What students build
- At least two changing needs
- Actions that affect those needs
- Visible mood or state
- Time-based change
- A recovery path
- A reset and demonstration state
Computer Lab Project
Computer Lab ProjectKeep an alien pet fed, rested, and reasonably trusting. It remains suspicious of the snack button.
Students choose the pet's needs, the scale for each value, and the rules connecting them. Different models are welcome if their behaviour can be explained.
Choose the pet's needs and the rules connecting them. The finished version must show how its current values produce its visible mood.
Required systems
Suggested build order
Choose one, combine compatible cards, or propose an equivalent challenge.
Add a trust variable.
Make actions have trade-offs.
Create a day/night state.
Add a short care history.
Keep two needs inside sensible boundaries.
Make care actions affect several needs differently.
Create named pet states from combinations of values.