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Spelunky: a randomly generated level design adventure

Spelunky is an indie action-adventure game created by Derek Yu and published by Mossmouth. The first version of this game was launched in 2009 for PC, but now it is possible to find the game in Xbox and Playstation platforms.



The idea of the game is very simple: you are a kind of a bounty hunter exploring some inhospitable places (old temples, dungeons, forests etc.) looking for gems and gold. You need to enter, find the treasures and scape. Looks simple but Spelunky has two particular features: you can die easily and, every time it happens, the stage changes itself.

That’s it. It’s impossible to remember the details of a dungeon because there aren’t fixed dungeons in the game. Each time you restart, you'll play a new, randomly generated set of levels. The game’s system creates new challenges each time a character dies.

Another good feature of the game: there's a lot of freedom to how you want to navigate the levels, which are fully destructible.

You can check the Playstation 4’s gameplay below (I’m playing this one at this moment and it’s an awesome – and hardcore – experience):



It’s important to remember, “games consist of stages, or levels. As the player progresses through a game, the levels generally increase in difficulty and the story develops. The designer must create a series of challenges for the player as he progresses through a level. This means that the design of individual levels is closely linked to the design of the game mechanics” (THOMPSON; BERBANK-GREEN; CUSWORTH: 2007: p.93).

In Spelunky, the levels are always with the “hard mode” activated. We have, as a variation of difficulty, the mutable ability of the scenario.

About that, Fullerton says that games organized into levels will need someone to actually design and implement each level. If your project is very small, you might design all the levels yourself. On a larger project, however, the game designer often leads a team of level designers who implement their concepts for the various game levels, and sometimes come up with ideas for levels themselves. And an important point: level designers use a toolkit or “level editor” to develop new missions, scenarios, or quests for the players (2008, p.361 & 362).

The game we’re discussing has a level generator inside its system and that’s a very good way to create new kinds of entertainment experiences.



References:


FULLERTON, Tracy; SWAIN, Christopher; HOFFMAN, Steven. Game design workshop: a playcentric approach to creating innovative games. Burlington: Morgan Kaufmann Publishers, 2008.

THOMPSON, Jim; BERBANK-GREEN, Barnaby; CUSWORTH, Nic. Game Design: principles, practice, and techniques - the ultimate guide for the aspiring game designer. New Jersey: Wiley, 2007
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Did My Dog Have A Stroke? It Could Be Vestibular Disease !

By:  Laurie Brzostowski, President, Snaggle Foot Dog Walks and Pet Care-Round Lake

This post is personal to me which is why I felt it is was important to write it.

On Monday morning (10/20/14), I woke up at 4:00 am to hear my dog scrambling around like he didn't know where he was at.  He was panicking.  When I got down on the floor with him I saw that his eyeballs were moving rapidly back and forth.  My first thought was.. Oh My God he is having a stroke.  It was terrifying.  I called my boyfriend at 4:30 am and told him that I thought Sebastian was having a stroke and could he help me get him to the Emergency Vet Clinic.

My boyfriend and I put Sebastian into the back of my car and off we went.  The Emergency Vet is about 20 minutes away and throughout that entire drive all I kept thinking was is this it?  Is this the day I have to put my dog down if he is suffering?  Sebastian is a little over 14 years old now and is a Yellow Lab so I knew in my heart that no matter what I was going to do what was best for him... not for me.

We get to the Emergency Vet Clinic and they take him right into the exam room.  A few minutes later the doctor came out and told me it was not a stroke... he has Vestibular Disease.  Sometimes called "old dog disease" or "spinning disease".  She went on to explain that the nerve that connects the inner ear to the brainstem had been compromised which is why he was having all these symptoms.  That nerve is responsible for telling the brain whether you are out of balance or not.


Vestibular Disease is like someone having Vertigo or Motion Sickness 24 hours a day.  Which is why his eyes move back and forth and his "scrambling" around.  They lose all balance and direction.  Awful right?  It was terrifying.

This disease is recoverable and you do not have to euthanize your animals because of this.  It can correct itself with some help and lots of TLC.

So, as usual, I did some research on this particular disease and I wanted to share it all with you.  So just in case your dog or cat has these types of symptoms and you get terrified like I did.

So here it goes:

What is vestibular disease?

The vestibular system is responsible for maintaining normal balance. The vestibular system has central components located in the brain, and peripheral components located in the inner and middle ear.
"Vestibular disease refers to a sudden, non-progressive disturbance of balance."
Vestibular disease refers to a sudden, non-progressive disturbance of balance. It is more common in older dogs. It is also referred to as old dog vestibular syndrome and canine idiopathic vestibular syndrome.

What are the clinical signs of vestibular disease?

Most dogs present with the sudden onset of loss of balance, disorientation, head tilt and irregular jerking eye movements called nystagmus. Many dogs will become reluctant to stand or walk. Most dogs will lean or fall in the direction of their head tilt.

What causes vestibular disease?

Causes of vestibular disease include middle or inner ear infections, drugs that are toxic to the ear, trauma or injury, tumors and hypothyroidism. When no specific diagnosis is found, the condition will be called idiopathic vestibular syndrome. These cases are distinguished by the sudden onset of clinical signs and the subsequent rapid improvement with little, if any, medical intervention.

How is vestibular disease diagnosed?

Diagnosis is based on medical history, clinical signs, and the results of blood and urine tests. In some cases, diagnostic testing will include radiographs of the head to assess the appearance of the middle and inner ears and the tympanic bullae. Occasionally, magnetic resonance imaging (MRI) or computed tomography (CT) scans will be performed to look for tumors or other abnormalities. Brainstem auditory evoked response (BAER) testing may also be performed in some patients.
The criteria for diagnosing canine idiopathic vestibular syndrome are:
1. Older dog
2. Sudden onset of peripheral vestibular signs
3. No detectable cause - no signs of outer- or middle-ear infection, ototoxicity, trauma, hypothyroidism, rickettsial disease, etc.
4. Signs resolve over several weeks

How is vestibular disease treated?

Treatment is directed at the underlying cause, if one can be identified. In severe cases, supportive therapy such as intravenous fluids and hospitalization may be required until the pet can eat and walk on its own. If the pet is seriously disoriented or ataxic (stumbling, unable to stand or walk), it may be given sedatives to help it relax.   Drugs that help combat nausea or motion sickness such as dimenhydrinate may be beneficial. Antibiotics may be used in cases suspected of having middle or inner ear infections. Although corticosteroids have been used in the past, there is little scientific evidence to support their use in this condition.

What is the prognosis for a dog diagnosed with vestibular disease?

"The clinical signs associated with vestibular disease are often most severe during the first twenty-four to forty-eight hours."
The clinical signs associated with vestibular disease are often most severe during the first twenty-four to forty-eight hours. Many pets begin to improve within seventy-two hours. The head tilt and stumbling often improve over a seven to ten day period. Most patients are completely recovered within two to three weeks although some will have residual symptoms such as a head tilt or mild "wobbling" for life. If the patient fails to improve or worsens, then a more severe underlying disorder should be suspected and advanced diagnostic testing should be pursued.

The good news is Sebastian is getting better.  I give him 25mg of Meclizine (motion sickness) pills once per day.  You can buy this over the counter at any pharmacy.  He still cannot get up by himself which is why I utilize a harness I have to help him walk outside to go pee.  I try not to do that too often throughout the day as you can imagine what it feels like to walk when you have Vertigo or Motion Sickness.  He did not want to eat his regular dry dog food so I purchased some canned food and mixed that with his dry, some rice, and lots of water so he can stay hydrated.  I do bring him his food and water to him as he still cannot get up by himself.

So, if your pet shows these types of signs.. don't just think it is a stroke and you have to put him down, it may just be Vestibular Disease and with lots of help and TLC they will be back to their somewhat normal self within days and usually fully recovered within a few weeks.
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Social engagement loops

The use of games in non-gaming activities is rising each and every year. The idea of “gamification” (or game thinking, or ludic interface) became popular in our business culture and one feature to highlight in this context is engagement.



A game, in a business context, for example, needs a perfect balance between serious content and entertainment. From there, it’s possible to create strategies to engage audiences more accurately.

One fundamental idea in this discussion is the idea of “social engagement loops”.

As Cunningham and Zichermann say (2011, p.67) “social engagement loops, while not exclusive to games, borrow heavily from a viral loop design. A designer must not only see the way a player engages with the system, but also how he leaves it and – perhaps even more importantly – what brings him back again. In a social engagement loop, a motivating emotion leads to player re-engagement, which leads to a social call to action, which flows to visible progress and/or rewards, which loops back around to a motivating emotion”.

The figure below illustrates this idea:



A social engagement loop, designed to maximize player engagement and reengagement using core product design (CUNNINGHAM; ZICHERMANN, 2011, p.68)

Certain ludic contexts need deeper strategic building. Especially when we talk about serious games, business games, and gamification. The book in the end of this post is a great source of reference for this subject.



Reference:

CUNNINGHAM, Christopher; ZICHERMANN, Gabe. Gamification by design: Implementing game mechanics in web and mobile apps. Canada: O’Reilly, 2011.

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Tooth Protectors: an Atari advergame

This game is one of my favorite examples for my game design classes. In 1983, in a partnership with Atari, Johnson & Johnson launched a curious game named Tooth Protectors. The experimental project inserted some features from the modern advergames in its interface and it’s possible to see the brand in the opening screen with some product placement (toothbrush, dental floss and mouthwash).



The game mechanics is very simple and the player must protect teeth from the attack of the cavities. You earn points by folding the harmful elements that fall from the top of the screen. In the video below you can have an idea of the game:



Despite being very simple, Tooth Protectors is the precursor of many examples we see today and a good example of how to do a “ludic archeology”. It’s important to observe that the main branding elements - even in a rudimentary way - are all represented in the proposed interface.



We have other good examples of advergames from Atari platform. I intend to discuss deeply in another post doing a presentation with other examples of different gaming generations.

Go gamers!
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Is It Important To Train Your Dog To Walk On A Leash? YES YES YES!

By:  Laurie Brzostowski, President/Owner, Snaggle Foot Dog Walks and Pet Care-Round Lake, IL

Just the other day I have a new client who has a very very big dog.  However, this dog has not been trained to walk on a leash.  In fact, when he saw a squirrel and went for it, he literally pulled me off my feet and dragged me across the lawn.

Not only is it important for the safety of the dog but for the safety of anyone who is walking your dog is leash training important.  If you would prefer to hire a Certified Dog Trainer that is great.  Just make sure you hire the right one.

Here are some training tips for training your doggie on a leash.  If you are a pet owner, PLEASE take some time with your dog to train him to behave on a leash.

How to Teach Your Dog to Walk Nicely on a Leash
You’ve probably seen dogs at shows or on TV who prance alongside their handlers, staring up with rapt attention. These dogs have received extensive training in precision heeling. It’s impressive but demanding work. Precision heeling demands constant attention from both dog and handler and is not appropriate for long periods of time, like for your daily walks around the block or to the park. Even dogs trained to heel need to learn to walk on leash without pulling when they’re not formally heeling.
You can use various methods to teach dogs to walk without pulling on leash. No single method works for all dogs. Here are some overall guidelines before we look at several methods:
  • Until your dog learns to walk without pulling, consider all walks training sessions. Keep training sessions frequent, short and fun for your dog.
  • Since loose-leash training sessions will be too short and slow to provide adequate exercise, find other ways to exercise your dog until he’s mastered loose-leash walking. In fact, you’ll succeed more quickly if you find a way to tire your dog out before taking him on a training walk. Dogs pull, in part, because they’re full of excess energy. So unless you can expend that energy, your dog will find it hard to control himself. Before you train, play fetch in a hallway or your backyard, play a vigorous game of tug, or drive your dog to the park so that he can play with his buddies.
  • Teaching a dog to walk without pulling requires plenty of rewards. Use highly desirable treats that your dog doesn’t get at other times. Soft treats are best so your dog can eat them quickly and continue training. Most dogs love wieners, cheese, cooked chicken or ham, small jerky treats or freeze-dried liver. Chop all treats into small peanut-sized cubes.
  • Walk at a quick pace. If your dog trots or runs, she’ll have fewer opportunities to catch a whiff of something enticing, and she’ll be less inclined to stop and eliminate every few steps. Additionally, you are far more interesting to your dog when you move quickly.
  • If you expect your dog to control herself while walking on leash, you must also expect her to control herself before you go for a walk. If she gets wildly excited as you prepare for a walk, you need to focus on that first. Walk to the door and pick up the leash. If your dog races around, barks, whines, spins or jumps up, just stand completely still. Do and say absolutely nothing until your dog calms down a bit. As soon as she has all four paws on the floor, slowly reach toward her to clip on the leash. If she starts to bounce around or jump up on you, quickly bring your hands (and the leash) back toward your body. Wait until your dog has all four paws on the floor again. Then slowly reach toward her again to attach her leash. Repeat this sequence until your dog can stand in front of you, without jumping up or running around, while you clip on her leash. This may seem like a tedious exercise at first, but if you’re consistent, your hard work will pay off. Eventually, your dog will learn to stand still while you attach her leash.
Choosing the Right Walking Equipment
While you’re teaching your dog not to pull, you should use a four-foot or six-foot leash. Use whichever width and material that feel comfortable to you. Extendable leashes, such as the Flexiä, or leashes longer than six feet in length are great for exercising dogs, but they don’t work well if you’re trying to teach your dog not to pull on leash.

Suitable Choices
  • Regular buckle or snap collar
  • Martingale collar (also called a limited slip collar or greyhound collar)
  • Head halter/head collar (such as the Halti®, the Gentle Leader® and the Snoot Loop®) Please note that serious injury could result if they are used with punishment methods using leash jerking.
  • No-pull harness (such as the SENSE-ation®, the Easy Walk® or the LUPI®)
Head halters and no-pull harnesses can decrease pulling enough for you without any additional training. They are effective tools, making walks more pleasant for you and your dog, so some people decide not to train at all. Just keep in mind that if you choose to use them without training, they won’t have any effect on pulling when your dog is not wearing the equipment. Dogs learn very specifically. If they learn not to pull while wearing a head halter, they won’t automatically know not to pull when they’re wearing something else, like a flat collar.

Unsuitable Choices
  • Regular body harness (Actually encourages pulling)
  • Fabric or metal choke/check collar (May be effective for your dog if used under the guidance of a Certified Professional Dog Trainer)
  • A pinch/prong collar (May be effective for your dog if used under the guidance of a Certified Professional Dog Trainer)
Please remember your dog and whoever walks your dog could get injured if the dog is not properly trained.  As the pet parent it is your responsibility to make sure your dog behaves correctly.
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Building characters in DESTINY

Undoubtedly, the game DESTINY became a blockbuster of this year. Launched for Xbox, Xbox 360, PS3, PS4 and PC platforms, the game congregated a legion of players in its spatial trenches. Created by Bungie Studios and published by Activision, DESTINY is an online first-person shooter video game in a "mythic science fiction" open world setting. DESTINY was one of the great highlights from the last E3 fair and game’s launching site is an awesome experience.

Besides the beautiful interface and great history, there’s one point to discuss around DESTINY’s ecosystem: the building of characters inside the game. There’s a very good balance between the creation of the different types of characters and we bring the ideas from Flint Dille and John Zuur Platten (2007, ps.65-68) to talk about that.



This authors says that we – fundamentally – have two kinds of characters: the player character (PC) and the nonplayer characters (NPCs).

The PC is the character that you, the player, control as you play the game. “This will either be the role that you’ll play during the experience, or the character that you’ll control (depending on the point of view that the game utilizes)”. In DESTINY there’s a full customization of your PC and it creates a good bound between the player and the character. Another good point here is the possibility of evolution of the character in many ways: special powers, weapons or aesthetical components (clothes, symbols and badges).

In the other hand, the NPCs in DESTINY are very important to create an immersive experience. We have a special ally full time with the PCs, a small robot named “Ghost” that helps the player to access systems and summon special resources; there’s neutral characters that figures walking inside the sanctuary citadel and selling products in shops; we also have the enemies and level bosses as NPCs to complete the experience.

In DESTINY’s experience, the enemies and final bosses determinates the level of the challenge and by killing them and collecting special items it’s possible to reach new levels, weapons and powers.




In this game, we can observe the strategic creation of characters that fit perfectly into the writing. DESTINY shows us that more than beautiful graphics, a blockbuster game in the contemporary culture needs to create a perfect balance between each single character and a good and immersive script.



Reference:

DILLE, Flint; PLATTEN, John Zuur. The ultimate guide to video game writing and design. New York: Skip Press, 2007

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