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shuang's itp jorney
welcome to my chelsea hotel
chelsea is a name given by naive shuang
hope you enjoy your stay
class five - fabrication
mar 4th
I am trying to make a simulation game that the player basically takes care of this absurd being as a pet. They'd have to feed it, clean it, and play with it. There won't be any intense interaction, and I don't think I will add in any time intensity to this game.
For controller design, I hope to use some simple buttons and maybe a light sensor for touching effect. I am hoping to attach the buttons and light sensors all on the being itself. Logically having all the buttons attached to the cube itself doesn't necessarily make sense, but I think the design is meant to make it weirder.
The enclosure will mock up its appearance in the game. I am thinking about using clear acrylics or hard boards for the being's physical skin. The plus of using hardboards as the material is that I will be able to make curved edges that are softer on the players' hands. On the other hand, the clear acrylic might be surreal and alienating that I would want the player to feel. Therefore I am still deciding. Things left to do for the physical aspect
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the enclosure design, prototype, production
-
the button and light sensor design and scripting for teensy
Game Mechanism wise, I don't think it would be very complicated because it is such an active interactive game. I now have a gameController script that oversees the attributes changes and some triggers. Basic mechanism-wise, this is already enough. I would need to change a few more nuanced mechanical designs to maintain the pace of this low-fi pet game.
The green thing is the being and the brown thing is its poop. I am not sure about the color, but this is what I have right now. The green and shading are supposed to add to the eerieness and absurdity. I still have a lot of things that need to be figured out:
-
being's movement and motion graphics in general
-
the poop's appearance and disappearance
-
the background and UI


class three and four - pet being Simulation
feb 24th
I am trying to make a simulation game that the player basically takes care of this absurd being as a pet. They'd have to feed it, clean it, and play with it. There won't be any intense interaction, and I don't think I will add in any time intensity to this game.
For controller design, I hope to use some simple buttons and maybe a light sensor for touching effect. I am hoping to attach the buttons and light sensors all on the being itself. Logically having all the buttons attached to the cube itself doesn't necessarily make sense, but I think the design is meant to make it weirder.
The enclosure will mock up its appearance in the game. I am thinking about using clear acrylics or hard boards for the being's physical skin. The plus of using hardboards as the material is that I will be able to make curved edges that are softer on the players' hands. On the other hand, the clear acrylic might be surreal and alienating that I would want the player to feel. Therefore I am still deciding. Things left to do for the physical aspect
-
the enclosure design, prototype, production
-
the button and light sensor design and scripting for teensy
Game Mechanism wise, I don't think it would be very complicated because it is such an active interactive game. I now have a gameController script that oversees the attributes changes and some triggers. Basic mechanism-wise, this is already enough. I would need to change a few more nuanced mechanical designs to maintain the pace of this low-fi pet game.
The green thing is the being and the brown thing is its poop. I am not sure about the color, but this is what I have right now. The green and shading are supposed to add to the eerieness and absurdity. I still have a lot of things that need to be figured out:
-
being's movement and motion graphics in general
-
the poop's appearance and disappearance
-
the background and UI


class one
class one
feb 2nd
I would like people to have a guess on what scene is this.
Here is the recreation of a scene from a movie.
I followed Brackeys’ tutorial on making a dialogue system and code monkey’s tutorial on basic UI for this part of the assignment. All the arts and UI designs are original.
The biggest hurdle for me: It took way too long for me to actually install the F***ing Unity on my poor Mac air. I eventually gave up. I have a working edition on my desktop. I will try my best to stick with that.
The actual making process was pretty smooth. I choose to do the UI part of the game design because this was something I was not so familiarized with – especially dealing with the Unity UI system. Right now it is definitely a very rough draft of any game visuals that I believe I will eventually pull off.
Some future improvements: I will for sure fix the floating Lucy. Unity is not the best tool for pixel games. Tic-80 etc are so much more convenient considering the low stake aspect of pixel games. I want to make combined conversations with multiple NPC. Right now only one of the characters can be speaking their sentences.
research:
Lunar Lander: This is such an amazing game. Like all classic older games, Lunar Lander is very “simple” but carefully and well designed. The player must have enough patience to control the module to land on a complicated surface of the “moon”. There are basically only 3 things the player can do: turn the module left or right, and emit flame to decrease the speed. The version I tried also does this zoom-in effect when landing closer to the ground and has nice sound effects for ignition, emission, crushing/landing, etc.

Pitfall!(Idk if this counts, but here we goes): I did somewhat research about pitfall! about a year ago just because I was fascinated by the Atari gaming system and how amazing stuff has come out of the limited device. If each screen of scenes in Pitfall! are mapped out pixel by pixel, they would take up 128 bytes and leave 4 bits per screen. Because of the memory constraints of the Atari 2600, Crane – the creator – had to conjure another method to plot the circular path. The scenes are plotted via polynomial counters sequence where the next number will be given by the counter if Harry moves out of the screen from the right, the previous if from the left. On top of the 8-bit number, there are three tree patterns (the background that won’t be interacting with Harry), a scene pattern (holes, pits, crocodiles, and so on), the type of objects on the ground (logs, fire, treasure, and so on), and the position of the wall underground. The combination of these elements eventually brought us the complex and exciting 255 scenes in the game.
This is my WIP remake for that game. It’s really rough though, so don’t expect too much out of this. Compared to Lunar Lander, this game achieved more variation and complication from its gameplays to visual designs in my opinion.


Battlezone is another cool one to be talked about. Like the other twos, the game achieved a lot with very simple logic. Unlike the other two, Battlezone is a 1st person game!!! I’d argue Battlezone is not necessarily a shooting game(?), but it definitely achieved a lot from such intricated gameplay design. Even now, whenever I see a good 1st person game I still feel slightly more engaged and emersed in the gaming experience which is a crucial feeling separating gaming from watching a movie. On the other hand, I have always imagined what was it like before the world is filled with FPS. It is very disappointing that most of the top reviewed Unity tutorials I have found are for FPS. Relatively speaking, I still get chills when I see good 1st person view game that’s not FPS such as Do Not Feed the Monkeys.

class two
feb 10nd
type of physical interface studies:
Brave Firefighters:
The game mechanism is very straightforward. The player/players would act like firefighters and point their water "gun" at the fires‘ roots on the screen. I have played somewhat a crappy/educational version of this in a science museum. Though nothing actually comes out from the hose, there is visual and audio feedback of what happened with the players' actions.
Fishing Joy:
I list this here because the screen position is quite intriguing to me. The fact that you share the same screen with your teammates/competitors that's looking at the screen from a different perspective. The top-down look at the water scene makes the fishing really animating and engaging. I have seen the set in almost every arcade park in China.
Basketball:
This is another popular game from my childhood. Mechanical-wise, it is simple enough to build. The players need to reach a certain score to proceed to the next value. There will be a timer, a scoreboard, and a high score for reference. The basket will be stationary at first but move around when the levels are higher. The balls I have experienced are always in different shapes and weights which might come from wearing but also adds more difficulties to the game. The game is very challenging, and self-motivating since the only thing that's pushing people to play is proceeding to the next level and overcoming the highscore.



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