게임 정보
Hardware Enginnering is a simplified digital circuit design game presenting an opportunity to dive into digital engineering with ease. The game goes from the basic logic components to those of a great complexity, so that the expertise of player who has gone through the whole game is comparable with first college levels, and yet the game requires no previous knowledge of electronic design or programming.
Every new theoretical idea is first presented to you in a tutorial and subsequently practised in the near workspace. The outputs of your design efforts are tested through a list of tasks, so that there are practically infinitely-many ways to reach the next level, although some are more optimized than others. However, the more ingenuous designs begin to be an absolute necessity when you move further in the game.
There are four game modes featured.
Slow-paced Tutorial and Design modes allow you to design each component they further use from the basic logic. A set of 25 (+hidden) achievements then makes your progress visible to others.
Sandbox mode gives you all components available in game with infinite workspace to create, test, debug and save whatever you want for further use or publication, and even when you run out of challenges there, there is the option of competing with other players (currently in Alpha test phase).
All game's components, levels and tasks are stored in a readable format to be easy to edit or create. Scripting of new components, writing new levels and tutorials as well as tests is possible using respective editors included in the game.
Please note that the game is in Alpha and ONLINE ONLY.
The original though was that the game would be available on all kind of devices (in various versions), and not all of them (e. g. tablets or smartphones) could bear the complexity of simulation or some other aspects of gameplay (e. g. compilation). It was a design choice made early in the development process and is currently not revertable. We are, however, planning to rewrite the code for the release from the Alpha stage.
Every new theoretical idea is first presented to you in a tutorial and subsequently practised in the near workspace. The outputs of your design efforts are tested through a list of tasks, so that there are practically infinitely-many ways to reach the next level, although some are more optimized than others. However, the more ingenuous designs begin to be an absolute necessity when you move further in the game.
There are four game modes featured.
Slow-paced Tutorial and Design modes allow you to design each component they further use from the basic logic. A set of 25 (+hidden) achievements then makes your progress visible to others.
Sandbox mode gives you all components available in game with infinite workspace to create, test, debug and save whatever you want for further use or publication, and even when you run out of challenges there, there is the option of competing with other players (currently in Alpha test phase).
All game's components, levels and tasks are stored in a readable format to be easy to edit or create. Scripting of new components, writing new levels and tutorials as well as tests is possible using respective editors included in the game.
Please note that the game is in Alpha and ONLINE ONLY.
The original though was that the game would be available on all kind of devices (in various versions), and not all of them (e. g. tablets or smartphones) could bear the complexity of simulation or some other aspects of gameplay (e. g. compilation). It was a design choice made early in the development process and is currently not revertable. We are, however, planning to rewrite the code for the release from the Alpha stage.
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하드웨어 엔지니어링, 이 게임은 아주 단순한 논리식부터 시작해, 컴퓨터의 하드웨어를 "실제로" 구성하는 여러가지 컴포넌트들을 직접 디자인해보는 게임입니다. 다만, 아직 얼리엑세스라 그런 것인지, 아니면 이 게임의 컨셉인지는 모르겠지만, 장점보다는 단점이 훨씬 더 많다고 느껴집니다. 단점 1. 텍스트가 과도하게 많다. 10줄의 텍스트 보다, 그 내용이 함축되어 있는 그림 하나가 더 효과적이라는건 프레젠테이션 방법론에서 무조건 나오는 사항이죠. 그런데, 이 게임은 오히려 반대를 보여주고 있습니다. 튜토리얼에 해당하는 첫 미션에서도 몇 페이지의 텍스트가 등장하거든요. 텍스트가 적당하면 또 모를까, 그 양이 너무 많아서 읽고 싶다는 생각이 들지 않습니다. 적당한 그림 하나 조차도 넣으려는 생각이 있는건지 없는건지 궁금하네요. 단점 2. 조작이 불편하다. 이 게임에서는 할 것도 많고 살펴볼 것도 많습니다. 부품을 찾고, 배치하고, 선을 그리고, 버튼을 클릭하고. 그런데, 이 모든 조작을 마우스로만 해야 하기에, 게임을 진행하는데 시간이 오래 걸리고 마우스를 과도하게 움직여야 합니다. 결국 한 손은 너무 바쁘고 한 손을 계속 놀고 있는 상황이 벌어지죠. 물론, 선을 그리는거야 마우스로 하는게 맞지만, 그렇다고 부품을 찾고 배치하는거, 이런건 키보드로 충분히 단축키를 만들 수 있지 않나요? 단점 3. 가시성이 너무 낮다. 텍스트의 크기와 버튼의 크기가 전체적으로 작습니다. 안 그래도 모든 행동을 마우스로 해야 하는데, 버튼이 작아 원하는 버튼을 누르는게 생각보다 어렵습니다. 그리고, Input / Output / 논리 게이트 등, 현재 화면에 배치된 부품들이 정확하게 어떤 부품들인지 한 눈에 들어오지 않습니다. 부품들의 아이콘을 간소화 하기 위해서 아이콘 크기를 작게 만든 것 같은데, 오히려 아이콘에 표현되는 정보가 적다 보니 가시성이 떨어집니다.