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Zookeeper: Homework. How many sounds are there in Zookeeper’s game mode? Do you think the sound feedback matters? Why? Why not? Which one sound do you think is the most important one?. Marking Shifting places Scoring Cumulative scoring All-of-a-kind scoring Angry animal No more move
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Zookeeper: Homework • How many sounds are there in Zookeeper’s game mode? • Do you think the sound feedback matters? Why? Why not? • Which one sound do you think is the most important one?
Marking Shifting places Scoring Cumulative scoring All-of-a-kind scoring Angry animal No more move Running out of time Level done Level up Animals fall down onto new level Game over – animals run away Mouse-over options Pause (actually the same as ”angry animal” – late fix? Background music Zookeeper Sounds • I found some 15
Group Project No. 1:Dragon’s Gold Sus Lundgren
In Short • Task/problem: To create a GUI for an online version of the board game “Dragon’s Gold”. • Aim: To practice visualization of objects and their state. To practice on how to transfer natural interaction to interaction through a graphic user interface. • Deliverables: A prototype, a project report and an oral presentation • Deadline: Project presentations on the 28/9, deadline for project report 30/9 at 12.00. • Value: 60 points
The Game • You play adventurers…
The Game • Who kill dragons… …for their treasures • Goal: To cooperate with others to kill dragon’s but to negotiate well with them in order to collect the most valuable treasure for yourself!
Grading • The project is worth 60 points • Visualizing objects and their state: 20 • Logic in how the objects are placed and colored, continuity: 15Interaction; what interaction possibilities are there? Are they easy to understand. Do they feel natural?: 20 • Look & feel: 5 • The adaptation to the users affect the above parts, take this into account when you design! • The project report and the oral presentation aren’t worth any points per se, but will affect the grading;
Focus • Interface design • Visualizing natural objects, showing state • Solving not-so-usual interaction problems, • Negotiation on time • Interaction design • Transferring the natural interaction with physical objects to screen-based interaction
Demands • The size of the application may not exceed 1024 x 768 pixels. • The application should be made for users having access to a screen, a keyboard, not-so-good speakers and some kind of mouse or other pointing device. • The application language shall be English, but the users may not be native English speakers. • The application should support anything from three to six players. • The application should support the original rules; however small changes are allowed, e.g. prolonging the negotiation time
The Users • People who like playing games • Aged 20 - 50, mostly men from all over the industrialized world. • Quite computer literate; they know their ways around Windows and Word and Excel and such programs pretty well. • Some 20% of them have their own website. • The online game will be played for recreation, mostly at home in the evenings, but also when taking a break at work. • It is expected that almost 80% of the users have played the board game before playing the game online.
Don’t… • Do not consider how to implement the consequences of the special cards; just consider how to show if a player has cards, and which ones, and when and how to play them. • Do not consider any login procedures • Do not consider how to implement the Market card. • Do not consider what a possible “Help” and “Rules”-part should look like • Do not consider the problems you can get if different players have different connections; ignore problems with lag, disconnects etc.
Deliver • An oral presentation made to the rest of the class (28/9) • Ten minutes + five for questions • A partly interactive prototype showing how your GUI works (30/9) • Flash, Shockwave, HTML, any kind of programming or whatever, as long as it’s “clickable” and at least fakes functionality. • A project report, written in Swedish or English, not exceeding 5000 words (30/9) • A “report” consisting of at least one sentence, maximum one page explaining the most important thing each group member learned during the project (30/9)
The Game • You play adventurers…
The Game • Who kill dragons… …for their treasures • Goal: To cooperate with others to kill dragon’s but to negotiate well with them in order to collect the most valuable treasure for yourself!
The Dragons • Dragons have three properties • Their strength (in this case 7) • Their visible treasure (in this case 4) • Their hidden treasure (in this case 3) • Dragons are killed by a group of adventurers whose combined strength equal or exceed that of the dragon
On a Player’s Turn… • There are always four dragons in play • On a player’s turn he or she plays one of his or her active adventurers next to a dragon • It is allowed to play more than one adventurer onto a dragon (however only one per turn!)
On a Player’s Turn… • A dragon dies as soon as the combined strength of a group of adventurers equal or exceed that of the dragon • The hidden part of the treasure is revealed • It’s treasure must now be divided! • If only one players adventureres took part, that player gets it all • Otherwise there is a negotiation
Negotiation • The only players who take part are those who cooperated to kill that dragon • If one and only one Magician has taken part, that player gets all red stones prior to negotiation • Then negotiaton begins: turn the timer! • If the time runs out without all players agreeing on a deal the treasure vanishes • The following applies • All stones must be divided • Randomization is not allowed • Only the present stones may be included in a deal, e.g. no promises like ”Next time…”
After Negotiation… • Players who played magicians and managed to get red stones, draw as many special cards as they got red stones, and keep the stones • Thieves may steal one stone blindly from any other player who took part • Thieves steal in order; first played steals first • If a player has played both a thief and a magician the thief steals openlyc • A new dragon is placed on the table, and the stones for his visible treasure are drawn randomly
After Negotiation • The players get their adventurers back, but they are now inactive • Placed face down • A player may only play cards that are • Active • Home (i.e. in front of the player and not yet played onto a dragon) • Cards get activated again as soon as all cards in front of a player are inactive
On Special Cards • You get special cards when your magician helps killing a dragon and you manage to get red stones; • One card per stone and you may keep the stones too • On the card there’s a text saying what effect it has and when it is allowed to play it • You might want to reconsider playing with the card called “The Invisible Hand…” • Cards are played once; they are not reusable
The Market • The market card lies in the middle of the pile of dragon cards • As soon as it is drawn, the timer is turned • Players may now trade stones with each other if they like
Game End • When there are no stones left in the bag, no more dragons will be placed on the table • Remaining dragons are killed, but no hidden treasures are revealed; players negotiate only about the visible treasure • As soon as the last treasure has been divided the game is over
Scoring • Metals • Gold 3 p • Silver 1 p • Red 1 p • Gems • White, Yellow, Blue, Green, Purple • 8/10/12 p per majority in each color • 5 point for a complete set of colors • The black diamond • Worth 15 points but the player gets no points for gems • Whoever has the most points wins – duuh!