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Yggdrasil TD

A Capstone Project Proposal

Presented to the Faculty of the

College of Informatics

Philippine Christian University

Taft Ave., Manila

In Partial Fulfillment

of the Requirements for the Degree

Bachelor of Science in Information Technology

By

Mark Reinell S. Corales

Joshua David A. Reyes

Mark Allen Jay A. Reyes

Ian Angelo G. Santiago

Lance Neil G. Villanueva


Chapter I

THE PROBLEM AND ITS BACKGROUND

Yggdrasil TD, a tower defense game themed around defending the forest you

call home from enemies known as loggers. As the player, you are given the objectives

to defend and using towers and a character known as hero, while also making sure

none or only limited number of enemies pass the threshold if they do so. The game

focuses on strategy and planning, in an attempt to increase the player’s logical thinking,

planning, and real-time decision making.

Tower Defense game was created for solo players in mind. It can be addicting

due to its extreme flexibility in strategic planning, can be personalized to how you want

to achieve the objective, and easily observable, easy to spot if something can go wrong

or is going wrong. It provides a variety of systems even if most tower defense have

different mechanics, core objective are similar. While most Tower defense games base

their storylines on sci-fi or fantasy, it rarely incorporates real world issues that the

researchers think can be applied to its storyline.

The tower defense genre was born out of 2 existing genres; puzzle games and

real-time strategy. It incorporates the action and planning but you can sense that there

may be a perfect solution for the challenge at hand. The first tower defense game that is

generally agreed upon is Rampart, an Atari 1990’s arcade game. However, the genre

blossomed around 2007 when 3 tower defense titles; Flash Element Tower Defense,

Desktop Tower Defense, and Bloons Tower Defense took storm on Flash games sites.

During the early days of browser flash gaming, tower defense games were readily
available and easy to play, with some having the options to save your campaign to

continue at a later time. Later features like fast-forwarding, adding Heros or characters

helped it grow further. Games like Kingdom Rush, Elements TD and Bloons TD are

some of the Franchises that grew over time.

In general, tower defense games were created at a time when arcade games are

predominant, while it grew when the internet started to become a norm. From creating

simple objectives to defending from waves of enemies, to having more objectives,

easter eggs, and features allowed certain Tower Defense games to have massive

franchises of their own. With many people playing tower defense game as a past time,

the opportunity to introduce real world issues can help tackle awareness in a fun and

engaging way.

The project attempts to incorporate real-world environmental issues and its

effects, and use it to remind the players of the possibilities of such activities. The game

attempts to engage players in a medium that is fun and interactive, while also imparting

knowledge and awareness about real-world issues, mixing sci-fi and fantasy to enhance

the storyline.

OBJECTIVES OF THE STUDY

General Objective

The aim of Forest under siege, is to create a tower defense game that is fun and

interactive for the user, while providing knowledge and awareness about the

environment. The game implements single players to strategize create towers to defend

objectives from opponents by either eliminating or impede their movements.


Specific Objectives

Specifically, it attempts to satisfy the following objectives:

a) To create an enjoyable tower defense game that incorporates strategic tower

placement, hero micromanagement and research tree development.

b) To create a strategically challenging game that may improve the players real-time

decision making.

c) To have a game with environmental elements that impart knowledge, information

and awareness to the players about real world environmental issues and situations

in a fantasy setting.

d) To evaluate the acceptability of the program based on the ISO/IEC 25010 standard

criteria for software quality.

e) To test the running time execution performance of the software product.

SCOPE AND LIMITATIONS

The study should include the units, buildings, pathways, and objectives to

defend. The buildings are limited to their unique specializations that have their own

advantages and disadvantages. Our project will use Photoshop and Unity game engine
and will be limited by their technological advancements. The game will run under a

minimum of Windows 10 operating system. Performance tests will be conducted to

evaluate the running time execution performance of the software product.

Respondents of the study includes players who have played the game. The

respondents will be limited to individuals that have the capacity to run the application

optimally. Questionnaires will be used by the respondents to assess the acceptability of

the game.

Modules of the Project:

Module 1 – Map and story building

Module 2 – Buildings/units and tech tree/research database –

Module 3 – objectives database

Module 4 – Buildings/units damage/health code

Module 5 – Game design, graphics and UI/UX

Module 6 – Achievement lists

SIGNIFICANCE OF THE STUDY

The study attempts to provide a fun and interactive experience to users; To

create a game that is informative and spreads awareness about real-world

environmental information regarding planting, cleaning, and maintaining; to ensure the

confidentiality and privacy of information by making it unreadable to anyone for whom it

is not intended, even those who have access to the encrypted data; to safeguard private
data and the information carried on computer networks; and avoid losses from theft of

proprietary information, physical sabotage of data or networks.

 End-users: The study aims to provide enjoyable video game, while also adding

challenges for its users and spread awareness and information about the

environment.

 Economic Significance: The study could potentially be accepted as a commercial

game in distribution apps such as steam.

 Researchers: The study will increase their knowledge and experience regarding

their skills database management systems and game development and its

commercial and recreational use.

 Future Researchers: The study can help future researchers in their own capstone

database management systems, and game development projects; our paper can

be used as a guide and template for future researchers.


CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter contains corresponding works by numerous foreign writers, other

researchers, game developers, and studies gathered from articles, books, and other

sources such as the internet, all of which are required in defining the concept of our

game creation. The software compatibility issue is required in the creation of Forrest

under siege. Several game development methodologies are widely reviewed and

examined to gain a more comprehensive and deeper understanding of the current

study.

2.1 Local Related Literature and Studies

2.1.1 Literature and the Environment Ecologica

The researchers chose to include this work in this section because it discusses

how selected short stories blended ecology and aided them in creating an entertaining

and engaging form of media.

This study's short stories demonstrate ecological awareness. To varying

degrees, formal components such as location, plot, conflict, characters, and theme can

provide a point of view. However, conflict is the most visible manifestation of ecology.

Depending on the circumstances, the dispute may involve one of two things: either

specific attitudes toward nature and the environment are at stake, or the environment

itself is the source of the conflict.


Setting has an overall impact on the stories sampled by this study and serves as

more than just a framing device. Characters from the story were used as examples of

nature or ecology in a few instances. Concerning the theme, a close examination of the

details revealed by the plot reveals that the short stories approach the subject of

ecology in a variety of ways. The pieces as a whole do not promote a particular rigid

viewpoint on nature and the environment.

Tone also played a role in the ecological content of the short stories. It's worth

noting that these tones typically reflect the characters' various perspectives on nature or

the environment. However, it is clear that the characters' attitudes tended to be negative

because the majority of these tones have negative meanings. Using Pope Francis'

insights from Laudato Si has been extremely beneficial in this regard. By contrasting the

undesirable behaviors with some of the correspondingly discussed beneficial values,

the study maintains a positive image of ecology through its long-term stability, genuine

care, tranquility, solidarity and belonging, and hope.

One of the main goals of this study, unaffected by the authors' backgrounds or

ideologies, was to evaluate how specific works dealt with the theme of ecology. The

literary creations of authors who actively promote ecological awareness may also

benefit literature and environment studies. One of the primary goals of this research

was to evaluate how various works addressed the theme of ecology, regardless of the

authors' backgrounds or positions. Consider the works of authors who actively promote

environmental awareness in literature and environmental studies.

2.1.2 TrashFun: An Environmental Awareness 2D Computer Game


With the gaming industry's rapid growth, expanding industry, and growing player

count, the development of games with entertaining story lines and challenging missions

is on the rise. However, games that can be used for educational purposes are becoming

more popular. While other games aim to improve a user's hand-eye coordination,

communication skills, and on-the-spot decision making, educational games aim to not

only impart knowledge, but also to raise awareness about the game's main premise.

TrashFun: An Environmental Awareness 2D Computer Game was developed with the

goal of creating an environmental awareness mobile game that assists its users in

developing the habit of cleaning and maintaining the environment. The game trains its

players' minds to do the right thing, such as proper waste segregation and disposal. It

also gives environmental educators ideas for how to approach these topics in a way that

does not rely solely on attitude measures and abstract knowledge. The developers used

the Agile scrum software development methodology, which is one of the most widely

used in project management today. It focuses on increasing business value, improving

team transparency, and improving quality management. In conclusion, the developers

were able to create a 2D game that can provide specific information about different

types of waste, the procedure for its segregation and disposal, and awareness of how to

properly maintain the environment and understand how fragile it can be.

Due to resource constraints, however, it is difficult to tackle and implement every

piece of information about the game's topic, so they were only able to put certain

information and scenarios inside the game. This aids the research in resource

management in terms of how much information they can incorporate into the game with
the limited resources they have, as well as how to make the information easily learned

by players.

2.1.3 Clash of Invaders

Clash of Invaders is a Philippine History Tower Defense Android Game

developed by Jan Allen Villanueva, Jea Glory Arsenal, and Klint De Jose students from

De La Salle Ozamiz City. The objective of the game was to search for World War II

relics in the Philippines that could possibly be used as an alternative to studying history.

The game's objectives was to associate significant events that occurred in the

Philippines during World War II in order to recognize the components of an E-learning

and enjoyable game, get to know the Philippine heroes and their contributions during

World War II, and to acquire knowledge about World War II in the Philippines. The

game concentrated on the topic of recognizing major events that occurred in the

Philippines during World War II and the heroes who were involved. This game was only

available in the Philippines, and it was designed to help high school students learn more

about World War II history. The developer’s objective was to create an enjoyable

application software that was available in the majority of Android phone systems and

Android systems. Their goal was to provide players with application software that would

assist the player in remembering the most essential terms and history in the Philippines.

2.1.4 Central Mindanao University First Person Shooting Game Capstone Project

This research looks at The Last Human Bot, an open-world action sci-fi FPS

game. Players will navigate an open environment in the aftermath of a disaster while
controlling X51J6, a Human bot tasked with saving humanity. The Last Human Bot, a

first-person shooter video game that pits players against hostile Super robot Zombies

and cannibalistic creatures, is the result of the Corona Fungus, a microbe that kills

many humans by transforming them into walking corpses that eat other humans. To

defend themselves against these threats, players use firearms, homemade weapons,

and stealth.

The success of a game is determined in part by its graphics. 3D visuals require

the use of 3D assets, which are created and produced in 3D rendering applications

such as Maya, Blender, and others before being loaded into the game engine. As a

result, a good game engine must support a variety of import formats. The game engine

provides several capabilities to make the imported asset appear realistic, including

lighting effects, shadows, bump maps, and blending motion.

Artificial intelligence is now having a significant impact on video game

development. The situation or the player's behavior will be recorded and carried out in

accordance with the player's weaponry selection. The games contain software that can

be used to accomplish this. As software engineers, AI specialists frequently create and

write pre-written scripts that are used to incorporate AI into video games. For example,

how our character reacts when they run into a wall or come across an animal. Rather

than writing complicated code, creating a tree of behavior nodes is a much easier way

to accomplish this. The Physics Engine is a component of the game engine.

"Physics engines" software allows for reasonably precise calculations. Most real-

world physical systems, such as rigid body movement (which will be done effectively in

a later chapter using Unity 3D), soft body mass and velocity changes, fluid dynamics,
and bounciness, are simulated. The most recent gaming engines include these

sophisticated engines. They are mostly used in video games, which are frequently used

as middleware, when a real-time and realistic simulation is required. A game engine is

the core piece of software that allows for the creation of video games. They provide

features such as artificial intelligence and animation. Game engines handle visual

rendering, collision detection, memory management, and a variety of other functions.

2.2 Foreign Related Literature and Studies

2.2.1 Gamification, Game-Based Learning, and Student Engagement in

Education

Educators have been experimenting with various methods to incorporate

elements of these games with excellent educational practices in order to increase

student engagement in the classroom. "The problem with education is that we must

change the student's external drive into an internal drive-in order to increase the

willingness of students to explore, participate, and to achieve true knowledge acquisition

and nurture new creative thoughts." (Bandura, Freeman, and Lightsey, 1999, p.

According to some, game-based learning involves drawing inspiration from video

games. Using them in real-life situations motivates the user. To produce this knowledge,

learning activities that presented ideas and led students to a learning target, rather than

games designed solely for students' enjoyment, were created (Pho & Dinscore, 2015).

Developers must consider the user's motivation, involvement, and effectiveness when

creating a game. Depending on the educational environment and learning objectives,

various strategies may be used. Game-based learning incorporates fundamental game-


playing elements such as experience, game mechanics, structures, and tactics (Plass et

al., 2015). The difficult part is striking a balance between regular assignments, in-class

lessons, and games once they have been properly integrated into the system. The most

recent trend in interactive educational games combines learning and enjoyment;

however, this method may become overly reliant. Students are not allowed to use

games to study, they may become less focused (Faiella & Ricciardi, 2015). Even if there

are advantages, games are still in their early stages of development, making it difficult

to predict long-term learning outcomes due to a lack of empirical evidence to back and

support game-based learning (Landers et al., 2014). Because of technology's significant

role in education, the way teachers present courses, information, and curriculum has

changed (Whitton, 2012).

2.2.2 Exploring the Attractive Factors of Mobile Tower Defense Games

According to Baoyi Zhang (The Author), in terms of revenue, the gaming industry

has surpassed the film and music industries. The researchers agreed because it piqued

their interest to create one. Tower defense has been popular in recent years, attracting

an increasing number of players, according to research on game attractiveness. The

researchers should be knowledgeable about how to make a game more appealing and

pleasing to users, so the game developer should also provide statistical data on how to

stay current with market trends. Many studies, data, statistics, and so on. are available,

but none have thoroughly examined the effectiveness of tower defense in attracting

players.
According to Baoyi Zhang, a game designer should always be thorough when

designing a game in order to make it appealing. Tower defense is a simple but

challenging game. Tower defense is more than just placing turrets and watching them

fire at enemies; it's also a strategic game in which you must calculate and measure

curves to determine whether they are slow or fast at that point. Tower defense also

teaches you to make good decisions by carefully positioning your turrets. According to

Brich, a researcher mentioned by the author, tower defense games can elicit certain

emotions in the player.

Hugo, as mentioned by the author, discovered a specific way to improve the UX

of a specific game, GEM significantly improves UX by increasing puppetry and, as a

result, reducing player frustration (Zhang 2018). As a result, the researcher concluded

that there are numerous factors to consider when developing a game.

2.2.3 Serious games on environmental management

Serious games are a blend of learning strategies, knowledge, structures, and

game elements designed to teach players specific skills, knowledge, and attitudes.

These games are used to encourage learning and behavioral development.

Serious games are used as training or educational tools in the education,

healthcare, marketing, and other industries. These games are effective in that they push

the player to their limits in a way that is safe for experimentation while also being

entertaining, engaging, and immersive.

By allowing players to simulate scenarios that would otherwise be expensive to

recreate in reality, serious environmental management games can help players better
understand the practicality of environmental sustainability and its challenges. It is

possible to use educational environments for environmental management games to

raise awareness of resource management and sustainable practices.

There are still issues with how games are reviewed and evaluated, despite the

fact that serious games are associated with better learning and cognitive development.

There are various approaches that can be taken to evaluate the efficacy of serious

games, but they differ significantly across environmental studies. Some of the

challenges to be overcome include the lack of a centralized source, an efficient online

database for Serious Games for locating and obtaining information, and a standardized

methodology that can reduce disparities in testing procedures.

2.2.4 The Green Gaming Project (Role of Games in Promoting Environmental

Literacy)

Despite the fact that there has been significant growth in the environmental

gaming category over the past 30 years (Reckien & Eisenack, 2013), there is not a lot of

research on environmental games (Klöckner, 2015). Games are incredibly motivating

learning methods, as demonstrated by decades' worth of research (e.g., Abt, 1970;

Dickey, 2007; Garris, Ahlers, & Driskell, 2002; Klein & Freitag, 1991; Yang, 2012). As a

result, a well-designed game has a higher chance of attracting more players, increasing

revenue and participation. Poor game design, on the other hand, has been linked to

discontent and boredom (Ferguson & Olson, 2013; Fjaellingsdal & Klöckner, 2019).

Games have the potential to both strengthen and develop existing environmental

knowledge, according to Gifford (2011).


The general lack of knowledge about environmental issues is one of the biggest

barriers to pro-environmental action. As was already mentioned, studies on serious

games have shown that they improve their players' comprehension (Klöckner, 2015,

p.203; Reckien & Eisenack, 2013; Rieber, 1996; Turnin et al., 2001; Zimmermann,

1990). In contrast to the innovative, enjoyable, and interactive experiences that high-

quality games can offer, many educational games run the risk of becoming digital

textbooks or newspapers (Dieleman & Huisingh, 2006; Gee, 2005; Hamari et al., 2016;

Malone & Lepper, 1987; Poels et al., 2012; Ryan et al., 2006; Sweetser & Wyeth,

2005).

Sometimes people disregard or dismiss games as being less scientific than their

more straightforward, traditional media counterparts. One of the causes of this is that,

up until recently, games frequently presented their instructional basis in a way that was

fairly ambiguous (Madani et al., 2017). Technically, anyone can create a game, but only

a select few significant environmental games have been created in collaboration with

expert game developers and environmental scientists (Reckien & Eisenack, 2013). But

it appears that this is getting worse. Examples of these games include Keep Cool

(Eisenack & Petschel-Held, 2004), Eco (Strange Loop Games, 2020), and Fate of the

World (Roberts, 2011). For instance, partnerships between specialized game

developers, environmental scientists, and nonprofit organizations. The games make this

clear on their packaging and on specialized websites and gaming platforms, giving

players some insight into how they were created. Background information and design

process. Additionally, according to Koehler et al. (2016) and Rice (2006), the games

refute the perception that educational games are of lower quality than traditional and
commercial games. Despite the fact that educational games can be fun, it's important

that they also have some educational value (Abt, 1970). According to research, online

and mobile environmental games have the potential to increase players' knowledge of

energy efficiency and sustainable shopping practices as well as reduce the amount of

energy used by home appliances (Gustafsson, Bng, & Svahn, 2009). Up until recently,

many games on the market either took a very simplistic approach to teaching about

environmental issues or impliedly assumed that players already had some background

knowledge (Reckien & Eisenack, 2013).

Environmental games can also help pinpoint the players in interactive dilemmas

of society (Fjaellingsdal & Klöckner, 2019, 2020), because environmental games have

been shown to have interactive and eco-visual properties that can point out the players'

personal impact on the in-game environment (Fjaellingsdal & Klöckner, 2019, 2020),

they can most likely be used to influence players' awareness of consequences and

ascription of responsibility.

Related Works

Figure 2.3.1: Tera Nil


Terra Nil is a strategy video game developed by Free Lives and published by

Devolver Digital for Android, iOS, and Windows. The game was released on March 28,

2023. While the gameplay focuses on placing buildings, as is common in city-building

games, Terra Nil is the reverse - focusing instead on ecosystem reconstruction. Terra

Nil is a complex environmental strategy game in which you must change a desolate

wasteland into a thriving, balanced ecosystem. Return life to a decaying planet by

converting dead soil into productive grassland, clean dirty waters, establish propagating

forests, and create optimal habitat for wildlife. Then recycle your structures and leave no

evidence of your presence.

The game Terra Nil is an applicable reference in developing the game because

the concept of the game focuses on restoring the environment and leaving no trace

behind. While the game focuses on protecting the environment from harmful factors

caused by humanity.

Figure 2.3.2: Kingdom Rush


Kingdom Rush franchise is a fantasy tower-defense game created by Ironhide

Game Studio with sponsorship from Armor Games. The first installment released on

July 28, 2011, gained immense popularity, racking up a total of 70 million plays on

Armor Games alone. Currently, there are 3 sequels that followed the original release,

also gaining immense popularity with the player base. Kingdom Rush is like any other

typical tower-defense game, placing towers on predetermined areas around the path to

destroy or prevent waves of enemies from reaching the objective. Players may upgrade

towers, move units, or use special abilities to help in their defense of the objective while

progressing through the storyline. It pioneered with the introduction of barrack units or

individual units, that unlike other towers don’t actually hit the enemies but instead create

units that engage enemies to hinder them on the path. As levels progress, new tower

upgrades and technologies are also unlocked by gaining stars. Stars are dependent on

the performance of the player, by how many enemies were able to reach the objective.

The game allows at maximum 20 life points, with some enemies while being counted as

1 unit, containing more than 1 life points when reaching the objective. The fewer

enemies to reach the objective, the higher the stars given, which in turn can be used to

further research upgrades to aid you while you progress through the game. Heroes are

also included, a stronger individual character than acts like a barrack unit while also

having special skills to aid in your defense. The progression from start to finish,

unfolding from the basic introduction of the game's unit, mechanics, and objective to the

storyline of fighting the final boss. The game also provides 3 different types of difficulties

to choose from, ranging from casual, normal, and veteran to encourage players on

taking on harder challenges or smoother experiences. There are also additional


challenges like heroic and Iron to test the mettle of experienced players. The game also

has an in-game encyclopedia that records all new information when revealed as the

game progresses ranging from towers and enemy units, while also providing basic tips

and tricks to aid you while playing.

Kingdom rush is an applicable reference for the game being developed for the

functionalities and game mechanics. From tower creation, tower position, unit controls,

in game guides, and map progression, Kingdom rush offers a lot of features that are of

importance for the tower defense game that can be applied for the development of this

project. There are also some improvements that can be done based on the mechanics

from kingdom rush by making the maps more interactive or more presence rather than

just having paths, making tower placements have buffs depending on status of the

placement area can be an example.

Figure 2.3.3: Plants Vs. Zombies

PopCap Games developed and published Plants vs. Zombies, a tower defense

computer game, in 2009. The game was first launched for Windows and Mac OS X, but
it has since been converted to consoles, handhelds, and mobile devices. The player

assumes the position of a homeowner in the midst of a zombie apocalypse. As a swarm

of zombies advances down many parallel lanes, the player must protect their house by

planting plants that shoot projectiles at the zombies or otherwise harm them. The player

accumulates solar cash in order to purchase plants. If a zombie reaches the home on

any lane, the player loses the level.

The game Plants VS. Zombies is an applicable reference for the game since it is

also a tower defense but only uses plants and the environment to defend the player

from enemies that are invading the player’s house. While the game focuses on

protecting the environment from harmful factors caused by humanity.

Figure 2.3.4: Bloons TD

Bloons Tower Defense is a tower defense game that involves players to prevent

those pesky balloons from soaring out of their sight. Players will have to use darts, pins,

and even bombs to pop them before you lose sight of them. The player may prepare

their approach ahead of time for each wave, so utilize the time and money carefully.
The game has only one track and one difficulty level, and the strongest bloons are the

White Bloon and Black Bloon, both of which contain two Yellow Bloons. The Bloons are

highly off-centered, unlike in earlier games in the series. The game was first launched in

mid-2007 as a web game based on the Adobe Flash platform.

Bloons Tower Defense is an applicable reference for the game being developed

for the functionalities and game mechanics. From unit position, unit controls, unit

upgrade, and map progression, Bloons Tower Defense offers a variety of features that

are of importance for the tower defense game that can be applied for the development

of this project.

Figure 2.3.5 Cornucopia | A Free Environmental Simulation Game:

Cornucopia is a free STEM educational game that can be used in schools and

after-school activities. Manage a portion of land, cultivate crops, and earn technological

upgrades to ensure the prosperity of your farm! Cornucopia is a fast-paced farm

simulator in which you manage a piece of land, planting crops based on a range of

parameters in order to satisfy a variety of meal orders. Keep an eye on your water

meter and crop outputs, and earn technological improvements to ensure your farm's

prosperity before the season ends. Cornucopia is intended for use in classrooms and
after-school activities, but it may be enjoyed by people of all ages! The game was

created to go along with Flipside Science, a free series of Eco literacy courses and films

targeted for middle school teachers. Teachers could find the game beneficial for earth

science, environmental science, or other scientific subjects. Students will learn the

following while playing Cornucopia; Compare and evaluate the water and land resource

requirements of various crops and animal feeding sources. Determine the impact of

changing weather and climatic conditions, such as drought, on water availability and

food production. Examine how agricultural innovations affect water use.

Cornucopia is a fast-paced farm simulator in which you organize an acre of land

by growing crops depending on a range of factors to meet a variety of meal orders. The

game could find Cornucopia beneficial for earth science, environmental science, or

other scientific subjects since players will learn to compare and contrast the water and

land resource needs of different crops and animal feeding sources. Determine the

influence of changing weather and climatic conditions on water availability and food

production, such as drought. Investigate how agricultural advancements affect water

use.

Hardware/Software

Hardware

No Hardware Components Specifications

1 Processor or CPU
Intel Core i3-N305
2 System Unit
GTX 1060

3 Graphics Card JDK 21

4 Random Access Memory


16GB DDR4 RAM

5 Storage Device
256GB Storage

Software

No. Software Components Version Description

1 Microsoft Windows Operating Windows 10 or higher

System

2 Unity 2023.1.10f

3 Java JDK 21

4 Adobe Photoshop CS6

5 Adobe Fresco Version 5.0

6 Krita Version 5.2

Microsoft Windows OS
Microsoft's Windows 10 is an operating system for laptops, tablets, embedded systems,

and internet-connected gadgets. The official end of support for Windows 10 is set for

October 20, 2025, and Windows 11 will be its replacement.

Unity

Cross-platform game engine Unity was created by Unity Technologies and debuted as a

Mac OS X game engine in June 2005 at the Apple Worldwide Developers Conference.

Since then, the engine has progressively expanded to accommodate a number of PC,

mobile, console, and virtual reality platforms.

Java

Java is a high-level, object-oriented programming language with low implementation

requirements.

Adobe Photoshop

Adobe Photoshop is a raster graphics editor created and released by Adobe Inc. for

Windows and macOS.

Adobe Fresco

Adobe Fresco is a vector and raster graphics editor created by Adobe mainly for digital

painting. Adobe Fresco development began in late 2019. It was originally created for the

Apple iPad with Pencil capability.

Krita

Krita is a raster graphics editor that is free and open source. It is primarily intended for

digital art and 2D animation.


Summary of the Reviewed Literature and Studies

According to the data gathered by the researchers, video games are an effective

tool for increasing student engagement and learning. Game-based learning is the

process of applying ideas from video games to educational settings. It emphasizes

learning activities that lead students to specific learning objectives rather than activities

that are purely recreational. The most recent trend in interactive educational games

attempts to combine learning and entertainment, but relying too heavily on games may

result in diminished focus. While there are advantages, scientific evidence supporting

game-based learning and its long-term outcomes is still limited due to its infancy.

Technology has had a significant impact on how teachers deliver courses and

curriculum. By incorporating knowledge of environmental practices, maintenance, and

proper processes into the tower defense game. To maximize the developers' resources,

they must be able to present the knowledge and scenario that will make the players

aware of the environment, its fragility, and how they can help protect, preserve, and

flourish through the game. There is a specific way to design a game. The researcher

discovered that tower defense games can evoke specific emotions. Tower defense

games can also be mentally stimulating and improve our decision-making abilities.

It is crucial that they harmoniously balance the project's themes and its essential

gameplay mechanics. The environmental theme shouldn't just serve as the game's

background; it should also enhance gameplay and take the lead in the story. It should

also incorporate literary devices like setting, tone, perspective, conflict, symbolism, and

so forth to keep the audience entertained. By using these devices effectively, the
researchers can create a compelling theme and captivating story that will capture

consumers' imaginations through the medium of video games.

The success of a game is partly dependent on high-quality graphics integrated

into a gaming engine. The researchers should focus on visually appealing aesthetics so

that casual gamers can easily notice it. Artificial intelligence is also a key component,

with behavior scripts recording and responding to player behavior and weapon

selection. The use of the physics engine may aid in the handling of realistic physical

simulations. Game engines, in essence, are critical pieces of software for game

development that include AI, animation, graphics, and collision detection.

Despite their benefits, reviewing and rating serious games presents difficulties,

such as the need for a centralized source, an efficient online database, and established

evaluation procedures.

2.5 Conceptual Framework

INPUT PROCESS OUTPUT

Knowledge 1. Concept Phase 1. Yggdrasil:

Requirements: 2. Inception Phase A tower defense game that aims

1. Desktop Game 3. Construction/Iteration to promote the importance of

Development Phase protecting the environment.

2. Unity 4. Release Phase

3. C# Programming 5. Production Phase

Language 6. Retirement Phase 2. Features and


4. SQL Functionality

Programming

Language

5. JavaScript a. Teaches the player on

6. Java how to protect the

Programming environment.

Language

User Needs

1. Basic Game b. Enables critical thinking

Knowledge for the player to

Existing Applications strategize properly.

1. Bloons TD

2. Plants VS

Zombies c. Raises awareness on

3. Kingdom Rush what human activity can

Development Tools do to the environment

and Techniques

1. Unity Game

Engine

2. Krita/Photoshop

Technical Literature

Results of Users

Survey
Expert Advice

Software

1. Environmentalist

2. Game Developer

Software

Requirements:

1. Krita/Photoshop

2. Unity Game

Engine

Hardware

Requirements:

1. N/A

2.6 Definition of Terms

Agile Scrum - is a methodology about project management systems that relies on

incremental development.

Elicit - evoke or draw out

Game Based Learning - teaching method that uses the power of games in defining

and supporting learning outcomes.


Operating System (OS) - A program that initially loads upon startup and manages all of

the other application programs in a computer.

Serious Games (SG) - Interactive games that allow players to carry out activities,

enabling them to practice skills, achieve aspects, and enjoy leisure activities.

Tower Defense (TD) - is a genre of strategy games where a player defends an

objective from oppositions by building structures that impede or destroy the opponent’s

movement.

Unity - cross-platform game engine developed by Unity Technologies, primarily used to

develop video games and simulations.

Yggdrasil - the game tree that is based on an enormous tree that connects the nine

realms of Norse Mythology.

Processor - processor, also known as central processing unit, is the logic circuitry that

responds to and executes the basic instructions that power a computer.

Graphics Card - graphics card is an extension card for a computer that produces a

feed of graphics output for a display device like a monitor.

Random Access Memory - random-access memory is a type of electronic computer

memory that can be read and modified in any sequence, and it is commonly used to

store working data and machine code.

Storage Device - storage device is a type of computational gear that is used to store,

transfer, or extract data files and objects. Storage devices may hold and save data both

momentarily and permanently.

References:
[1] J.M.N. Arbilo (2016). Literature and the Environment: Ecological Perspectives in

Selected Philippine Short Stories In English Published From 1991 to 2007.

[2] A.J.C. Daumar, R.B. Rueles, C.R.I Edma (2022 - 2023). Central Mindanao University

First Person Shooting Game Capstone Project

[3] D.A. Concepcion, H.M. Salam, P. Panapanaan, L. Dimalanta, M. Prospero (2020).

TrashFun: An Environmental Awareness 2D Computer Game

[4] A. May (2021). Gamification, Game-Based Learning, and Student Engagement in

Education

[5] B. Zhang (2018) Exploring the Attractive Factors of Mobile Tower Defense Games

[6] K. Madani, T.W. Pierce, & A. Mirchi. (2017). Serious games on environmental

management

[7] Free Lives, Developer. Terra Nil

[8] Ironhide Game Studios, Developer. Kingdom Rush

[9] PopCap Games, Developer. Plants VS. Zombies

[10] Bloon TD, NinjaKiwi

[11] Ted Aaronson, Caitlyn Crites, Jordan Santell. Developers. Cornucopia


Chapter III

RESEARCH METHODOLOGY AND TECHNICAL BACKGROUND

This chapter covers study design methods, as well as other topics. This chapter's

technical design provided representations of how the device's internal and exterior

components functioned and methodology that discussed the data gathering methods

and data treatment.

Activity Diagram
Player Administrator
Figure 1: Activity Diagram
This figure illustrates the activities of the player
and the administrator in the system.
Data Dictionary
Field Data Field Constraint Description Example

Name Type Size

ID int 30 Primary Key The identification 2002

number of the

player in the

database.

Name varchar 100 Not Null The full name of the Jack H. Ammer

player.

Email varchar 100 Not Null The electronic mail [email protected]

address of the m

player.

Mobile varchar 12 Not Null The contact number 09274211239

Number of the player.

Passwor varchar 50 Not Null The password of P@ssw0rd12345

d the player.

Table 1: Data Dictionary of the Player

To further understand the data to be saved and stored in the database. Here is a Data

Dictionary to show each and every field’s name, size, constraint, and the type of data it

should contain. Data examples are also given for better understanding.
Administrator
Field Data Type Field Constraint Description Example

Name Size

Full Name varchar 100 Not Null The full name of the Lance Villanueva

administrator.

Email varchar 100 Not Null The electronic mail lgvillanueva@gmail.

address of the com

administrator.

Password varchar 50 Not Null The password of the Password54321

administrator.

Table 2: Data Dictionary of Administrator

Table 2 shows the data dictionary of the administrator. Containing the field’s name, data

type, and field size. It shows an example of data of the employee to every field’s content

and description of the field.


Data Structures and Tables
User Information Contact Number User Login

- Player Name - Mobile Number - Register

- Email - Email Address - Login

- Address - Update Profile

- Mobile Number

- Password

- Username

Player ID Contact Number Full Name Password Email Address

20230312 09274211239 Jack H. ********* [email protected]

Ammer m

20230319 09206252591 Baki H. ********** [email protected]

Anma

Admin Admin Name

- Email - Admin Full Name

- Full Name

Figure 2: Sample Player Data Table


Figure 2 shows the sample data of the player. It contains the Player ID, Contact Number, Full
Name, Password, and Email Address.

- Password
Email Address Full Name Password

[email protected] Lance Villanueva *************

Figure 3: Sample Admin Data Table


Figure 3 shows the table that contains the sample admin data, it shows the data needed from the
admin. Data such as email, full name, and password.

Package Diagram

Figure 4: Package Diagram


This Package Diagram displays several modules. Each has a function that will assist the user in
accomplishing their objectives. It also displays module access; however, the UI varies based on
the user.
Use Case Diagram

Main

Build Towers
New Game Replay
Upgrade
Towers
Quit
Choose Level Recycle
Continue Level Select Next Trivia
Towers
Display Trivia
Previous
Target Enemy
Trivia
Player Click Drop
Down Menu

Settings Master
Volume
Sound
Music
Settings Volume
Set
Resolution SFX Volume

Give
Feedback Game
Game
Developer
Contact Us S
Developers
Developers
Update
Report Bugs
Game

Feedback

Figure 5: Use Case Diagram


Figure represents the interaction between the user/player of the game and the use cases.

Main

1 User can choose to start a new game

1.1 Level Select – User that chose New Game can only select the first stage
2 User can continue previous game

2.1 Level Select – Users with previous games can select between their completed

levels

3.1 Build Towers – build towers to protect the objective

3.2 Upgrade Towers – upgrade existing towers

3.3 Recycle Towers – removes existing towers and returns currency in lesser value

3.4 Target Enemy – Choose tower target priority

3.5 Click Drop Down Menu – open in game settings and pauses the game

3.5.1 Replay – restarts the level

3.5.2 Quit – exits the level

3.5.3 Display Trivia – Displays trivia about the environment

3.5.3.1 Next Trivia – Changes displayed trivia

3.5.3.2 Previous Trivia – returns to the previous trivia

Settings

1 Settings – customizes your in-game options

1.1 Sound – modifies your audio settings

1.1.1 Master Volume – modifies your overall game volume

1.1.2 Music Volume – modifies your background music volume

1.1.3 SFX Volume – modifies your in-game sound effects volume

1.2 Set Resolution –modifies your screen display

Feedback
1 Contact Us – Allows users options to communicate with developers

1.1 Give Feedback – Users can write feedback to compliment or help improve the game

1.2 Report Bugs – Users can report in-game errors to developers

2 Update Game – Developers use given feedback and reported bugs to improve or fix

the game

Sequence Diagram

Figure 6: Sequence Diagram


In this figure describes the sequence diagram of the game Yggdrasil, where the flow of the game is
shown.
UML Class Diagram

Figure 7: UML Class Diagram


In this figure shows the class diagram of Yggdrasil and Its corresponding classes.
Research Methodology

Figure 8: Agile Software Development Life Cycle


In this figure shows the steps taken for an agile software development life cycle

Phase 1: Concept

Concept, also known as Ideation is the planning stage or first stage in the project

development process, and is used to organize and outline the daily tasks that needs to

be done by the researchers. Each researcher was required to produce their own title

proposal. After choosing a title proposal, the researchers conducted group meetings for

the Inception phase, gathering

Phase 2: Inception
The Inception phase includes procedures connected to organizing and calculating the

duties of the suggested initiative that covers how to build user stories, learn how to

approve and budget assign tasks, generate user stories, lay out progression, map

planning, and estimate development roles.

Phase 3 Construction/Iteration

In the Construction phase, execution of tasks and activities for the creation of the

project’s product. The developers can work in short iterations or sprints, designed to

make the agile model as efficient as possible by maintaining the initial momentum and

decrease project slowdown chances. Each sprint the developers will complete a set of

tasks, starting from the most important and complex, which in turn they hand over to

testers when finished while the continue to the next set of tasks. Daily meetings will be

conducted to maintain efficiency and discuss progress and identify issues quickly.

Phase 4 Release

In the Release phase, also known as testing, this stage verifies that the software

product meets the requirements that was set by team. It is an integral part of the agile

model and is performed simultaneously with the construction phase. As the developers

continue to complete their sets of tasks, the tester will take over to check for defects or

issues to ensure the project is polished and ready for production.

Phase 5 Production

In the production phase also known as maintenance, is the developer’s way to ensure

that the software continues to meet the standard requirements of the users over time.
This phase is for maintaining the quality, improving performance and addressing issues

by gathering feedback from users.

Phase 6 Retirement

The Retirement phase emphasizes on delivery the output project to the users, and the

developers to identify and document their findings while doing and finishing the project.

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