Tuesday, July 01, 2008

Meeting 7-1-08

Action Items:
Text:
Pamela is working on revising all the instructions for clarity, consistency, and brevity. Matt is revising the IVDV dialog to make less verbose. He has already rewritten and submitted the new version of the Onions Experiment (since been proof read and approved - recording tentatively scheduled for 7-2)

Prep for GLS:
CC will remove levels 6 & 8 of the SWFs for IVDV. The new dialog and animations will not be ready in time for the conference.

Matt and Logan are working on the animated treasure chest. It will be a 3D ized SWF w/ animated map pieces. Should be ready to implement by Monday.

End game? No, there is not enough time. It is still in beginning prototype stage.

Pile of Bones graphic for IVDV lobby? Yes. Done and delivered to CC.

Opening Animation? Gerritt will revise when he gets new screenshots but Logan has too many other things to do at the moment. Barbara says that it is not needed for GLS. Outline of island can be softened w/ bg silhouette.

Courtyards: New STMT and IVDV lobbies will be implemented. CC has finished STMT and is working on IVDV now. Logan is finishing model of new PM beach and that should be done tomorrow... Monday the latest.

Wednesday, May 28, 2008

Meeting Notes: 5/27/08

Barb said that she is waiting for CC to say he is ready to begin pirate development again. Until that time we have a few things that need doing:

Treasure Chest/Map Piece: These will be redone as Flash animations that will be played at the appropriate time, rather than going back to a courtyard and then receiving map piece. A generic one can be made that can be used for all three games. We just need to build three versions of it that allow the player to get the map pieces in any order. I will begin the design of this and have it ready for next weeks meeting.

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Courtyard redesign - Logan has rebuilt the 3 courtyards according to group suggestions and here are more:

Powder Monkey - remove treasure alcove and squash the other caves a little closer. Add keystones above each door and number

STMT -complete structure, we decided to keep ALL levels. The number of doors needed remains at 10 and one for the exit. Add keystones w/ numbers for each as well.

IVDV - finish adding the piles of bones to the scene. This will tell us if there is enough room on board or if the ghost bones are moved to the shore in front of the ship.

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IVDV: Barb will look at the content and condense any needed material from the 2 cut levels into the remaining levels

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CC questioned the use of audio in IVDV. He thought the audio was strange and did not add. Should we reconsider the use? Barb wanted tis item tabled until the next meeting.

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End Game Animation/Game: We need to revisit this. Everyone seemed to agree that the animation we have (although funny) does not mach the tone of the rest of the game. We need to brainstorm some new ideas.

We need to:

Get the pirates from the island, to their ship, to BB's island, and into battle

Maybe, get rid of the BB chase scene across the island and up and off cliff - cheesy

Communicate that pirates are ready for battle because they feel well, because they have been washing hands

We think a big sea battle done in Flash is the way to go. The kids will get a real sense of satisfaction blowing the ship to pieces. We avoid blood and gore, of course. They win after inflicting certain amount of damage on the ship. It sinks and BB loses. Cut to storybook ending...

and logo!

***

Tuesday, April 29, 2008

MEETING NOTES FROM: 4.29.08

MEETING NOTES FROM: 4.29.08

1. New Lobbies - Logan and CC when possible.
2. Need to show signs of completion on the doors. Check mark or cleared on doors of STMT

NEW INSTRUCTIONS FOR LOGAN and MATT:

Grottos: Need to be adjusted.

STMT:
Need to make sure the chest is in the lobby.

Powder Monkey
Lights above cave areas (openings) to make them obvious
Make chest obvious

Ghost Ship Keys:
Reduce 2 levels Barb will review.
Exit sign in experiment needs to be the compass rose.
Need some way to make the (lobbies) levels obvious suggestions---Cages hanging, pirates lined up, ghost sleeping and waking----either way they need to be made more obvious.

MEETING NOTES FROM: April 21, 2008 2:18:38 PM MDT

We reviewed the STMT. The design is a much better interface and more intuitive. Thank You!

Here is an updated list.

1. Show when a new level is completed on the gate icon (on the ziggurat level gates)
2. Numbers on the gates if possible but not mandatory
3. Need to label court yard exit with "exit"
4. Should always be able to see the outdoors (outside) through the exit doors
5. Reorder gates top to bottom left to right or ask me for the second option. Difficult to explain without drawing it out.
6. Speed up the level clear board, speed up or click out.
7. Put the parrot at the beginning of the second level and give instruction of being able to click and drag the screen to rotate your view
8. Put the key on the fruit stands.

CC based on this feedback that we like the newer design do you want Logan to start work on all the other courtyards?

Thank you let me know if you have any questions.

Pamela

PREVIOUS MEETING: Original requests

• Insert Key On pillar with corresponding fruit.

• On lvl 5 instruction screen – click and drag to rotate maze.

• Take out the floating fruit insert static screen

• Between lvl 6 & 7. You’ve unlocked the blender

• Coins if you’re not sure where the coin is floating, click and drag to change the view

• CC will mock up new non-environment replacing courtyard with one screen – CC has the sketch. Top to bottom and right to left.

• Take out levels 8 and 9 -

AREAS:
STMT
Powder Monkey
Ghost Ship Keys: IVDV
Final Experiment

Tuesday, August 28, 2007

Pirate Science Agenda and Notes 8.28.07

Agenda

• Review Experiment storyboards, finalize script, decide on programming approach and method for putting into action.
• Review tasks from last week, identifying what still needs to be done
• Review new agenda items (below)

Done From last week:
• Barbara will update Hypothesis script and deliver to Kyle
• Kyle will update the experiment storyboards to include hypothesis activity
• Logan will give Powder Monkey Lobby assets to CC.
• CC, Matt and Jeremey will review audio to:
• Make a list of audio that was done that won’t work
• Identify audio that is still needed.

Remaining to do
• Gerritt will give CC a rough version of opening so that CC can put it in working version of full game. (ready when CC is ready for it)
• CC will put in additional ambient audio and sound effects in as possible, noting what sounds are still needed when he has all from Jeremey and working from Matt’s master audio list.
• CC will update programming to ensure final animations, assets, game modules are in, and deliver link to game to Pam for review.
• Pam will create a final project check off list to make sure all final files (animations, assets, game modules) are being used and stored/collected properly. She’ll share with CC and try to keep it updated. She and matt will merge lists.
• Powder Monkey needs new music. Jeremey will redo based on Matt's requirements and give to Matt/CC
• Pamela will review all audio levels.
• Gerritt will come up with a list of 3-d screen shots he needs for the opening, particularly after the lobby versions were final.
• Jeremey will continue editing and revising as per the list he and Matt created.

New To Do’s
• Kyle needs to add the new powder monkey lobby to the composite shots of the island
• Kyle will update experiment storyboards with:
• Show the pirate talking to the captain (or make a note of it, this doesn’t need to happen n storyboards)
• Provide some kind of transition to meet rats (like they pop up and say, Can we help you?)
• Accept/reject on hypotheses
• Show feedback on hypothesis where you can see the hypothesis and the feedback at the same time
• Include emphasis (bold, italics) on text and hypothesis
• Audio is read on intro of hypothesis instructions, and feedback after each group of hypotheses, but not individual hypotheses
• When the rats talk about the handwashing procedures, they need to talk to a group of people
• Label the chart of groups
• Replace the “do you know the answer to this question” with a “Pick your conclusion” and check with pam on text for that.
• Leave postermaker for now, but on final version, they pick one graphic, one opening statement, and one collection of “to do’s”.
• Barb will approve storyboards
• CC will program up to the point of the Agar song
• Matt will work on hypothesis tree in Flash and deliver to CC
• Matt will continue experimentation in Flash and deliver to CC
• Matt will update IVDV grid in Flash and deliver to CC
• Matt will do the poster maker in Flash
• Dialog back with pirate captain goes CC

To be Discussed:
• Testing will start late September
• Scripting question
• Review experiment storyboards
• Decide on programming approach for storyboards.
• Need to develop timeline for delivery and remaining work to do in September
• Need to finalize list of what will be done for testing Delivery
• Opening review

Monday, August 20, 2007

Pirates: 8.20.07

Let's check for the most recent versions.

Agenda:
• Final Review
• Opening trailer
• Hypothesis/storyboards

The whole pirate project needs to start being reviewed for finality. A final project check off list needs to be created to make sure all final files are being used and stored/collected properly.

Powder Monkey needs new music. Jeremey will redo based on Matt's requirements. Final version will go to Matt and CC.
All audio needs to be reviewed for audio levels.

CC will put in all audio:
• Is waiting on enhanced audio for Powder Monkey.
• Give list to Pamela of what has been replaced or placed in, so that she knows what to look for.
• Put in the funny scary sounds of the cucumber.
• Make sure the most recent version of songs are in.
• IVDV should be in, it was giving to CC last week.
• Make a list of sounds that need altering. (With Matt). Today, so that Jeremey can work on them tomorrow.
• CC please send out a link to the whole game.

Gerritt:
• Give CC a rough version of opening so he can put it in to test.
• Help review and make sure the most current songs are being used.
• Gerritt shared the funny scary cucumber sounds.
• Is coming up with a list of 3-d screen shots he needs for the opening.

Matt:
• Will make sure all final audio is being used. Review process for adjusting audio levels with Jeremey.
• Work with CC on short audio sounds that may need altering.

Logan:
• Will give assets to CC by this afternoon.

Jeremey:
• Will redo based on Matt's requirements. Final version will go to Matt and CC.
• All audio needs to be reviewed for audio levels.

Pamela:
• Make a project check off list.
• Work with each person to obtain file names and files. Make sure CC has all the final files.
• Final Songs
• Final Activities
• Final major music
• Final major sound effects

Barbara:
• Hypothesis Storyboards. Received an email from Randy during the meeting. Brief comment from Randy was to make it testable only -- take out the measurable. Barb will revise the Hypothesis activity.
• Will get the experiment out Kyle by Wednesday.

Tuesday, August 14, 2007

8-13-07 meeting and disgustion on user test for walk around

Opening: review after meeting

Hypothesis:
Barb will send to Randy for review & get his opinion on combining testing and measurable. Get reply from Randy next week.
Barb thinks this should be audio

From user test for walk around, PM & STMT

Dialogue with pirates:
  • For now: Leave as in now.
  • Post Sept: Evaluate dialogue. Barb will ask Mike to test specifically.

Island walk around: Kids not sure what to click, if they have been to all location. Need to make more obvious on areas to click and what was done.

  • For now: CC will investigate graphic, map, rollover, icon change – he will decide which to do.

Suggestions from meeting:
  • Wooden directional sign at each scene for each activities and songs and checkmark appears when they have completed a game and started the songs for the hermit
  • A map.
  • Rollover – icon will change when rollover an activity, song, to the hermit… CC says this might be too hard to do for the amount of time.

PM entrance
  • For now: new entrance - keep the dialogue and just go into the game
,……………………….

STMT game:
For now:
  • Add visual que for solved doors in the courtyard.
  • Add a sign when they get the map piece something like “Congratulations! you got the map piece and you have unlocked bonus rounds.
  • Get map piece at level 8.
Rotating the game not a major issue

PM game:
For now:
  • James recreate the issue James’s student had and show CC.
  • At level 1 & 2 after 8, 16 & 21 fires display hint no matter what. Here’s a tip for strategy… Have several different hints.
  • Leave grotto: after killing the baby monster a pop up reinforcing the experimental methodology & goes straight to the mom monster. No more Leave Grotto sign. The pop up saying something like “great experimenting with cannon ball you have found the correct combination” and goes straight to the mother fight

Tuesday, August 07, 2007

8-6-07 Pirate meeting

TEST INTERFACE:
• Walk around:
• Access to the game
• Courtyards
• If they can figure out how to exit

There will be no music in walk around for the up coming user test.

GENERAL BUG TEST
We are testing for bugs – Wednesday

HANDWASHING SONG:
James working on – received comments and working on.
James send CC song even though song not done.

OPENING
Gerritt working on. Made some changes. Will review next Monday

New Hypothesis tree game: no more tree
Redo the tree. Using elimination game

Timeline:
1st round need done
• Walk around
• Experiment tree flush out with Randy
• Opening

After 1st round:
• Music,
• End boss game