STUDIO AIR 2015, SEMESTER 2, TUTORS STUDENT NAME
Table of Contents 4
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CA SYSTEM Egere, niam. Gertes! Sero, nos venatuus re nirmisse diena, utemque ad C. Ivehente consil vir aperudem inprit; nunu in vignonf ecoerte es iam proxime nsulicions et vehenina, ne vicastrum tem, nonsisum ren sentis et; nos imaions crebati, moenit, C. Te con audacto permihi licupic aectam meniquem iam nonsidescere conte et; nosu mactua pat. Fuius locutuus orum simus facciem iam sist aus et L. Haectumer inte, senatus con ta achus ad pon tatem aurbi tum intellegerei ius? La re ideessula Simaxim ihilici entraessul vidiena tistus obus essiden istifecit it? inti, ace tum P. Si elaress unihili centerio, sedius coentus vis. Eps, nos vium tudemure num strum cul tante pote is. Ul vignostum nem audam audeatis horaci iptilis. Gulos fecta, moentrunum forevivis intiae iae atum ommoreo, iae cam conce ipteruntera? Iben Ita me re constuam antiae
INITIALIZATION public class MultiSizeSystem : MonoBehaviour {
public int maxNumberSize2 = 5; public int maxNumberSize3 = 5; public int maxNumberSize4 = 5;
Set et 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;
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; }
Att the beginning only size 0 are spawned. Size 1 cells are made as the cell health goes above 200. The he 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 lse 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 raw mesh of the stressed trees. The trees would be scaled as the cell health increases. They act as stress indicators.
CORPORATION DEVELOPMENT To make sure that king sizes do not
else if (cell.type > CorpType.Tree && (!cell.isHidden || (cell.size == 4))) die until the player touch them. { 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.currentPosition.z), Quaternion.Euler(0, 0, 0), new Vector3(1, 1, 1)); if (CSV.lowRender[gridIndex] == 0) Spawn the first development of { size o groups when there is size o cell with health under 200. CellMesh = _Corporation1[0]; Randomly replace some of the model with CellMaterial = _corporationMaterial1[0]; low poly mesh for better performance. } else { CellMesh = _LowPolyMesh[0]; CellMaterial = _LowPolyMaterial[0]; } } 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];
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.
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]; } 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.
Same rules applied for other 3 corporations.
Graphics.DrawMesh(CellMesh, voxTransform, CellMaterial, 0, null, 0, block);
Draw all the model meshes with their materials accordingly.
EVENT 2
LAND INC GR HIGH ALTITUD
EVENT 2 TREES AROUND CORPORATIONS GET STRESSED
EVENT 1 GEEMO AND CHEMIA COMPETING
EVENT 2 LAND INC GROWING AT HIGH ALTITUDE AREA
EVENT 3 KINGS EMERGED
OWING AT DE AREA
EVENT 1 GEEMO AND CHEMIA COMPETING
Ublicastin dii pesta, ublin videm ia nosum pubit; noc ret dit, nos eri sul haescrei in patiae popubli nihicul tortem aude intili ces omnium poportus, norum ad parit? quamdit. C. Ipicto et pora morum facie medi sultum videffrem condum seditarbis. Sente no. Oter quos fur. Abus, dium ut o es ad conem aucem dem ubliaetor prio vignonfit vemur, ses vendam tero avo, viu intis, ni es ad perit; iam. et publicaet patus, conficaedii
FURTHER BREAKDOWN WITH ANNOTATIONS
EVENT 2 LAND INC., GEEMO AND WATERCORP COMPETING FOR POSITIONS ALONG THE MAIN ROAD
EVENT 3 LAND INC. DEVELOPING INTO LARGER BUILDING COMPLEX
E AG ST
D4.4 P ELO DEV
RESEARCH TOWER SIZE 4
T M EN
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
PROCESSING FACTORY SIZE 1
LARGE GREENHOUSE SIZE 1
D3.1
D2.1 SMALL GREENHOUSE SIZE 0
D.4 LANDMARK FAMILY
STORAGE SIZE 1 D.3 INDUSTRIAL FAMILY
D1.1 FARMLAND SIZE 0
D.1 FARMLAND FAMILY
D.2 GREENHOUSE FAMILY
EVENT 4 THE EMERGENCE OF KINGS
EVENT 4 WATERCORP DEFEATED BY GEEMO
Geemo gives sur trees the lowest
EVENT 6 TREES AROUND THE CORPORATIONS GET STRESSED
rounding ndi d i ng n t stress es s es ess
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
Geemo gives surrounding trees the lowest stress
EVENT 7 THE UNPREDICABILITY OF THE CORPORATION BEHAVIOURS
Geemo gives surrounding trees the lowest stress
MAX 5
MAX 10
EVENT 8 DIFFERENT PATTERNS EMERGE WITH DIFFERENT PARAMETER SETTINGS
300/400/500
A1
Excavator
Power Generator
Tower Hex Size
Transmission Tower 1
Connection Channels
Turrets
Main T Tower Excavator Excav
TECTONIC DEVELOPMENT: GEEMO ELECTRICAL TOWERS The first step of Geemoâ&#x20AC;&#x2122;s success is the presence of these excavation units. These are the main po power generators for Geemo and G d they h provide d power to all l households and manufacturing facilities within each of our developments. Without them, Geemo would be nothing.
A2.1 Housing
Final Housing Dense Living 2
TECTONIC DEVELOPMENT: GEEMO HOUSING These households are Geemoâ&#x20AC;&#x2122;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.
A2.2 Housing
Housing I
Semi-Detatched
Quaint Living
Hex Size
1
A3.1 Industrial Barn I Hex Size
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.
A3.2 Industrial
Meat and 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
Raised Crop Platform
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.
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 isnâ&#x20AC;&#x2122;t already a pleasant experience to begin with!
Connection Channels
Main Tower
A4.2
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
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 Geemoâ&#x20AC;&#x2122;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.
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
A1
Excavator
Iteration 1
Satellites
Moisture Analysis
Hex Size
0
Moisture Detection Satellites
Excavator Engine and Wheels
Cockpit and Rocksaw Wheel
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.
A1
Excavator
Iteration II
Tower
Water Tower Storage
Hex Size
0
Hydro-electric Generator Plants
Generator Engine Core
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 hydro-electricity in its generator plants located at the apex.
A1
Excavator
Excavator Final 1.1
Extractor
Water Pump
Hex Size
0
Extended Cockpit Tower
Pump Extractor Engine
Water Pump Towers
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.
A1
Housing
Iteration 1
Pods
Housing Units
Hex Size
0
Housing Pods & Satellites
Bundled Hex Grid Array
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.
B2.1
TECTONIC DEVELOPMENT: HOUSE-ON-STILTS (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.
Housing
Final Housing 2.1
Roof
Cover
Hex Size
0
Two Tier Roof & Columns
Bundled Hex Grid Array 1
B2.2
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 workersâ&#x20AC;&#x2122; 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.
Housing
Final Housing 2.2
Food
Storage & Fridge
Hex Size
1
B3.1
Chemicals Tube Rack
Automated Valve and Pipe Control
Industrial
Final Housing 3.1
Storage
Water Treatment Chemicals
Hex Size
0
Bundled Hex Grid Array
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.
Purification Plant Type 1I
Purification Plant Type 1
B3.2 Industrial
Final Housing 3.2
Plant
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.
B3.3 Industrial
Final Housing 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 â&#x20AC;&#x153;beneficialâ&#x20AC;? chemicals. It consists of a central fluoride storage and distribution tower, surrounded by smaller water infusion chamber towers.
Central Fluoride Chamber
Fluoride Infusion Tanks
B4.1
Central Distribution Tower
Landmark
Final Landmark 4.1
Commodity
Bottled Water Plant
Hex Size
0
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.
B4.2
Smaller Sized Tanks
Main Storage Chamber
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 such as bottled water and soft drinks.
Landmark
Final Landmark 4.2
Storage
Water Tower
Hex Size
1
Water Tower Pipeline
B4.3 Landmark
Final Landmark 4.3
Commodity
Soft Drinks Plant
Hex Size
2
Product Distribution & Storage Rack
Processing Core
TECTONIC DEVELOPMENT: SOFT DRINKS MANUFACTURING PLANT 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. Coca-Cola: Soft Drink Empire
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.
B4.4 Landmark
Final Landmark 4.4
Office
Water Corp HQ
Hex Size
4
B.0.a Agent
Fertilising Agent
Vehicle
Boat
Hex Size
1
Automated Sail Tracks
TECTONIC DEVELOPMENT: FERTILISING AGENT 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
1
Diesel Motor Engine
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.
LAND INC.
D1.1 Farmland
Farmland I
Agricultural Machinery Reclamation Machinery Hex Size
TECTONIC DEVELOPMENT: FARMLAND The very first stage of the development of the corporation is tranditional farming. With the help of reclamation machineries, land is occupied and serve for agricultural use.
0
D2.1 Greenhouse G
Greenhouse 1
SSmall Greenhouse
Single greenhouse 0
TECTONIC DEVELOPMENT: SINGLE GREENHOUSE Greenhouses provide regulated clamatic conditions for corps to grow in. Single greenhouses are cheap to build, equipped with water storage and input/output pipes.
D2.2 Greenhouse
Greenhouse 11
Hex Greenhouse
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
D2.3 Greenhouse
Soil & crops
Super Greenhouse
Multi-storey farming base 2
Hex Size
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.
D3.1 Industrial
Industrial 1
Storage
Single Barn
Hex Szie
0
Ventilation grate
TECTONIC DEVELOPMENT: SINGLE BARN Single storage for reaped crops with grate for ventilation on the roof.
D3.2 Industrial
Factory 1
Industrial District
Barns and Processing Factory 1
Hex Size
TECTONIC DEVELOPMENT: FACTORY I The small scale industrial district includes barns, water storage, processing factory and the office building. Crops are proccessed here, made as commodity that is readly for sale.
D3.3 Industrial
Factory 11
Industrial District
Barns and Processing Factory 2
Hex Size
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
Chimneys
Administration Offices
D4.1 Landmark
Landmark 1
Small Industries
Small Processing Factory 0
Hex Size
TECTONIC DEVELOPMENT: SMALL INDUSTRIES The first stage of the landmark is a combination of greenhouse and processing factory.
D4.2 Landmark
Landmark 11
Industrial Complex
Large Scale Industries
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.
Gas Storage
D4.3 Landmark
Landmark 11
Small Lab
Agriculture Laboratory
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
Dome Greenhouse
D4.4 Landmark
Final Landmark
Institute of Agriculture Research Centre Hex Size
4
TECTONIC DEVELOPMENT: RESEACH 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 seperated districts connected to each other through transportation tunnels.
Spherical Greenhouse
Chimney
Land Inc. Logo
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.
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.
CHEMIA
C1.1
Excavator
Final Chemical Plant Site Selection 1.1
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.
C2.1
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.
Housing
Final Housing 2.1
Hex Size
0
C2.2
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.
Housing
FInal Housing 2.2
Hex Size
1
C3.1 Industrial Hex Size
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.
C3.2 Industrial
Final Laboratory 3.2
Hex Size
1
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.
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 Laboratory 3.3
Hex Size
2
C4(4) Landmark
FInal Landmarks 4.1/4.2/4.3/4.4
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.
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.
C.0.a Agent
Dam Excavator 1
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1
TECTONIC DEVELOPMENT: STRESSING AGENT The stressing agent tectonic is inspired by sweet gum ball seed pods (spiky).
C.0.b TECTONIC DEVELOPMENT: FERTILISING AGENT The fertilising agent is loosely based on spiral conifer cone.
Agent
Dam Excavator 1
Hex Size
1
TITLE PAGE
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.
Record/screen capture any interesting game event
Players are encouraged to capture interesting moments within the game to
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.
Upload noteworthy event captures onto Instagram #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!
Each player are given a limited time of 10 minutes
Chemia Industries (Corporation) growing near the river
A snake is seen slithering behind the bushes
Instagram post of the game with #corporationcreek2016
Sign board is vandalised with spray paint
Cape daisy weed is seen throughout the site
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GAME DAY 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.
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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.
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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.
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.
TITLE PAGE
Before 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.
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!
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Google Maps
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Unity
Important to include the behaviour of each corp in maps eg. Water corps tend to spawn near river etc. (SHOW IT and explain)
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STOPS START END
ROUTE CAPTURED USING STRAVA
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LAND INC. CORPORATION SPAWNS IN
CHEMIA CORPORATION SPAWNS IN HI
GEEMO CORPORATION SPAWNS IN HIGH
SCREEN SHOTS CAPTURED IN GAME
AREAS WITH HUMAN ACTIVITY
GHER ELEVATIONS
H VEGETATION AREA
GEEMO // HIGH VEGETATION WATERCORP // HIGH MOISTURE CHEMIA // HIGH ELEVATION LAND INC. // HUMAN ACTIVITY
MAP BASED ON THE SPAWNING BEHAVIOUR OF EACH CORPORATION
NATURE v. 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.
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.
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P O L L U T I O N
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H U M A N - AC T I V I T Y
V A N D A L I S M
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.
TITLE PAGE FOR QUESTIONNAIRE
AND REFLECTION? 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.
Q U E S T I O N N A I R E How have you moved through space differ ently 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 hid den 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 nov el 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 locat ing 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 differ ently 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 engag ing phase in the game?
What was the least engag ing phase in the game?
A walk in the park (while killing corporatiosn)
Trying to help a specific corporation was really challenging, therefore engaging.
Killing everything seemed to be too easy to do .
How can the game be im proved? Include multiplayer option, the chance for the player to pick up the waypoints and activate them when desired (like gun&ammo)
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. The player(s) successfully exposed hidden system on site. Such as, new places on site, and various types of plants on site. 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. The player(s) have successfully determined the behaviour of 2 corporations. 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) successfully moved through the space differently. The game had failed to inform the â&#x20AC;&#x2DC;environmentalâ&#x20AC;&#x2122; issues within the site to the player(s). Including multiplayer option would definitely create an interesting game play, and could also potentially create a novelty interaction with site users. etc
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. 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) unsuccessfully moved through the space differently, due to the corporation only spawning in specific areas. 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.