Philips Museum tasked us with making an online multiplayer game for their musuem to show in their constant search for innovative work. We had the pleasure to work closely with the managing director of the musem, Mrs. Olga Coolen and pitched our ideas to her until we came upon the Lightbulb Game.
Game play
Keep Talking and Nobody Explodes type of multiplayer - one player has a PDF file with the instructions (the “instructor”) of how to build a light bulb and the other player would be playing the game (the “worker”).
Design Challenge:
<Design a Factory Simulation game> that enables <pairs of friends around/under 40 y/o> in an <online game> to <experience Philips innovation in an interactive way> for <users to be educated about Philip’s history of innovation>.
I was curious about using Singletons so I forced myself to implement them in the game. Honestly, looking back, terrible implementation.
But I learnt a lot about Singletons; when and (most importantly) when NOT to use them. But the realization was quite nice and the UI system worked well. It had a singleton controller with a queue system, thus any code that called the singleton's UI was popped into a queue and eventually played when the previous message was finished.
On the left you may see a gif of the queue system working. That text was not final but for testing purposes.
As mentioned previously, I helped create the Station inheritance design using Builder design pattern. This allowed us to implement new stations with relative ease, and I took it upon myself to design and implement Station 2 - based on the carbonization process that lightbulb filaments used to have to undergo in the Philips Museum.
Video on the left shows the station (albeit without sound it;s a little less exciting but I did not compose the sounds for them to be shown).
I used a Builder Design Pattern, to implement the Station Interface which made the game reusable, extensible and very mantainable for the next team that grabs the project.
Hint:
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