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Mak
150e5424b5 proposal done 2026-04-21 13:13:18 +09:00
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# My proposal
My name is Makhabbat, and I am a sophomore at KAIST doing my Bachelor's degree in Industrial Design (ID: 20240935). The URL to the forked repository: [git.prototyping.id](https://git.prototyping.id/20240935/homework5).
<!-- I want to make atypical infinite runner game usually made for ADHD children. When I was in China, I had a chance to play ADHD-DTx game made for ADHD children and proven to improve their condition. You can't download or even find information about it outside the research paper, so I wanted to make one for myself, cause I drift a lot and would like to train my attention somehow.
This is an extreme multitasking game, requiring you to do various things at once and fast.
The game has 5 lanes instead of typical 3, when game starts there will be text presented about which things you have to be collecting - various things will be falling along the game so you will have to hit only the ones you were instructed to at the beginning of the game, also one in a while you will have to pass through 'gates' and you're supposed to pass through the one that is answer to the question given several seconds before, you also have to gather basic awards along the lanes and avoid basic obstacles.
In the original game that we played, there is an EEG headset that goes along the tablet that records the level of attentiveness to track, however I am thinking it can be just a something that gets reduced when you make too many mistakes.
I want to make it using three.js, because my reason for taking this course is to eventually be able to use three.js. -->
# NeuroRunner: A Multitasking Cognitive Training Game
NeuroRunner is an atypical, **cognitively demanding** _infinite runner_ inspired by digital therapeutics (DTx) designed for children with ADHD.
In Zhejiang University Summer Program, I had the chance to play a clinically tested ADHD-focused game that significantly improved sustained attention, but the **game isnt publicly available** and information about it exists only inside [research papers](https://pubmed.ncbi.nlm.nih.gov/41490776/).
<img src="./IMG_9134.jpg" width="45%">
<img src="./IMG_9135.jpg" width="45%">
This project is my attempt to recreate that idea for myself — as someone who often drifts and wants a way to actively train attention through gameplay.
The result is an extreme multitasking runner built with three.js, designed to overload and strengthen attentional control, working memory, and task-switching.
# Core Concept
NeuroRunner is not a typical runner with 3 lanes — it uses 5 lanes, faster pacing, and continuous task switching.
Players must constantly track multiple rule sets at the same time, rewarding precision and penalizing mind-wandering.
The goal is to maintain cognitive engagement.
# Gameplay Description
1. Five-Lane Movement
- move between 5 horizontal lanes instead of the standard 3.
- forces higher spatial attention.
2. Instruction Phase
At the start of each run:
- The player is shown a **type of target item they must collect**.
- Throughout the game, objects fall randomly on the screen.
- Players must collect only the instructed items and avoid irrelevant ones using the **hit putton** on the right.
This trains selective attention and working memory
3. Cognitive Gate Questions
Every now and then:
1. A question appears (simple math or logic).
2. Several seconds later, gates along all 5 lanes appears ahead.
3. The player must pass through the gate corresponding to the correct answer.
This trains delayed **recall, task switching, and decision-making under pressure**
4. Rewards & Obstacles
- Basic pickups that increase score
- Standard obstacles that must be avoided
5. Attentiveness Meter
The original DTx game used an EEG headset to track attentiveness in real time.
For this project, I replace that hardware with a mistake-based attentiveness meter.
The meter decreases when:
- You collect wrong items
- You miss target items
- You pass through the wrong gate
- You hit obstacles
When the meter reaches zero → game over.
This approximates attentional lapse tracking without requiring EEG hardware.
# Library Used
I've been wanting to learn three.js since previous semester, so I want to try learning it, using this project.
# Challenges
Since this is a multitasking game, there will be a lot of things going on at once, I can't even imagien how I am gonna do that.

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# Kakamora: C🥥c🥥nut Carvers
Haeri Kim (20254236) | [git.prototyping.id/20254236/homework5](https://git.prototyping.id/20254236/homework5)
### Table of Contents
- [Concept Overview](#concept-overview)
- [Core Mechanic: Carving](#core-mechanic-carving)
- [Progression System](#progression-system)
- [Tribe and Combat Phase](#tribe-and-combat-phase)
- [Win and Lose Conditions](#win-and-lose-conditions)
- [Key Controls](#key-controls)
---
## Concept Overview
> *Inspired by the Kakamora from Disney **Moana**. Tiny coconut warriors who go absolutely wild at sea.*
![Moana](assets/Moana.jpg)
A **first-person crafting and survival game** where you carve 🥥 coconuts into warriors, weapons, and tools. The better you carve, the stronger your tribe. Get enough crew together and they sail out to sea and then things get wild.
![Kakamora Warriors](assets/Kakamora.webp)
> *Visual tone ref: Kakamora from Moana (2016)*
---
## Core Mechanic: Carving
![Coconut](assets/Coconut-cutting.webp)
You see your **hands holding a knife**, cutting a coconut straight off the tree. Something similar to *Fruitninja.*
![Fruitninja](assets/fruitninja-1.jpg.webp)
### 🗡️ Knife Sharpness
Knife starts out **dull and slow**. Carving is a bit of a struggle at first.
Level up and the blade gets **sharper and snappier.**
```
bladeLevel = 1 -> slow drag, rough edges
bladeLevel = 5 -> smooth arc, clean cuts
bladeLevel = MAX -> one-swipe precision
```
### Facial Expressions and Accessories
How fast you carve changes what the Kakamora looks like:
| Carving Speed | Face Expression | Accessories |
|:---:|:---:|:---:|
| Slow | Blank stare | Plain coconut shell |
| Medium | Determined | Tiny painted markings |
| Fast | Fierce grin | War paint + bone trinkets |
| Ultra Fast | Battle-ready | Full armor + war crown |
---
## Progression System
1. **Start** - Grab a coconut off the tree (first-person knife action)
2. **Carve** - Shape it up. Carving speed decides warrior quality
3. **Level Up Knife** - Sharper blade = faster and cleaner carves
4. **Craft Arrows** - Once the tribe is big enough, start carving **poison arrows** for sea combat
| Name | Reference |
|:---:|:---:|
| Face | ![Face](assets/face.webp) ![Faces](assets/face2.png) |
| Arrow | ![Arrow](assets/arrow.png) |
```
if (tribeSize >= 10):
unlockPhase("ocean_voyage")
beginCrafting("toxic_arrows")
```
> **Toxic arrow carving** is its own minigame -- you need good timing or the poison goes to waste
---
## Tribe and Combat Phase
![Moana Ocean](assets/Moana.jpg)
### Setting Sail
Once you have **10+ Kakamora** carved and ready, the whole group **heads out to sea**.
Enemies start showing up.
### Ocean Battle
- Warriors fight with the **arrows you made**
- You keep crafting from the boat to resupply on the fly
### Retreat
If **more than half the tribe goes down** at sea:
```
if (survivors < tribeSize / 2):
triggerRetreat()
returnToLand()
// back to square one -> harvest new coconuts from trees
```
---
## Win and Lose Conditions
| Condition | Outcome |
|:---|:---|
| Tribe makes it through ocean combat | **Win** |
| Over half the tribe dies at sea | **Retreat** |
| Whole tribe wiped out | **GAME OVER** |
---
## Key Controls
All **keyboard-based**:
| Key | Action |
|:---:|:---|
| `W A S D` | Move / navigate |
| `Space` | Grab coconut from tree |
| `← →` | Carving stroke direction |
| `E` | Confirm / finish carve |
| `Q` | Switch to arrow crafting mode |

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