Chemblaster
From ETS
Contents |
Project Objectives
1. Develop a simple game that gives students experience connecting the correct ion symbols, charges, and names based on the periodic table and 3 ion tables (tables 5.1, 5.2, 5.4 on the back cover of "Introductory Chemistry" textbook). 2. Using the same game scheme as developed for the ions, change to an element game.
Design Considerations
- Game mechanics/ interface need to be simple, to facilitate use by experienced gamers and gaming rookies alike
- Web based (Flash) with relatively modest development requirements (time and resource wise)
- The game is intended as a review tool/ study aid - not necessarily for use in class
Impact
Chemistry 101 Students. Fall '09 enrollment, 320. Spring '10 140. However multiple Chem 110/112 instructors have expressed interest in using the game as a review tool which could extend exposure to ~2500 students/ year. Web delivery also makes it highly accessible for any student at any campus location.
Design
Sample Game & Inspiration
See http://www.personal.psu.edu/zez1/game.html for a playable dev version
See http://www.newsblastergame.com/ for sample game design
Game Levels
Loading/ Transition Screen
- As the game is loading up for the first time, or between levels, an empty periodic table can be shown and X number (5?) of elements can have their position on the periodic literally highlighted with some sort of glowing effect as a brief info blurb shows in the empty space above the transition metals (name, atomic number, periodic table group, etc). After a few seconds, the element can fade to a light shade of its periodic table color, but remain visible to the player, just not highlighted.
Level 1 - Tutorial Level/ Element Match
- Level 1 is a very easy (game wise) experience, designed to teach the chemical symbol of a select group of the 40 more popular elements (listed below) while introducing players to the basic mechanics of the game. Players will randomly be given an element's full name, and tasked with firing an empty projectile into the correct chemical symbol ball on the game board. Level 1 is a time trial - with a goal of successfully identifying X number of chemical symbols as quickly as possible.
- After a successful shot, a localized "explosion" will occur on the game board at the site of the "hit". Highlight the element ball, show the name of the ion on the board, and then both will disappear. This mechanic insures that even randomly fired successes afford the player a chance to learn something. After the "explosion" the projectile and the target ball will disappear. Once an element has been successfully identified, it will appear in the "blasted list" with both its name and chemical symbol, to help reinforce the relationship.
- Players cannot "fail" level 1 - incorrectly identifying an element's chemical symbol will result in a time penalty (ex. 5 seconds added per incorrect answer).
Level 2 - Charges
- Level 2 is designed to help students learn the charges associated with the common Type 1 & Type 2 cations and anions (listed below). Just like in level 1, the "board" will be populated by balls, each of which will contain an elemental symbol. However unlike level 1 where the projectile was empty, the projectile in level 2 will contain either a "+" or a "-" symbol, representing either a positive or negative charge. Players will be given a list of X number of potential ions (by their full name, not chemical symbol) and be tasked with firing the correct charges into the correct elements to create the specified ions.
- Successful "explosion" mechanic from level 1 will be maintained.
- Projectiles which did not result in ionic formations are adhesive, which is to say they will stick to element balls. To clear "rogue charges" the player can fire a charge of the opposite polarity (ie hit a negative with a positive) or continue firing charges to complete the ion. For example Calcium is Ca2+, so to successfully "blast" a calcium ion, the player will be required to hit a Ca ball with 2, "+" charges.
- Periodically (ever X seconds or so) the board will randomly generate a new row of element balls at the top of the board, forcing any existing rows down toward the bottom of the game board by 1. If the rows should ever touch the blaster or reach the bottom of the game board, the game is over.
- Points are awarded for each successful ion identification. Even if an ion has already been blasted and it no longer present in the target list, repeat "blasts" will still yield points to reinforce the educational material (perhaps fewer points after the first time?)
Level 3 - Compounds
- Level 3 is designed to help students learn the chemical formula for 22 common compounds, or polyatomics. Mechanically similar to level 2, this time the player will fire element filled projectiles at the game board, in an effort to create the correct formula. Like in level 2, players will be given a list of elements they need to complete and are permitted to "blast" compounds in whatever order they choose. No charges will be present in level 3.
- In level 3, there is no way to remove mis-fired projectiles. They will stick to whatever they hit and remain there until they are used to form a compound or the game is over.
Level 4 - Polyatomic ions with charges
- This level essentially combines levels 2 and 3 to help players learn the charges associated with polyatomic ions. The ChemCannon will fire both elements and charges. Like in previous levels, the blasted list will be provided and may include any of the 53 designated ions or polyatomics from levels 2 or 3. Correctly identifying any of the 53 ions (even those not on the target list) will results in blasts and points.
General Game Mechanics
- all levels will contain a "next up" queue, that shows the 1/2/3 projectiles that will be available to the player. Obviously this will be meaningless in level 1 as you are firing empty balls at first.
- all levels will have a "did you know" fact area at the bottom of the sidebar, which will showcase an interesting factoid about the most recently blasted element/ ion/ compound. These factoids will be provided by Mary.
- each element ball (either projectile or generated for the board) will be color coded based on the colors of the texbook's periodic table. See element table below
- a "laser sight" will be added to help the player guide their shots, at least during the tutorial level.
Design Questions
- Will the projectiles bounce off the side walls of the screen? Will impact the next question - how far should the cannon be permitted to rotate (degree wise)?
-
What should happen to incorrectly fired balls in level 1? Do they just disappear and add a time penalty? Do they stick like in other levels, but a string of 3 empties cancel them?
In level 1, "empties" clear after each successfully hit element. There is also only 1 row present on the board (10 elements)
- Should (can?) the symbol watermark in the background change depending on what is the target/ being fired.
- For the factoid, how difficult would it be to store multiple facts for each element/ ion/ compound that would be randomly displayed? If difficult, we could just go with 1 per for starters.
- Should the "laser sight" be toggle-able? Should it automatically be disabled for higher levels?
- How exactly should the visual reinforcement explosions work? Should they just show the name of the blasted element/ion/compound, or should they also include the chemical formula? Too much space?
- Can we add in auditory reinforcement when an element/ ion/ compound is blasted to supplement the "explosion" display? So, for example, when you blast NH4+ you would hear "Ammonium!" in addition to any visual reinforcement.
Major milestones
* Create sample game mechanics
o ChemCannon
+ rotational flexibility (10-170?, 60-120?)
+ firing of projectiles
o projectiles
+ adhesive properties
o explosions
+ heirarchy
+ graphics
o randomizer
+ next row element generation
+ next projectile element/ charge generation
+ level based logic
o score
+ based on level/ element complexity
* Tutorial level prototype
* Charge level
* Compound level
* Polyatomic w/ Charges level
* Design loading screen
Game Logic
The Type 1 & Type 2s contain:
| positive charge | 48 |
| negative charge | 9 |
The 22 polyatomic compounds contain:
| nitrogen | 4 |
| hydrogen | 9 |
| oxygen | 64 |
| sulfur | 3 |
| carbon | 5 |
| phosphorus | 3 |
| chlorine | 4 |
| manganese | 1 |
| chromium | 3 |
| positive charges | 1 |
| negative charges | 29 |
The 53 Ions
| Type 1 Cations: Level 2 | Type 2 Cations: Level 2 | ||
| hydrogen | H+ | iron(III) | Fe3+ |
| lithium | Li+ | iron(II) | Fe2+ |
| sodium | Na+ | copper(II) | Cu2+ |
| potassium | K+ | copper(I) | Cu+ |
| cesium | Cs+ | cobalt(III) | Co3+ |
| beryllium | Be2+ | cobalt(II) | Co2+ |
| magnesium | Mg2+ | tin(IV) | Sn4+ |
| calcium | Ca2+ | tin(II) | Sn2+ |
| barium | Ba2+ | lead(IV) | Pb4+ |
| aluminum | Al3+ | lead(II) | Pb2+ |
| silver | Ag+ | mercury(II) | Hg2+ |
| zinc | Zn2+ | mercury(I) | Hg22+ |
| Type 1 Anions: Level 2 | |||
| hydride | H- | ||
| fluoride | F- | ||
| chloride | Cl- | ||
| bromide | Br- | ||
| iodide | I- | ||
| oxide | O2- | ||
| sulfide | S2- |
| Polyatomic Ions: Levels 3-4 | |||
| ammonium | NH4+ | carbonate | CO32- |
| nitrite | NO2- | hydrogen carbonate (or bicarbonate) | HCO3- |
| nirate | NO3- | hypochlorite | ClO- |
| sulfite | SO32- | chlorite | ClO2- |
| sulfate | SO42- | Chlorate | ClO3- |
| hydrogen sulfate (bisulfate) | HSO4- | perchlorate | ClO4- |
| hydroxide | OH- | acetate | C2H3O2- |
| cyanide | CN- | permanganate | MnO4- |
| phosphate | PO43- | dichromate | Cr2O72- |
| hydrogen phosphate | HPO42- | chromate | CrO42- |
| dihydrogen phosphate | H2PO4- | peroxide | O22- |
The 40 Most Commons Elements: Level 1 & Color Coding
Approximate colors based on Decoste Introductory Chemistry Book (6th edition)
- Hydrogen - 8c9576
- Pale Green - a1b7b4
- Grey - 97a0a5
- Blue - 9faec5
- Pale orange - ceb78b
- Purple - 9997af
- Pink - a88e99
| Element (atomic #) | Chemical Symbol | color / group | |||
| aluminum (13) | Al | grey | lithium (3) | Li | pale green/ alkali metal |
| antimony or stibium (51) | Sb | grey | magnesium (12) | Mg | pale orange/ alkali earth metal |
| argon (18) | Ar | purple/ noble gas | manganese (25) | Mn | blue/ transition metal |
| arsenic (33) | As | grey | mercury or hydrargyrum (80) | Hg | blue/ transition metal |
| barium (56) | Ba | light orange/ alkali earth metal | neon | Ne | purple/ noble gas |
| bismuth (83) | Bi | grey | nickel (28) | Ni | blue/ transition metal |
| boron (5) | B | grey | nitrogen (7) | N | grey |
| bromine (35) | Br | pink/ halogen | oxygen (8) | O | grey |
| cadmium (48) | Cd | blue/ transition metal | phosphorus (15) | P | grey |
| calcium (20) | Ca | light orange/ alkaline earth metal | platinum (78) | Pt | blue/ transition metal |
| carbon (6) | C | grey | potassium or kalium (19) | K | pale green/ alkali metal |
| chlorine (17) | Cl | pink/ halogen | radium (88) | Ra | light orange/ alkali earth metal |
| chromium (24) | Cr | blue/ transition metal | silicon (14) | Si | grey |
| cobalt (27) | Co | blue/ transition metal | silver or argentium (47) | Ag | blue/ transition metal |
| copper orcupram (29) | Cu | blue/ transition metal | sodium or natrium (11) | Na | pale green/ alkali metal |
| fluorine (9) | F | pink/ halogen | stontium (38) | Sr | pale orange/ alkali earth metal |
| gold or aurum (79) | Au | blue/ transition metal | sulfur (16) | S | grey |
| helium (2) | He | purple/ noble gas | tin or stannum (50) | Sn | grey |
| hydrogen (1) | H | forest green | titanium (81) | Ti | grey |
| iodine (53) | I | pink/ halogen | tungsten or wolfram (74) | W | blue/ transition metal |
| iron or ferrum (26) | Fe | blue/ transition metal | Uranium (92) | U | orange/ actinide |
| lead or plumbum (82) | Pb | grey | zinc (30) | Zn | blue/ transition metal |
