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# My Proposal
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- Name: Tomas Horsky
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- Student ID: 20256426
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- Email: tomashorsky@kaist.ac.kr
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- URL to forked repository: https://git.prototyping.id/20256426/homework5
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## Table of Contents
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- [My Proposal](#my-proposal)
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- [Table of Contents](#table-of-contents)
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- [The Game](#the-game)
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- [Optional Features](#optional-features)
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- [Implementation and Challenges](#implementation-and-challenges)
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## The Game
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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.
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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.
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The types of platforms will be:
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1. **Basic platform**
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2. **Moving platform**
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3. **Spring platform** (the player's next jump will be 3× higher)
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4. **One-time platform** (disappears after one jump)
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5. **Combined platforms** (moving spring platform, one-time moving platform, etc.)
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## Optional Features
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After implementing the base game, I may add some of the following features:
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- **Power-ups** – such as a jetpack (which boosts height) or an extra life
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- **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
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- **Cosmetics** – players will be able to customize their character
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- **Multiplayer** – an option for two players on one PC competing against each other
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- **Camera control** – an option to control the game using a camera, which will track the player's hand movement to move left or right
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## Implementation and Challenges
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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.
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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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PROPOSAL_20265367.md
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# Game Proposal | Graphic Puzzle Game
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- **Name**: Suhyun Lim
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- **Student ID**: 20265367
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- **Repository URL**: https://git.prototyping.id/20265367/homework5.git
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## 1. Game Overview
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This project proposes an educational puzzle game designed to improve the perceptual sensitivity of beginner designers.
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The game focuses on enhancing the player's ability to recognize subtle visual differences in composition, alignment, typography, and graphic details.
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The game is structured into two rounds, each targeting a different aspect of visual literacy.
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- **Round 1: Tile Sliding Composition Puzzle**
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The player rearranges fragmented image tiles to reconstruct the original reference design.
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- **Round 2: Typeface Matching Challenge**
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The player identifies and connects four matching pairs of alphabet letters that belong to the same font family.
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The broader purpose of the game is not only entertainment, but also the cultivation of observational skills essential to graphic design practice. Through repeated play, users are expected to improve their ability to detect formal inconsistencies and typographic nuances.
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The player wins by clearing both rounds within the time limit or target score. The player loses if time expires or too many mistakes are made.
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<p align="center">
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<img src="IMG_5367_1.png" width="800">
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</p>
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---
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## 2. Game Mechanics
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The player interacts through **mouse clicks** and **dragging gestures**.
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| Action | Description |
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| :--- | :--- |
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| **Slide Tile** | Click or drag adjacent tiles to reconstruct the target image. |
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| **Compare Reference** | Observe the reference design and identify misplaced visual fragments. |
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| **Select Letter** | Click two letters to attempt a font match. |
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| **Connect Pair** | Successfully identify four correct font pairs. |
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| **Hint Use** | Optional hint reveals one correct move with score penalty. |
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### Round 1: Tile Sliding Puzzle
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The player is shown a target composition (poster, layout, or logo-based image) and a shuffled tile board.
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The objective is to restore the original arrangement by sliding tiles into the empty space.
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This round trains:
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- spatial organization awareness
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- balance and hierarchy recognition
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- sensitivity to alignment and negative space
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### Round 2: Typeface Pair Matching
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The player is shown multiple alphabet characters rendered in different fonts.
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The objective is to identify four pairs of letters that share the same typeface characteristics.
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Examples of recognition cues include:
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- serif vs sans-serif
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- stroke contrast
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- terminal shape
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- x-height proportion
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- geometric vs humanist construction
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This round trains typographic discrimination and detail recognition.
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---
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## 3. Core Systems
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### 3.1 Puzzle Board System (Array-based Grid Logic)
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The tile puzzle board will be implemented as a two-dimensional array.
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Each tile object stores:
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- currentRow
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- currentCol
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- targetRow
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- targetCol
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- imageFragment
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- movable
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Where 0 represents the empty slot.
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The system checks whether adjacent tiles may move into the empty space and continuously verifies puzzle completion.
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### 3.2 Typography Matching System (Object Comparison Logic)
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Each letter card is stored as an object in an array.
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Main properties:
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- character
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- fontFamily
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- selected
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- matched
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- position
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[
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letter: "R",
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fontFamily: "Helvetica",
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selected: false,
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matched: false
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]
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When two cards are selected, the system compares their fontFamily values.
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If identical:
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- pair remains visible
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- score increases
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If different:
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- cards reset after delay
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- mistake counter increases
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### 3.3 Scoring and Progression System
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The game rewards speed and accuracy.
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**Score Sources**
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- Puzzle completion bonus
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- Fast matching bonus
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- Consecutive correct streak bonus
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- Remaining time bonus
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**Penalties**
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- Wrong font matches
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- Hint usage
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- Excessive move count
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**Win Condition**
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- Clear Round 1 and Round 2 successfully
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**ose Condition**
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- Timer reaches zero
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- Mistake limit exceeded
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### 3.4 Adaptive Difficulty Scaling
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To maintain challenge and learning effectiveness, the game gradually increases difficulty.
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**Round 1 Scaling**
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- Grid size expands: 3×3 → 4×4
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- More visually similar fragments used
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- Consecutive correct streak bonus
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- Less reference preview time
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**Round 2 Scaling**
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- Fonts become more visually similar
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- More distractor letters appear
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- Matching time shortens
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This system encourages progressive perceptual training.
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---
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## 4. Educational Value
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This game explores how interactive systems can support design literacy through play.
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Rather than teaching design through lectures alone, it applies procedural learning: users repeatedly engage with perceptual tasks and improve through immediate feedback.
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The project therefore combines entertainment, pedagogy, and visual cognition training in a game format.
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---
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## 5. References
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- sliding-puzzle.com: https://sliding-puzzle.com/impossible
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<p align="center">
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<img src="IMG_5367_2.png" width="800">
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</p>
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- Kern Type: https://type.method.ac/
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<p align="center">
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<img src="IMG_5367_3.png" width="800">
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</p>
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Reference in New Issue
Block a user