My Pet Earth: User Manual


Abstract

This document is meant to explain the "My Pet Earth" game. It is divided up into different parts: a section with tips to get you started quickly, a section explaining how the game works(along with the reasoning behind the vague variable names), and a section going over the user interface in detail. The "My Pet Earth" game was created in response to a computer science assignment on finite state machines- the goal of the assignment was to make a so called virtual pet, much like a Tamagotchi style of game.

Quick Tips-

How The Game Works- Objectives, Concepts, Meaning

Premise and Hippy Crap:
The idea behind this game is that the earth is a being. This is a complicated claim that brings up an incredible mess of other questions, issues, and details, some of which are as follows; does the earth really have something like what we call "emotions"? is it "conscious"? what does it really mean to be conscious? how are "consciousness" and "being" related? what about sleep, semi-sleep, and dreaming? and animals? beehives and anthills? buildings? countries? Computers? God(s) and transcendent being(s)? are there perhaps different levels of consciousness?
I have heard people refer to a single cell bacterium or virus as being "alive"; This may be true, but bacteria are not alive in the sense that people are alive. are bacteria conscious? I don't know, but if they are, the consciousness must not be very complex;
The earth does exhibit characteristics similar to those of things that many of us classify as conscious, or at least living beings. the planet, as it exists today, is very complex. Its surface is where most of the interesting stuff is happening, much like our brain. Similar to the way that we have a circulatory system to transfer(among other things) blood cells carrying oxygen, the earth has developed many roads, to transfer(among other things) people carrying money. similar to the way that we have a centralized nervous system, the earth has the internet, and real-time cable networks, with hundreds of simultaneous, parallel, streams of consciousness.

The Goal of the Game
Much like the so called "god games" or "software toys", This is a simulation type game that has no real predefined end. I encourage you to make your initial goal an attempt to get your planet to the highest level of consciousness that you can achieve. That, however, becomes quickly boring. Try to see how long you can keep it going without intervention. I suppose the real objective is to play around with it until you figure out how it works and get board. Before you go, may also look at the source code, as it is only Java script embedded in the HTML (it is very C++ like, you may be able to more fully understand the rules by looking at it). Also, keep in mind that this simulation is meant to represent a closed system (there are no aliens or asteroids, only earthly armageddons).

State Rules and Game Concepts:

User Interface



UPDATE NOTE: the design has changed from the earlier design, but only in form. the same functionality is possible with this interface; the new one is just more compact, with the User Intervention buttons built in to the output table. the reason for this is that the design was getting too big- users with small monitors(like mine) would have to scroll down to access the User Intervention part of the interface. This new way makes sense to me, though I admit it may be slightly crowded, and less intuitive.
Web page, graphics, and sound all (C)opyright 2002, 2003 William Morgan. All Rights Reserved.

Tell me what you think! send mail to: TheBestStudent@drexel.edu