Programming and Probability
Project Overview
During the programming and probability project we created a probability based game. We had to implement a random element, I personally implemented many. I expected to learn a lot about probability in general. I learned how to code a game and how to use strategy to make the most of the random elements.
The Benchmarks
Benchmark One was the initial game concept. I wanted to do something along the lines of slither.io. You eat, gain size, and once you're bigger than the other player, you can eat them. The amount of food spawning would be the required random element. Here's what I wrote...
I want to do an original probability game. I want to do a head to head competitive game where two players must accumulate the highest score to win. I guess the closest thing would be a game of snake.io. Where characters collect items to grow larger and gain a higher score.
Two players will spawn in and try to collect as many scattered pellets as possible. The rate of spawning and location of the pellets will be completely random. There will be push backs such as being "eaten by another character.
I feel like what I just said covers how it will be implemented, as two players will have to "eat the most pellets." It will be overhead as opposed to a character taking a camera.
I think programming the random will be hard. I know theres the scatter feature, but still, it seems difficult. Another problem will definitely be aesthetics. I want it to look good but also be very fun and functional.
I don't know what this is based off of but I really want to structure it this way. It sounds really fun and fun for multiple people. It is very reasonable and will be fun to program.
The reason this is a little late is because of losing the period to taking the test. We discussed in class and you said I could have a slight adjustment, this is the only time I had time to fill this out.
Benchmark Two was the game description. I went further in detail of what I wanted to do. Here's what I wrote...
Two players spawn in and pellets spawn at random. The arrow keys and WASD move the character in their respective directions. The pellets spawn in 5 sizes. Size 1 (smallest) will give the player 1 point. Size 2 (next size up) will give the player 2 points, and so on. As the player collects pellets their score grow. The player with the highest score wins when the clock reaches 0.
The probability will be based off randomly spawning sizes and location of pellets. Everything will be random except the clock and player movement.
Benchmark 3 was skipped.
Benchmark 4 was the probability analysis. Here's what I wrote...
Every second there is a 3/10 chance a minnow spawns. There are four different minnow sizes meaning there is a .75/10 chance that a small minnow spawns. In ten seconds there is a 7.5/100 chance that a small minnow spawns. That's 7.5% My tree diagram backs this up.
Benchmark 5 was the completed game. Here's a link. http://www.slnova.org/Tait_C/projects/377200/
Benchmark 6 was skipped.
Finally, Benchmark 7 is this DP write up.
The game is very simple. Player one uses WASD to move and Player two uses the arrow keys. You collect orange fish and grow one size. If you collect a green fish you grow five sizes. If you collect the rainbow fish you grow ten sizes. The brown rocks and blue manta rays decrease your size.
This was overall a very entertaining project. I felt like my game was very successful and very fun. I learned so much about how to code and how to use strategy to have fun with random elements. I started very small, originally it was shark vs shark, no minnows. I then kept building up and created a fully playable game with obstacles and rewards. I definitely stayed organized throughout the entire thing. All of the entities had their own coding sections and were all very easy to edit and understand. I enjoyed this project and want to continue to code!
During the programming and probability project we created a probability based game. We had to implement a random element, I personally implemented many. I expected to learn a lot about probability in general. I learned how to code a game and how to use strategy to make the most of the random elements.
The Benchmarks
Benchmark One was the initial game concept. I wanted to do something along the lines of slither.io. You eat, gain size, and once you're bigger than the other player, you can eat them. The amount of food spawning would be the required random element. Here's what I wrote...
I want to do an original probability game. I want to do a head to head competitive game where two players must accumulate the highest score to win. I guess the closest thing would be a game of snake.io. Where characters collect items to grow larger and gain a higher score.
Two players will spawn in and try to collect as many scattered pellets as possible. The rate of spawning and location of the pellets will be completely random. There will be push backs such as being "eaten by another character.
I feel like what I just said covers how it will be implemented, as two players will have to "eat the most pellets." It will be overhead as opposed to a character taking a camera.
I think programming the random will be hard. I know theres the scatter feature, but still, it seems difficult. Another problem will definitely be aesthetics. I want it to look good but also be very fun and functional.
I don't know what this is based off of but I really want to structure it this way. It sounds really fun and fun for multiple people. It is very reasonable and will be fun to program.
The reason this is a little late is because of losing the period to taking the test. We discussed in class and you said I could have a slight adjustment, this is the only time I had time to fill this out.
Benchmark Two was the game description. I went further in detail of what I wanted to do. Here's what I wrote...
Two players spawn in and pellets spawn at random. The arrow keys and WASD move the character in their respective directions. The pellets spawn in 5 sizes. Size 1 (smallest) will give the player 1 point. Size 2 (next size up) will give the player 2 points, and so on. As the player collects pellets their score grow. The player with the highest score wins when the clock reaches 0.
The probability will be based off randomly spawning sizes and location of pellets. Everything will be random except the clock and player movement.
Benchmark 3 was skipped.
Benchmark 4 was the probability analysis. Here's what I wrote...
Every second there is a 3/10 chance a minnow spawns. There are four different minnow sizes meaning there is a .75/10 chance that a small minnow spawns. In ten seconds there is a 7.5/100 chance that a small minnow spawns. That's 7.5% My tree diagram backs this up.
Benchmark 5 was the completed game. Here's a link. http://www.slnova.org/Tait_C/projects/377200/
Benchmark 6 was skipped.
Finally, Benchmark 7 is this DP write up.
The game is very simple. Player one uses WASD to move and Player two uses the arrow keys. You collect orange fish and grow one size. If you collect a green fish you grow five sizes. If you collect the rainbow fish you grow ten sizes. The brown rocks and blue manta rays decrease your size.
This was overall a very entertaining project. I felt like my game was very successful and very fun. I learned so much about how to code and how to use strategy to have fun with random elements. I started very small, originally it was shark vs shark, no minnows. I then kept building up and created a fully playable game with obstacles and rewards. I definitely stayed organized throughout the entire thing. All of the entities had their own coding sections and were all very easy to edit and understand. I enjoyed this project and want to continue to code!