as possible for their farming and soil minerals business. 43
User Interface
Get to know how the interface works! This is a simple GPS-based game where your character moves in relation to your real world movement. It also uses user touch input to alter in-game conditions.
THE PLAYER OBJECT
TREE AMOUNT SLIDER
GEEMO WATERCORP
CHEMIA LAND INC. DESTROY COUNT
GAME MECHANICS
Hostile Touch
To destroy the corporation buildings, you will need to find and tap onto these two hostile waypoints that work for a limited duration:
KILLER WAYPOINT Destroys corp. within large area
*one-finger touch*
The waypoints will also allow you to destroy buildings by simply tapping onto them on the screen. 45
Fertile Touch
To grow the corporation buildings, you will need to find and tap onto this green waypoint that work for a limited duration:
FERTILE WAYPOINT Promotes corp. growth around local area
This waypoint will also enable you to “draw” out buildings via three-finger swipe for a set amount of time.
*three-finger swipe*
GAME MECHANICS
The Agents
Choose which ever to spawn: a fertilising agent which reduces the amount of tree stress, or a stressing agent which helps the corporations grow faster.
CHEMIA FERTILISING AGENT
CHEMIA STRESSING AGENT
LAND INC. FERTILISING AGENT
LAND INC. STRESSING AGENT
GEEMO FERTILISING AGENT
GEEMO STRESSING AGENT
WATERCORP FERTILISING AGENT
WATERCORP STRESSING AGENT
47
III
48
GAME DESIGN
GAME DESIGN
"
Feeling down?
Geemo
That’s because you’re not on Geemo! We’ve only had the best reviews when it comes to our customers so it’s no surprise why we’re the most demanded service in the whole Corporation Creek region. We at Geemo provide all the necessities and indulgences of life at a convenient and efficient manner. We believe in the availability of choice here so we always welcome smaller companies within our market. It’s just a shame that newer companies lack the innovation we strive so hard for here in Geemo. Here’s to a better life with Geemo!
" Geemo is a GMO (Genetically Modified Organism) company that aims to overthrow the market and presents themselves as the only right choice. Geemo is a reflection of current GMO companies, where the ideas and science are promising, but their ethical relations are lacking. GMO based products are currently a booming industry, overthrowing organic crops in their own game. Crop fields and natural farmland have all been a victim of the rapid expansion of GMO companies, with some reports going as far as accusing these companies of boycott towards their own crops. On the other hand, the promises shown in the science of GMO developments are also interestingly valid, with future projections headed towards a more sustainable form of produce. Companies like Geemo have been a serious area of debate in recent years and it’s up to you to decide the future of its state.
51
A1.1
Excavator
Power Generator
Tower Hex Size
Transmission Tower
Connection Channels
Turrets
GAME DESIGN
1
Main Tower Excavator
TECTONIC DEVELOPMENT: GEEMO ELECTRICAL TOWERS The first step of Geemo’s success is the presence of these excavation units. These are the main power generators for Geemo and they provide power to all households and manufacturing facilities within each of our developments. Without them, Geemo would be nothing.
53
A2.1 Housing
Final Housing
Apartment
Dense Living
Hex Size
2
TECTONIC DEVELOPMENT: GEEMO These households are Geemo’s most important contributors towards a brighter future. We at Geemo pride ourselves in placing the customer first. Our neighbourhoods here in Geemo are pleasant places of dwellings filled with ever happy people and fun-filled events.
GAME DESIGN
A2.2
Housing
Housing I
Semi-Detatched
Quaint Living
Hex Size
1
55
A3.1 TECTONIC DEVELOPMENT: GEEMO BARN These tiny barns you see sprawling around Geemo provide the main source of nutritional values to our much appreaciated customers. We here at Geemo strive ourselves to make your experience with Geemo a pleasant one.
GAME DESIGN
Industrial
Meat
Barn I
Animal Farm
Hex Size
1
A3.2 Industrial
Meat/Dairy
Barn II
Animal Farm
Hex Size
2
TECTONIC DEVELOPMENT: GEEMO MULTI-LEVEL BARN When Geemo developments eventually attain a certain population of satisfied customers, these larger, multi-level barns are built to provide homes for our happy farm animals. Our policy here is to provide a place where our animals can live happily in a perfect and spacious environment before their day.
Hex Grid Array
57
Raised Crop Platform
GAME DESIGN
Main Crop Dome
Industrial
Plantation
Greenhouse
Crop Farming
Hex Size
3
A3.3
Hex Grid Array
TECTONIC DEVELOPMENT: GEEMO CROP PROCESSING Although our barns here in Geemo produce all the nutritional values needed for daily activities, there is still nothing better than enjoying the fresh taste of fruits and vegetables. Having a variety of food options are slightly more complicated than raising one of our high-achieving livestock, so this is a commodity only seen in larger Geemo developments unfortunately. We are working hard in bringing these to a development near you one day.
59
A4.1 Landmark
Landmark 3
Tower
Radio Broadcasting
Hex Size
3
Turrets
TECTONIC DEVELOPMENT: GEEMO RADIO TOWER When a development by Geemo reaches a fully self-sustaining environment we push ourselves to go further and beyond with our service to the customer. These radio towers are built around the centres our lovely communities to provide media entertaintment for our people. Not that living in Geemo isn’t already a pleasant experience to begin with!
GAME DESIGN
Connection Channels
Main Tower
61
A4.2
GAME DESIGN
TECTONIC DEVELOPMENT: GEEMO RADIO BROADCASTING COMPLEX This is the very last major development to our most prized communi ties. We wou;ld not be able to achieve any of this without the presence of our ever supporting customers and staff here at Geemo.. Geemo is an ever growing company and we will always be striving to provide you with the latest and most advanced means of living standards.
Landmark
King Landmark
Tower Complex
Radio Broadcasting
Hex Size
4
Full Development Skyline
63
A0.a
Agent
Stressing Agent
Vehicle
Truck
Hex Size
1
TECTONIC DEVELOPMENT: FERTILISING AGENT These tractors are outdated vehicles used for tending to crops before Geemo’s advances in the farming industry. These tractors sole aim is to destroy our hardwork here in Geemo, so if you see any of these roaming around the community, be sure to report this to your local Geemo help line.
GAME DESIGN
Loud Speaker
TECTONIC DEVELOPMENT: STRESSING AGENT These trucks provide our communities with the latest update towards Geemo technologies. If you see one around be sure to say “Hello!” to help boost the developments around.
A0.b
Agent
Fertilising Agent
Vehicle
Tractor
Hex Size
1
65
#A Geemo Empire
GAME DESIGN
67
GAME DESIGN
"
Watercorp Have you ever tried the elixir of life? Do you want to taste what “healthy� is? Then come on and get to your nearest supermarket to purchase our very own Watercorp Elixir of Life! It tastes good, makes you feel good, and you get to live longer with it! Here at Watercorp, we offer you the chance to have unparalled access to this very precious elixir! Imagine being surrounded by it everyday, we have seen that not only do our employees look better, they feel better too! So come and join our great company! Your thirst for the good life will be quenched here!
" Watercorp is a company that deals with water extraction, processing and redistribution. They are always on the lookout for the nearest natural spring and the most pristine of glaciers to extract their water. They not only produce and sell bottled water, they also manufacture a myriad of soft drinks and fruit juices. Watercorp is a reflection of the issues regarding water privatisation, water management and drinks manufacturing giants like Coca-Cola. As a finite resource, the greatest threat to our water security is the mismanagement and abusive use of water, which can be seen around the world. Given its importance as the foundation of life, it is a crime that so many people still do not have clean water access.
69
B1.1
Excavator
Iteration 1
Satellites
Moisture Analysis
Hex Size
0
Moisture Detection Satellites
Excavator Engine and Wheels
Cockpit and Rocksaw Wheel
GAME DESIGN
Bundled Hex Grid Array
TECTONIC DEVELOPMENT: DAM EXCAVATOR (v1) This tectonic re-imagines the moving machinery used to create dam walls and excavate heavy earth. It is a mish-mash of boring machine, rockcutter excavator and monster truck.
71
B1.2
Excavator
Iteration II
Tower
Water Tower Storage
Hex Size
0
Hydro-electric Generator Plants
Generator Engine Core
GAME DESIGN
Bundled Hex Grid Array
TECTONIC DEVELOPMENT: DAM TOWER-WALL (v2) The second iteration in the excavation family involves a completed dam tower-wall which stores water in its main base structure and generates electricity via hydroelectricity in its generator plants located at the apex.
73
B1.3
Excavator
Excavator Final 1.1
Extractor
Water Pump
Hex Size
0
Extended Cockpit Tower
Pump Extractor Engine
Water Pump Towers
GAME DESIGN
Bundled Hex Grid Array
TECTONIC DEVELOPMENT: DAM EXCAVATOR (v3) The final iteration in the excavation family includes the addition of water towers used to extract and store water that is extractor from below ground. A new four-core pump extractor engine is added to power the pump extraction towers.
75
B1.4
Housing
Iteration 1
Pods
Housing Units
Hex Size
0
Housing Pods & Satellite
Bundled Hex Grid Array
GAME DESIGN
Space Frame Structure
Interlockable Platform
TECTONIC DEVELOPMENT: HOUSE-ON-STILTS (v1) The first iteration in the housing family is stylised as a space frame structure on-stilts that carries an interlockable platform and housing units designed as pods.
77
B2.1
Housing
Final Housing 2.1
Roof
Cover
Hex Size
TECTONIC DEVELOPMENT: HOUSE-ONSTILTS (v2) The final iteration in the housing family develops from the initial iteration, but with an added two-tier roof and columns. The tectonic is partially inspired from a typical house-on-stilts, given that the corporation is dealing with water.
GAME DESIGN
0
Two Tier Roof & Columns
Bundled Hex Grid
79
B2.2
Housing
Final Housing 2.2
Food
Storage & Fridge
Hex Size
1
Bundled Hex Grid Array
TECTONIC DEVELOPMENT: LIVING SUPPLIES STORAGE The size one model in the housing family is a storage facility that keeps all of the workers’ food and living supplies. A food processing building is located in the middle, churning out the necessary meals for the hungry workers. It is flanked by four potable water supply tanks.
GAME DESIGN
B3.1
Industrial Final Indus. 3.1 Storage
Hex Size
Chemicals Tube
Automated Valve and Pipe Control
Water Treatment Chemicals 0
Bundled Hex Grid
TECTONIC DEVELOPMENT: WATER CHEMICALS STORAGE RACK The size 0 model in the industrial family is a chemicals storage rack used to house and organise the various chemicals to be used in treating water. These chemicals are to be fed into the larger water treatment plants.
81
Purification Plant Type 1I
Purification Plant Type 1
GAME DESIGN
B3.2
Industrial Final Indus. 3.2 Storage
Water Purification
Hex Size
1
Inner Water Purifying Filter
TECTONIC DEVELOPMENT: WATER PURIFICATION PLANT The size 1 model in the industrial family is a water purification plant made up of two layers: an inner purification filter where the harshest of chemicals are used, and an outer purification filter where the filtration of microbial particles occur.
83
B3.3 Industrial
Final Indus. 3.3
Chemicals Fluoride Plant Hex Size
2
TECTONIC DEVELOPMENT: FLUORIDE INFUSION PLANT The final size 2 model in the industrial family is a fluoride infusion plant, where the treated water is to be processed via an infusion of fluoride and other “beneficial” chemicals. It consists of a central fluoride storage and distribution tower, surrounded by smaller water infusion chamber towers.
GAME DESIGN
Central Fluoride Chamber
Fluoride Infusion Tanks
85
B4.1
Landmark
Final Landmark 4.1
Commodity Bottled Water Plant
Hex Size
Central Distribution Tower
Evian: Bottled Water Empire
TECTONIC DEVELOPMENT: BOTTLED WATER MANUFACTURING PLANT The size 0 model in the industrial family is a bottled water manufacturing plant, where the corporation process their monopolised share of natural spring water which will be sold to the masses.
GAME DESIGN
0
B4.2
Smaller Sized Tanks
Main
Storage Chamber
Landmark
Final Landmark 4.2
Storage
Water Tower
Hex Size
1
Water Tower Pipeline
TECTONIC DEVELOPMENT: CORPORATION WATER STORAGE TOWER The size 1 model in the industrial family is a water storage tower used by the corporation to store their monopolised share of extracted natural water, which will be used in commodity goods
87
B4.3 Landmark
Final Landmark 4.3
Commodity Soft Drinks Plant Hex Size
GAME DESIGN
2
Product Distribution & Storage Rack
Processing Core
TECTONIC DEVELOPMENT: SOFT DRINKS MANUFACTURING PLANT
Coca-Cola: Soft Drink Empire
The size 2 model in the industrial family is a soft drinks manufacturing plant, where the corporation process their monopolised share of natural spring water into soft drinks which will be sold to the masses.
89
TECTONIC DEVELOPMENT: WATERCORP ENTERPRISES HQ The final size 4 model in the industrial family is the Watercorp Enterprises Headquarters Building, where the main management office is located. This is where the leaders of the corporation make decisions and manage the running of their large monopoly enterprise.
GAME DESIGN
B4.4
Landmark
Final Landmark 4.4
Office
Water Corp HQ
Hex Size
4
91
B.0.a Agent
Fertilising Agent
Vehicle
Boat
Hex Size
0
TECTONIC DEVELOPMENT: FERTILISING AGENT
Automated Sail Tracks
GAME DESIGN
The fertilising agent tectonic is derived from a speedy yacht, equipped with an automated sail track that optimises movement speed. Plant seeds are released by this type of agent to induce vegetation growth.
B.0.b Agent
Stressing Agent
Vehicle
Amphibious
Hex Size
0
TECTONIC DEVELOPMENT: STRESSING AGENT The stressing agent tectonic is derived from an amphibious vehicle, equipped with inflatable floats and a diesel-powered engine than is optimised to reach high speeds, but with polluting exhaust fumes as its by-product. This type of agent stresses vegetation to allow for the corporation to propagate.
Diesel Motor Engine
93
#B Watercorp Empire
GAME DESIGN
95
GAME DESIGN
"
Chemia Industries “Daddy what do you do?” When your child asks you that do you wish to have an answer your proud of? Do you want to be able to say I work for the most advanced and leading edge Company that helps shape our world? Then join Chemia Industries the place where dreams are born and elements are changed. Our company is the industry leader in using chemistry to solve our world’s problems. We are responsible for developing and shaping this world in every aspect of human life. We help to develop every industry around from blending the perfect combination of elements to create those perfect tasting beverages that everyone loves to the manipulation of those same elements to help fight the diseases that plague us! No matter where your interests lie and what your passions are we can help accommodate them and together maybe we can decide on what history will remember us for.
"
Chemia Industries is a chemicals manufacturing company that produces chemicals for the production of many everyday synthetic materials like plastics. It is a reflection of the on-going chemicals industry where rampant and irresponsible disposal of toxic waste occurs and negative emissions being let out as by-products of the chemical process.
97
C1.1 Excavator Final 1.1 Plant
Site Selection
Hex Size
0
FInal Bundled Hex Grid Array
TECTONIC DEVELOPMENT: CHEMICAL PLANT SITE SELECTION Several factors/considerations influence the decision in selecting the location for industry, these includes availability of raw materials, government policy and political conditions, just to name a few. The tectonic is inspired by the structure of molecules. These tectonic indicates the chemical plant sites.
GAME DESIGN
C2.1 Housing
Final 2.1
Plant
Site Selection
Hex Size
0
Bundled Hex Grid Array
TECTONIC DEVELOPMENT: HOUSING 2.1 A variety of workers working throughout a chemical plant facility, often organised into departments. Such workers typically include engineers, and plant operators. This tectonic is inspired by structure of molecules.
99
C2.2 Housing
Final 2.2
Living
Quarters
Hex Size
1
FInal Bundled Hex Grid Array
TECTONIC DEVELOPMENT: HOUSING 2.2 Similarly to Housing 2.1, this tectonic is also inspired by structure of molecules, in a larger scale.
GAME DESIGN
C3.1 Industrial Final 3.1 Plant
Chemical
Hex Size
0
TECTONIC DEVELOPMENT: CHEMICAL PLANT The chemical plant is an industrial process plant that manufactures chemicals. A chemical plant commonly has large vessels that are interconnected by piping which carry streams of material. The tectonic is a smaller scale representation of an actual chemical plant.
101
C3.2 Industrial
Final 3.2
Laboratory Reactor Hex Size
TECTONIC DEVELOPMENT: LABORATORY 3.2 A larger chemical company often has a research laboratory for developing and testing products and processes. but such a laboratory may be located at a site separate from the production plants. The tectonic is partially inspired by a laboratory flask.
GAME DESIGN
1
TECTONIC DEVELOPMENT: LABORATORY 3.3 Similarly to Laboratory 3.2. this tectonic is also inspired by laboratory flask, but it is in a much larger scale.
FInal Bundled Hex Grid Array
C3.3 Industrial
Final 3.3
Laboratory Reactor v2 Hex Size
2
103
C4(4) Landmark Final 4.1/4.2/4.3/4.4 Laboratory King Version Hex Size
0, 1, 2, 4
LINE UP OF ALL TECTONICS As shown, the tectonics are lined up according to their family. This demonstrates the difference in scale of each models.
GAME DESIGN
TECTONIC DEVELOPMENT: CHEMIA INDUSTRIES HQ These 4 tectonics are in different scales, the 4th and largest tectonic is the final landmark, also known as Chemia Industries. The tectonic is loosely based on the weed, Stickwort.
105
C.0.a Agent
Stressing Agent
Germ
Bad Strain
Hex Size
0
TECTONIC DEVELOPMENT: STRESSING AGENT The stressing agent tectonic is inspired by sweet gum ball seed pods (spiky).
GAME DESIGN
C.0.b Agent
Fertilising Agent
Bacteria
Good Strain
Hex Size
0
TECTONIC DEVELOPMENT: FERTILISING AGENT The fertilising agent is loosely based on spiral conifer cone.
107
#C
Chemia Industries Empire
GAME DESIGN
109
GAME DESIGN
"
Land Inc. What kind of natural resources can provide you everything you want and it’s totally free? Land of course! Born in this beautiful and huge planet, we all enjoy the priority to get benefit from the infinite area of land, to build things, to develop things, and to create things. Land Inc is such a corporation that is devoted into agricultural production, dedicated to utilize the free resources we have been given, the land, to feed people in need. From the farmland development to the large agricultural research center, Land Inc. is dedicated to make the most of the land use and build the most productive agricultural industrials. Forget Geemo, forget the dubious GMO technology which might do harm to the human body! We were all born with the priority to access unlimited land resources, why not make the most of it?
" Land Incorporated is a soil and land development company that branches into both agricultural soil and fertiliser production, as well as property development. They are all about staking a claim onto any piece of available land and using it to make profits. It is a reflection of the greed reflected in the farming and property sector where the land is repeatedly abused for production’s sake.
111
D1.1
Farmland
No. 1
Machinery Reclamation Hex Size
TECTONIC DEVELOPMENT: FARMLAND The very first stage of the development of the corporation is traditional farming. With the help of reclamation machineries, land is occupied and serve for agricultural use.
GAME DESIGN
0
D2.1
Greenhouse
No. 1
Single
Units
Hex Size
0
TECTONIC DEVELOPMENT: SINGLE GREENHOUSE
D2.2
Greenhouses provide regulated clamatic conditions for corps to grow in. Single greenhouses are cheap to build, equipped with water storage and input/output pipes.
Greenhouse No. 1I Hex
Multi-greenhouse
Hex Size
1
TECTONIC DEVELOPMENT: HEX GREENHOUSE Hex greenhouse maximum the land use for farming. Its spacious interior is air-conditioned and the central courtyard could be used to grow low-maintenance corps.
113
D2.3
Greenhouse Soil/Crops Super
Multi-storey
Hex Size
2
TECTONIC DEVELOPMENT: SUPER GREENHOUSE Super greenhouse is a multi-storey greenhouse complex. The central tower contains conditioned rooms for different types of corps, on the top of which is the terrace with adjustable dome roof to simulate different micro-climate.
GAME DESIGN
D3.1 Industrial
No. 1
Storage
Single Barn
Hex Size
0
Ventilation grate
TECTONIC DEVELOPMENT: SINGLE BARN Single storage for reaped crops with grate for ventilation on the roof.
115
D3.2
Industrial
Factory 1
District
Barn/Processing Plant
Hex Size
1
TECTONIC DEVELOPMENT: FACTORY I
D3.3
Industrial
Factory 1I
District
Barn/Processing Plant
Hex Size
2
The small scale industrial district includes barns, water storage, processing factory and the office building. Crops are processed here, made as commodity that is readily for sale.
TECTONIC DEVELOPMENT: FACTORY II As the unavoidable by-product of crop processing, water pollutant and air pollutant starts invading the surrounding environments.
Barns for crops storage
GAME DESIGN
Chimneys
Administration Offices
D4.1 Landmark
No. I
Small
Processing Factory
Hex Size
0
TECTONIC DEVELOPMENT: SMALL INDUSTRIES The first stage of the landmark is a combination of greenhouse and processing factory.
Gas Storage
D4.2
Landmark
No. II
Complex
Large Industry
Hex Size
1
TECTONIC DEVELOPMENT: LARGE SCALE INDUSTRIES Large scale factory complex that is more efficient for producing agricultural products that are ready for sale.
117
D4.3 Landmark
No. II
Lab
Agro Lab
Hex Size
2
TECTONIC DEVELOPMENT: AGRICULTURAL LABORATORY The Agricultural Laboratory is a huge greenhouse with small labs inside. Crops grow here are more for scientific studies rather than commercial use.
Chimney
GAME DESIGN
Dome Greenhouse
D4.4
Landmark
Final
Institute
Research Centre
Hex Size
4
TECTONIC DEVELOPMENT: RESEARCH CENTRE The final landmark of the corporation is the research centre of the institute of agriculture. It is a multi-function high-rise tower with separated districts connected to each other through transportation tunnels.
Spherical Greenhouse
Chimney
Land Inc. Logo
119
D0.a
Agent
Fertilising Agent
Vehicle
White Cloud
Hex Size
0
TECTONIC DEVELOPMENT: FERTILISING AGENT In the form of cloud that brings rain, the fertilising agent can efficiently increse production rate of agricultural activities. It helps to form a micro-climate that is good for the crops.
GAME DESIGN
D0.b
Agent
Stressing Agent
Vehicle
Dark Cloud
Hex Size
0
TECTONIC DEVELOPMENT: FERTILISING AGENT Having been badly polluted by industrial emissions, the dark cloud agent brings rain contains harmful pollutants that might kill some of the crops. It also sometimes cause acid rain that is highly damaging.
121
#D
Land Incorporated Empire
GAME DESIGN
123
IV
124
GAME POSTERS
Corporation Creek
WELCOME TO MERRI CREEK! WELCOME TO CORPORATION CREEK! The following few pages showcase the drawings that the group presented during final presentation. Enjoy the trip to CORPORATION CREEK!
GAME POSTERS
126
GAME POSTERS
133
V
136
SYSTEMS BEHAVIOUR
Rules for weeds are set with considerations of both the real world weeds behaviour as well as the overall system performance. To balance the amount of each corporation, those with high spreading speed (Geemo and Chemia) have high aging speed as well (means they grow fast yet die fast), and those spread slow would have higher priority to others. These rules are later translated into script rules by the dynamic group, which are the key driving the emerging system and the essense of the game.
SYSTEMS BEHAVIOUR
SPREADING SPEED
Rules For Weeds
Corporation
Dominance
CHEMIA
quick
WATERCORP
slowest
GEEMO
LAND INC
quickiest slow
DOMINANCE BETWEEN WEEDS Corporation
Dominance
GEEMO
dominant
LAND INC
least dominant
WATERCORP CHEMIA
most dinubabr less dominant
CSV BUFF Corporation
Dominance
GEEMO
high
LAND INC
low
WATERCORP CHEMIA
super high medium
AGING SPEED Corporation
Dominance
CHEMIA
quick
WATERCORP
slowest
GEEMO
LAND INC
quickiest slow
TREE STRESS Corporation
Dominance
LAND INC
high
GEEMO
low
CHEMIA
WATERCORP
super high medium
139
INITIALIZATION
public class MultiSizeSystem : MonoBehaviour {
public int maxNumberSize2 = 5; public int maxNumberSize3 = 5; public int maxNumberSize4 = 5;
Set maximum number of large size cells to prevent the game from being too overwhelming.
static int _maxNumberSize2; static int _maxNumberSize3; static int _maxNumberSize4; public int numberOfWeedsToCreateSize2 = 1000; public int numberOfWeedsToCreateSize3 = 3000; public int numberOfWeedsToCreateSize4 = 5000; static int _numberOfWeedsToCreateSize2; static int _numberOfWeedsToCreateSize3; static int _numberOfWeedsToCreateSize4;
Set number of weeds to create large cells as a threshold, so the larger cells would appear after smaller ones.
static Matrix4x4 voxTransform = Matrix4x4.identity; static MaterialPropertyBlock block; static int level; static float scaledHealth; public GameObject[] Corporation1 = new GameObject[5]; public GameObject[] Corporation2 = new GameObject[5]; public GameObject[] Corporation3 = new GameObject[5]; public GameObject[] Corporation4 = new GameObject[5]; static Mesh[] _Corporation1; static Mesh[] _Corporation2; static Mesh[] _Corporation3; static Mesh[] _Corporation4; public Material[] corporationMaterial1 = new Material[5]; static Material[] _corporationMaterial1; public Material[] corporationMaterial2 = new Material[5]; static Material[] _corporationMaterial2; public Material[] corporationMaterial3 = new Material[5]; static Material[] _corporationMaterial3; public Material[] corporationMaterial4 = new Material[5]; static Material[] _corporationMaterial4;
public bool PreScaledMeshes = false;
[Header(“Low Poly Mesh and Materials”)] public float PercentageChanceForLowPoly = 100; public static float _PercentageChanceForLowPoly; public GameObject[] LowPolyMesh = new GameObject[4]; static Mesh[] _LowPolyMesh; public Material[] LowPolyMaterial = new Material[4]; static Material[] _LowPolyMaterial; static bool _PreScaledMeshes; static Mesh CellMesh; static Material CellMaterial;
SYSTEMS BEHAVIOUR
GENERATING CELLS OF DIFFERENT SIZES
public static void MakeLarger(HexCell cell, int gridIndex, List<HexDirection>[] Neighbours, List<HexDirection> hiddenNeighbours, System.Random num) { if (cell.health > 200) { // Make a level 1 cell if the neighbours are all the same and there are no surrounding larger cells. if (cell.NewSize < 0 && cell.type > CorpType.Tree && Neighbours[(int)cell.type]. Count == 6 && hiddenNeighbours.Count == 0 && num.Next(0, 10000) < 3000) { cell.NewSize = 1; CAManager.CellSizes[cell.NewSize].Add(gridIndex); cell.largeIndex = gridIndex; }
At the beginning only size 0 are spawned. Size 1 cells are made as the cell health goes above 200. The system makes a size 1 cell if the neighbours are all the same and there are no surrounding larger cells.
else if (cell.size < 2 && CAManager.CellSizes[2].Count() < _maxNumberSize2 && cell.type > CorpType. Tree && CAManager._typeCount[(int)cell.type] > _numberOfWeedsToCreateSize2 && num.Next(0, 1000) < 100) { HexCell.makeLarge(cell, gridIndex, 2); } // else if (cell.size < 3 && CAManager.CellSizes[3].Count() < _maxNumberSize3 && cell.type > CorpType. Else have a random chance Tree && CAManager._typeCount[(int)cell.type] > _numberOfWeedsToCreateSize3 && num.Next(0, 1000) < 100) to make larger cells. // { // HexCell.makeLarge(cell, gridIndex, 3); // } else if (cell.size < 4 && cell.health > 300 && CAManager.CellSizes[4].Count() < _maxNumberSize4 && cell.type > CorpType.Tree && CAManager._typeCount[(int)cell.type] > _numberOfWeedsToCreateSize4 && num.Next(0, 1000) < 100) { HexCell.makeLarge(cell, gridIndex, 4); } }
SIZE 0
SIZE 1
SIZE 2
SIZE 4 (KING SIZE)
TREES
public static void MultiSizeRender(HexCell cell, int gridIndex, Mesh[] meshPerType, Material[] MaterialsPerType) { if (cell != null && cell.health > 0 ) { cell.currentPosition = Vector3.Lerp(cell.currentPosition, cell.cellPosition, Time.deltaTime); level = cell.health / 100; // This is zero for trees, then weeds will have 4 levels when their health is between 100-199 / 200-299 and so on scaledHealth = (1.0f * (cell.health - (100 * level) + 100) / 100); // Scale health from Total 0 to 500 to relative 1 to 2 for each level
if (cell.type == CorpType.Tree ) { if (cell.health > SuchRulesMuchCoding._StressDecreaseAmount + 10) { voxTransform.SetTRS(new Vector3(cell.currentPosition.x, CSV.getIntensity(SingleMeshRender._intensityMap, gridIndex) +1, cell.currentPosition.z), Quaternion.Euler(0, 0, 0), new Vector3((.3f * cell.health)/20, 0.0001f, (0.3f * cell.health)/20)); Graphics.DrawMesh(meshPerType[0], voxTransform, MaterialsPerType[0], 0, null, 0, block); }
}
Draw mesh of the stressed trees. The trees would be scaled as the cell health increases. They act as stress indicators.
141
Corporation Development
else if (cell.type > CorpType.Tree && (!cell.isHidden || (cell.size == 4))) { if (cell.type == CorpType.Blackberry) { if (cell.size == 0 && cell.health < 200) { voxTransform.SetTRS(new Vector3(cell.currentPosition.x, CSV. getIntensity(SingleMeshRender._intensityMap, gridIndex), cell.curr
To make sure that king sizes do not die until the player touch them.
}
else if (cell.size == 0 && cell.health < 300) { voxTransform.SetTRS(new Vector3(cell.currentPosition.x, CSV.getIntensity(SingleMeshRender._ intensityMap, gridIndex), cell.currentPosition.z), Quaternion.Euler(0, 0, 0), new Vector3(1, 1, 1)); CellMesh = _Corporation1[1]; CellMaterial = _corporationMaterial1[1]; } else if (cell.size == 0 && cell.health < 400) { voxTransform.SetTRS(new Vector3(cell.currentPosition.x, CSV.getIntensity(SingleMeshRender._ intensityMap, gridIndex) , cell.currentPosition.z), Quaternion.Euler(0, 0, 0), new Vector3(1, 1, 1)); CellMesh = _Corporation1[2]; CellMaterial = _corporationMaterial1[2]; } else if (cell.size == 0) { voxTransform.SetTRS(new Vector3(cell.currentPosition.x, CSV.getIntensity(SingleMeshRender._ intensityMap, gridIndex) , cell.currentPosition.z), Quaternion.Euler(0, 0, 0), new Vector3(1, 1, 1)); CellMesh = _Corporation1[3]; CellMaterial = _corporationMaterial1[3]; } else if (cell.size == 1 && cell.health > 200 && cell.health < 300) { voxTransform.SetTRS(new Vector3(cell.currentPosition.x, CSV.getIntensity(SingleMeshRender._ intensityMap, gridIndex) , cell.currentPosition.z), Quaternion.Euler(0, 0, 0), new Vector3(1, 1, 1)); CellMesh = _Corporation1[4]; CellMaterial = _corporationMaterial1[4]; } else if (cell.size == 1 && cell.health > 300 && cell.health < 400) { voxTransform.SetTRS(new Vector3(cell.currentPosition.x, CSV.getIntensity(SingleMeshRender._ intensityMap, gridIndex) , cell.currentPosition.z), Quaternion.Euler(0, 0, 0), new Vector3(1, 1, 1)); CellMesh = _Corporation1[5]; CellMaterial = _corporationMaterial1[5]; } else if (cell.size == 1) { voxTransform.SetTRS(new Vector3(cell.currentPosition.x, CSV.getIntensity(SingleMeshRender._ intensityMap, gridIndex) , cell.currentPosition.z), Quaternion.Euler(0, 0, 0), new Vector3(1, 1, 1)); CellMesh = _Corporation1[6]; CellMaterial = _corporationMaterial1[6]; }
else if (cell.size == 2 && cell.health > 200 && cell.health < 400) { voxTransform.SetTRS(new Vector3(cell.currentPosition.x, CSV.getIntensity(SingleMeshRender._ intensityMap, gridIndex) , cell.currentPosition.z), Quaternion.Euler(0, 0, 0), new Vector3(1, 1, 1)); CellMesh = _Corporation1[7]; CellMaterial = _corporationMaterial1[7];
SYSTEMS BEHAVIOUR
Spawn the first development of size o groups when there is size o cell with health under 200. Randomly replace some of the model with low poly mesh for better performance.
Replace the model with ones of higher development as the cell health increase. Models are designed in hierarchy so it would look like the models are growing, in the case of Blackberry, from the initial excavation to the final landmark. Same for the size 1 & 2 cells.
} else if (cell.size == 2) { voxTransform.SetTRS(new Vector3(cell.currentPosition.x, CSV.getIntensity(SingleMeshRender._ intensityMap, gridIndex) , cell.currentPosition.z), Quaternion.Euler(0, 0, 0), new Vector3(1, 1, 1)); CellMesh = _Corporation1[8]; CellMaterial = _corporationMaterial1[8]; }
else if (cell.size == 4) { voxTransform.SetTRS(new Vector3(cell.currentPosition.x, CSV.getIntensity(SingleMeshRender._ intensityMap, gridIndex) , cell.currentPosition.z), Quaternion.Euler(0, 0, 0), new Vector3(1, 1, 1)); CellMesh = _Corporation1[9]; CellMaterial = _corporationMaterial1[9]; } }
if (cell.type == CorpType.Fennel) ............ if (cell.type == CorpType.Stinkwort ............ if (cell.type == CorpType.Hawthorn) ............
The final development of each corporation is in size 4 intstead of 3, so it is significantly larger than others. Final landmark mesh is drawn wherever there is size 4 cells.
Graphics.DrawMesh(CellMesh, voxTransform, CellMaterial, 0, null, 0, block);
Same rules applied for other 3 corporations.
Draw all the model meshes with their materials accordingly.
143
Timelapse
30S
SYSTEMS BEHAVIOUR
180S
360S
480S
145
The most important part of the game is the variety of different algorithmic events -happening in the site throughout the game. The four corporations interact with each other throughout the game according to the rules we set, so their behaviour is to some extent predictable. However, the rules are also in so way flexible in terms of the chances for corporations to emerge, so there is still plenty of room for the emergent patterns to appear.
SYSTEMS BEHAVIOUR
EVENT 5 EVENT 3
WATERCORP DEFEATED BY GEEMO
LAND INC. DEVELOPING INTO LARGER BUILDING COMPLEX
EVENT 6
TREES AROUND THE CORPORATIONS GET STRESSED
EVENT 1
GEEMO AND CHEMIA COMPETING
EVENT 2
LAND INC., GEEMO AND WATERCORP COMPETING FOR POSITIONS ALONG THE MAIN ROAD
EVENT 4
THE EMERGENCE OF THE KINGS
147
Event 1
GEEMO AND CHEMIA COMPETING SYSTEMS BEHAVIOUR
Geemo and Chemia has the highest growth speed among the four corporations, which makes them quickly dominating the site in minutes. Geemo corporations spawned based on the map of vegetation, and Chemia spawned according to the elevation data. Around the overlapping parts of these two maps, there is a chance for Geemo and Chemia to start competing for the position.
149
Event Breakdown
SYSTEMS BEHAVIOUR
151
Event Breakdown
120S
240S
GEEMO CHEMIA
SYSTEMS BEHAVIOUR
180S
360S
Geemo has higher growth speed than Chemia, so it encircle the Chemia corporations soon and start besieging. However, Geemo also has higher aging speed than Chemia, so it dies out soon while Chemia remains growing on site. Another wave of Geemo might come back later, continues fighting against Chemia.
153
Event 2
LAND INC., GEEMO AND WATERCORP COMPETING FOR POSITIONS ALONG THE highway SYSTEMS BEHAVIOUR
Along the highway there are the most popular positions for all the corporations, as it is closed to the river (high moisture), high in altitude and with more human activities. So it is always the case that multi corporations appear here and competing each other.
155
Event Breakdown
SYSTEMS BEHAVIOUR
157
Event Breakdown
GEEMO WATERCORP LAND INC
SYSTEMS BEHAVIOUR
120S
150
0S
At first only Watercorp and Land Inc were presenting and competing here, then joins Geemo who kills Land Inc immediately. However as Watercorp has higher priority than Geemo, it will not be defeated.
180S
159
Event 3
LAND INC. DEVELOPING INTO LARGER BUILDING COMPLEX SYSTEMS BEHAVIOUR
E AG ST E O PM L E DEV
D4.4
RESEARCH TOWER SIZE 4
NT
D4.3
LABORATORY SIZE 2
D3.2
LARGE FACTORY SIZE 2
D4.2
LARGE INDUSTRIES SIZE 1
D3.2
SMALL FACTORY SIZE 1
D4.1
D2.2
LARGE GREENHOUSE SIZE 1
D2.1
SMALL GREENHOUSE SIZE 0
D1.1
FARMLAND SIZE 0
D.1 FARMLAND FAMILY
PROCESSING FACTORY SIZE 1
D3.1
STORAGE SIZE 1
D.4 LANDMARK FAMILY D.3 INDUSTRIAL FAMILY
D.2 GREENHOUSE FAMILY 161
Event 4
THE EMERGENCE OF KINGS SYSTEMS BEHAVIOUR
KING OF GEEMO CORPORATION The first king to appear in the most cases and there is always a few of it in the game.
KING OF WATERCORP CORPORATION Never appear in the game due to the low growth speed of Watercorp. Making Watercorpâ&#x20AC;&#x2122;s king to show could be one of the major tasks for the player.
KING OF CHEMIA CORPORATION Tend to appear in the later stage of the game if the maximum number of size 4 cells has not be met.
KING OF LAND INC. CORPORATION Sometimes appear in the very first stage of the game, even earlier than the emergence of Geemo kings.
163
Event 5
WATERCORP DEFEATED BY GEEMO SYSTEMS BEHAVIOUR
Battles happened everywhere and corporations get killed all the time. However, the winner corporation does not have to be the one with high priority or lower aging speed. This is case, Watercorp with the highest priority among all the corporations got killed by Geemo which is less dominant yet high in spreading speed.
165
Event Breakdown
SYSTEMS BEHAVIOUR
167
Event Breakdown
60S
120S
GEEMO WATERCORP
SYSTEMS BEHAVIOUR
90S
150S
Watercorp, although with high priority, grows very slowly. It then was immediately encircled by Geemo, which has less priority but high spreading speed. Although with low aging speed so can remain alive for quite a long time, the Watercorp surrounded by Geemo has nowhere to spread. So eventually Watercorp will die out and leave the area completely occupied by Geemo.
169
Geemo gives surrounding trees the lowest stress
Event 6
TREES AROUND THE CORPORATIONS GET STRESSED SYSTEMS BEHAVIOUR
Land Inc. gives surrounding trees relatively low stress
Watercorp Industries gives surrounding trees relatively high stress
Chemia gives surrounding trees the highest stress
Geemo gives surrounding trees the lowest stress
171
There is a chance that th of Land Inc appears first
In most of the cases, only kings of Geemo appears if there is no player interacts with the system
Event 7
THE UNPREDICABILITY OF THE CORPORATION BEHAVIOURS
SYSTEMS BEHAVIOUR
he King
As the rules are quite flexible and determine only the chance for certain corporations to grow in certain areas, there is a level of randomness in terms of the corporationsâ&#x20AC;&#x2122; behaviors. The overall pattern would be totally different in each round of the game, and the ratio of the amount of different corporation units differ from time to time.
173
GEEMO WATERCORP CHEMIA LAND INC
SYSTEMS BEHAVIOUR
However, the patterns still share similarities. Geemo corporation is always the one dominating the site, while Watercorp could seldom be found due to its low growth speed. This offers opportunities for user interactions, so the game is more challenging when the user choose to be in the side of Watercorp and fighting against Geemo.
175
30s
SYSTEMS BEHAVIOUR
120s
30s
120s
30s
120s
240s
360s
240s
360s
240s
360s 177
MAX NUMBER TO CREATE SIZE 4: 5
MAX NUMBER TO CREATE SIZE 4: 10
NUM. OF WEEDS TO CREATE SIZE 2: 300 NUM. OF WEEDS TO CREATE SIZE 3: 600 NUM. OF WEEDS TO CREATE SIZE 4: 900
NUM. OF WEEDS TO CREATE SIZE 2: 300 NUM. OF WEEDS TO CREATE SIZE 3: 600 NUM. OF WEEDS TO CREATE SIZE 4: 900
Event 8
DIFFERENT PATTERNS EMERGE WITH DIFFERENT PARAMETER SETTINGS
SYSTEMS BEHAVIOUR
Large cell here but the max of king has been reached so no kings appear
More kings to appear on site MAX NUMBER TO CREATE SIZE 4: 5 NUM. OF WEEDS TO CREATE SIZE 2: 300 NUM. OF WEEDS TO CREATE SIZE 3: 400 NUM. OF WEEDS TO CREATE SIZE 4: 500
Different parameter settings result in different patterns and behaviours as well. Increasing the maximum limit of the size 4 cells will result in more kings appear in the game, while most of them are still Kings of Geemo (sometimes Land Inc.). Number of weeds to create size 4 also in some way affect the developing speed of all corporations. When number of weeds to create larger size decrease, there would be more larger size cells presenting in the game. However, if maximum number of large size is set not high enough, there would be empty large cells with no models present in the game.
179
MAX NUMBER TO CREATE SIZE 4: 5
MAX NUMBER TO CREATE SIZE 4: 10
NUM. OF WEEDS TO CREATE SIZE 2: 300 NUM. OF WEEDS TO CREATE SIZE 3: 600 NUM. OF WEEDS TO CREATE SIZE 4: 900
NUM. OF WEEDS TO CREATE SIZE 2: 300 NUM. OF WEEDS TO CREATE SIZE 3: 600 NUM. OF WEEDS TO CREATE SIZE 4: 900
GEEMO WATERCORP CHEMIA LAND INC
SYSTEMS BEHAVIOUR
MAX NUMBER TO CREATE SIZE 4: 5 NUM. OF WEEDS TO CREATE SIZE 2: 300 NUM. OF WEEDS TO CREATE SIZE 3: 400 NUM. OF WEEDS TO CREATE SIZE 4: 500
181
SYSTEMS BEHAVIOUR
30s
120s
30s
120s
30s
120s
240s
360s
240s
360s
240s
360s 183
V
184
GAME TESTING
Game Day Adjustments using UnityEngine; using System.Collections; using UnityEngine.UI; public class GameStart : MonoBehaviour { public GameObject overlay; public Text GameTimer; public float EndGameTimer = 600F; public GameObject GameOverScreen; public Camera TopView; public Camera RTSCam;
Allows adjustments to the GUI in Unity's Inspector: Set timer Change camera view Change overlay color/image Change text font and color
// Use this for initialization void Start ()
{
overlay.SetActive(true); RTSCam.enabled = true; TopView.enabled = false;
Tells the game to set an overlay screen when the game begins and initiates the cameras that would be used
} // Update is called once per frame void Update () { EndGameTimer -= Time.deltaTime; if (Input.touchCount >= 1) { }
overlay.SetActive(false);
Sets game timer to deduct from a set amount. In this case, we gave the players about 10 minutes. Turns off overlay once a touch input is made
if (EndGameTimer <= 0 && EndGameTimer > -4) { }
GameOverScreen.SetActive(true);
Triggers an overlay [3] once the timer runs out
if (EndGameTimer < -4 && Input.touchCount >= 1) {
GameOverScreen.SetActive(false); Time.timeScale = 0; TopView.enabled = true; RTSCam.enabled = false;
Once the game timer ends, the game is paused with a camera view with a wider field of view and an extended view range
} if (EndGameTimer > 0) { GameTimer.text = "YOU HAVE " + (int)EndGameTimer + "s LEFT"; } else GameTimer.text = "";
}
}
GAME TESTING
Overlays a GUI asset referencing the EndGameTimer, indicating the amount of time the player has left
1
2
3
OVERLAY SCREENS
REFERENCED FROM GAMESTART AND DEBUGTEXT SCRIPT
END GAME SHOT FOV 100, DISTANCE 120
187
User Interface
GUITEXT SCRIPT
public class GUItext : MonoBehaviour { public Slider treeSlider; public Text Geemo; public Text kills; public Text Chemia; public Text Water; public Text Land; public Text trees;
ALLOWS THE ADJUSTMENT OF TEXT FONT AND POSTION THROUGH UNITY'S INSPECTOR
// Use this for initialization void Start () { } // Update is called once per frame void Update() { Geemo.text = CAManager._typeCount[2].ToString(); Chemia.text = CAManager._typeCount[4].ToString(); Water.text = CAManager._typeCount[3].ToString(); Land.text = CAManager._typeCount[5].ToString(); kills.text = "BUILDINGS DESTROYED: " + CAManager._totalKilled; trees.text = CAManager._typeCount[1].ToString(); treeSlider.value = CAManager._typeCount[1];
REFERENCES THE NUMBER OF SPAWNS AND DISPLAYS IT AS A GUI
Waypoints CHANGERULESSURROUNDING SCRIPT USING UNITYENGINE; USING SYSTEM.COLLECTIONS; USING SYSTEM.COLLECTIONS.GENERIC; USING UNITYENGINE.EVENTSYSTEMS;
TRIGGERS A SET OF RULES WHEN A DEFINED BOOL IS ACTIVATED
void Update() {
if (isDrawing) { int gridIndex = HexCoordinates.iFp(transform.position); if (gridIndex >= 0 && gridIndex < CSV.dataMap.Count) { HexCoordinates hexCoor = HexCoordinates.hFp(transform.position); TRIGGERS A SET OF RULES for (int dx = -sizeOfEffect; dx <= sizeOfEffect; dx++) TO OCCUR IF 'FOLLOW { PLAYER' IS ACTIVATED IN for (int dz = -sizeOfEffect; dz <= sizeOfEffect; dz++) THE EDITOR { if (Mathf.Abs(dx + dz) <= sizeOfEffect) spawns of kills corps around { player based on input if (FollowPlayer && InputManager._playerPosition != null) { HexCoordinates playerHex = HexCoordinates.hFp(InputManager._playerPosition.transform.position); int playerIndex = HexCoordinates.iFh(new HexCoordinates(playerHex.X + dx, playerHex.Z + dz)); if (playerIndex >= 0 && playerIndex < CSV.dataMap.Count) { lock (CSV.specialRulesLock) { if (CSV.SpecialRules.ContainsKey(playerIndex)) { CSV.SpecialRules[playerIndex] = mapValue; spawns of kills corps around } the attached game object else based on input { CSV.SpecialRules.Add(playerIndex, mapValue); TRIGGERS A SET OF RULES } TO OCCUR WHEN THE } 'FOLLOW THIS GAME OB} JECT' IS ACTIVATED IN THE } EDITOR if (FollowThisGameObject) { int tempIndex = HexCoordinates.iFh(new HexCoordinates(hexCoor.X + dx, hexCoor.Z + dz)); if (tempIndex >= 0 && tempIndex < CSV.dataMap.Count) {
PUBLIC CLASS CHANGERULESSURROUNDING : MONOBEHAVIOUR { PUBLIC GAMEOBJECT BUFF; PUBLIC INT SIZEOFEFFECT = 3; PUBLIC FLOAT MAPVALUE = 1; PUBLIC FLOAT SECONDSTODRAW = 5F; PUBLIC BOOL ISDRAWING = FALSE; PUBLIC BOOL ISCHANGING = FALSE; PUBLIC BOOL FOLLOWPLAYER = FALSE; PUBLIC BOOL FOLLOWTHISGAMEOBJECT = FALSE; PUBLIC BOOL MAKEPAINTING = FALSE; // USE THIS FOR INITIALIZATION RENDERER REND; COLLIDER COL; VOID START() { REND = GETCOMPONENT<RENDERER>(); COL = GETCOMPONENT<COLLIDER>(); REND.ENABLED = TRUE; } // UPDATE IS CALLED ONCE PER FRAME VOID UPDATE() {
IF (ISDRAWING) { INT GRIDINDEX = HEXCOORDINATES.IFP(TRANSFORM.POSITION); IF (GRIDINDEX >= 0 && GRIDINDEX < CSV.DATAMAP.COUNT) { HEXCOORDINATES HEXCOOR = HEXCOORDINATES.HFP(TRANSFORM.POSITION); FOR (INT DX = -SIZEOFEFFECT; DX <= SIZEOFEFFECT; DX++) { FOR (INT DZ = -SIZEOFEFFECT; DZ <= SIZEOFEFFECT; DZ++) {T IF (MATHF.ABS(DX + DZ) <= SIZEOFEFFECT) { IF (FOLLOWPLAYER && INPUTMANAGER._PLAYERPOSITION != NULL) { HEXCOORDINATES PLAYERHEX = HEXCOORDINATES.HFP(INPUTMANAGER._PLAYERPOSITION.TRANSFORM.POSITION); INT PLAYERINDEX = HEXCOORDINATES.IFH(NEW HEXCOORDINATES(PLAYERHEX.X + DX, PLAYERHEX.Z + DZ)); IF (PLAYERINDEX >= 0 && PLAYERINDEX < CSV.DATAMAP.COUNT) { LOCK (CSV.SPECIALRULESLOCK) { IF (CSV.SPECIALRULES.CONTAINSKEY(PLAYERINDEX)) { CSV.SPECIALRULES[PLAYERINDEX] = MAPVALUE; } ELSE { CSV.SPECIALRULES.ADD(PLAYERINDEX, MAPVALUE); } } } } IF (FOLLOWTHISGAMEOBJECT) { INT TEMPINDEX = HEXCOORDINATES.IFH(NEW HEXCOORDINATES(HEXCOOR.X + DX, HEXCOOR.Z + DZ)); IF (TEMPINDEX >= 0 && TEMPINDEX < CSV.DATAMAP.COUNT) {
}
}
}
}
}
}
}
}
LOCK (CSV.SPECIALRULESLOCK) { IF (CSV.SPECIALRULES.CONTAINSKEY(TEMPINDEX)) { CSV.SPECIALRULES[TEMPINDEX] = MAPVALUE; } ELSE { CSV.SPECIALRULES.ADD(TEMPINDEX, MAPVALUE); } }
VOID TURNON() { REND.ENABLED = FALSE; COL.ENABLED = FALSE; ISDRAWING = TRUE; ISCHANGING = TRUE; INPUTMANAGER._CANPAINT = TRUE; INPUTMANAGER._MAPVALUE = MAPVALUE; IF (BUFF != NULL) { BUFF.SETACTIVE(TRUE); } } VOID TURNOFF() { ISDRAWING = FALSE; ISCHANGING = FALSE; REND.ENABLED = TRUE; COL.ENABLED = TRUE;
}
INPUTMANAGER._CANPAINT = FALSE; IF (BUFF != NULL) { BUFF.SETACTIVE(FALSE); }
PUBLIC VOID CHANGEDELAY(FLOAT SECONDS) { IF (!ISCHANGING) { ISCHANGING = TRUE; TURNON(); IF (FLOAT.ISNAN(SECONDS)) { INVOKE("TURNOFF", SECONDSTODRAW); } ELSE { INVOKE("TURNOFF", SECONDS); } } } }
}
}
}
}
}
}
}
}
lock (CSV.specialRulesLock) { if (CSV.SpecialRules.ContainsKey(tempIndex)) { CSV.SpecialRules[tempIndex] = mapValue; } else { CSV.SpecialRules.Add(tempIndex, mapValue); } }
Game Testing
GAME TESTING
After weeks of developing the game and narrative, we finally get the chance to test our game on site! Before testing our game on game day, we created a booklet in which contains the instruction of the game play, a list of evaluation, and a questionnaire for the players.
191
Evaluation
Each player are given a limited time of 10 minutes
Play the game for a minimum of 10 minutes This is to ensure that the player remains engaged with the game. If given too much or too little time, the player would potentially find the game too easy or too difficult.
Chemia Industries (Corporation)
Record/screen capture any interesting game event Players are encouraged to capture interesting moments within the game to.
GAME TESTING
Report findings back to the group Other than capturing moments within the virtual world, players are also encouraged to capture interesting moments within the real world, to share with others.
A snake is seen slithering behind the bushes
Sign board is vandalised with spray paint
Cape daisy weed is seen throughout the site
Upload noteworthy event captures onto Instagram #corporationcreek2016 Instagram post of the game with #corporationcreek2016
Finally, noteworthy events whether from the real world or virtual world or both is shared on Instagram for others to see, encouraging them to play! 193
1
2
3
1. Arrival on site With great anticipation, everyone arrived to Dights Fall on time.
2. Install Game Alex is busy installing the game onto everyonesâ&#x20AC;&#x2122; phones while Carol and Siyu watch patiently.
3. Booklets While everyone waited for the game to be installed, game booklets were distributed.
GAME TESTING
4 4. Dynamic and Direction Team The dynamic and direction team gives a brief explanation to the behaviours of each corporations and the game instruction while referring to the game booklet.
5. Eager to play XinYu is testing the game, while the others are still waiting for the game to be installed onto their phones.
6. Hmm Xinyu is referring back to the game booklet. Possibly, trying to figure out how the game actually works.
5
6
195
Once again, Alex explains the game briefly, including a reminder to everyone to fulfill the 4 aims which are playing the game for 10 minutes, capture interesting game events, report back to group on findings, and post noteworthy captures on Instagram.
GAME TESTING
Everyone was soon scattered throughout the site, exploring new and interesting areas guided by the game world, depending on the goal of the player, the player would experience a different journey.
197
Real World VS. Virtual World
GAME TESTING
B
efore the player begins the game, the player is advised to set a goal to achieve by the end of the game. Of the many possible outcomes/goals, the 4 most common are:-
1 2 3 4 Being in full support of nature.
Being in full support of the corporations.
This means the player’s goal is to destroy as many corporations as possible, by swiping on hostile way points and by tapping on King size corporations.
This means the player’s goal is to destroy as many trees as possible and buffing the area for more corporation growth by swiping on fertile way points.
Capturing a screen shot of Water Corporation’s King cell.
Being in full support of a particular corporation.
Due to the rarity of Water Corporation’s King cell, this goal is considered the most difficult one. It can only be achieved with patience and luck. The player’s goal is capturing an image of the Water Corporation’s King cell.
This means the player’s goal is to allow only one or more (but not all) corporations to grow by swiping fertile way points and eliminating the non-chosen corporations and trees with hostile way points.
199
Each team consisted of 3 people, one being in charge of documenting the game play by taking pictures and notes, the other is in charge of playing the game and capturing interesting images/ events and the final person is in charge in recording the route using Strava. Once a goal is set, the game play begins!
GAME TESTING
201
Merri Creek
GOOGLE MAP
GAME TESTING
UNITY
203
3 DIFFERENT ROUTES RECORDED USING STRAVA
GAME TESTING
205
6
5
7 4 3
8
9 2 1
STOPS START END
GAME TESTING
ROUTE CAPTURED USING STRAVA
1
2
3
4
5
6
7
8
9
207
LAND INC. CORPORATION SPA IN AREAS WITH HUMAN ACTIV
CHEMIA CORPORATION SPA IN HIGHER ELEVATIONS
GEEMO CORPORATION SPA IN HIGH VEGETATION AREA
SCREEN SHOTS CAPTURED IN GAME
GAME TESTING
AWNS VITY
AWNS
AWNS A
GEEMO // HIGH VEGETATION
MAP BASED ON THE SPAWNING BEHAVIOUR OF EACH CORPORATION
WATERCORP // HIGH MOISTURE CHEMIA // HIGH ELEVATION LAND INC. // HUMAN ACTIVITY
209
Nature VS. Corporations
By the end of the game play, the player had destroyed 3986 building, suggesting that the goal of the player was to boycott the corporations.
GAME TESTING
By the end of the game play, the player had destroyed 3986 building, suggesting that the goal of the player was to boycott the corporations.
211
Vandalism
Weeds
GAME TESTING
POLLUTION
The virtual game world is designed based on the actual real world landscape of Merri Creek. In the game, everything is vibrant, fun and exciting. So is the real world, with natural flora and fauna, people taking their pets for a walk, families spending the afternoon in the park and etc. However, when looked closely, everything seemed less vibrant, fun or exciting. No matter what the goal of the player is in the game, vandalism is seen throughout the real world, human activities that cause the pollution in the river, and various weeds sprouting throughout Yarra Bend Park. The game is created in hopes that it acts as an educational tool, or an awareness tool to say the least, for people on the issues faced at the site.
213
Questionnaire At the end of Game day, each group was given a questionnaire regarding the game play to be filled up. Questionnaires are important because it allows us to evaluate whether the game was successful or unsuccessful by providing questions regarding the game. The game can be considered successful if it achieves better than our expectation and unsuccessful if it below our expectations. Questionnaire does not only inform us on the success of the game, but it also provides as a tool on improving the game in the future.
215
Q U E S T I O N N A I R E How have you moved through space differently through the game? Give an example
The game directed me to move to areas where there were more weeds when i was trying to help the trees. Also as I wanted to kill weeds quickly I tried to approach as many waypoints as possible.
Have you been made more aware of any hidden systems on site?
I was aware of the new places in the park. As of the systems, I found them unclear. Also, I got aware of the existance of certain plants on the site.
Have you interacted with site users in a novel way by playing the game? Give an example
I had to avoid being hit by cyclists because I was really concentrated on what is happening on the game.
What would you rate your overall experience with this game? AWESOME!
Very Good
OK
Not Good
BORING!
OK
Not Good
POOR!
OK
Not Good
POOR!
What would you rate the accuracy of the touch screen? Excellent!
Good
What would you rate the accuracy of the GPS? Excellent!
Good
the corporations were behaving just like prediceted. Water corp and the yellow one were closer to the river and the green one was closer to the paved areas.
Did you notice certain corporations locating in certain areas? Give an example.
Yes, Water corp growth and spread speed were slow, making it the most difficult to help. While the yellow weed was taking over the area very easily
Did you notice that each corporation carry a specific behavior? Give an example.
no, in fact i think when i played trying to help trees grow and killing corporations I did not find it as interesting and challenging as trying to help a specific corporation.
The game allows you to either support or boycott major corporations. Did you feel obliged to boycott the corporations? Why?
yes, to begin with, there were areas where we could not go towards because the map finished. Then the places that i went to depended on what i was trying to do within the game, even if this mean to get really close to the river or walk into the bushes
Have you been encouraged to move differently through the space than usual? Give an example.
It is not really clear how the game connects back to environmental issues. The only thing that helped me make this connection was the documents given before I played, the one that explains the corporations.
Has the game shed light on environmental issues? Give an example.
Describe the game in one sentence.
What was the most engaging phase in the game?
A walk in the park (while killing corporatiosn)
Trying to help a specific corporation was really challenging, therefore engaging.
GAME TESTING
What was the least engaging phase in the game? Killing everything seemed to be too easy to do .
How can the game be improved? Include multiplayer option, the chance for the player to pick up the waypoints and activate them when desired (like gun&ammo)
The player(s) successfully exposed hidden system on site. Such as, new places on site, and various types of plants on site.
The player(s) seem to move through the space in the real world (guided by virtual world) as we expect them to, and that is guided by the accumulation of corporations in certain areas.
This may be true with other player(s) too during game day. This did not meet our expectation, as we expected the site users or player(s) to interact with one another in a novelty way such as spark a conversation etc.
The player(s) have successfully solve the location of each corporations according to the site.
In terms of providing a choice for the players to decide to support or boycott the corporations, boycotting the corporations were least successful in regards to engagement with the player(s). However, successful when player(s) chooses to support the corporations
The player(s) have successfully determined the behaviour of 2 corporations.
The player(s) successfully moved through the space differently. Including multiplayer option would definitely create an interesting game play, and could also potentially create a novelty interaction with site users. etc
The game had failed to inform the â&#x20AC;&#x2DC;environmentalâ&#x20AC;&#x2122; issues within the site to the player(s).
217
The player(s) did not mentioned how they have moved through the space differently. However, they have mentioned that they paid more attention to their surroundings, trying to see if the game world matched with the real world The player(s) successfully exposed the hidden system of narrow paths on site. The player(s) have successfully interacted with the site users, by sparking a conversation.
The player(s) have successfully solve the location of the Water Corp corporation. The player(s) have successfully determined the behaviour of Geemo corporation.
The player(s) unsuccessfully moved through the space differently, due to the corporation only spawning in specific areas.
It is interesting to note that the player(s) were not obliged to boycott the corporations, but later on, felt like that were obliged, from exploring the site.
The player(s) have successfully made aware of the environmental issues faced in Merri Creek, such as, human activity that leads to water polluting and littering. Adding extra features in the game to allow more interaction with the corporations (support/boycott) Ultimately, creating a more meaningful and engaging game.
GAME TESTING
219
Matrix Content
Layout
BACKGROUND
Merri Creek
CA System
NARRATIVE ALGORITHMIC Script
Algorithmic Events
DESIGN OUTCOMES
Corporation Models
User Interface
How to play
GAME TESTING COVER OVERALL LAYOUT
KENNY EUGENE BRENDA EMILY
221