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이지은
577eb73b7b add proposal 2026-04-21 23:51:15 +09:00
98458688f1 Merge pull request 'proposal done' (#2) from 20240935/homework5:main into main
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2026-04-21 04:56:39 +00:00
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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# Topic
Finding the Best Seat: Cafe - Study Survival Game
**Name:** Jieun Lee
**Student ID:** 20254499
**My Fork URL:** https://git.prototyping.id/20254499/homework5.git
## 1. Game Overview
This project is a top-view mini video game set in a cafe.
The player controls a student character who wants to stay focused and complete their study session.
The goal is to maintain concentration until the study progress reaches 100%, while dealing with moving NPCs, noise, and changing seat conditions.
=============================================================================
## 2. Game Mechanics
# 2.1 what does the user have to accomplish?
The player has to help the character complete their work within a limited time while maintaining a positive focus level.
- Each seat has different conditions such as noise level, proximity to moving NPCs, and overall distractions.
- NPCs move around the cafe and dynamically affect the players focus.
- The player must continuously decide whether to stay, move to another seat, or take actions to recover focus.
# 2.2 How do you win or lose?
**Winning condition:**
The study progress reaches 100% (visualized as a progress bar).
**Losing condition:**
The focus level reaches 0, and the character gives up and leaves the cafe.
# 2.3 What type of interactions are possible?
- Move to another seat with arrow keys
- Buy a drink or snack for a temporary focus boost
- Avoid noisy or crowded zones
- Respond to environmental changes caused by NPC movement
=============================================================================
## 3. Visual Style and Game Elements
A top-view cafe layout with tables, seats, counter, entrance, and moving NPCs.
# 3.1 Main elements
Player
NPC customers
Seats
Focus meter
Timer
Drink counter / item zone
UI text for score, level, and status
# 3.2 Visual tone
Simple 2D shapes and icons
Readable colors to distinguish quiet seats, noisy areas, and interactable places
Cute but minimal design for clarity
# 3.3 reference images
<img src="./ref1.png" width="45%">
<img src="./ref2.png" width="45%">
<img src="./ref3.jpg" width="45%">
=============================================================================
## 4. Implementation Plan
# 4.1 Conditions
if (gameState === "start") : Shows the start screen
if (gameState === "play") : Runs the main gameplay
if (focus <= 0) : Triggers game over when focus reaches 0
if (workProgress === 100 && focus > 0) : Winning condition
# 4.2 Variables (not finalized yet!)
- 'focus'
- 'Distraction'
- 'timer'
- 'gameState'
- 'currentSeatIndex'
- etc..
# 4.3 Loops
I will use loops to:
- update all NPCs,
- draw all seats,
- and check nearby distractions.
# 4.4 Arrays and Objects
I will store:
- NPCs in an array,
- seats in an array of objects.
-> Each seat object will include information such as position, distraction level
# 4.5 Classes
- 'Player' class
- 'NPC' class
=============================================================================
## 5. Features Learned in Class
This project will clearly use several programming elements learned in class:
- basic p5.js drawing setup (e.g., rect(), ellipse())
- conditionals
- variables
- loops
- functions
- arrays
- objects
- classes
=============================================================================
## 6. Main Challenges
- Implementing the overall system itself will be a challenge as a beginner. Since it requires combining multiple elements such as movement, NPC behavior, and focus management into a cohesive game.
- Balancing the game difficulty
NPC movement and focus decrease should feel challenging but not unfair.
- Making the cafe environment readable
The player should understand which seats are better or worse without too much confusion.
- Creating simple but believable NPC movement
NPCs should make the cafe feel alive while still being manageable in code.
- Designing a focus system that is easy to understand
The focus meter should clearly reflect the effect of noise, movement, and drink items.

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# My Proposal
- Name: Tomas Horsky
- Student ID: 20256426
- Email: tomashorsky@kaist.ac.kr
- URL to forked repository: https://git.prototyping.id/20256426/homework5
## Table of Contents
- [My Proposal](#my-proposal)
- [Table of Contents](#table-of-contents)
- [The Game](#the-game)
- [Optional Features](#optional-features)
- [Implementation and Challenges](#implementation-and-challenges)
## The Game
I want to create an endless vertical platform jumping game, similar to [Doodle Jump](https://doodlejump-2.io/). The goal of the game will be to jump on small platforms and get as high as possible without falling down.
The game will be controlled only by moving left and right, jumping will be handled automatically by the game periodically. The "map" of the game will be endless, and will be generated on the go, so every game will have unique platform arrangements. The higher the player goes, the more special platforms will appear, and the game will get harder. After the player dies, the score (height) will be saved to a leaderboard and will also be displayed during future games as a reference line.
The types of platforms will be:
1. **Basic platform**
2. **Moving platform**
3. **Spring platform** (the player's next jump will be 3× higher)
4. **One-time platform** (disappears after one jump)
5. **Combined platforms** (moving spring platform, one-time moving platform, etc.)
## Optional Features
After implementing the base game, I may add some of the following features:
- **Power-ups** such as a jetpack (which boosts height) or an extra life
- **Monsters and shooting** monsters will spawn on platforms, and players will be able to shoot them by pressing the *up arrow*, monsters will kill the player by touching them
- **Cosmetics** players will be able to customize their character
- **Multiplayer** an option for two players on one PC competing against each other
- **Camera control** an option to control the game using a camera, which will track the player's hand movement to move left or right
## Implementation and Challenges
I want to learn [Svelte](https://svelte.dev/), so I will develop the game using it. From other features taught in class, I am planning to use the [p5.js](https://p5js.org/) library for rendering the game, event handling to get the player's input and definitely some higher-order functions.
I think the main challenge will be managing player movement and the upward movement of the game world so that everything feels smooth and responsive. Another challenge will be generating platforms in a way that makes the game progressively harder without becoming impossible.

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