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* page

* main concept

* fixed size

* resized and compressed images

* updated minified picture

* changes in techstack

* nabu

* Aquasolace
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congnguyendinh0 authored Jan 29, 2024
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57 changes: 51 additions & 6 deletions content/ws23/master/m4-gamingforthefuture/_index.md
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title = "M4 Gaming for Future: A video game about water scarcity in Brandenburg (M4 Gaming for Future: Ein Videospiel über Wasserknappheit in Brandenburg)"
title = "M4 Aquasolace - Gaming for Future: A video game about water scarcity in Brandenburg (M4 Gaming for Future: Ein Videospiel über Wasserknappheit in Brandenburg)"
project_id = "M4"

# Properties for displaying the project in the project list
card_image = "Game1.png"
card_description = "Gaming For Future"
card_description = "Aquasolace - Gaming For Future"

team = ["Eliot Hoff", " Kenneth Englisch", "Cong Nguyen-Dinh", "Adib Ghassani Waluya"]
supervisor = "David Mueller"
draft = true
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{{<section title="Our Goal">}}
The goal of our project was to develop a game together with the NABU about the Water Scarcity in Brandenburg.
The goal of our project was to develop a game together with the NABU about the Water Scarcity in Brandenburg. Gaming For Future, is a single-player strategy, environmental simulation, and awareness game centered around the critical issue of water scarcity. Our goal was it with this game to draw people’s attention to the crucial issue of water scarcity through
Game-Based Learning approach.

NABU (Naturschutzverband e.V) is an NGO with approximately 900,000 members (more than 1% of the population)
environmental education, spreading of public awareness, cooperations with local groups,
institutions and authorities to promote nature-friendly policies
{{<image src="Nabu.png" alt="Nabu" caption="Nabu">}}
{{</section>}}

{{<section title="Gameplay">}}
The player can place tiles on the map. Each tile has different influences on the water level.
Core elements:
Biome tiles:
Biome tiles to reconstruct ecosystem by placing different biome tiles.

Thresholds:
Each biome tile affects temperature and ground water level differently.


The player can place biome tiles on the map. Each tile has different influences on the water level.
Level Selection:
Each level visualised different initial environment conditions (ground water level & temperature) and unique threshold values

Challenge:
The challenge lies in the learning process, where players must discern the impact of each biome tile on the ecosystem.

Winning / Losing:
Players must navigate and manipulate these environmental factors, ensuring they remain within specified threshold values unique to each level
{{</section>}}

{{<gallery>}}
Expand All @@ -33,14 +55,37 @@ We divided the tasks equally and spend the first few weeks with researching and
{{<team-member image="Adib.jpeg" name="Adib">}}
{{<team-member image="Cong.jpeg" name="Cong">}}
{{<team-member image="Kenneth.png" name="Kenneth">}}
{{<team-member image="Elliot.png" name="Elliot">}}
{{<team-member image="Elliot.png" name="Eliot">}}
{{</gallery>}}

{{<section title="Technologies">}}
For this project we used mainly the Unity Engine to develop the game.
Other programs that we used were Figma,Photoshop and Excel. Sometimes we had to use Blender as well.
Other programs that we used were Figma,Photoshop and Excel. Sometimes we had to use Blender as well. Coding was done in Rider, Visual Studio.
Discord was used for communication.
{{<image src="Tech.png" alt="Profile screen" caption="Tech Stack">}}


{{</section>}}

{{<section title="Technologies">}}
Aesthecially pleasing:
Our own highly stylish rework models of
assets using Blender from Kenney for an
appealing aesthetic

Calm music:
Our own produced music contributes to the
game’s atmosphere, creating a more immersive
and relaxing environment as well as providing
a serene backdrop for focused gameplay

Localisation:
built with localization in mind and currently
available in 2 languages (en & de)

Unity:
With Unity 2022.3.12f1, GFF is developed for
ease of development, portability, and longterm support.
{{</section>}}

{{<section title="Keymaps">}}
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31 changes: 31 additions & 0 deletions content/ws23/master/m4-gamingforthefuture/future.md
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title = "Future"
weight = 5
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{{<section title="Future" >}}

Prospect:
Add visualisation of biodiversity
aspects
Further development of different
levels
Improvement of tile influence
algorithm
Further implementation of
localization
Gameplay improvement

Where we’re at:
Currently, Gaming for Future only
contains one level for presentation
purpose
Algorithm for influence of each
biome tile is developed
Achieved our goal, which is to
emphasize the crucial issue of
water scarcity
E-Mail collector is implemented
Available only in 2 languages

{{</section>}}
8 changes: 4 additions & 4 deletions content/ws23/master/m4-gamingforthefuture/process.md
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{{<section title="Initial Meetings">}}

Discussed the project with Rebecca and David to identify the core problem related to water scarcity in Brandenburg.
Discussed the project with the product owners to identify the core problem related to water scarcity in Brandenburg.
Received relevant documents from Rebecca for further understanding.
{{</section>}}

{{<section title="Communication and Iteration">}}
We engaged in back-and-forth communication with Rebecca and David to refine the project details every week.
We engaged in back-and-forth communication with product owners to refine the project details every week.
{{</section>}}

{{<section title="Flow Charts">}}
Expand All @@ -19,13 +19,13 @@ we created initial prototypes and designs using Figma to visualize the project.
{{</section>}}

{{<section title="Programming">}}
We programmed mostly in Unity. Every week we had discussions with David and regular meetings with each other to discuss goals for the upcoming week. We pushed our code to Gitlab. Where we worked on different branches.
We programmed mostly in Unity. Every week we had discussions with the product owners and regular meetings with each other to discuss goals for the upcoming week. We pushed our code to Gitlab. Where we worked on different branches.
{{</section>}}
{{<section title="Issue Assignment">}}
Each team member selected a specific issue to work on based on their skills or preferences.
{{</section>}}
{{<section title="Testing">}}
We regularly tested the game with both Rebecca and David to gather feedback and used this feedback to make necessary adjustments and improvements.
We regularly tested the game with both product owners to gather feedback and used this feedback to make necessary adjustments and improvements.
In January, we conducted testing sessions with real users from NABU.
{{</section>}}

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17 changes: 17 additions & 0 deletions content/ws23/master/m4-gamingforthefuture/techStack.md
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title = "Tech Stack"
weight = 1
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{{<section title="Tech Stack">}}



For this project we used mainly the Unity Engine to develop the game.
Other programs that we used were Figma,Photoshop. Sometimes we had to use Blender as well. Coding was done in Rider or Visual Studio. Music was produced with Fl Studo and Garageband.
Discord and Zoom were used for communication.
{{<image src="Tech.png" alt="Profile screen" caption="Tech Stack">}}



{{</section>}}

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