Werewolf Receipt is a tool for Windows (Linux and Mac in alpha) which allows anyone with a receipt printer to automatically randomly generate, assign, and print the cards to popular party games. A number of optional cards and rules are included.
I often end up helping out at or running a number of after school activities and events. One thing that’s always a winner is playing board and card games. The issue doing this is that it can be hard to keep track of the cards after a day, and kids often have trouble learning the rules. I made this tool to help with that.
The goal of werewolf receipt is to make it super quick and easy to print a card game on the spot – in a way which means that lost cards can be replaced, and worn cards can be reprinted. It also acts as a way for people to potentially try out new games before they buy them, and share variations or alterations on the original ruleset (such as new cards).
The initial reason this tool was created is that it helped me justify owning a receipt printer.
Beyond that, I wanted an easy way to generate the cards for Werewolf in situations where I don’t trust people to give back cards or where I can’t borrow a copy of the game.
As well as this, the fact that the cards are printed on the spot means that we can add things to the game that otherwise wouldn’t be possible. Right now that includes a list of traits that may appear on your card, which helps spice up the game. Any trait can go with any card, and the chance of one appearing can be configured.
All up, a cheap receipt printer from your friendly local international internet shopping website costs around $15-20 NZD including shipping (or $10-15 USD). A decent roll of thermal paper costs a dollar or two. A standard copy of Werewolf costs around $30 imported in NZ ($40 locally) or $12USD in the USA. Thus, on price alone it is usually cheaper to buy a receipt printer and download this app than buy a traditional copy of Werewolf.
Finally, having the app (and therefore game) open sourced means anyone can come in and tweak card ratios, traits, and add & edit cards. These tweaks can then be sent out to anyone using the app and in doing so allow for an “over the air” update of a physical card game without the need to actually buy anything.
Update: With the results of the competition now available, this project won in New Zealand, then with with one other school went on to enter the international competition and win Honorable Mention (2017017).
Meeting Hall was our submission to the International Mathematics Modelling Challenge. Hosting international meetings to further business or scientific efforts has become common in our increasingly globalized world. This means that individuals from all corners of the world are brought together to do intellectually demanding work as a team. When individuals travel long distances through multiple time zones, they experience a physiological condition known as jet lag. This is defined as the feeling of tiredness or confusion that air travellers suffer when the destination has a different time to the source location. As these meetings can be relatively short, minimising this jet lag is essential to maximising the overall productivity of the meeting. Therefore, a location needs to be chosen for each individual meeting that reduces the total amount of jet lag experienced by the group.
This is a code implementation of the algorithms we built as an answer to this problem. We have focused on making our algorithm as general as possible, and have attempted to rely as little as possible on external data sources (such as air routes) as the large amount of data we require on such things makes requesting data from an external site impractical for a live solution.
You can view the source code for our submission at our github page, as well as the original data source files and scripts used to convert the data to a useable form.
This tool works best on the latest version of Google Chrome, however the application MAY work on other browsers. This tool does not work on Internet Explorer or mobile devices.
FIREWISE was a short 2D action game developed for the 2018 GMTK Game Jam - a 48 hour competition with the theme of GENRE, but you can’t MECHANIC.
Made by a small team of students at the University of Auckland, the goal was to introduce and build skills in both teamworking and game development. My personal involvement was both in the development of the game as well as organising the event within the University - making sure that everyone was fed, watered, and that they had a place to work (for the second night overnight).
All assets (including many that were not released) were developed during the 48 hours excluding some environmental textures.