Documentation (Team Hestia)
Documentation (Team Hestia)
Documentation (Team Hestia)
Project Context
Coronavirus, or COVID-19, has dramatically affected the world in its entirety. Not only
does it worsen our health when caught, but the virus also has its consequences in our other
whole. Business owners were forced to close their establishments due to the prohibition of large
crowds inside their premises. The government also prohibits people from visiting places such as
public parks, malls, and simply the home of a friend or relative to protect against the virus. Not
only that, even the schools have taken action to secure the safety and healthiness of their
students and personnel, resulting in the implementation of online classes through the use of
video conferencing apps and online learning management systems. All of these adjustments are
considered the new normal, which people have been dealing with since 2019. With that being
the case, they have opted to stay at home while prioritizing their health and safety.
Social interaction has also been a critical factor in this major crisis. People are limited to
keeping a 6-feet distance when meeting to exercise proper social space and avoid droplet
transmission. As one of the most used social platforms today, Facebook has also grown more
popular than before to substitute the traditional socializing method. People have been using
features such as chats and video calls to talk with one another or often conduct a community-
based conference call to somehow replicate the actual social gathering within an environment.
For instance, the general public converted seminars into online workshops, which many coined
"webinars" as its term, and other significant events such as group meetings and school classes.
Applications such as Google Meet, Zoom, and Discord are just some of the most used
applications today for these purposes. This instance also points out that devices such as
computers, laptops, and mobile devices by far serve as our primary tools to surge through the
new normal as they are still dealing with the current pandemic.
Technology has saved the world from this pandemic. The implementation of online
classes and meetings requires pieces of equipment such as computers and mobile devices to
cope with the effects of the pandemic, not to mention the internet connection, which enables us
to connect with other people from any part of the globe. Buying stuff online has also become
relevant since going to physical stores is restricted. With just a single tap, items that one wishes
to buy will arrive at his doorstep in just a matter of time. Most people have preferred using
Lazada, Shopee, and Grab to provide commercial products conveniently while following the
required health protocols. These instances have gone to the point where convenience and
safety co-exist with one another, which significantly supports the idea of staying at home.
Aside from daily needs, technology also helped alleviate people's mental well-being. It
provides them with sources of entertainment to keep their sanity away from the adverse effects
of the pandemic. Watching shows on Netflix is one way to cope with this, or even reading e-
books and coursing through social feeds. Not to mention online games, or gaming in general,
which has become the current trend in the country when dealing with stress and boredom,
especially with the younger generation. It is prevalent that most Filipinos have games installed
on their devices to play with their friends since there is a strong preference for mobile phones
for gaming, primarily due to the accessibility of low-cost smartphones and mobile internet
Online games provide more benefits than most people think. Playing with friends
combines the purpose of socializing while getting entertained, which can help mitigate the
effects of the current crisis in our mental health. Not just for the sake of enjoyment, players also
go hand in hand to meet the game's objective, which leads to camaraderie and teamwork. It
also enhances the ability of a person in terms of critical thinking and logical reasoning. Key
components of a game include goals, rules, challenge, and interaction. With these in mind, it is
plausible that they can use the concept of gamification to increase participation in social and
academic activities.
the range of younger ages. One of the current trends in pedagogical strategies is using online
games to get students' attention for educational purposes. Students tend to pay much attention
to the mechanics of the game while at the same time absorbing the lessons behind the games
that they play. Through this method, the material becomes engaging, letting the students
concentrate more on the educational game (Rivers, 2017). An example of this is Kahoot, a
learning materials with the concept of gamification. With the advancement of technology
nowadays, developing games that provide educational benefits to its players has become ideal.
There is a growing variety of genres and subgenres in online games. Here are some of
the most relevant video game categories: role-playing (RPG and ARPG), shooters (FPS and
TPS), multiplayer online battle arena (MOBA), real-time strategy (RTS), sandbox, simulation,
sports, puzzles, party games, action-adventure, survival, horror, or platformer. Every category
mentioned provides a unique set of gameplay As online games provide interaction with every
player through the help of internet connectivity, communication also takes importance while
playing in order to meet the objective of the game. One perfect example that combines this idea
with social interaction and game mechanics is the concept of virtual world platform.
Virtual world platform provides a simulation of the real world, or sometimes a virtual
world that is made by a creative mind. People are supplied with almost true to life experiences
with the aid of virtual reality. Through the advancement of technology, users are now able to
simulate real life activities such as place explorations, fun gatherings, learning materials, and
much more. This is also beneficial since doing these offers the users lesser effort and cost to
achieve their goal of interacting with one another. With the current onset of the pandemic,
people tend to socialize with each other in these virtual worlds as it is safer to do so rather than
Nowadays, closure of schools, institutions, and other learning spaces have become
required by rules in order to prevent the spread of COVID-19. The University of Batangas is not
exempted in this mandatory health protocol. With these, students, especially the freshmen and
transfer students, were not yet able to experience what it feels like to be inside the university
campus. They are only limited to virtual meetings in the comfort of their homes when attending
classes. Students are also missing out on what it feels like to roam around, the experience of
attending a class in an actual classroom, and most especially the fun-filled events inside the
university. With the help of a virtual world platform, this problem can be solved as students can
replicate the familiarity of an actual in-campus experience. In general, the researchers consider
3. What are the effects of game development on the promotion of socialization through
the concept of virtual world platform in the University of Batangas and information
virtual world platform. Programming is the act of creating a set of instructions that tells a
machine how to perform a task using a variety of computer programming languages such as
Java, Python, and C++. It produces a program which is a compilation of code put together to do
something bigger as the code on itself tells the computer what to do. Programming is also used
in response to the current pandemic. This led the scientists to find out the genetic coding of
COVID-19 through the use of sophisticated programming techniques. Doctors also use the
concept of programming when they diagnose diseases; they put the symptoms into a database
and it comes up with diagnoses and treatment. The same concept is also applied to smart
appliances such as modern refrigerators that feature touch screens and keep track of the
contents inside, as they depend on an operating system which is also programmed. With these,
with machines and computers, and lets them harness their computing power to its full potential.
Programming has many fields of development, and one of them is game development.
Game development is the process of game creation through the means of game design and
programming. It involves the utility of game engines that handle the complexities of
mathematical equations needed to perform the concepts of physics and collision detection,
rendering of 2D and 3D graphics, sound, and scripting in a game. Some examples of game
engines in the market are Unity, Unreal Engine, and Game Maker. In terms of programming
language, developers mostly prefer to choose Java, C++, C#, JavaScript, and Python as these
Game development does not limit itself to programming. It also deals with other
elements such as game mechanics, story development, visual design, dialogue, music, and
sound. A large game development studio can undertake this project or by just a small group of
developers. The team involved in this development should consist of directors, programmers,
designers, artists, and testers. Directors are the force behind the creative aspects of the game,
while developers are assigned to turn those creative ideas into working programs through
programming. Designers and artists go hand in hand to create and design assets, while testers
are involved to see if the game works as expected. A team that consists of these members,
when worked in unison, will produce a high-quality game that is sure to be loved by the
community.
The game “Haven” allows the students, personnel, and interested enrollees to
experience what it feels like to be a Ubian; a part of the University of Batangas - Main Campus
through the utilization of virtual world platform. The game is accessible to both mobile and
desktop platforms (still tentative), providing the users a cross-platform experience while
interacting with one another. Haven also provides game mechanics such as main and side
quests that will provide the students a simulation of what it feels like to be a bona fide Ubian
while roaming around the campus. The game also provides an interactive instruction of the
transaction processes such as enrollment and payment for the students and interested
enrollees in the university. Users are also provided with general information about the university.
The main objective of this study is to develop an online open-world game for the
University of Batangas - Main Campus that will serve as a social platform for students through a
This project is an online virtual world platform for the University of Batangas main
campus, where students and personnel are its initial users. Once this project is developed, it will
provide the users a virtual experience of roaming around the university campus, a platform to
have social interactions with one another, and ease of access to some of the facilities without
1. This will provide users with the opportunity to visit and experience the inside of
3. It helps introverted people who don't have the guts to converse in person since
4. This project may also be used to get to know the University of Batangas better
for individuals who wish to enroll or for alumni who want to see what has
changed
5. By using this game platform, it can help students to know how the process works
process.
6. Mini events will be held to discuss the history of the University of Batangas. It
7. It can be used to ask someone where you can find a building or an office,
provide the beneficiaries with a personal social connection while on campus. This study bears
To the UB Students, This study will provide students with a virtual experience of
roaming around the University campus, a platform for social interactions, and an accessibility to
some of the University's facilities without having to go inside the campus. Students will also be
provided with a simulation of how a Ubian lives out the core values of the university. The output
of the study will also let the freshmen and transfer students within the timeframe of the
pandemic experience what it feels like to enter the campus for the first time and roam inside it
as they are provided with fun-filled events similar to what the university conducts in its academic
year.
To the Alumni, The output of this study can provide comfort to University graduates.
Alumni will get to see new university facilities, and make connections to their old professors and
schoolmates. They will also get to reminisce about their college experience while roaming
around the virtual campus which may bring nostalgia and fun memories.
To the General Public, This study can greatly help the University in attracting students
who are willing to enroll and enter the main campus of the University of Batangas by using this
platform. They will be provided with sets of instructions on how to do important processes such
as enrollment and inquiry about college admission. This project can also provide the audience
outside the university an opportunity to roam inside the campus, to check what it looks and feels
like to be a Ubian.
To the Researchers, This study will serve as an opportunity to expand the researchers’
knowledge in game development using game algorithms and existing game engines.
To the Future Researchers, This study is beneficial to the future researchers for this
will provide the information. They can also continue the project that the researchers had started
and do what is recommended. They can also use this study as a basis, source, or reference
The manifestation of the project started in the interest of the researchers on how the
sudden increased use of mobile phones due to the global pandemic and the limitation of being
able to learn in school. The project Haven is conducted to make a social interaction between the
students of the University of Batangas and at the same time to learn academic materials online.
The project Haven was conducted by four Bachelor of Science in Computer Science
(BSCS) college students of the University of Batangas for the first semester of the school year
2021-2022.
The main target audience of the project is the students of the University of Batangas;
enumerate the included topics are online socialization, online educational games, and emotional
intelligence. The meeting of the researchers was several one to two hour-long meetings that
discussed the concepts of virtual chatting through proximity chat and learning through online
games. Other variables that are related to game making and academic materials were sub-
The features of the project Haven are focused on chatting and online educational
learning and providing knowledge about University of Batangas in general. The following are the
features that are included in the game: proximity chat, interactive objects,game currency,
The game Haven was planned and designed to have an online chat and a virtual world
that will simulate the experience of what it was like to study or even tour the school pre-covid at
the University of Batangas for students or for the future students of the school. The game was
developed using the Unity game engine, an open source software game engine to help the
The University Professors stated that proponents should only incorporate medium
graphics quality or design features that the hardware can handle because adding prominent
features might lead to more time and money. The scope of the project will be only limited to
proximity chat, In-game currency, Character stats, and game objectives such as primary and
side quests. The quests will consist of questions and errands that will relate to educational
materials like exams or quizzes. The vocal communication of players is not supervised by the
developers.
Task today:
This section shows the related literature and studies of the project. It presents different
studies connected to the present study that was used as a guide or reference for its furtherance.
The review of related literature will produce a foundation of the current discussion of the study.
RELATED LITERATURE
The process of creating video games that describes the design, development, and
release of the game is known as game development and design, as it involves programming,
coding, rendering, engineering, and testing of the game (Deepali, 2021). This process requires
an individual or group of game developers who play different roles in the industry, such as
developers, sound engineers, designers, server programmers, story creators, and others. An
effective game development output usually undergoes the following steps: Planning, pre-
Many elements are taken into consideration when creating and developing a game.
Every game starts with an exciting story that can either be linear or nonlinear. Linear storytelling
the narrative follows (Dam, Linear & Non-linear stories 2021). Players will be able to connect
with the game's flow through the delivery of the game story. If there is a story, there should also
be characters who serve as entities acting in a game. There are two (2) game characters: the
player character and the non-playable character. Player characters or PCs are in-game entities
whose actions are controllable by a player. In contrast, non-player characters or NPCs are
those whose actions are programmed and automated. In-game audio also plays a vital role as it
builds up the emotion and setting of the game while the story develops. Art decides the quality
of the game as it includes game texture, lighting, 3D modeling of the characters and assets,
objects, and particle systems to create real-life elements such as fire, water, or snow. It is
necessary to implement proper in-game lighting as it sets the mood within the game. Horror or
thriller games often use less lighting or darker areas to present a scary setting, while fun and
adventurous games implement lighter areas and increased lighting to indicate a brighter setting.
In-game levels are also deemed necessary in most games as they provide challengers for the
players as they progress throughout the game. Floor and different places/settings are just
examples of in-game levels that offer the players different experiences and challenges while
In order to make a game, one must learn which game engine and programming
language are the best to use. A game engine is a pre-built software that allows a more
creating levels, assigning logic to objects, and deploying it to the platform of choice. There are
many different gaming engines available, each with its own set of features and capabilities.
Unity is now the most popular game engine on the market, with numerous online
instructional tools to help one get started. It is exceptionally user-friendly, allowing practically
any style of game to be built (Buckley, How to Make a Game - Making Video Games from
Scratch 2021). It is also one of the most flexible game engines available, allowing a game
developer to develop 3D, 2D, VR, AR, and multiplayer games across a wide range of platforms.
Unity is written in C#. However, there are some visual scripting plugins available for purchase
Virtual World
The most advanced Virtual Environments (VEs) are Virtual Worlds (VWs), which allow
users to immerse themselves in 3D shared spaces. They provide genuine or fictitious content,
and users are represented by avatars, which are digital characters. VWs are collaborative and
interactive environments with distinct characteristics such as coherence and persistence. They
Proximity Chat
It enables users to speak in-game while roaming depending on how near they are to
another player. However, using proximity chat systems, you may "walk" around virtual
environments and switch between groups with ease. The voice of someone in the map-based
online environment becomes quieter as you move away from them. (Iwankovitsch, 2021)
Unity 3D
Unity3D, as the most popular game engine, offers a comprehensive particle system that
may assist game creators in creating stunning game effects. Scene effects and character skill
Blender
3D Blender is open source software and one of the well-known 3D graphics applications.
Blender has many contents, such as modelling, texturing, lighting, animation, and video post-
simulation, video editing, and game development. The design process that occurs is quite easy
because basically, the Blender application has features that make it easier for designers to carry
Photon Engine
The Photon engine is a gaming engine that specializes in the production of multiplayer
games. It's a collection of goods, software, technology, and networking components that
improve the speed, performance, and other aspects of online gaming. Photon Unity Networking
There are two options for PUN exports on this platform supported by Unity: PUN FREE
and PUN PLUS. In PUN FREE there is free bundle containing a variety of demonstrations, pre-
made scripts, and reference material. Exports to almost every platform. On the other hand the
PUN PLUS its the same content as PUN FREE, plus a Photon Cloud subscription with 100
concurrent users.
The PUN package's standout asset is that it encapsulates three levels of APIs: first, the
PUN code is the top level, and it provides Unity-specific features such as networked objects,
RPCs, and so on. The second level provides the logic for interacting with Photon servers,
such as matchmaking and callbacks. This is the real-time API, which may already be
used on its own. There will be a lot of overlap in concepts between PUN and the real-
time API. The lowest level is made up of DLL files that include de/serialization,
C-sharp (C#)
C-sharp (C#) is a popular programming language that Microsoft created in 2002. Since
2005, it has also been a primary language for the Unity gaming engine. Unity3D, as one of the
two major apparent alternatives for AR/VR creation (together with Epic Games' Unreal Engine),
necessitates that AR/VR learners master it if they wish to build apps with considerable
complexity (think physics, animations, to design patterns, shaders or even sound effects). Also,
development of robust and durable applications like garbage collection, exception handling, and
type-safe.
FL Studio
FL Studio is a digital audio workstation for developers, musicians, and artists. Popularly
known as “fruity loops” it is a well-known program that provides all the known instruments in the
GUI (Graphical User Interface), console, Web applications, web apps, mobile apps, cloud, and
web services, among other things. With the aid of this IDE, you may develop both managed and
native code. It makes use of Microsoft software development platforms such as Windows Store,
Microsoft Silverlight, and Windows API, among others. It is not a language-specific IDE because
it can be used to develop code in C#, C++, VB (Visual Basic), and many more languages. And
in Microsoft Visual Studio there are three (3) editions: Community, Professional, and Enterprise.
According to Kristensen (2018), the following are the advantage of using Visual Studio
2019:
A. First is IntelliCode is a suite of AI-assisted features that boost developer productivity,
including contextual IntelliSense, code formatting, and style rule inference. IntelliSense
provided capabilities like code completion, code hinting, and parameter info.
Google Firebase
RELATED STUDIES
November 2020
The study helped the researchers have a new perspective on how online virtual can help
professors in the future of academic learning. In the study, Educators can make and design their
own scaffolded experiences that can be catered properly where students can get data on,
experiment, and study the world around them. Moreover, professors can provide auditory
descriptions, keyboard directions, or non-speech sounds to convey information for students who
have disabilities, and while the project is made in an online environment and by doing so
students can be safe at home and do experiments. This accommodated the Researchers to
consider the usability of the project and the experience that the users will be able to encounter.
The help of technology has only started to influence the academic environment, needless to
April 2018
The study helped the researchers how the technological advancements in virtual reality
systems point to a bright future for building scalable virtual reality interactions in education.
Furthermore, the tools for planning and executing virtual reality encounters at the K-12 level, as
well as current studies, indicate that virtual reality is the future learning medium. As a result,
educators must begin to evaluate suitable methods for incorporating this medium into their
pedagogy and technology within a balanced framework. While the authors attempted to
describe the affordances of virtual reality systems in K-12 education, it should be stressed that
virtual reality should be viewed as an improvement rather than a replacement for physical face-
to-face contact. There is also a need to investigate lower-cost devices in order to expand the
usage of this modality in K-12 education. Within the next two decades, the incorporation of
November 2017
The study helped the researchers how virtual reality systems are extremely detailed and
adaptable, with a wide range of applications. Applications despite everything discussed in this
study, virtual reality systems are constantly evolving and developing for the better. As
technology advances, so will the applications of virtual reality systems and the extent to which
they are deployed. Virtual reality can be used to create a three-dimensional immersive learning
environment to improve human interactions. This technology has the ability to engage and train
medical students from all around the world if used adequately. For instructional purposes, virtual
worlds can also provide realistic and engaging role-playing simulations. Virtual worlds are
quickly becoming a popular tool for education, research, and cooperation. Virtual worlds are a
rapidly expanding online environment for collaborative play, study, entertainment, and work.
BIBLIOGRAPHY
GeeksforGeeks. https://www.geeksforgeeks.org/introduction-to-visual-studio/.
Arthur Ribeiro, D. G. (2021, April 21). Circuit Stream. Retrieved from Learn C# for Unity -
https://circuitstream.com/blog/learn-c-for-unity/.
B. Zhang and W. Hu, "Game special effect simulation based on particle system of Unity3D,"
Dam, N. (2021, May 3). Linear & Non-linear stories. Game Design Development 2021.
https://tinyurl.com/ww8efs2a.
https://www.naukri.com/learning/what-is-game-development-st559-tg295.
Farooq, U., Glauert, J., & Zia, K. (2018). Load Balancing for Virtual Worlds by Splitting and
Merging Spatial Regions. Informatica, 42(1), 107+. https://tinyurl.com/pxa73xj4.
Getso, M. M. A., & Bakon, K. A. (2017). Virtual reality in education: the future of learning.
https://tinyurl.com/ytcmjtdf.
Iwankovitsch, E. (2021, June 03). High Fidelity. Retrieved from Real-time Spatial Audio API for
Jowallah, R., Bennett, L., & Bastedo, K. (2018, April). Leveraging the Affordances of Virtual
Kristensen, M. (2018, January 3). Visual Studio - What's New In Visual Studio 2019. Visual
Studio - What's New in Visual Studio 2019 | Microsoft Docs.
https://tinyurl.com/3nk7pz8a.
https://doc.photonengine.com/en-us/pun/current/getting-started/pun-intro.
Rivers, L. R. (2017, April). The Role of Computer simulations and Digital Gaming in Distance
Statista. (2021, November). Online gaming market in the Philippines - statistics & facts.
https://www.statista.com/topics/6720/online-gaming-philippines/.
Wirtz, B. (2021, June 24). Game Designing. Retrieved from What You Need To Know About
Wright, Denise (2020, November). Conducting Science Labs in a Virtual World. Science Scope,
44(2). https://tinyurl.com/59ja2p2b.