Studio Air Journal Part C Draft

Page 1

STUDIO AIR 2015, SEMESTER 2, TUTORS STUDENT NAME



Table of Contents 4

Heading 2 4

Heading 3


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 Geemo’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 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.


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 isn’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 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.

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 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.

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 “beneficial� 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

Hex Size

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


2

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 everyones’ phones while Carol and Siyu watch patiently.

3. Booklets

While everyone waited for the game to be installed, game booklets were distributed.

3


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.

4

5

6


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!



M

Google Maps

E

R

R

I


C

R

E

E

K

Unity


Important to include the behaviour of each corp in maps eg. Water corps tend to spawn near river etc. (SHOW IT and explain)



6

5

7 4 3

8

9 2 1

STOPS START END

ROUTE CAPTURED USING STRAVA


2

3

4

5

6

7

8

9


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.


E

E

D

S

P O L L U T I O N

W


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 ‘environmental’ 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.




Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.