week12

This week, we further refined the design plan for the plant growth system, sorting out and dividing the key stages in the plant’s life cycle. In order to more clearly present the growth process of plants and provide a basis for the design of the subsequent interactive feedback mechanism, we plan to divide the plant growth state into multiple stages, such as the germination stage, seedling stage, growth stage, flowering stage, and fruiting stage. The user’s interactive behavior will have an impact on the stage the plant is in, allowing the plant to gradually change with time and maintenance conditions.

In the early stages of mechanism design, we considered incorporating pest and disease factors into the game system, enriching user interaction content by setting up operations such as pest removal. However, after further researching the Martian environment and space agriculture-related materials, we realized that there are no insect populations in the natural ecosystem of Mars, and the common pest and disease issues in traditional agriculture are not applicable to the currently set Martian planting scenario. Therefore, to ensure the rationality and scientific basis of the project’s worldview, we decided to cancel the pest-related mechanisms and focus our design on core content directly related to plant growth, such as watering, fertilizing, and environmental parameter management.


Through this week’s adjustments, we have further clarified the structural framework of the plant growth system, while aligning the project settings with the context of Martian agriculture, providing a clearer direction for the subsequent development of growth logic and interaction mechanisms.

(sketch from ningkun guan)

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