game project document

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game design | course document | Mathew Sebastian


Introduction

game

A game is a structured activity, usually undertaken for enjoyment and sometimes also used as an educational tool. Games are distinct from work, which is usually carried out for remuneration, and from art, which is more concerned with the expression of ideas. However, the distinction is not clear-cut, and many games are also considered to be work (such as professional players of spectator sports/games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mah-jongg solitaire). Key components of games are goals, rules, challenge, and interactivity. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational or psychological role. The requirement for interactivity should put games such as jigsaw puzzles and mah-jongg solitaire into the category of solo-player puzzle rather than being a game. Attested as early as 2600 BC,games are a universal part of human experience and present in all cultures. The Royal Game of Ur, Senet and Mancala are some of the oldest known games.

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Gameplay elements and classification

Games can be characterized by “what the player does.” This is often referred to as gameplay, a term that arose among computer game designers in the 1980s but as of 2007 is starting to see use in reference to games of other forms.Major key elements identified in this context are tools and rules which define the overall context of game and which in turn produce skill, strategy, and chance. Tools Games are often classified by the components required to play them (e.g. miniatures, a ball, cards, a board and pieces or a computer). In places where the use of leather is well established, the ball has been a popular game piece throughout recorded history, resulting in a worldwide popularity of ball games such as rugby, basketball, football, cricket, tennis and volleyball. Other tools are more idiosyncratic to a certain region. Many countries in Europe, for instance, have unique standard decks of playing cards. Other games such as chess may be traced primarily through the development and evolution of its game pieces. Many game tools are tokens, meant to represent other things. A token may be a pawn on a board, play money, or an intangible item such as a point scored. Games such as hide-and-seek or tag do not utilise any obvious tool. Rather its interactivity is defined by the environment. Games with the same or similar rules may have different gameplay if the environment is altered. For example, hide-and-seek in a school building differs from the same game in a park; an auto race can be radically different depending on the track or street course, even with the same cars. Rules Whereas games are often characterized by their tools, they are often defined by their rules. While rules are subject to variations and changes, enough change in the rules usually results in a “new” game. For instance, baseball can be played with “real” baseballs or with wiffleballs. However, if the players decide to play with only three bases, they are arguably playing a different game. Rules generally determine turn order, the rights and responsibilities of the players, and each player’s goals. Player rights may include when they may spend resources or move tokens. Common win conditions are being first to amass a certain quota of points or tokens (as in Settlers of Catan), having the greatest number of tokens at the end of the game (as in Monopoly), or some relationship of one’s game tokens to those of one’s opponent (as in chess’s checkmate). game design | course document | Mathew Sebastian


Skill, strategy, and chance A game’s tools and rules will result in its requiring skill, strategy, luck or a combination thereof, and are classified accordingly. Games of skill include games of physical skill, such as wrestling, tug of war, hopscotch, target shooting, and stake and games of mental skill such as checkers and chess. Games of strategy include checkers, chess, go, arimaa, and tic-tac-toe, and often require special equipment to play them. Games of chance include gambling games (blackjack, mahjongg, roulette etc.), as well as snakes and ladders and rock, paper, scissors; most require equipment such as cards or dice. However, most games contain two or all three of these elements. For example, American football and baseball involve both physical skill and strategy while tiddlywinks, poker and Monopoly combine strategy and chance. Many card and board games combine all three; most trick-taking games involve mental skill, strategy and an element of chance, as do many strategic board games such as Risk, Settlers of Catan and Carcassonne. Single-player games Most games require multiple players. However, single-player games are unique in respect to the type of challenges a player faces. Unlike a game with multiple players competing with or against each other to reach the game’s goal, a one-player game is a battle solely against an element of the environment (an artificial opponent), against one’s own skills, against time or against chance. Playing with a yo-yo or playing tennis against a wall is not generally recognised as playing a game due to the lack of any formidable opposition. It is not valid to describe a computer game as single-player where the computer provides opposition. If the computer is merely record-keeping then the game may be validly single-player. Many games described as ‘single-player’ are actually puzzles or recreations. game design | course document | Mathew Sebastian

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Class room assignment

Restructuring game

Chess Matthew Sebastian 3rd sem TGD

game design | course document | Mathew Sebastian


The chess 2.0 Chess as a users point of view was different. The user group was the beginners who want to explore the brilliant game . They are not pros. Now the challenge is understanding chess in the beginners point of view. From the survey conducted at nid it self found that they ( the beginners ) loves the challenges in the chess, the game but later they end up in the difficult zone. Opportunity The design opportunity is there at the challenges of this particular difficult user groups. How to make this brilliant game more easy, some how, its very difficult to translate the entire fun of the greater chess into some thing else. The user study revealed something else too, they love the aggression of the game, and they don’t want to make it long, want to avoid all other strategies and get in to the end. Like some new age cricket, the 20-20. Finally goal found. The new chess have to be aggressive as the existing format, ( may be more than that) it should end in a limited time, can be because of the aggressive nature.

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Major trials were done according to the finding is of the overstated conducted. The first game formed with a slight change in the power of the king, that giving it all the powers of the characters. And some conditions. And if the king loses its pals during the game, he loses the respective power, and here applies the conditions. 1. If king loses a character , the players is advised to take a din with 2 chances, if he loses the lost character may join the other team The user study The results showed one major thing the users denied the change, the found the game too complex and confusing. Then here comes the next simpler step by avoiding the complexity. The king has all the powers, and he loses these powers gradually as he loses those respective characters.

game design | course document | Mathew Sebastian


First graphic model

Studies conducted with the newer version of game showed positive results. The game is aggressive now, and not that complex. Aggressiveness is from the rapid movements of the king with the whole power of a chess group.! The graphics Graphics and the packaging of the game were decided according to the nature of the game. The first one was a black one with the whole power look.

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The back cover

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Explorations

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Explorations

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Explorations

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Explorations

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Final graphics

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Final graphics

game design | course document | Mathew Sebastian


Final graphics

Conclusion

The rules of chess .20 is almost similar to the original chess. But with the variations in kings powers. The final product was the game with the manual and the graphics.

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Appendix The try chess .02) manual is presented along with. Thanks Manish desai, sneha ghosh,sanjy urikoth , sagar s, dipanker r. Guide Gayatri menon.

2008

game design | course document | Mathew Sebastian


Appendix

TRYCHESS MANUAL

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TRYCHESS Is a game, played by two players. One player plays with the white pieces, and the other player plays with the black pieces. Each player has sixteen pieces in the beginning of the game: one king, one queen, two rooks, two bishops, two knights, and eight pawns. The game is played on a chessboard, consisting of 64 squares: eight rows and eight columns. The squares are alternately light (white) and dark colored. The board must be laid down such that there is a black square in the lower-left corner. To facilitate notation of moves, all squares are given a name. From the view of the white player, the rows are numbered 1, 2, 3, 4, 5, 6, 7, 8; the lowest row has number 1, and the upper row has number 8. The columns are named, from left to right, a, b, c, d, e, f, g, h. A square gets a name, consisting of the combination of its column-letter and rownumber, e.g., the square in the lower left corner (for white) is A1. Black White Alternately, the players make a move, starting with the white player (the player that plays with the white pieces.) A move consists of moving one of the pieces of the player to a different square, following the rules of movement for that piece - there is one special exception, named castling, where players move two pieces simultaneously. A player can take a piece of the opponent by moving one of his own pieces to the square that contains a piece of the opponent. The opponents piece then is removed from the board, and out of play for the rest of the game. (Taking is not compulsory.) At the start of the game, the position of the pieces is as follows. Thus, at the second row, there are eight white pawns, at the seventh row, there are eight black pawns. At the first row, from left to right, we have a: rook, knight, bishop, queen, king, bishop, knight, and rook. Note that the queens start of squares of their own color, with a dark square in each players left hand corner. Movement of the pieces Movement of the pieces Rook The rook moves in a straight line, horizontally or vertically. The rook may not jump over other pieces, that is: all squares between the square where the rook starts its move and where the rook ends its move must be empty. (As for all pieces, when the square where the rook ends his move contains a piece of the opponent, then this piece is taken. The square where the rook ends his move may not contain a piece of the player owning this rook.) Bishop The bishop moves in a straight diagonal line. The bishop may also not jump over other pieces. Queen The queen has the combined moves of the rook and the bishop, i.e., the queen may move in any straight line, horizontal, vertical, or diagonal. Knight The knight makes a move that consists of first one step in a horizontal or vertical direction, and then one step diagonally in an outward direction. The knight jumps: it is allowed that the first square that the knight passes over is occupied by an arbitrary piece. For instance, white can start the game by moving his knight from b1 to c3. The piece that is jumped over is further not affected by the knight: as usual, a knight takes a piece of the opponent by moving to the square that contains that piece. Pawn The pawn moves differently regarding whether it moves to an empty square or whether it takes a piece of the opponent. When a pawn does not take, it moves one square straight forward. When this pawn has not moved at all, i.e., the pawn is still at the second row (from the owning players view), the pawn may make a double step straight forward. For instance, a white pawn on d2 can be moved to d4. When taking, the pawn goes one square diagonally forward.

game design | course document | Mathew Sebastian


There is one special rule, called taking en-passant. When a pawn makes a double step from the second row to the fourth row, and there is an enemy pawn on an adjacent square on the fourth row, then this enemy pawn inthe next move may move diagonally to the square that was passed over by the double-stepping pawn, which is on the third row. In this same move, the double-stepping pawn is taken. This taking en-passant must be done directly: if the player who could take en-passant does not do this in the first move after the double step, this pawn cannot be taken anymore by an en-passant move. A double pawn step, and a following en-passant capture Pawns that reach the last row of the board promote. When a player moves a pawn to the last row of the board, he replaces the pawn by a queen, rook, knight, or bishop (of the same color). Usually, players will promote the pawn to a queen, but the other types of pieces are also allowed. (It is not required that the pawn is promoted to a piece taken. Thus, it is for instance possible that a player has at a certain moment two queens.) Before and after a promotion King The king moves one square in any direction, horizontally, vertically, or diagonally. There is one special type of move, made by a king and rook simultaneously, called castling: see below. The king is the most important piece of the game, and moves must be made in such a way that the king is never in check: see below. Castling Under certain, special rules, a king and rook can move simultaneously in a castling move. The following conditions must be met: • The king that makes the castling move has not yet moved in the game. • The rook that makes the castling move has not yet moved in the game. • The king is not in check. • The king does not move over a square that is attacked by an enemy piece during the castling move, i.e., when castling, there may not be an enemy piece that can move (in case of pawns: by diagonal movement) to a square that is moved over by the king. • The king does not move to a square that is attacked by an enemy piece during the castling move, i.e., you may not castle and end the move with the king in check. • All squares between the rook and king before the castling move are empty. • The King and rook must occupy the same rank (or row). When castling, the king moves two squares towards the rook, and the rook moves over the king to the next square, i.e., black’s king on e8 and rook on a8 move to: king c8, rook d8 (long castling), white’s king on e1 and rook on h1 move to: king g1, rook f1 (short castling). Position before and after castling: white short, and black long Neither white nor black may castle: white is in check, and the black king may not move over d8 Check, mate, and stalemate Check When the king of a player can be taken by a piece of the opponent, one says that the king is in check. For instance, the white player moves his rook to a position such that it attacks the black king, i.e., if black doesn’t do anything about it, the rook could take the black king in the next move: we say that the white rook gives check. It is considered good manners to say check when one checks ones opponent. It is not allowed to make a move, such that ones king is in check after the move. If a player accidently tries to make such a move, he must take the move back and make another move (following the rules that one must move with the piece one has touched, see below.) Mate When a player is in check, and he cannot make a move such that after the move, the king is not in check, then he is mated. The player that is mated lost the game, and the player that mated him won the game. Note that there are three different possible ways to remove a check: game design | course document | Mathew Sebastian

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• • • the king.

Move the king away to a square where he is not in check. Take the piece that gives the check. (In case of a check, given by a rook, bishop or queen: ) move a piece between the checking piece and

Stalemate When a player cannot make any legal move, but he is not in check, then the player is said to be stalemated. In a case of a stalemate, the game is a draw. When black must move, the game is a stalemate Other rules Resign and draw proposals A player can resign the game, which means that he has lost and his opponent has won. After making a move, a player can propose a draw: his opponent can accept the proposal (in which case the game ends and is a draw) or refuse the proposal (in which case the game continues). Repetition of moves If the same position with the same player to move is repeated three times in the game, the player to move can claim a draw. (When the right to make a certain castling move is lost by one of the players between positions, then the positions are considered to be different. 50 moves rules If there are have been 50 consecutive moves of white and of black without • Any piece taken • Any pawn move Then a player can claim a draw. Touching pieces When a player touches one of his own pieces, he must, if possible, make a legal move with this piece. When a player touches a piece of the opponent, he must, if possible, take this piece. Game modification: For the experienced player, the problem might be the undefined time taken by the game and also the frustration of king’s role being very passive. Aim: More Faster, risks and thus aggressive planning Solution: Powerful king 1 – King has all the powers of a horse, pawn, elephant, rook and the queen when the game begins. 2 – If king’s any characters in his army loses during the game, the king loses that special power –it means if elephant is killed then king loses the power of the elephant moves. If all two horses, two knights and two rooks lost then King loses power of Queen and just has single power of either knight, horse or elephant as per his choice. Observation The game takes some initial time to think to safeguard not only the king from being checkmated but also being from losing its power quickly. If opponent player’s Queen and King has all powers and here the player loses King’s added power, then its advantage for opponent. So thinking is deeper, but due to this structuring game becomes fast and has more chances to give result and not end in draw. End game is also fast. Redesign Two: Context: Adding the context of accountability Aim: Apart from monotheism, adding democracy contentiously play in current times. game design | course document | Mathew Sebastian


Solution: Everything hovers around whether King is selfish and whether the subjects are loyal. At situations of conflict everyone takes some chance to either betray or support. Thus that element is brought in here. 1 – The king is powerful until he has the trust of other players with him. 2 – He loses the trust of his characters if he sacrifices their mates for saving his own life. This happens when king is checkmated. 3 – After losing the trust, the mate may go to the other groups or they withdraw them self from the game. This is drawn by toss (by catch 22 nature of mind to decide – whether still to be with king and move out or support the opponent) 4 – If the king sacrifices the queen, she becomes a part of the other group. 5 – If pawn/soldier is loyal and courageous – it means if pawn kills opponent’s piece other than pawn then any of the pawn gets a new life when he reaches the end of board – the piece being the opponent’s character being killed. Thus if pawn kills elephant, then it gets new life of elephant when it reaches the end of board. And added to this as per previous rule he also gets new life of his own choice (other than king). 6 – At least one soldier is needed on the board at the end of the play. The end soldier becomes more important and thus after reaching end of the board it can move like the king.

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game design | course document | Mathew Sebastian


Game project

Pookalam

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The second crash assignment was to design a game based on regional stories . My story selected was Onam. The game is to be funny, interactive and validating.

The Onam story. The Onam is the major festival of kerala, which usually falls during august. The legend says, mahabali, the ancient asura king of kerala, visits his people during thing the ten days of celebration. Mahabali was the king of kerala long time ago. He was killed by the airian god, vishnu, during on of his avatars. But with respect to the conditions agreed between mahabali and vishnu, the Aryan god allowed him to visit his people during Onam. Kerala its welcomes their king during, these days with special flower settings and sadhaya, the traditional food feast. Making of a pookalam Pookalam the traditional flower settings usually done by the whole family during onam. They starts creating pookalam by at ham, the first day of onam, till the second last day. On the final and major day of onam

they make a terra-cotta model of mahabali, with this flower setting Usually kids and women of the family shows interest in making of pookalam.

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The game This is a role play game. Where the player is playing the role of a kid, who is helping her elder sister preparing the pookalam. Mahabali is coming home during onam. The task is to welcome him, with the pookalam, and the traditional drum. The player can move the mouse, for finding the hidden flowers from the garden ,collect them in the basket pour it to the sister. Other task is to find the drummers and their instruments. Each music man have to give the respective instrument, otherwise they will go back to the garden. This is a time limited game, if you cant finish the tasks in time, mahabali will unhappy and he will go back

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The interaction / concept Screen shot thumbnail are made according to the game mode

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The characters Mood of the characters are ins pi reed from traditional malayalam chithrakatha drawings. The mahabali maveli), oothukaran flute player), chendakkaran, the little boy, and the elder sister, drawn in water color.

Elder sister 17 years old The kid 7 years

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Color applied version

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chendamelam

the flutist and the drummer respectively.

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screen shots many types of moods tried, and a green kerala back ground got fixed. explorations

explorations

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explorations

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explorations

final screen shots the final screen shots are made from the last format. Then different screens are made accordingly.

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final screen shots

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final screen shots

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final screen shots

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Conclusion The flow charts made for different movement of the characters and game interactions are given in appendix. Thanks anisha thampi, sanjy u, akhilesh s.v Guide gayathri menon

game design | course document | Mathew Sebastian


appendix.

start

time bar

timebar fills as time goes.

if time left flowers fallind down from plant 1

time bar fills up, as time starts from 4 mins

if time finishes flower stopes

play animationa of sad maveli

click on flower

sent flowers into basket play the last slide you lost. drag mouse to the pookalam

play agin

click

exit

fil flowers into presen patterns

play animation of flower arangment.

play animation of happy maveli

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start

click on basket (1) on

click on basket (2) on

click on basket (1) on

click on basket (2) on

animation of chendakara n

animation of chendakara n2

animation of instrument 1

animation of instrument 2

drag chendakkaran

drag chendakkaran 2

drag instrument 1

drag instrument 2

animation of chendakara n standing

animation of chendakara 2n standing

animation of instrument 1

animation of instrument

pair instrument with chandakkaran

yes, play animation of chenadakaran & instrument

right pair?

no, go back to previous stage.

play animation of happy maveli

game design | course document | Mathew Sebastian


game project

interactive educational tool

crazy lab

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The major game project was to understand different design opportunities and Design a game/interactive product for the identified user groups. The user Upper primary/fresh high school student according to the different streams of educational system, like cbsc, state board and others.. their parents and teachers also falls to the user group. The business/ market The product has to be a flash based game with lesser graphics, which can be uploaded to a web site or played like mobile applications in various devises.

game design | course document | Mathew Sebastian


The opportunity The identified game design opportunity was learning of science, the experience of biology learning. The procces of digestion was taken for sample product. The aim was to develop an application for enhancing the learning experience of digestive prosses , of fat and carbo hydrate. Initial researches. The proses of digestion, were studied with reference from different Indian text books, and note prepared by students and teachers. This included in the appendix. Users study. Students of different schools were interviewed and observed , as well as their respective teachers and parents. Users study was prolonged through the character development and interaction. Changes made according to the user feed backs.

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Study showed that the students from state board syllabus were lacking different learning modules. They are using black boards , and old out dated models and illustrations. But students from the higher guarded school were gifted with new age materials and infrastructures. But some state board schools does have computer facilities and projectors but they don’t have an interactive module. So the first finding was positive. The opportunity. Another major subject in the study as the likelihood of a gaming playing in the class. Many students from the upper class schools like riverfront, were into games and web sites, and they found it interesting. But the lower/ state schools kids were new to the gaming, but they were interested. The challenge. The challenge was to convert the byhearting techniques and other learning methods in to a fun mixed story bound game.

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Story Two major charactors were created with a story line. The story goes like this. Once there lived a a biology professor, named Dhadiwala, with a long white beard. He lived in lab of a down town. Lab, was a mysterious one, with dark mesh, its walls were like the stomach walls. Wood furniture were old, and dusty, it has all the major chemicals and enzymes in small gini bottles. Bajuwala was professors assistant, he has a big glass and was a studious student of the class. The bhaju wala conducting experiments in the lab, with the help of the pro. He is mixing some chemicals and getting the results. Now he is trying to get the chemicals( fat and carbohydrates) digested. If any thing goes wrong, some surprise actions takes place, like fuming, weird lighting and all. The player can interact with the screen using mouse drags and clicks. Reference , clue buttons are provided to facilitate the game play. it can have a voice over content , as the pro tries to interrupt the game action. Characters

por. dhadiwala and bajuwala in the mystery lab initial sketching. game design | course document | Mathew Sebastian

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pro. dhadiwala and bajuwala in the mystery lab rendered

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The game Interacting with the lab and handling the different elements is the game. Surprise elements are pop ot any time, until the player does it correctly. When he finishes, its done. He learned how to play the stomach, this is the core idea

Adding different chemicals in appropriate amount and form is important, like fat should be sliced into small particles, and should be heated and the ph value should be apt. The interaction

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The player gets interactive space, with different cue buttons, and applications, to do various functions, like scrapping, heating, getting informed and all.

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Defined buttons perform different functions,

the bulb gives cues, the book reference, play button plays the demo, light heats up and down, test-tube pours chemical into the flask, timer moves time. The cursor drags each chemical solution.

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surprise elements The wired dhadiwala asks random but related questions in times. failing which it leads to some kind of punishments, like standing over the table, or going back to the first step, or even reading the reference. these are the screen shots of questions.

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Some major faults can affect the lab it self, some light and smoke effects.

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References are from the database with the links to an external site

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Interaction/ flowcharts each action is defined by flowcharts.

this is how the hammer button works

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Functioning of the cue button

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The lab

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carbohydrate digestion

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fat digestion

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random quiz

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protein digestion

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Conclusion The crazy lab project was an elaborated on, but only some aspect of its wide opportunities are explored here. If it could done in a detailed scale, this would be a wonderful educational tool. The surprise elements can be added more and it can have more fun too.

I would like to thank the authorites of riverside school, rspv school, the st xaviour’s schools , the sri ravisankar school, and thier students. I would also greatful to the parents too. My friends at NID, sagar, sneha, abhijith, vivek, asoka, anisha, dipu and roni. And my guide

Referance NCERT The gujarat state sylubus Kerala state sylubus. e reasourses en.wikipedia.org/wiki/Digestive_system content.karger.com/ProdukteDB/produkte.asp?Aktion=JournalHome&ProduktNr=223838 digestive.niddk.nih.gov/ddiseases/pubs/yrdd/ www.medicinenet.com/digestion/focus.htm

Guide Gaytri Menon

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My virtual onam Game project Dedicated to the generation who would never knew there was something like this.

The final project The guide suggested to carry on with the previous onam concept and elaborate it in a broader perspective. The brief was chosen . the projected game should be a game based on onam. There was lots of confusions in the first stage about , the user grope, client , and ability of the project to survive. A set of user study was done to understand these parameters. The study conducted in three major phases. One to understand the user group, and the client, other to understand their behavior on an interactive platform/ vulnerability to use the project. The last one was kind of an end user feed back study, where the character sand story plot of the projected game were tested, to understand the user preferences. After analyzing the study reports and interventions, the brief was finalized, then concept story was made, with different character options.

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User study 1st phase In this phase the major intention of the study was to understand, different parameters about the proposed user. The study conducted in a heterogeneous sample group. Subjects were selected using random sampling method from different backgrounds. Like Economical The economical status of the subjects like, the income of the subject bad his\her family. Environmental The space of the subject, like the rural urban division. And family values, orthodox or moderate. Genetical relation The subjects were also categorized in terms of their genetic relation with the geographical kerala, like the first generation, second, third. Place of living The study also tried to understand the subjects on the basis of their places of living. Like living in kerala, or out side kerala, but in India, living out side India. The study was conducted in different means, interviews and personal interventions. The mediums used were vary from telephone to IMs. As part of the study, 20 students from bhavnagr schools were interviewed. They were many from the families those migrated from kerala to gujarat. Some of them are in kerala, and did their primary education there and now living in gujarat, with their parents. They were studying schools near bhavnagar. The study was conducted like an open interview, the subjects were asked about there preferences in game, activities, interactions with new media. This proses took 3 days, they were observed in their homes, and study centers. The main queries asked to subjects were to understand the game/interactive behaviors of them. The why factor of them playing the game. Many of them were love playing games, but some are not exposed to the web based gamed relate to their economical status. Of most every on loved the fun elements in games. Action also played a major role in preference. These were the major areas were given importance during the visit. What kinds of games subjects play? What kind of factors they found interesting in their games? How they usually play, the medium, the interactively. Their knowledge on Onam and related Their opinion on the games projected.. What would make them play such games?

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It is found from this short study that, the youngsters of 9 to 16 can be the potential users for the projected game. According to the opinions collected gammers of this category likes, action, fun elements,and interactively. Some of them given ideas of their Onam experience during the study, subjected were asked to give an account of their Onam experience, what they found it interesting. This session was conducted among all categories of potential subjects. Using different kinds of mediums, like emails, calls and IMs. Some of the interesting profiles.

BIBIN MATHEW Is a IT professional from bangalure, living in koramagala, with his wife and 2 kids. He was contacted through phone and internet. Questions were asked to understand his perspective on games and culture. His son febi also being interviewed through phone. Both father and son are game players, febi players web based games, Bibin is very concerned about the games his kid play. Bibin was asked to respond on his experience on Onam as an individual and family. He used to celebrate onam with his parents at home, back kerala, they used to have swings and rope pulling games on Onam. For Bibin now onam is an occasion to meet his old friends back home and spend a quality time with his family. When he was asked about his childhood onam experiences, he said he was always fascinated about the legend of onam, he loved the characters very much, he belongs to a traditional Christian family, even though they used to celebrate onam in the traditional way. He enjoyed making athapookalma, collecting flowers from the field, and organizing it with his cousin and siblings. Now he is worried about his son, since he is not getting any chance to pluck flowers from the urban jungle. Apart from that, Bibin used to play the small fun games comes in balarama online,he says it is a harmless fun. He is very positive abut the projected game on onam and its legends, even he likes to play he said. He also feels that his son will get a nice experience which can be near to the old golden days. His son febi was interview through phone, he is a class 5th student, born in kerala, now living in baglaure. He said onam is the celebration . he knows mahabali as a kerala king, with large belly and vamana as a kid, he don’t know any thing more on the story. He likes onam, that he is getting a chance to go back kerala to meet his grand parents and others, but some times he couldn’t make it because of the school timings. They sometimes celebrate onam at baglure, with their other friends. He loves the food very much, also the idea that he is getting new cloths and gifts on that day.

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Gopinathan Pillai, and Family is settled in up town newyork, they are hailing from adoor in kerala, the family includes Mr. pillai, hi wife shobha, and two daughters, anu and aswathy,. anu and aswathy were born in US. They were contacted through IMs. Anu the elder sister studied in kerala till her fifth and she went back to kerala. For aswathy onam is an event happening in her malyali samjam, she also members they spent at their home, back kerala during onam. She loves the food served during the onam, she says it is very elaborated. She knows the story of mahabali, personally she thinks the characteristic of mahabali is funny. Wearing al those funny heavy ornaments and the traditional dress up is fun to her. She don’t know the story of onam much she knows there was a king, and he was killed by a dwarf! That’s it. When contacted Mr. pillai, seems to have very much interest in the projected game, he thinks it may give a idea bout onam and other legend os kerala to the 2nd or 3rd generation malyalies living abroad. Gopinathan has a vivid onam memories , he talked about all those traditional aspects of onam, and he is very keen on passing this experience to his daughters.

game design | course document | Mathew Sebastian


Lakshmi is from mumbai, an engineering student. Grand parents shifted from kollam, she is the 3rd genre ration living in mumbai. Early speaks malyalam, lakshmi is more comfortable with Hindi and English. For her onam ins just like any other celebration, apart from the feast. But his parents are very particular about onam, she celebrates. She used to celebrate onam in her home back in kerala,she used to play with her cuisines there. But now a days they couldn’t go kerala for the onam celebration. For her Divali is important than onam, but she finds the story of onam very funny. She plays computer games, she likes fun based games. Used to spent at least 20 minute online for entertainment. She is a fan of facebook games.

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Jerry and sherin were the youngest subjects interviewed during the study. Both are born in U.K., and their parents are from thiruvalla, kottayam. Sherin , the elder sister, loves to dance and sing. Onam is a big time for her. Every onam she used to participate celebrations of their association in U.K.. Jerry ‘s onam is filled with fun. He loves sweet very much , he is getting payasam that’s the major important thing, their mother added. But they never celebrated onam in kerala, since Jerry is more prone to deceases. When asked about the story of onam , they became blank, they don’t know any legend about onam, or even about kerala. They are game players, Jerry loves his game console. This can be an opportunity for a designer to involve his mother said.

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Findings and opportunities Main aim of the study was to understand the potential user for the projected game, and their game behaviors, with respect to different kinds of mediums like, TV, internet, game consoles, physical games.. The study also looked at other parameters of the subjects like, economical, social status, and tried to understand their influence in their behavior Another major aim was to understand the subjects knowledge on Onam and related legends on onam, and their idea of the characters in the plot, the mahabali, vamana and others if any. The findings and interventions can be categorized in to two major groups.

The possibility. The possibility of the projected game depends upon, the likely hood of gaming, and positive attitude of the families. Majority of parents interview in this study were eager about the project. They find the reasons, connecting their cultural root, their desire for a continue of their back home stories. For the kids this could be an opportunity to understand, the legend about the celebrations, and have harmless fun. For the client this could be a nice market to explore the sentiments related to the homeland.

The look and feel The study also asked the subject to tell their experience of onam and related events, and describe the characters , why they likes them also been asked. Many of them like the look and feel of the terrain, the greenery the vivid colors, and fun associated with onam, they have different stories to tell. Like the boat race, sadhaya, and so on. This helped the development of the plot for game. One of the subject from mumbai, described mahabali in a very funny way, an inn cent, mallu, with big fat belly. These kinds of descriptions helped in the character formation of the game.

Final out put The game can be a small web based game, with small funny levels, with a back ground and terrain of kerala. The levels can be different events happening associated with onam. The story plot can be the same legend, but many of the subjects agreed of making some changes and twists in the story for fun sake. The character should be funny, can have two of three major characters.

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The story line The story was made up according to the traditional legend of onam and mahabali, the game concept is begins by a vamana comes to visit the king of kerala for a bilateral talks, they starts talks in a tea shop at the capital. On that discussion the capitalist vamana asks mahabali to admit his nations power over his kingdom. This plot is a mordernasied onam story, using current terms and politics. From this game begins, the player is asked to mahabali, or for mahabali. The onam story According to the legends, asura king mahabali was the king of kerala. The country was in her highs of prosperity, and peace. But the devas of the heavens became jealous of this, and they prayed to lord vishnu to eliminated the king. Vishnu took his 8th avatar , as vamana, came to mahabali kingdom. Vamana had an attain of a Brahmin boy bookish. Vamana asked mahabali to grand him three feet of land to do his prayers. Mahabali was very famous for his virtue of being generous. Mahabali agreed this to the vamana. Then vamana grown big, bigger than the whole universe, he took earth by his first step, then heaven, then he asked mahabali about the third feet of land. Mahabali humbly showed his head. Before sending him down to path al a, mahabali asked a permission from vamana, that to visit his people once in year. According to the legend, it is believe that mahabali visits his people during onam days. Initial screen shorts were made, and the character was fixed to this current form. The game story In the proposed game the story line was altered little bit for fun sake. This story has no intention to hurt any religious/cult/cultural feelings. But for having mere fun. The game story is starting from vamana’s meeting with mahabali at a local restaurant in old kerala. A small level of game is added here. The player is asked to help mahabali from the foot of vamana, and escape. Then the story continues where vamana challenges mahabali for a boat race. There the game have a skill and time based level. And the second major level starts from pathala, where mahabali try ti escape from it. The player is asked to play mahabali and to fight with different creatures and the scenarios. game design | course document | Mathew Sebastian


Character development The main characters in the game were inspired from the onam legend. Mahabali and vamana are created using the available images and illustrations on the legendary characters.

A person dressed up on mahabali costume during onam celebrations, kottayam, 2008 Mahabali character on kerala nadanam. game design | course document | Mathew Sebastian

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Thiruvonathappan and Thriruvonathoni. Thorivonathappan, is a character/myth appear in folk-religious ceremonies regards with Onam.

Vamana Vamana is the 5th avatar of lord vishnu, according to the vishuean philosophy vamana taught mahabali that pride and arrogance is hinders one from entering moksha

‘Vamana Avatar’ (incarnation as ‘Vamana’) of Vishnu and King ‘Bali’.

Source http://www.goloka.com/graphics/gallery/avatars/01incarnations/033-vamana.jpg game design | course document | Mathew Sebastian


The characters in the game were developed on these characters in the legend of onam, but the information gathered from the user study was the users would like to have a funny versions of a mahabali and vamana. And the story line also can have a variation from the original legend. The story line was developed according to the current scenario in kerala,. During this stage, the developed took the freed to interpret the legend according to that, the onam in the game in the rex of a socialist government (read communist) and vamana as the intruder/capitalist policy maker. The major characteristics of all them is a fun. And the game has nothing to with the politics also. This sarcastically attacks the system, both of them using the medium of interaction and game. Its very subtle.

Different mahabali drawings

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These are some of the screen shots were made according to the characters were made. Some of these screen shots were omitted during the major production of screen shots.

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During this stage the levels of the game got fixed. And screen shot were finalized. The debate with vamana and mahabali at the coffee club, followed by the map game , where player is asked to find mahabali from the map. The hitting game., Where vamana is trying to push mahabali to down hell, where player can move mahabali using the arrow keys and throw leaflets of peace to vamana. The commutative 5 throws makes vamana lose the game. The stage where vamana challenges mahabali for the boat race, user can play using arrow keys. The escape from hell, fighting with creatures, and getting cloths from the monkeys.

screen shots/ story board

Screen shots are made using the characters made, and they can be used for further graphical development of the game, like making the character in flash of in vector. Detailed screen shots and story board is in the appendix PDF file. These are some of the developed screen shots

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The game has major 3 levees the flow of the games were made. The flow is the logic of the game, it shows how the interactions should happen in the game. So that the developer and the graphic artist can work on it. Flow chart 1 The first level, hitting maveli down.

Skip to the first page / Play again

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Flow char 1 B. This is about the map and maveli part

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Flow chart The race.

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Flow chart 3 This is the logic diagram for the fight sequence.

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Conclusion Detailed story board with sound track reference is submitted in the appendix file. I hope this game may enlighten the coming generations on onam and its cultural importance. This game may evoke a curiosity on them, so that they may read or discuss about the legend thus, we could share the spirit of Onam. I have omitted several concepts/ ideas which can disturb a young age group. The idea of the game is to spread the message of Onam in an appealing and light hearted manner. I thank everyone who supported me in this project. My guide Gayathri Menon, faculty Sajith Gopinath and my batch mates, especially Dipankar. Above all, I thank the spirit that kept me here, and made me finish this- the supreme wisdom. And the love of my life, who supported me and been with me through the tough times.

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Bibliography Http://www.goloka.com/graphics/gallery/avatars/01incarnations/033-vamana.jpg Http://en.wikipedia.org/wiki/Onam www.onamfestival.org/ www.festivalsofindia.in/onam/ -

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