Barn Model

During the summer of 2016, I worked for my grandmother to make a 3-D model of one of her barns in Sketchup, since she was thinking about renovating it – right now, it’s only used as an extra storage area for furniture. I had to measure the walls and ceilings via tape measure, with my brother’s help, and then recreate them in Sketchup.

Here are the interiors:

Ball Simulation

The final project of Ics 33, is to create a simple simulation of various types of balls, in Python. In this project, the view and controller come already written, and I had to implement the model, or the underlying logic, and interface it with the controller. The main concept being taught by this is inheritance; each type of ball is a class, and each class inherits from another base class.

The blue Balls are simplest, they simply move at constant speed and bounce off of the edge of the canvas. Red Floaters are similar, but they randomly change direction and speed as they move. Black Holes are stationary, and ‘eat’ any ‘prey’ (Balls and Floaters) that hit them. Pulsators inherit from Black Holes, and grow or shrink depending on how much prey they eat. Hunters inherit from Pulsators, but are mobile, and will chase the nearest prey. And finally, the green Specials; each student could implement their Special however they wanted. I chose to make a kind of ‘snake’ out of multiple specials; it inherits from Floater (so it counts as prey), and the front ball behaves in the same way, but all the other balls will follow each other in a line.

Othello

The final project of Ics 32, is to turn the command-line logic of the previous assignment into a full GUI-based version of the board game Othello. This project is done in Python, using the TkInter library for the windows.

The challenge was to take the game-logic class implemented in the previous assignment and, without changing it, create a GUI for the game. Two more classes had to be implemented, the main window and the options menu window, which both interfaced with the logic. I chose to add one additional piece of functionality beyond the requirements, which is the show moves button; when show moves is on, all possible moves for the current player are highlighted.

Mod for Don’t Starve Together: Movable Wormholes

 

This mod makes wormholes able to be teleported with the magic ‘telelocator staff.’ Wormholes are one of the only reliable methods of fast transport across the world of DST, and making a base near one or two is a huge advantage. I made this mod so that the two ends of a wormhole can be moved, albeit with a high cost and in a fairly late-game scenario.

This mod was trivial to make. All I had to do was add the ‘movable’ property to the wormhole class, which was easy after making Tools Are Fuels; getting a good screenshot for the thumbnail took longer than writing the mod.

Mod Link

Mod for Don’t Starve Together: Better Tooth Traps

 

This mod allows players to rearm tooth traps by holding the spacebar (the main interaction button in DST) rather than having to right-click each trap. This also makes picking up dropped items around traps much easier, since one can’t accidentally pick up the traps anymore (they now need to be dug up with a shovel first).

This mod was trickier than I was expecting. There are very few other mods that modify the ‘actions’ of the game, such as picking, chopping, or rearming, and none of them did something similar to what I was attempting here. I ultimately had to make activated traps ‘pickable,’ and set it so that picking a trap would rearm it, because ‘picking’ is a spacebar action. Then I still needed a way to pick up and move the traps, so I made them ‘diggable’ to turn the trap structure back into an item. I wasn’t really happy with it, but after hours of trying different methods, it was good enough.

Mod Link

Mod for Don’t Starve Together: Tools Are Fuels

This mod makes almost all of the tools in DST into valid fuel for campfires. This is my second mod for DST. I made it because in all of the multiplayer sessions that I played with more than 1 other person, the main base would be littered with nearly-broken tools, which were a pain to use up and could not be destroyed or moved easily.

This mod was a bit easier to make than Permanent Fertilizer, both because I had some experience and because I wasn’t adding a new item. I manually made a list of all the tools in the game, paired each one with a fuel value, and then used a for loop to modify each tool with the new value. It is currently my most popular mod.

Mod Link

Mod for Don’t Starve Together: Permanent Fertilizer

This mod adds a craftable item, which will permanently fertilize berry bushes/grass tufts/etc. This is the first mod I made for DST. The primary reason I made it was because I was tired of having to constantly re-fertilize the transplanted berry bushes in some of the long-term games I played, and the only other mod that did something similar to this was, as many of the mods for this game are, ‘overpowered’.

This was my first experience with lua programming, and I had to spend a considerable amount of time deciphering the game code, which is almost entirely in plain-text lua files. Fortunately, Lua is similar enough to Python, which is the language I was learning at the time. I eventually settled on adding a new item which would set the ‘transplanted’ property of a plant to false. It is currently my second most popular mod, after Tools Are Fuels.

Mod Link