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Programming Experiences:

Learning Japanese
o Timing: One Month
o Summary: Learning Japanese is a short Python based game made in RenPy that
teaches the players Japanese. It is a visual novel game, and was created,
designed, programed, and illustrated by myself.
o Programming Language: Python
o Platform: PC Game
Pokmon Game
o Timing: Two weeks
o Summary: The Pokmon game was created as a test of my Object Oriented
Programming knowledge, and features various aspects of Pokmon such as
spawning, battling, and special attributes, on a small scale.
o Programming Language: Java
o Platform: PC Game
Floppy Cat
o Timing: One Month
o Summary: Floppy Cat is a computer based parody of Flappy Bird. I created the
art and animation, as well as completing the majority of the programming on my
own. This game was created in Game Maker Studio.
o Programming Language: Java
o Platform: PC Game
PokeCat
o Timing: Two Months
o Summary: PokeCat is slightly more ambitious than the previous Floppy Cat
game; however, it was completed in a small group of three. I designed the game,
created the art, and programmed the basic programming mechanics for this
game. As with Floppy Cat, this game was made in Game Maker Studio.
o Programming Language: Java
o Platform: PC Game
Water Resources
o Timing: Spring Semester Around Four Months
o Summary: This is a project I am currently working on. It is an Android Application
made to help find and keep track of freshwater resources; we are working as a
six person team, and I am once again responsible for the UI/GUI development, as
well as programming.
o Programming Language: Java
o Platform: Android Application

Design Experiences:

Website
o Timing: One Week
o Summary: This website was a short foray into the world of HTML and Design
concepts. The goal was to experiment with HTML and how it connected with our
desired design in a small amount of time.
o Programming Language: HTML
o Platform: Web Based

Learning Japanese Project:

Summary: Learning Japanese is a short Python based game made in RenPy that seeks to teach players
Japanese through visual novel formatted gameplay on the computer. The demo covers a prologue and lesson
one, with a sizeable vocabulary list, kanji list, hiragana and katakana lists, and notes section in addition to the
game itself. The entire game was designed, programmed, and illustrated by myself. Learning Japanese utilizes
visuals and detailed explanations to teach the players, as well as a scoring system for in game quizzes to
inform the user of their mastery of the material covered.

Goal: The goal of this game is to teach players simple Japanese phrases and sentence structures through user
friendly interfaces and an alternative approach to the visual novel style genera.

Issues: As this game is in both English and Japanese, compatibility issues arose when attempting to program
and write in both languages. After several tutorials and some intuitive problem solving, I was able to fix the
issues and have both languages present in the program. When text did not display properly afterwards, I found
that changing the font styles and sizes greatly improved both the visibility and performance of the text in the
game. Designing this game was also a challenge, as the visual novel format is generally used to craft works of
fiction not as a teaching tool. However, this formed proved to be an efficient and effective method for
delivering the information.

Key Logic: RenPy games run on a series of Python like files, so very little object oriented programming is
involved. However, key logic points include:
o label start: This label marks the start of the game when not entering from a save point
o scene: The scene label, followed by the name of the scene is a good way to separate out Python files
for your game, as they provide clarity and offer a decent amount of control flow
o #persistent: any variables marked with this prefix will be accessible throughout all of the games
scripts. They are extremely useful when needing to determine different paths the game will take. For
example, Learning Japanese utilizes these variables to release new notes, vocabulary, kanji, and the
next chapter on the successful completion of the previous chapters quizzes.

Pokmon Game:

Summary: The Pokmon Game, placed here for the purposes of representing my ability to use Object
Oriented Programming, is a small, computer based game that utilized multiple classes, inheritances, and
extensions to create a closed environment Pokmon game. The user can place Pokmon on the screen, and the
Pokmon will then move, reproduce, fight, and preform special fighting moves or gain special attributes
based on which sector of the map they are in.

Goal: This game was mainly an exercise in Object Oriented Programming skills, where the overarching goal
was to create a functioning game through the use of various classes and methods.

Issues: Originally, the Pokmon would not spawn on the screen when placed, and, when that bug was
resolved, they died immediately. General problem solving and altering of the three specific Pokmon classes
managed to fix both bugs. An issue that was unique to player and designer choice occurred when placing
grass types in the grass type section straight away, as this greatly increased their health and allowed them to
reproduce uncontrollably, unless several fire types were placed in the same area beforehand. A similar issue
occurred electric types were in the game, as they gained more speed when placed in their box, and could not
be attacked by other types.

Class Diagram:
o PokeWorld and ControlPanel both extend JPanel and control when, where, and what spawns, and the
creation of the actual game screen.
o Pokemon is an abstract class for the Fire, Grass, and Water type files.

The Fire, Grass, and Water type files are extended in each of the specific Pokemon files that correlate
to them.

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