Tuesday, January 31, 2006

3D Camera Test for Monkey Fruit

I just completed a quick 3D Camera Test for the Monkey Fruit game which basically mimics the camera style of the existing 2D game, complete with the orthographic projection, but which adds a cool monkey-tracking feature and spiff zoom-in-zoom-out capability. It also includes some sample tile work, with examples of the sort of geometry that I'm thinking we can add to give the Monkey Temple some pizazz (but they need some texture work).

Flow Chart Design Doc

The closest thing we have to a design document is our flow chart. It is here. I have the original on my computer and I'm happy to share it when we need to update it.

Tuesday, January 24, 2006

Decisions

Title of game: Science Pirates: The Curse of Captain Brownbeard
Bad guy name: Captain Brownbeard
Bad guy ship: The Foul Thunder of the Seven Seas
Name of ship: The Misery
Name of Island: Skull Island

Tasks for this week

Barb: update the flow chart and mail to group.
Karen: draft up cabin boy scripts based on original script interaction with scientist. Should include interactive script and what the "fill in the blank" journal entries. These should be short, and not take a lot of time
CC, Matt: draft up some graphics for the Monkey Fruit game: testing the 2D graphics in a 3D environment, and discerning what the artists roles will all be.
Opening Cut scene script: CC
Adrian: Storyboard the opening cut scene, perhaps some kind of "abbreviated" animation... so it isn't all animated.

Our decision on rewards/motivations

Our task: find a way to get the player to both play the games and talk to the cabin boys.

- map pieces for the cabin boy answers. If theh player can get through the game and answer all the cabin boy questions correctly, player can move forward to the captain to set sail for the island.
- games offer coins to pick up (and maybe coins and other goodies as they explore... Or once you get coins, captain flashy pants opens his jacket and offers to sell stuff to the kid NO PIRATE MALL) and maybe clothes.
- If you get to the captain with any combo of treasure and clothes, she give you a nice comment.

Monday, January 23, 2006

January 23 - rewards and motivation

We're trying to decide how to make the players to the 4 games/activities, and the cabin boys. The cabin boys are tests to make sure they can identify the IV, DV, what should be constant, and write the hypothesis. We need to come up wiht story reasons that:

  • motivate game player to hit all cabin boys (which may just "open" once you've finished games)
  • motivate game player to hit all the games
  • let player know that he has to do all 8 to go foward (without coming out and saying it)


Challenge is to convey the story with motivation, but also so kids know what their goals are.