4-13-06 Meeting
Keep parrot on all the time throughout the pirates.
------------------------------
Ghost Ship Keys
Goal of Ghost ship: Identify IV DV & constant
Original thoughts:
How to present the questions:
For level one:
The pirates are fishing and want to determine what type of bait works catches the highest number of fish.
• In first cave what kind of things are changing. Don’t even mention the word IV/DV
• Have only a slot for IV
• Second what are you going to measure to see what makes a difference
• Each level one peg at a time.
Present the 4 experiment for IV DV
Guiding/learning:
Cave 1: identify what: constant only.
Questions 1: Fishing
(present as a riddle)
4 pirates have a bet to see who can catch the most fish.
They all
• Fish in the same fishing spot
• Fish for the same amount of time
• Same pole and fishing techniques
• Each use different bait.
• They catch different amounts of fish.
What is the same among the pirates
Cave 2 instead of the word same use constant
Are the constant variables?
Question 2: Plank:
What is held constant in this plank walking experiment
They all
• Use the same plank for each prisoner
• Use the same length for each plank
• Same spot on the sea
• The prisoners are all different sizes.
• Each prisoner makes different splash heights.
Questions 3: Raft building
What are the constant variables
They all
• All have same size piece of wood.
• All have same amount and condition of water.
• Same shapes of log.
• Each use different type of wood.
• Each wood supports a different amount of weight.
Questions 4: Sunscreen
pirates experiment make the most effective sunscreen.
They all
• Use different kind of sunscreens.
• Measure how much time Pete is in the sun before each section is burned.
• Use filthy Pete as their subject
• Put the sunscreen on his left arm
• Test lotion on a summer day with no clouds
• Test at noon
Barb to do: Refine & finalize Ghost ship questions with Randy.
------------------------------
Opening Teaser: use 2D Flash
Do not
• use Brownbeard perspective.
• talk to the player but as a storyteller
• Not whole dialogue in pirate talk except when to emphasis things
Do
• Like Katie’s first version: Narrator who has witnessed the whole thing
• Knows the pirate’s life.
• Make mysterious.
• Narrator is a storyteller.
• Barb has an example of audio “…who could ever love a beast like this”
------------------------------
Powder Monkey:
Interface:
Need to show how to lock each variable to show that it is constant
Each of the 4 main variables: cannon angle, gunpowder amount/brand, cannonball weight/ brand and cannon model/speed can be locked
For each variable will be options.
Angle various degrees, ie 25, 45 75, 90…
Gunpowder brand A, B, C, D
Weight, ie 10 lbs, 20 lbs, 40 lbs, 80 lbs….
Model, brand A, B, C, D…
Select and lock parameters each variable, except 1 variable. The parameter of the unlocked variable can be changed to test what happens. Continue to set and lock combinations to find what will work to hit the target.
Have 3 0r 5 ways to get target to make it easier for the player?
Create a protype of this game with no instruction for us to play to see what happens.
Levels: what makes it harder.
Could start them by using one variation at a time.
Does each variable have a set pattern.
What is the baseline mean for this game.
Hand washing Experiment:
• No more 1st mate player will speak directly to captain.
• A review of all past experiments/games
• All maps, dead cabin boys collected
• Parrot triggers the player to the hand washing experiment
• Graph have players create graph. Click on plate and plot on graph
• Need storyboard - Adrian will do
End of experiment Captain gives inspirational speech
Rename the ship from Misery to ___________ Need to come up with triumphant name of ship
------------------------------
Jokes
Katie will collect Jokes collect to use throughout when the whole thing flushed out.
These jokes will be used throughout.
------------------------------
To do:
Monday:
• Barb will present the IV DV samples to kids on Monday.
• Monday regular meeting:
• Katie Opening teaser
• Ardian Storyboard
• Establish name for ship Misery after experiment
Barb:
• Refine & finalize Ghost ship questions with Randy.
• Wed Talk to Mike on evaluation
Katie
• opening teaser script
• collect jokes
• check on copyright issues for jokes.
Eli
• Add design docs to pirate Wiki
• Work on Powder Monkey
• They will mock up the game – next ???
Matt
• Powder Monkey after STMT
• Experiment storyboard revise
CC
• STMT playable
• program Powder Monkey after the STMT & Ghost ship
Steve Music:
• go through our library CDs to see what we have;
• check permissions
• Where to get more if need
• Sounds we need:
o Opening teaser strong like the Muppet Movie.
o Victory
o General happy
o Action
o Spooky, danger,
o Science
o Passage of scenes
o Credits
------------------------------
Ghost Ship Keys
Goal of Ghost ship: Identify IV DV & constant
Original thoughts:
How to present the questions:
For level one:
The pirates are fishing and want to determine what type of bait works catches the highest number of fish.
• In first cave what kind of things are changing. Don’t even mention the word IV/DV
• Have only a slot for IV
• Second what are you going to measure to see what makes a difference
• Each level one peg at a time.
Present the 4 experiment for IV DV
Guiding/learning:
Cave 1: identify what: constant only.
Questions 1: Fishing
(present as a riddle)
4 pirates have a bet to see who can catch the most fish.
They all
• Fish in the same fishing spot
• Fish for the same amount of time
• Same pole and fishing techniques
• Each use different bait.
• They catch different amounts of fish.
What is the same among the pirates
Cave 2 instead of the word same use constant
Are the constant variables?
Question 2: Plank:
What is held constant in this plank walking experiment
They all
• Use the same plank for each prisoner
• Use the same length for each plank
• Same spot on the sea
• The prisoners are all different sizes.
• Each prisoner makes different splash heights.
Questions 3: Raft building
What are the constant variables
They all
• All have same size piece of wood.
• All have same amount and condition of water.
• Same shapes of log.
• Each use different type of wood.
• Each wood supports a different amount of weight.
Questions 4: Sunscreen
pirates experiment make the most effective sunscreen.
They all
• Use different kind of sunscreens.
• Measure how much time Pete is in the sun before each section is burned.
• Use filthy Pete as their subject
• Put the sunscreen on his left arm
• Test lotion on a summer day with no clouds
• Test at noon
Barb to do: Refine & finalize Ghost ship questions with Randy.
------------------------------
Opening Teaser: use 2D Flash
Do not
• use Brownbeard perspective.
• talk to the player but as a storyteller
• Not whole dialogue in pirate talk except when to emphasis things
Do
• Like Katie’s first version: Narrator who has witnessed the whole thing
• Knows the pirate’s life.
• Make mysterious.
• Narrator is a storyteller.
• Barb has an example of audio “…who could ever love a beast like this”
------------------------------
Powder Monkey:
Interface:
Need to show how to lock each variable to show that it is constant
Each of the 4 main variables: cannon angle, gunpowder amount/brand, cannonball weight/ brand and cannon model/speed can be locked
For each variable will be options.
Angle various degrees, ie 25, 45 75, 90…
Gunpowder brand A, B, C, D
Weight, ie 10 lbs, 20 lbs, 40 lbs, 80 lbs….
Model, brand A, B, C, D…
Select and lock parameters each variable, except 1 variable. The parameter of the unlocked variable can be changed to test what happens. Continue to set and lock combinations to find what will work to hit the target.
Have 3 0r 5 ways to get target to make it easier for the player?
Create a protype of this game with no instruction for us to play to see what happens.
Levels: what makes it harder.
Could start them by using one variation at a time.
Does each variable have a set pattern.
What is the baseline mean for this game.
Hand washing Experiment:
• No more 1st mate player will speak directly to captain.
• A review of all past experiments/games
• All maps, dead cabin boys collected
• Parrot triggers the player to the hand washing experiment
• Graph have players create graph. Click on plate and plot on graph
• Need storyboard - Adrian will do
End of experiment Captain gives inspirational speech
Rename the ship from Misery to ___________ Need to come up with triumphant name of ship
------------------------------
Jokes
Katie will collect Jokes collect to use throughout when the whole thing flushed out.
These jokes will be used throughout.
------------------------------
To do:
Monday:
• Barb will present the IV DV samples to kids on Monday.
• Monday regular meeting:
• Katie Opening teaser
• Ardian Storyboard
• Establish name for ship Misery after experiment
Barb:
• Refine & finalize Ghost ship questions with Randy.
• Wed Talk to Mike on evaluation
Katie
• opening teaser script
• collect jokes
• check on copyright issues for jokes.
Eli
• Add design docs to pirate Wiki
• Work on Powder Monkey
• They will mock up the game – next ???
Matt
• Powder Monkey after STMT
• Experiment storyboard revise
CC
• STMT playable
• program Powder Monkey after the STMT & Ghost ship
Steve Music:
• go through our library CDs to see what we have;
• check permissions
• Where to get more if need
• Sounds we need:
o Opening teaser strong like the Muppet Movie.
o Victory
o General happy
o Action
o Spooky, danger,
o Science
o Passage of scenes
o Credits
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