A Blockchain-Based Music Roguelike Game

Total Page:16

File Type:pdf, Size:1020Kb

A Blockchain-Based Music Roguelike Game Rhythm Dungeon: A Blockchain-based Music Roguelike Game Tengfei Wang Shuyi Zhang e Chinese University of Hong Kong, Shenzhen White Matrix Inc. 2001 Longxiang Ave Nanjing, China Shenzhen, China [email protected] [email protected] Xiao Wu Wei Cai∗ White Matrix Inc. e Chinese University of Hong Kong, Shenzhen Nanjing, China 2001 Longxiang Ave [email protected] Shenzhen, China [email protected] ABSTRACT aentions have been aracted to develop a variety of applications Rhythm Dungeon is a rhythm game which leverages the blockchain over blockchain platforms to enjoy the benets of decentraliza- as a shared open database. During the gaming session, the player tion: immutable, transparent and auditable data and functionalities. explores a roguelike dungeon by inpuing specic sequences in Blockchain game [6] is one of the most active categories of dApps 1 time to music rhythm. By integrating smart contract to the game in the market. CrytopKiies , the most popular blockchain game, program, the enemies through the venture are generated from other once dominated the trac in Ethereum network due to its popu- games which share the identical blockchain. On the other hand, the larity. It leverages the benets of immutable virtual asset tokens player may upload their characters at the end of their journey, so and transparent game rules to improve players’ gaming experience. that their own character may appear in other games and make an In fact, blockchain has the potential to redene the relationship inuence. Rhythm Dungeon is designed and implemented to show model between game operators and players: the game data will be the potential of decentralized gaming experience, which utilizes the possessed by the players rather than the game operators. Among blockchain to provide asynchronous interactions among massive the benets blockchain brought to the games, the interoperability players. of game data aracts the most aention. For instance, the Cryp- toCuddles2 allows the players to use their own kiies purchased at CCS CONCEPTS CryptoKitiies to bale. However, the state-of-the-art blockchain games can only reuse the existing tokens available in a single di- •Human-centered computing ! Empirical studies in collabora- rection, which means that the data modication in new games can tive and social computing; •Applied computing ! Media arts; not make eects on the token they inherit. is implies that, the KEYWORDS relationship between the new and the existing games are principal and subordinate, rather than equal interoperability. In this demon- Blockchain, Game, Decentralization, Application, Soware stration3, we design and implement Rhythm Dungeon, a music ACM Reference format: roguelike game to interact with Last Trip and Adam’s Adventure Tengfei Wang, Shuyi Zhang, Xiao Wu, and Wei Cai. 2019. Rhythm Dungeon: (AA), another two blockchain games we developed to demonstrate A Blockchain-based Music Roguelike Game. In Proceedings of e Fourteenth the concept of interoperability [4]. International Conference on the Foundations of Digital Games, San Luis Obispo, CA, USA, August 26–30, 2019 (FDG ’19), 3 pages. 2 SYSTEM FRAMEWORK DOI: 10.1145/3337722.3341836 In order to enable data interoperability, we implement packet Gene- sis4, an open source smart contract package that hosts interoperable arXiv:1907.00042v1 [cs.MM] 28 Jun 2019 1 INTRODUCTION data for multiple games in the blockchain. Due to the length limit, By leveraging the unique features of blockchain technology [8], we would like to skip the implementation details but only introduce decentralized ledger, e.g. BitCoin [7], becomes reality. On this the interfaces for our demo. As illustrated in Figure 1, the Genesis basis, Ethereum [2] further extends the application of blockchain smart contract provides two public functions, ReadCharacter and into the domain of decentralized applications (dApps) [3] by intro- UploadCharacter, to facilitate interoperability. e games devel- ducing the concept of smart contract [1]. Since 2017, tremendous oped with Genesis framework are able to fetch characters from ∗corresponding author Genesis via the ReadCharacter function. Also, aer the function UploadCharacter is called with a character as the parameter, the Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed contract stores the character if it is valid aer checking. Finally, for prot or commercial advantage and that copies bear this notice and the full citation when players play the games that have a connection with Genesis, on the rst page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s). 1hps://www.cryptokiies.co/ FDG ’19, San Luis Obispo, CA, USA 2hps://cryptocuddles.com/ © 2019 Copyright held by the owner/author(s). 978-1-4503-7217-6/19/08...$15.00 3Demo video available at: hp://gaim.sse.cuhk.edu.cn/rhythm-dungeon/ DOI: 10.1145/3337722.3341836 4hps://github.com/SFENKSLab/ProjectManis/tree/master/Packages/ProjectGenesis FDG ’19, August 26–30, 2019, San Luis Obispo, CA, USA Tengfei Wang, Shuyi Zhang, Xiao Wu, and Wei Cai player can take one action every two bars. So, it is a kind of turn- based input mechanism, just like the famous PSP game, Patapon. A screenshot of Rhythm Dungeon is illustrated in Figure 2. e role-playing elements of this game are quite straightforward. Player kills enemies to earn experience points to level up. When the player upgrades, he or she collects skill points to increase the character’s strength, armor, luck (related to the chance of a critical hit) and max health. e career of the character is determined by the characteristic of the aributes. Due to the dierent tendency of the aributes, the player can adopt dierent strategies for enemies of dierent careers to kill more enemies. We plan to design more contents for careers, which will be talked about later in the Ongoing Figure 1: System Framework Work section. Regarding the roguelike characteristic of this game, each time the player starts with a new character. e character grows up they can experience the features of the blockchain and contribute when it levels up. e death of the character is permanent, which contents to the contract by playing games. As an open source frame- means there is no chance for the character to come back to life again. work, all players have free access to the content of the contract and However, the player can choose to upload his or her character to can read data that it has stored. the smart contract Genesis deployed on Ethereum. en, although Based on the framework, we have designed and implemented one cannot play that character again, there is a possibility that the two blockchain games: Last Trip and Adam’s Adventure (AA). character is brought back to life when other player plays the game Last Trip is a storybook, in which the players perform dierent or act in other games that fetch this character from the blockchain. actions to improve their characters’ aributes to win the bales. e player can upload his character to the blockchain aer the 4 GAME FEATURES game is over. AA is a multi-player Dungeons and Dragons (D&D) novel-adventure game. In this game, the players will experience 4.1 Asynchronous Interactions among Players three modes: Bale of Adventure, Bale of Dark Lord, and Bale of Players can interact with each other by leing others ght their own Blood Moon. In the Bale of Adventure mode, massive players will characters or challenging characters of others. is is done through create characters to adventure in the Dungeon, conquer demons the uploading and fetching characters to and from the smart con- to empower their characters on their own. All growth in these tract. e uploaded character is checked by the smart contract so characters will eventually be accumulated into Adam, a shared that its aributes do not violate the contract’s pre-dened rules to character stored in the blockchain. In the bale of Dark Lord, regulate the process. With this mechanism, players can interact the player will use the shared Adam and one random character with each other, or even with themselves, in an asynchronous man- summoned from the Last Trip to combat the Dark Lord, the evil ner. Note that, the smart contract is completely accessible to the king created by the system. Each 30 times Dark Lord is defeated public. Everyone can easily see the content of the contract and read in every chain, the bale of Blood Moon can be triggered. e data from it. is transparency of the decentralized process makes player will use the Adam in their corresponding chain to conquer the whole process more reliable than a centralized server handling the Adams in other chains. the whole procedure. e Rhythm Dungeon will interact with the characters uploaded by the games above. erefore, the players in this game may interact 4.2 Interaction with Other Games with past players in Last Trip and Adam’s Adventure. Meanwhile, the newly created characters in Rhythm Dungeon will appear in Rhythm Dungeon, Last Trip and AA are designed to have the equal Last Trip and Adam’s Adventure as well. With this approach, the privilege to access blockchain data through the Genesis smart con- players of the tame will inuence future adventures and contribute tract. ey all have permissions to upload, fetch, and update char- their content to make the stories in these games continuously in- acters. When Rhythm Dungeon fetches a character uploaded by creasing. another game, the player is in combat with a character from a dier- ent game world. Meanwhile, the characters generated by Rhythm 3 GAMEPLAY Dungeon will appear in the other two games as well.
Recommended publications
  • Serious Games to Cope with the Genetic
    i “thesis_A4” — 2018/12/20 — 12:35 — page 1 — #1 i i i Dipartimento di Informatica “Giovanni Degli Antoni” Doctoral Programme in Computer Science SERIOUS GAMES TO COPE WITH THE GENETIC TEST REVOLUTION Doctoral Dissertation of: Renato Mainetti Supervisor: Prof. N.Alberto Borghese Tutor: PhD Serena Oliveri The Chair of the Doctoral Program: Prof. Paolo Boldi Year 2018 – Cycle XXXI i i i i i “thesis_A4” — 2018/12/20 — 12:35 — page 2 — #2 i i i i i i i i “thesis_A4” — 2018/12/20 — 12:35 — page 1 — #3 i i i Acknowledgements Financial support: This work is supported by the project Mind the Risk from The Swedish Foundation for Humanities and Social Sciences, which had no influence on the content of this thesis. Grant nr. M13-0260:1 1 i i i i i “thesis_A4” — 2018/12/20 — 12:35 — page 2 — #4 i i i This research was carried out under the supervision of Prof.ssa Gabriella Pravettoni and Prof. N. Alberto Borghese. I wish to thank them for the great opportunity they gave me, allowing me to be part of the Mind the Risk project. It has been a wonderful experience and I am grateful for the trust I was given in conducting my research. I wish to thank all the people involved in the MTR project, with which I had the pleasure to work and especially Serena, Ilaria and Alessandra. Many thanks also go to Silvia and Daria for the help in collecting additional data. I wish to thank all the people who helped, participating in the test experiments.
    [Show full text]
  • Matheus Lima Cunha Desenvolvimento De Um Jogo Do
    Universidade de São Paulo Instituto de Matemática e Estatística Bachalerado em Ciência da Computação Matheus Lima Cunha Desenvolvimento de um jogo do gênero Metroidvania com geração procedural de mapas. São Paulo Dezembro de 2020 Desenvolvimento de um jogo do gênero Metroidvania com geração procedural de mapas. Monografia final da disciplina MAC0499 – Trabalho de Formatura Supervisionado. Supervisor: Prof. Dr. Ricardo Nakamura São Paulo Dezembro de 2020 Agradecimentos Gostaria de agradecer minha família que sempre cuidou de mim e me motivou a seguir meus sonhos. Thalia Laura por me ajudar com a parte visual do jogo e, mais importante, nos momentos difíceis.Por fim, meu orientador, Ricardo Nakamura, por me orientar mesmo observando muitos outros alunos. i Resumo Neste trabalho foi desenvolvido um jogo do gênero metroidvania aplicando-se técnicas de geração procedural de conteúdo na criação do mapa. Essa ideia vêm da suposição que essas técnicas, pouco usadas em jogos do gênero, possam contribuir positivamente para a experiencia: beneficiando sensação de exploração (uma das principais características do gê- nero metroidvania) e estimulariam que o usuário os jogue novamente após ter terminado a historia. O desenvolvimento foi feito em três etapas: criação do jogo base, estudo de al- goritmos e implementação do gerador. As primeiras versões serviram para fundamentar as principais mecânicas de jogo, sem o uso de geração procedural. Após um estudo de diferen- tes algoritmos, as melhores foram implementadas no protótipo final. As avaliações indicam interesse e divertimento da maior parte dos usuários do protótipo final. Próximos passos para este trabalho incluem a melhoria do sistema de combate do jogo como também testes com diferentes algoritmos de geração.
    [Show full text]
  • 14 Apple Arcade Games to Play on Launch Day from Strategy to Action to Puzzle Games, Here’S Where You Should Head First
    APPLE MOBILE GAMING 11 14 Apple Arcade games to play on launch day From strategy to action to puzzle games, here’s where you should head first By Russ Frushtick @RussFrushtick Sep 19, 2019, 9:40am EDT Simogo Games Today’s launch of Apple Arcade might be overwhelming to some players. Subscribers who drop $4.99 a month get unlimited access to a large swath of games, and scrolling through the list can feel a bit like trying to find something good to watch on Netflix. The initial launch line-up includes over 50 games, but we’ve gone ahead and narrowed them down to 14 titles you’d do well to check out first. WHAT THE GOLF? Triband/The Label While there are plenty of thoughtful, story-driven games in the Apple Arcade collection, What the Golf? goes another way. What starts as a simple miniature golf game quickly evolves into a bizarre blend of physics-based chaos. One level might have you sliding an office chair around the course while another has you knocking full-sized buildings into the pin. The pick-up-and-play nature makes it an easy recommendation for your first dive into Apple Arcade. ASSEMBLE WITH CARE It makes sense that Apple would work with usTwo on an Apple Arcade release title. After all, the developer is known as one of the most successful mobile game makers ever, thanks to Monument Valley and its sequel. usTwo’s latest title, Assemble with Care, taps into humans’ love of taking things apart and putting them back together.
    [Show full text]
  • Nordic Game Is a Great Way to Do This
    2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique.
    [Show full text]
  • Understanding Visual Novel As Artwork of Visual Communication Design
    MUDRA Journal of Art and Culture Volume 32 Nomor 3, September 2017 292-298 P-ISSN 0854-3461, E-ISSN 2541-0407 Understanding Visual Novel as Artwork of Visual Communication Design DENDI PRATAMA, WINNY GUNARTI W.W, TAUFIQ AKBAR Departement of Visual Communication Design, Fakulty of Language and Art Indraprasta PGRI. University, Jakarta Selatan, Indonesia [email protected] Visual Novel adalah sejenis permainan audiovisual yang menawarkan kekuatan visual melalui narasi dan karakter visual. Data dari komunitas pengembang Visual Novel (VN) Project Indonesia menunjukkan masih terbatasnya pengembang game lokal yang memproduksi Visual Novel Indonesia. Selain itu, produksi Visual Novel Indonesia juga lebih banyak dipengaruhi oleh gaya anime dan manga dari Jepang. Padahal Visual Novel adalah bagian dari produk industri kreatif yang potensial. Studi ini merumuskan masalah, bagaimana memahami Visual Novel sebagai karya seni desain komunikasi visual, khususnya di kalangan mahasiswa? Penelitian ini merupakan studi kasus yang dilakukan terhadap mahasiswa desain komunikasi visual di lingkungan Universitas Indraprasta PGRI Jakarta. Hasil penelitian menunjukkan masih rendahnya tingkat pengetahuan, pemahaman, dan pengalaman terhadap permainan Visual Novel, yaitu di bawah 50%. Metode kombinasi kualitatif dan kuantitatif dengan pendekatan semiotika struktural digunakan untuk menjabarkan elemen desain dan susunan tanda yang terdapat pada Visual Novel. Penelitian ini dapat menjadi referensi ilmiah untuk lebih mengenalkan dan mendorong pemahaman tentang Visual Novel sebagai karya seni Desain Komunikasi Visual. Selain itu, hasil penelitian dapat menambah pengetahuan masyarakat, dan mendorong pengembangan karya seni Visual Novel yang mencerminkan budaya Indonesia. Kata kunci: Visual novel, karya seni, desain komunikasi visual Visual Novel is a kind of audiovisual game that offers visual strength through the narrative and visual characters.
    [Show full text]
  • The Otaku Phenomenon : Pop Culture, Fandom, and Religiosity in Contemporary Japan
    University of Louisville ThinkIR: The University of Louisville's Institutional Repository Electronic Theses and Dissertations 12-2017 The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan. Kendra Nicole Sheehan University of Louisville Follow this and additional works at: https://ir.library.louisville.edu/etd Part of the Comparative Methodologies and Theories Commons, Japanese Studies Commons, and the Other Religion Commons Recommended Citation Sheehan, Kendra Nicole, "The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan." (2017). Electronic Theses and Dissertations. Paper 2850. https://doi.org/10.18297/etd/2850 This Doctoral Dissertation is brought to you for free and open access by ThinkIR: The University of Louisville's Institutional Repository. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of ThinkIR: The University of Louisville's Institutional Repository. This title appears here courtesy of the author, who has retained all other copyrights. For more information, please contact [email protected]. THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Submitted to the Faculty of the College of Arts and Sciences of the University of Louisville in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Humanities Department of Humanities University of Louisville Louisville, Kentucky December 2017 Copyright 2017 by Kendra Nicole Sheehan All rights reserved THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Approved on November 17, 2017 by the following Dissertation Committee: __________________________________ Dr.
    [Show full text]
  • Role Playing Games Role Playing Computer Games Are a Version Of
    Role Playing Games Role Playing computer games are a version of early non-computer games that used the same mechanics as many computer role playing games. The history of Role Playing Games (RPG) comes out of table-top games such as Dungeons and Dragons. These games used basic Role Playing Mechanics to create playable games for multiple players. When computers and computer games became doable one of the first games (along with Adventure games) to be implemented were Role Playing games. The core features of Role Playing games include the following features: • The game character has a set of features/skills/traits that can be changed through Experience Points (xp). • XP values are typically increased by playing the game. As the player does things in the game (killing monsters, completing quests, etc) the player earns XP. • Player progression is defined by Levels in which the player acquires or refines skills/traits. • Game structure is typically open-world or has open-world features. • Narrative and progress is normally done by completing Quests. • Game Narrative is typically presented in a non-linear quests or exploration. Narrative can also be presented as environmental narrative (found tapes, etc), or through other non-linear methods. • In some cases, the initial game character can be defined by the player and the initial mix of skills/traits/classes chosen by the player. • Many RPGs require a number of hours to complete. • Progression in the game is typically done through player quests, which can be done in different order. • In Action RPGs combat is real-time and in turn-based RPGs the combat is turn-based.
    [Show full text]
  • In This Day of 3D Graphics, What Lets a Game Like ADOM Not Only Survive
    Ross Hensley STS 145 Case Study 3-18-02 Ancient Domains of Mystery and Rougelike Games The epic quest begins in the city of Terinyo. A Quake 3 deathmatch might begin with a player materializing in a complex, graphically intense 3D environment, grabbing a few powerups and weapons, and fragging another player with a shotgun. Instantly blown up by a rocket launcher, he quickly respawns. Elapsed time: 30 seconds. By contrast, a player’s first foray into the ASCII-illustrated world of Ancient Domains of Mystery (ADOM) would last a bit longer—but probably not by very much. After a complex process of character creation, the intrepid adventurer hesitantly ventures into a dark cave—only to walk into a fireball trap, killing her. But a perished ADOM character, represented by an “@” symbol, does not fare as well as one in Quake: Once killed, past saved games are erased. Instead, she joins what is no doubt a rapidly growing graveyard of failed characters. In a day when most games feature high-quality 3D graphics, intricate storylines, or both, how do games like ADOM not only survive but thrive, supporting a large and active community of fans? How can a game design seemingly premised on frustrating players through continual failure prove so successful—and so addictive? 2 The Development of the Roguelike Sub-Genre ADOM is a recent—and especially popular—example of a sub-genre of Role Playing Games (RPGs). Games of this sort are typically called “Roguelike,” after the founding game of the sub-genre, Rogue. Inspired by text adventure games like Adventure, two students at UC Santa Cruz, Michael Toy and Glenn Whichman, decided to create a graphical dungeon-delving adventure, using ASCII characters to illustrate the dungeon environments.
    [Show full text]
  • Ebook Download Games of Strategy
    GAMES OF STRATEGY PDF, EPUB, EBOOK Avinash K. Dixit | 816 pages | 13 Jul 2010 | WW Norton & Co | 9780393117516 | English | New York, United States Games of Strategy PDF Book Mikolai Stroinski The Witcher 3 has joined on as the composer. What to Buy Toy Reviews Games. Some of the most popular strategy board games are classics that have been around since the invention of board games, while others are newer and bring new twists to the genre of games. Age of Empires is returning. This category is being reviewed, with some games being moved to other named categories. Vote up all of your favorites on this list, and if there's a strategy board game that's your favorite and isn't listed here, feel free to add it. Categories : Abstract strategy games Chess variants. Just make sure you live in the same household. Akshay Gangwar - Jan 2, You might also be interested in true stories of murder over board games and the best party board games of all time. From Wikipedia, the free encyclopedia. Like most classic games, it includes a bit of luck: in this case, Jacks are wild. The Bonfire 2: Uncharted Shores If you like low-poly designs and strategy games, The Bonfire 2 is definitely a game you should check out. It is a combat strategy, mainly, that encourages us to develop large-scale combat, with hundreds of units on screen, creating a brutal action. Share This. In short, it is a veteran and very important genre, and we will see the best PC strategy games here.
    [Show full text]
  • CPR for the Arcade Culture a Case History on the Development of the Dance Dance Revolution Community
    CPR for the Arcade Culture A Case History on the Development of the Dance Dance Revolution Community Alexander Chan SUID 5075504 STS 145: History of Computer Game Design Stanford University March 16, 2004 Introduction Upon entering an arcade, you come across an unusual spectacle. Loud Japanese techno and a flashing neon glow pour out of the giant speakers and multicolored lights of an arcade console at the center of the room. Stranger than the flashy arcade cabinet is the sweaty teenager stomping on a metal platform in front of this machine, using his feet to vigorously press oversized arrows as the screen in front of him displays arrows scrolling upward. A growing group of people crowd around to watch this unusual game-play, cheering the player on. In large letters, the words “Dance Dance Revolution 3rd Mix” glow above the arcade machine. Most people who stumble upon a scene similar to this one would rarely believe that such a conceptually simple arcade game could foster an enormous nation-wide game community, both online and offline. Yet the rules of the game are deceptively simple. The players (one or two) must press the arrows on the platform (either up, down, left, or right) when the corresponding arrows on the screen reach the top, usually on beat with the techno/pop song being played. If the player doesn’t press the arrows on time, the song will quickly come to an end, and the machine will Arrows scrolling up a DDR screen ask for more quarters to continue play. Yet despite its simplicity, Dance Dance Revolution, or DDR for short, has helped create a giant player community in the United States, manifesting itself though various forms.
    [Show full text]
  • Top 14 Favorite Games of All Time © 16 December 2017 Norbert De Jonge ([email protected])
    Top 14 Favorite Games of All Time © 16 December 2017 Norbert de Jonge ([email protected]) # Title Release Genre Don©t Starve (Together) 2013 (2016) survival action-adventure 1 Excellent both in single-player (especially Adventure Mode) and multiplayer, in particular with Reign of Giants enabled. It©s fun to explore the Caves and Ruins, and occasionally enable Lights Out. Eats time. The Battle for Wesnoth 2005 turn-based strategy 2 Some of the wave-based multiplayer add-ons that have been created using the modding features of this free software are very entertaining. NetHack 1987 roguelike 3 Challenging and addictive free software. Everybody Edits 2010 sandbox platform 4 As of today, still a Flash game. I used to run this a lot, both to create and to play levels. Portal 2 2011 first-person puzzle platform 5 Solid base game, with many excellent community created maps. The Binding of Isaac: Rebirth 2014 roguelike action 6 Both Afterbirth and Afterbirth+ made this great game even better. Including daily runs, I©ve played this game for way more than a thousand hours, on both GNU/Linux and my smartphone+gamepad combo. Day of the Tentacle (Remastered) 1993 (2016) point-and-click adventure 7 With the exception of Gemini Rue, all my favorite adventure games were created in the 1990s. Sid Meier©s Civilization 1991 turn-based strategy 8 I©ve enjoyed Civilization V©s multiplayer, but the original has everything that I want from a 4X game. The Talos Principle 2014 first-person puzzle 9 This game and my Vive are the only things I©ve ever pre-ordered.
    [Show full text]
  • Development of Exergaming Simulator for Gym Training, Exercise Testing and Rehabilitation
    Journal of Communication and Computer 11(2014) 403-411 D doi: 10.17265/1548-7709/2014.05 001 DAVID PUBLISHING Development of Exergaming Simulator for Gym Training, Exercise Testing and Rehabilitation Veli-Matti Nurkkala, Jonna Kalermo and Timo Jarvilehto Kajaani University of Applied Sciences, Information Systems, Kajaani 87100, Finland Abstract: “Video games that require physical activity in order to play” is a common definition of exergames. Products, such as Wii Fit and dance pads, are well-known exergame products targeted to home use. Also exergaming products for professional use are gradually becoming more common in gyms, fitness centers, rehabilitation centers, as well as in activity and amusement parks. A lot of research has been carried out on the benefits that the exergaming products can provide for people of different ages, for example. The results have been promising, and the possibilities of exergaming in the fight against obesity and inactivity have been recognized. New exergaming products are coming to markets in increasing speed. However, the field is still very young, and there is space and demand for new innovations. During the last two years, we have been developing a new exergaming simulator for gym training, exercise testing and rehabilitation. As a next generation exergaming device, the simulator combines various gym and rehabilitation equipment (treadmill, exercise bike, etc.) with virtual environments, games, sports applications, immersive gaming view, and advanced motion controllers. Key words: Exergaming, Athene exergaming, fitness games, games for health, virtual environment. 1. Introduction includes powerpad (pressure-sensors embedded between two layers of flexible plastic) with games [3]. The term exergaming (also exergaming, A year later, Exus released Foot Craz running pad portmanteau from words exercising and gaming) has which was compatible with Video Jogger and Video become widely used.
    [Show full text]