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	<updated>2026-05-12T08:42:39Z</updated>
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		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=53839</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=53839"/>
		<updated>2010-06-28T17:02:23Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fortune_Hunter/Navigation}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
http://fc00.deviantart.net/fs70/f/2010/179/b/9/Fortune_Hunter_logo_by_chouji2.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
:Welcome to the Fortune Hunter™ experience! Please use the &#039;&#039;&#039;[http://wiki.sugarlabs.org/go/Fortune_Hunter Navigation Panel]&#039;&#039;&#039; located at the top and bottom of each page to move around the wiki. A &#039;&#039;&#039;Table of Contents&#039;&#039;&#039; is located in the upper-right corner of each page as well.&lt;br /&gt;
&lt;br /&gt;
:Also note that in order to get the full extent of our efforts, we have divided the project into two separate XO activities. Fortune Hunter is a playable adventure game and Fortune Maker™ is a custom level / story creator. They are both available and work hand in hand.&lt;br /&gt;
&lt;br /&gt;
:Here is a brief outline of what to expect on each page of the Fortune Hunter wiki:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Home&#039;&#039; - This is the central hub for Fortune Hunter™ and Fortune Maker™. Come here to check out the latest news, info, releases, to learn about the project, and to brush up on your Fortune Hunter™ vocabulary. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Developer&#039;s Corner&#039;&#039; - This is the developer&#039;s hub for Fortune Hunter™ and Fortune Maker™. Go there to contact / learn about the team, submit ideas and comments, join the team, and keep track of the milestones and objectives during production.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Game Mechanics&#039;&#039; - Learn about the game play. Anything related to the game&#039;s functionality is located here.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Game Elements&#039;&#039; - Learn about the characters, enemies, items, weapons, armor, etc. here!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Game Features&#039;&#039; - Here is the place to check out details on some unique Fortune Hunter™ game features.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Fortune Maker&#039;&#039; - Learn everything there is to know about Fortune Maker™, the user custom level creator.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Dungeon Guide&#039;&#039; - Follow the story arc of Fortune Hunter™, as well as view a detailed play through guide outlining each dungeon, level, cutscene, and FMC.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Education&#039;&#039; - Interested in utilizing Fortune Hunter™ in the classroom? Learn about the educational material in the game and check out customizable lesson plan! Also learn how to use Fortune Hunter™ as reinforcement material outside of the classroom.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Media&#039;&#039; - Come here to see pictures, videos, and read articles showing others having fun with Fortune Hunter™ and Fortune Maker™!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== News Feed ==&lt;br /&gt;
&lt;br /&gt;
:This spot is dedicated to larger news announcements regarding the project.&lt;br /&gt;
&lt;br /&gt;
:&amp;amp;rarr; 02.05.10 - New links added to MEDIA section.&lt;br /&gt;
&lt;br /&gt;
:&amp;amp;rarr; 02.02.10 - Our first public release of Fortune Mather™!! Please scroll down this page to the DOWNLOAD section to get a copy for yourself.&lt;br /&gt;
&lt;br /&gt;
:&amp;amp;rarr; 01.27.10 - Our first public release of Fortune Hunter™!! Please scroll down this page to the DOWNLOAD section to get a copy for yourself.&lt;br /&gt;
&lt;br /&gt;
:&amp;amp;rarr; 01.15.10 - Yet another wiki reformat. We have spread the pages more thin to increase ease of access and use. The Navigation Bar has all of the pages listed.&lt;br /&gt;
&lt;br /&gt;
:&amp;amp;rarr; 01.06.10 - User testing day! We held a preliminary user trial to work out game play elements at a school district in New Jersey. The game was played by fifth grade students, who provided us with constructive feedback. Pictures of the students playing will be posted shortly...&lt;br /&gt;
&lt;br /&gt;
:&amp;amp;rarr; 01.01.10 - Happy New Year!!&lt;br /&gt;
&lt;br /&gt;
:&amp;amp;rarr; 12.16.09 - Rearranged the wiki into sections and added [http://wiki.sugarlabs.org/go/Fortune_Hunter navigation] at the top of the page.&lt;br /&gt;
&lt;br /&gt;
:&amp;amp;rarr; 12.07.09 - Created a working XO activity file. [http://groups.google.com/group/fortune-hunter/files File can be found here]&lt;br /&gt;
&lt;br /&gt;
:&amp;amp;rarr; 12.04.09 - Watch game demos on [http://www.youtube.com/user/maFortuneHunter our youtube channel]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
:Download the newest release of &#039;&#039;&#039;Fortune Hunter&#039;&#039;&#039;™ and &#039;&#039;&#039;Fortune Maker&#039;&#039;&#039;™!&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;PYGAME Library&#039;&#039;&#039; is required for play. Should be already installed on XO.&lt;br /&gt;
 To install Pygame on other OS, visit the [http://www.pygame.org/download.shtml pygame download page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:[http://activities.sugarlabs.org/en-US/sugar/addon/4272 Download Fortune Hunter™]&lt;br /&gt;
&lt;br /&gt;
:[http://activities.sugarlabs.org/en-US/sugar/addon/4274 Download Fortune Maker™]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Release Notes ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px solid black; width: 250px; padding: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px solid black&amp;quot;&amp;gt;[http://activities.sugarlabs.org/en-US/sugar/addon/4272 &#039;&#039;&#039;&#039;&#039;Fortune Hunter&#039;&#039;™ - Release Version 3&#039;&#039;&#039;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Alpha public release! Improved game stability. Game now public on activities site.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Python Imaging Library no longer a requirement to run game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Removed implemented FMCs for further testing/work efficiency.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Added / updated GUI graphics.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Minimap updated.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Updated combat system. Removed item usage/equipment from combat. Added SEARCH option in combat. This allows players to obtain data on enemies. Can be viewed in Bestiary (coming soon).&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Inventory menu changed to Pause Menu. Press check and square with menu open to switch between on screens. This allows for more space/ readability.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Merchant graphics updated.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Merchant shop screen updated for easier use.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Dungeons graphic types added! Ice, Astral, Sand dungeons now in game!&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Dungeons properly broken up into 5 levels.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Added 3 more dungeons to content.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Added more enemy types! Cave Yeti and Bonesprout now in game!&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Adjusted game difficulty. Should be easier to play.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Added ice audio soundtrack to ice dungeon!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px solid black; width: 250px; padding: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px solid black&amp;quot;&amp;gt;[http://activities.sugarlabs.org/en-US/sugar/addon/4274 &#039;&#039;&#039;&#039;&#039;Fortune Maker&#039;&#039;™ - Release Version 1&#039;&#039;&#039;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Initial release for preview!&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Basic GUI implemented.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px solid black; width: 250px; padding: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px solid black&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Fortune Hunter&#039;&#039;™ - Release Version 2&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Alpha public release! This release is a bit buggy. Noticeably the introductory animation. Game runs smoother with VM than it does on the XO.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Travel system working.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Combat system working.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Inventory and menu system working.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Merchant system working.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; 7 implemented levels.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Initial graphics and audio in place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px solid black; width: 250px; padding: 5px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px solid black&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Fortune Hunter&#039;&#039;™ - Release Version 1&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; Closed release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== License ===&lt;br /&gt;
&lt;br /&gt;
[http://creativecommons.org/licenses/by-nc-sa/3.0/ http://i.creativecommons.org/l/by-nc-sa/3.0/88x31.png]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mathematical Adventure: Fortune Hunter™ by Jonathan Meschino, Eric Kenvin, Justin Lewis, Kevin Hockey, David Silverman, Preston Johnson, Mike DeVine is licensed under a [http://creativecommons.org/licenses/by-nc-sa/3.0/ Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sugar Labs has our express permission to use this work for commercial purposes.&lt;br /&gt;
&lt;br /&gt;
== Navigation / Important Links ==&lt;br /&gt;
&lt;br /&gt;
:* [http://git.sugarlabs.org/projects/project-xavier Sugar Labs Git Repository - &amp;quot;Project XAVIER&amp;quot;] - Fortune Hunter &amp;amp; Fortune Maker&lt;br /&gt;
&lt;br /&gt;
:* [http://mathFortuneHunter.blogspot.com Fortune Hunter Blog]&lt;br /&gt;
&lt;br /&gt;
:* [https://fedorahosted.org/mailman/listinfo/fortunehunter Fortune Hunter Mailing List]&lt;br /&gt;
&lt;br /&gt;
:* [http://webchat.freenode.net/?channels=MAFH Fortune Hunter IRC Channel] (#mafh)&lt;br /&gt;
&lt;br /&gt;
:* [http://www.youtube.com/user/maFortuneHunter Fortune Hunter Youtube Channel]&lt;br /&gt;
&lt;br /&gt;
:* [https://fedorahosted.org/fortune_hunter/ Trac Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
:Mathematical Adventure: Fortune Hunter draws on teaching children of a global scale fourth grade mathematics through the guise of a dungeon styled adventure game. Players will be able to explore dungeons and fight fearsome battles with various monsters, each requiring special attacks pertaining to unique mathematical concept to defeat. The player controls a protagonist that must progress through maze-like dungeons, solve puzzles / problems, and defeat enemies in a two dimensional world. It is a single player adventure with room for ad hoc cooperative play in the future.&lt;br /&gt;
&lt;br /&gt;
:MAFH™ follows the story of Arith, a determined young researcher dedicated to finding all of the world’s best hidden secrets. One day she stumbled across a piece of blank papyrus during the time she spent studying in Egypt on a dig site. She quickly brought it to her best friend and colleague, Lytic. They were determined to find out more about this strange paper, but the two could not unearth its secrets in such a short time. To them, it was just a blank piece of ancient material.&lt;br /&gt;
&lt;br /&gt;
:Two months later, the dig ever deeper into the earth, Arith noticed a faint glow emanating from a random pile of dirt. “What’s that over there?” she asked Lytic, who was standing nearby with his shovel. Digging it out, Lytic noticed that it was a small amulet. It let off the strangest beautiful teal glow. “Strange,” he remarked. Lytic stared deep into the light, his eyes widening as if in a trance. &amp;quot;Just what are you?&amp;quot; he questioned. The glow got even brighter and then went dim again. Now the amulet appeared to be as plain as any other stone. Confused, the two left the site to turn in for the night.&lt;br /&gt;
&lt;br /&gt;
:Upon bringing this find to back to their living quarters, Lytic tossed it lightly on the table. It landed near the old blank papyrus that Arith had found months earlier. The amulet began to glow again. This time, the papyrus wasn&#039;t blank. The light appeared to be the key and filled the papyrus with teal characters and symbols. The two stared amazed at the sight. Nothing made sense. It was no language they’d ever come across before. Upon closer inspection, only one thing was certain. The image of a giant pile of treasure, larger than anything you could imagine. The other familiar image was of a human mind with mathematical symbols surrounding it. Apparently, those who desired this treasure must be intelligent and versed in the ways of mathematics. There was one other hint on the old Egyptian paper. It was extremely cold to the touch. The two agreed this meant it must be somewhere on Earth in a very cold or dark place. At last, a massive treasure hunt was underway.&lt;br /&gt;
&lt;br /&gt;
:Four days after, Arith and Lytic found themselves in a strange place face to face with a mysterious and ancient building, relics in hand. “You wait here. I’ll go take a look around,” Arith told Lytic. “Okay. Good luck.”&lt;br /&gt;
&lt;br /&gt;
:Arith entered the chilly, dark structure alone; unaware of what lay in wait…&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Objectives ===&lt;br /&gt;
&lt;br /&gt;
:The objective of this project is to reiterate teachings of fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [http://wiki.sugarlabs.org/go/Fortune_Hunter#Curriculum_Elements Curriculum Elements] for incorporated curriculum topics and [http://wiki.sugarlabs.org/go/Fortune_Hunter/LessonPlan Lesson Plan] for a lesson plan to use in the classroom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
:There are many vocabulary terms used throughout this document and the game. They are listed here for clarification and understanding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Accessory&#039;&#039;&#039;: An item that can be equipped for bonus affects.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Akhal&#039;&#039;&#039;: The in-game currency units.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Amulet Search&#039;&#039;&#039;: A search executed by using the amulet to uncover hidden secrets.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Armor&#039;&#039;&#039;: An item that can be equipped for additional defense.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Attack&#039;&#039;&#039;: What the player uses to deal damage to enemies.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Attack Power&#039;&#039;&#039;: The strength of an attack. The higher the attack, the more damage dealt.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Basic Attack&#039;&#039;&#039;: A very basic attack that deals a minimal amount of damage to enemies and is ineffective to most.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Bonus Power&#039;&#039;&#039;: Additional affects added to the basic statistics of the player.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Boss&#039;&#039;&#039;: This is a rather powerful enemy which requires completion of specialized problems found within the dungeon.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Combat&#039;&#039;&#039;: A sequence in which the player must fight enemies.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Combat Timer&#039;&#039;&#039;: This bar is found within battles and is a bonus effect timer for your current attack. It starts out full and slowly diminishes, decreasing the bonus effect over time.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Critical Attack&#039;&#039;&#039;: An effective attack that gives the player the chance to deal additional damage to enemies providing the player solves a multiplication problem.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Cutscene&#039;&#039;&#039;: A halt during game play to provide story elements and hints to the player.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Damage / dmg&#039;&#039;&#039;: The amount of health points lost during a successful attack.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Defense Power&#039;&#039;&#039;: The ability to minimize damage dealt. The higher the defense, the less damage is received.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Dungeon&#039;&#039;&#039;: A series of levels connected to one another following the same theme, ending with a boss fight.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Enemy&#039;&#039;&#039;: A hostile opponent faced in the game.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Equipment&#039;&#039;&#039;: Refers to items that are currently equipped to the player for use.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;FMC (Full Motion Comic)&#039;&#039;&#039;: A video that interrupts game play to show story progression. This video is in the style of a motion comic.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;FMV (Full Motion Video)&#039;&#039;&#039;: A video that interrupts game play to show story progression. This video is in the style of a typical movie.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;GB Mode&#039;&#039;&#039;: Setup the XO monitor so it is raised and rotated 180* and fold it back down into the XO. Use the directional pad and four buttons located on either side of the monitor for game input. &lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Health Meter&#039;&#039;&#039;: This meter shows the current health status.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;HP&#039;&#039;&#039;: Health points. The player’s game is over when their health points reach zero.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;HUD (Heads Up Display)&#039;&#039;&#039;: Refers to the graphical elements presented on screen.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Inventory&#039;&#039;&#039;: All of the items and equipment that the player is currently holding.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Item&#039;&#039;&#039;: Usable items that can be used at any time and have various affects.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Key Item&#039;&#039;&#039;: Important items found in the game required for progression.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Level&#039;&#039;&#039;: A map consisting of multiple rooms which the player must explore in order to find the exit.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Macro Map&#039;&#039;&#039;: A larger version of the mini map. It allows players to see a greater area.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Magic Attack&#039;&#039;&#039;: This type of attack requires the player to solve geometry and graphing related problems.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Mini Map&#039;&#039;&#039;: A small on-screen map used for navigational purposes.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;PC Mode&#039;&#039;&#039;: Setup the XO monitor so it is open, with the keyboard to its front. Use the keyboard and touchpad for game input.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Shop&#039;&#039;&#039;: In-game shop. The player can travel to the shop to purchase or sell items or equipment.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Special Attack&#039;&#039;&#039;: This type of attack requires the player to solve fraction related problems.&lt;br /&gt;
&lt;br /&gt;
:•	&#039;&#039;&#039;Weapon&#039;&#039;&#039;: An item that can be equipped for additional attack power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fortune_Hunter/Navigation}}&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Talk:Teacher%27s_Tools&amp;diff=39922</id>
		<title>Talk:Teacher&#039;s Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Talk:Teacher%27s_Tools&amp;diff=39922"/>
		<updated>2009-11-05T18:14:23Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Talk about what you want or don&#039;t want in the project here.&amp;lt;br \&amp;gt;&lt;br /&gt;
When thinking about feedback, some questions that would be useful to answer would be things like:&amp;lt;br \&amp;gt;&lt;br /&gt;
- What did you think the activity is used for?&amp;lt;br \&amp;gt;&lt;br /&gt;
- What was easy to use?&amp;lt;br \&amp;gt;&lt;br /&gt;
- What was hard to understand?&amp;lt;br \&amp;gt;&lt;br /&gt;
- What would you like to see more of?&amp;lt;br \&amp;gt;&lt;br /&gt;
- What felt useless or insignificant?&amp;lt;br \&amp;gt;&lt;br /&gt;
Feel free to add anything else as well.&lt;br /&gt;
&lt;br /&gt;
==Version 0.1==&lt;br /&gt;
&lt;br /&gt;
==== Design &amp;amp; Prototype comments from [[User:Wade]] ====&lt;br /&gt;
: I&#039;d like to suggest a name for this activity: &amp;quot;Pop Quiz&amp;quot;.&lt;br /&gt;
- The 1st screen is what the teacher would see, and have the opportunity to input a question, an answer, as well as the maximum time the students will have to answer. Then they would click send/submit and the students would receive the question on their screens. &lt;br /&gt;
: This screen is very straightforward and nicely done.  However, I think the format should be multiple choice.  Text answer/response is way too slow and inaccurate.  The teacher should be able to provide several answers to choose from (e.g. multiple choice).   The question and answers should be able to be text, a picture (imported from the Journal) and/or sound.  It should be possible to create a sequence of questions offline and save them to the Journal (with the pictures and sounds included in the Journal bundle).&lt;br /&gt;
- The 2nd screen is what the student would see after the teacher submits a question. The teachers question is displayed as well as a timer and a space for an answer. When the timer runs out, an answer is submitted regardless, otherwise the student can just input an answer and send/submit it. &lt;br /&gt;
: This is screen is also well done.  In multiple choice, the user should just have to click on the right answer.&lt;br /&gt;
- The 3rd and 4th screens are both for the teacher. The 3rd screen is the general statistics of the class: Percent that got it correct, the number of students that selected each answer, the average time it took them to answer. The 4th screen is a representation of the class room organized by the name of the XO per student. The teacher can hover over the XO symbol to see the XO&#039;s name immediately, and if they continue to hover over it (like in the XO user interface) more information about that particular XO will be displayed such as what answer was selected, and the exact time it took them to answer. &lt;br /&gt;
: I feel that these screens need to be redesigned.  First, eliminate the third screen - this information could be a small box at the bottom of the fourth screen.  On the fourth screen, the XO images hide critical information.  You should display a grid with the XO&#039;s name and answer, highlighted based on whether the answer was correct or incorrect.  There should be no clicking or hovering required by the teacher.&lt;br /&gt;
: Finally, there should be a button for the teacher to &amp;quot;end&amp;quot; the quiz.  This will show the teacher final percentages for each student and the class as a whole, and will show each student their complete list of right and wrong answers and percent right.&lt;br /&gt;
&lt;br /&gt;
If you need help figuring out how to code this activity in Python, let me know!&lt;br /&gt;
&lt;br /&gt;
Best,&lt;br /&gt;
[[User:Wade|Wade]] 17:27, 26 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== Why FLash? ====&lt;br /&gt;
&lt;br /&gt;
Is there any advantage of developing this activity in Flash instead of as a native Sugar app in Python? The disadvantages of course are (1) that it requires loading Flash (or Gnash) which is not easy on the systems currently in the field (less of an issue in 0.86+) and (2) Flash is difficult if not impossible to localize. --[[User:Walter|Walter]] 17:39, 26 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sorry, I should have been more clear about this. I plan to eventually have it coded in Python, but I don&#039;t know any and in the course of a couple weeks, felt that I was unable to learn enough to code this project in Python. Instead, this is just a prototype that I created to get across the general idea and feedback. It&#039;s in flash because flash is very graphically oriented and I can easily code in it. The final deployment will be in Python, or whatever else is easily supported by the XO that the end developer chooses to code in --[[User:acj3840|Alex]]&lt;br /&gt;
&lt;br /&gt;
==== Student create the questions ====&lt;br /&gt;
&lt;br /&gt;
Could we have a mode where students could create the questions. A scenario might be that each student creates one math word problem and the class does all of them.  For this mode we might want just the teacher to be able to see individual answers.&lt;br /&gt;
&lt;br /&gt;
Making questions takes the teachers time and deprives the student of a learning experience of creating.&lt;br /&gt;
&lt;br /&gt;
The problem is what if the students question or answer is wrong?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--For now I think I would like to keep most of the work on the teacher because they would also have more control over how and when the activity is used. Yes, later on it can be implemented to allow students to create questions, but for now I view the project as more of an easy aid for the teacher to quickly see their students&#039; knowledge in certain areas. As for creating questions, yes this does take time, but eventually I&#039;d like to work with the school server team to try and have them host &#039;pre-made&#039; packets of 20 or 30 or 50 questions that teachers can download and use. The other thing is that these questions don&#039;t have to be unique to the activity, if it was a homework question that most students got wrong, put it up on the screen and quickly see what the response is, rather than check through all the homeworks to see who got it wrong. Also, in case it wasn&#039;t made clear (because I&#039;m not very good at that yet), this is tailored towards elementary classes in developing countries. Regardless, thank you so much for your feedback and like I said earlier, it can all be implemented, I just might not be the one to do it. --[[User:acj3840|Alex]]&lt;br /&gt;
&lt;br /&gt;
==Version 0.5==&lt;br /&gt;
DaveSilver&#039;s help&amp;lt;br \&amp;gt;&lt;br /&gt;
- What did you think the activity is used for?&amp;lt;br \&amp;gt;&lt;br /&gt;
It is used by teachers to ask questions to the class and get information on how they did.&amp;lt;br \&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
- What was easy to use?&amp;lt;br \&amp;gt;&lt;br /&gt;
All of it&amp;lt;br \&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
- What was hard to understand?&amp;lt;br \&amp;gt;&lt;br /&gt;
Nothing that I could find.&amp;lt;br \&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
- What would you like to see more of?&amp;lt;br \&amp;gt;&lt;br /&gt;
I think that you should have a screen before the questions screen where the user can select what type of question they want to pose to the class. Ex: Multiple Choice, True/False, Open-Ended, Fill-In-The-Blank, etc.&amp;lt;br \&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
- What felt useless or insignificant?&amp;lt;br \&amp;gt;&lt;br /&gt;
Nothing really felt useless except the class statistics but since that feature isn&#039;t ACTUALLY implemented right now that makes sense.&amp;lt;br \&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contact==&lt;br /&gt;
&lt;br /&gt;
If you need any help contact/email [[user:acj3840|Alex Jones]] email: acj3840@rit.edu &amp;lt;br \&amp;gt;&lt;br /&gt;
IRC: Boe08 &amp;lt;br \&amp;gt;&lt;br /&gt;
^^frequently on #sugar&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39587</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39587"/>
		<updated>2009-10-27T07:17:06Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: /* Concept Art Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Game Elements =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Today is {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
&lt;br /&gt;
[[User:KnightMearh| Jonathan Meschino]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
email: jmeschino@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:esk7610| Eric Kenvin]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: eric.kenvin@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:prestonj| Preston Johnson]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: ppj4700@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:DaveSilver| David Silverman]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: drs5669@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
== Game Concept (description) ==&lt;br /&gt;
&lt;br /&gt;
MPG (Math Playing Game - working title) is a single player educational adventure that teaches fourth grade curriculum mathematics. The player controls a protagonist that must progress through maze-like dungeons, solve puzzles/ problems, and defeat enemies in a two dimensional world. The protagonist is also a treasure hunter, after various riches found within the dungeon.&lt;br /&gt;
&lt;br /&gt;
Each level is comprised of a series of rooms generated by a text file input that will create various difficulty rooms for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum that are being covered. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview and take multiple steps to defeat.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
The objective of this project is to reiterate teachings of fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [http://wiki.sugarlabs.org/go/MPG#Curriculum_Elements Curriculum Elements] for incorporated curriculum topics and [http://wiki.sugarlabs.org/go/MPG/LessonPlan Lesson Plan] for a lesson plan to use in the classroom.&lt;br /&gt;
&lt;br /&gt;
== Game and Wiki Terminology ==&lt;br /&gt;
* &#039;&#039;&#039;Dungeon&#039;&#039;&#039;: The game world that the player is exploring which covers the lesson the student is currently on. &lt;br /&gt;
* &#039;&#039;&#039;PC Mode&#039;&#039;&#039;: PC Mode is when you are using the laptop with the keyboard. &lt;br /&gt;
* &#039;&#039;&#039;GB Mode&#039;&#039;&#039;: GB Mode is when you are using the laptop with the buttons on the monitor piece and not using the keyboard. &lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039;: This represents the player&#039;s health within the game world. When it reaches 0 the player loses and their character dies.&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039;: this is a bar that starts out full for each attack and slowly diminishes until the attack is completed. When the attack is completed the amount of damage it does is based on how much was left in the power bar. Each attack does some minimum amount of damage that is increased if the power bar is not at 0.&lt;br /&gt;
* &#039;&#039;&#039;Damage/Dmg.&#039;&#039;&#039;: this is how much HP a character or the character&#039;s opponent loses when an attack is successful.&lt;br /&gt;
* &#039;&#039;&#039;Hit&#039;&#039;&#039;: This is a successful attack.&lt;br /&gt;
* &#039;&#039;&#039;Critical Hit&#039;&#039;&#039;: An especially effective attack that gives the student the chance to do more damage to their opponent if they solve a simple multiplication problem.&lt;br /&gt;
* &#039;&#039;&#039;Miss&#039;&#039;&#039;: This occurs when an attack is not successful and means the attack does 0 damage.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039;: This is how the player does damage, and defeats an opponent.&lt;br /&gt;
* &#039;&#039;&#039;Basic Attack&#039;&#039;&#039;: A move that the student can make when in battle that has a chance of either hitting the opponent, missing the opponent  or producing a critical hit. It requires no math unless the student gets a critical hit.&lt;br /&gt;
* &#039;&#039;&#039;Fraction Attack&#039;&#039;&#039;: This is an attack which requires the player to solve a problem using fractions to perform a successful attack.&lt;br /&gt;
* &#039;&#039;&#039;Geometry Attack&#039;&#039;&#039;: This is an attack which requires the player to solve a problem using geometry and/or graphing ideas to perform a successful attack.&lt;br /&gt;
* &#039;&#039;&#039;Shop&#039;&#039;&#039;: This is where the player can purchase new equipment, and items to use in battle, in the game using the in-game currency.&lt;br /&gt;
* &#039;&#039;&#039;Boss&#039;&#039;&#039;: This is an especially powerful enemy which requires completion of specialized problems based around the entire lesson.&lt;br /&gt;
*As we get farther into development we will name different pieces of the GUI and such and define those.&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Story ===&lt;br /&gt;
&lt;br /&gt;
Zale, the protagonist, stumbled across one day a piece of blank papyrus while during the time he spend studying in Egypt on a dig site. He was determined to find out more about this relic, but couldn&#039;t unearth its secrets.&lt;br /&gt;
&lt;br /&gt;
Three months later, the dig ever deeper into the earth, Zale noticed a faint glow emanating from a pile of dirt. Digging it out, Zale noticed that it was a small amulet. It let off the strangest beautiful teal glow. Zale stared deep into the light, eyes widening as if in a trance, &amp;quot;Just what are you?&amp;quot; The glow got even brighter and then went dim again. Upset at the thought of not finding the answers sought, Zale left the site to turn in for the night. Upon bringing this find to back to the living quarters, Zale tossed it lightly on the table. It landed near the old blank papyrus that Zale had found months earlier. Only this time, the papyrus wasn&#039;t blank. The light seemed to be the key and filled the papyrus with teal characters and symbols. One thing was certain, though, and that was the picture of a giant pile of treasure, larger than anything you could imagine. There was another familiar symbol was an image of a human mind and mathematical symbols surrounding it. Apparently, those who desired this treasure must be intelligent and versed in the ways of math. The first leg of this treasure hunt was underway the next day, Zale finding herself in a strange place face to face with a mysterious building, relics in hand.&lt;br /&gt;
&lt;br /&gt;
=== Protagonist ===&lt;br /&gt;
&lt;br /&gt;
The protagonist learned of treasure that was hidden deep within the dungeon and embarked on a quest for the riches. He explores the dungeons, in a constant search of anything he can find out that will lead him to his fortune. The Player controls him as he explores the dungeon and attempts to find the hidden treasures.&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
Enemies stand in the way of our hero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So far we have two types of enemies:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Division Enemies&#039;&#039;&#039;: Enemies that must be fought by solving problems relating to division.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geometry Enemies&#039;&#039;&#039;: Enemies that must be fought by solving problems relating to geometry and graphing.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
There is a number pad for answer input which is attached to the player&#039;s first person perspective on their wrist. There is also a stats screen which will display the player&#039;s statistics such as health, power, money, items, etc. and allow the player to save and quit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Conceptual First Person Perspective Model&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Conceptual Battle Screen Model&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg&lt;br /&gt;
&lt;br /&gt;
=== Menus ===&lt;br /&gt;
&lt;br /&gt;
Within the game there will be multiple menus. Here we will outline what each menu&#039;s purpose is and each of the buttons/controls that will be available through the menu.&lt;br /&gt;
===== Main Menu =====&lt;br /&gt;
The purpose of the Main Menu is to allow the player to begin a game and exit the game if they want to stop playing.&lt;br /&gt;
&lt;br /&gt;
*Tutorial/instruction - Material to be covered before playing the game&lt;br /&gt;
&lt;br /&gt;
*New Game - The player can start a new game from the first level.&lt;br /&gt;
&lt;br /&gt;
*Continue - This will bring the player to the Continue Menu.&lt;br /&gt;
&lt;br /&gt;
*&amp;amp;rarr; Class Stats - This option has not been developed yet and is something we will do only if we have the time. It would allow the player to view how well each student is doing in the game.&lt;br /&gt;
&lt;br /&gt;
*&amp;amp;rarr; Options - This option has not been developed yet and is something we will do only if we have the time. It would allow the to change different game options.&lt;br /&gt;
&lt;br /&gt;
*Close Game - This would simply close the game.&lt;br /&gt;
&lt;br /&gt;
===== Continue Menu =====&lt;br /&gt;
This menu would let the player choose whether they want to restart from where they left off, or just start from one of the lessons they have already completed.&lt;br /&gt;
&lt;br /&gt;
*Continue - This would let the player start back up from the most recent Continue Point.&lt;br /&gt;
&lt;br /&gt;
*Level Select Dialog - This would allow the player to start from the beginning of any lesson/level they have already completed rather than starting from where they left off last time.&lt;br /&gt;
&lt;br /&gt;
*Back -This would take the player back to the Main Menu.&lt;br /&gt;
&lt;br /&gt;
===== Stats/Inventory =====&lt;br /&gt;
This menu would allow the player to view their stats and health and stuff.&lt;br /&gt;
&lt;br /&gt;
*Item Equip Slots(x4) - These would be options that allow the player to switch what weapons, armor and equipment the have equipped.&lt;br /&gt;
&lt;br /&gt;
*Return to Game - Exits the stats screen and returns to the game.&lt;br /&gt;
&lt;br /&gt;
===== Pause =====&lt;br /&gt;
This is the menu the player would find when they pause the game.&lt;br /&gt;
&lt;br /&gt;
*Save - This would allow the player to save and continue playing.&lt;br /&gt;
&lt;br /&gt;
*Save and Quit - This would allow the player to save and then return to the Main Menu.&lt;br /&gt;
&lt;br /&gt;
*Quit without Save - This would allow the player to return to the Main Menu without saving their game.&lt;br /&gt;
&lt;br /&gt;
===== Shop Screen =====&lt;br /&gt;
This is the screen the player would encounter when they enter the shop.&lt;br /&gt;
&lt;br /&gt;
*Buy Menu - This leads the player to the Buy Items Menu.&lt;br /&gt;
&lt;br /&gt;
*Sell Menu - This leads the player to the Sell Items Menu.&lt;br /&gt;
&lt;br /&gt;
*Exit - this exits the shop.&lt;br /&gt;
&lt;br /&gt;
===== Buy Items Menu =====&lt;br /&gt;
This menu would just be a list of all the items that a player can buy and how much they cost and then the player would select one to purchase it.&lt;br /&gt;
&lt;br /&gt;
===== Sell Items Menu =====&lt;br /&gt;
This menu would just be a list of all the items that a player can sell and how much they are worth and then the player would select one to sell it.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Main Battle Menu =====&lt;br /&gt;
This menu is the main menu that is brought up when battle begins.&lt;br /&gt;
&lt;br /&gt;
*Basic Attack - This performs a basic attack. If the player gets a critical hit it brings them to the Critical Hit Screen.&lt;br /&gt;
&lt;br /&gt;
*Division Attack Screen (Special attack)- This brings up the screen to perform a Division based attack.&lt;br /&gt;
&lt;br /&gt;
*Geometry Attack Screen (Magic attack)- This brings up the screen to perform a Geometry based attack.&lt;br /&gt;
&lt;br /&gt;
*Use Item Screen - This brings up the screen to use an item.&lt;br /&gt;
&lt;br /&gt;
*Flee Battle - This option gives the player a chance to flee battle.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Critical Hit Screen =====&lt;br /&gt;
This screen is where the player is brought when they get a critical hit. They are given a basic math problem of some kind(Add, Subtract, Divide, or Multiply) and must solve it to get extra damage.&lt;br /&gt;
&lt;br /&gt;
*Numpad - This will be a basic 0-9 numpad that is used to type an answer into the dialog. It will also have an Enter, and Delete option.&lt;br /&gt;
&lt;br /&gt;
*Problem Display - This will be the display which shows the problem that must be solved and will have a dialog box to put the answer in.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Use Item Screen =====&lt;br /&gt;
This screen will basically just have the items available to you in battle listed on it so that the player can select which they want to use.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Fractions Attack Screen =====&lt;br /&gt;
This screen will allow the player to perform a Fractions based attack. The layer will have some target number that they have to get through using the fractions given to them. Each time the player chooses&lt;br /&gt;
one fraction it will be replaced on screen with a new one.&lt;br /&gt;
&lt;br /&gt;
*Fraction to use(x5) - This will be a list of 5 possible fractions to use and each one will be selectable. When one is chosen it will be replaced with something else.&lt;br /&gt;
&lt;br /&gt;
*Undo - This simply allows them to undo the last couple choices they made.&lt;br /&gt;
&lt;br /&gt;
*Addition Display - This will be a long dialog that will have the target number they are trying to reach on one side, and all of the fractions they have chosen so far on the other. Whenever the player&lt;br /&gt;
chooses another fraction to add to their total the fraction will be added to the list in this dialog.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Geometry Attack Scren =====&lt;br /&gt;
On this screen the player will have to solve some sort of Geometry based problem  y adding shapes to a graph in the right position to represent a Reflection, or Translation, etc...&lt;br /&gt;
&lt;br /&gt;
*Graph/Geometry Display - This is a dialog with graph in it that will display on top of, or next to, an enemy so that the player can manipulate shapes and such on it.&lt;br /&gt;
&lt;br /&gt;
*Shapes Numpad - This will be a 12 button Numpad but instead of Numbers it will have 3 basic shapes, 3 complex shapes, an Undo button, a finish button, and arrow keys to move he shapes around the graph.&lt;br /&gt;
The shape buttons will add the corresponding shape to the graph.&lt;br /&gt;
The Undo button will undo the addition of the most recent shape, it will not undo movements.&lt;br /&gt;
The Finish button will act as an Enter button and will perform the attack if the player answered the problem correctly.&lt;br /&gt;
The arrow keys will move the currently selected shape around the graph. There will be Up, Down, Left, and Right keys.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
==== Game Modes ====&lt;br /&gt;
&lt;br /&gt;
There will be two primary input modes in the game.&lt;br /&gt;
&lt;br /&gt;
===== GB Mode Controls =====&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;GB Mode&#039;&#039;&#039; is referred to as the following: The XO monitor rotated 180* and folded back down into the XO. &lt;br /&gt;
 You will then utilize the directional pad and four buttons (check,x,square,circle) for game play.&lt;br /&gt;
&lt;br /&gt;
The directional pad on the left is used for movement. The check mark button on the right side acts as a select button. Circle, Square, and X inputs will vary depending on the activity/ situation and will be defined during.&lt;br /&gt;
&lt;br /&gt;
===== PC Mode Controls =====&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;PC Mode&#039;&#039;&#039; is referred to as the following: The XO is in its original, normal usage state such as a laptop. &lt;br /&gt;
 You will then use the keyboard and touch pad for all types of input.&lt;br /&gt;
&lt;br /&gt;
The touch pad, arrow keys, and W,A,S,D keys are used for movement. The keyboard and touch pad inputs will vary depending on the activity/ situation and will be defined during.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
Players can move freely from room to room provided there are no locked doors along the way. These will require keys to be obtained first before traveling through them.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
&lt;br /&gt;
When the player moves into a room containing enemies a battle will start. The battle will be carried out by means of &amp;quot;clashes.&amp;quot;  Each clash represents a possible attack or action and will be shown as a math problem that the player will have to solve. The player will enter the answer in PC Mode by clicking on the text field at the bottom of the screen and entering the numerical answer using the number keys on the keyboard. In GB Mode, there will be a number pad on-screen and the player will be able to highlight a number or symbol with the directional pad and select by pressing the check button on the right side of the monitor.&lt;br /&gt;
&lt;br /&gt;
==== Shop ====&lt;br /&gt;
&lt;br /&gt;
The player can access the shop any time not in battle during the game by pressing the O (circle) button. Once in the shop, the player can select an item by using the directional pad or by clicking on it. They will then be able to select a quantity in the same fashion. However, it is up to the player to input how much they are willing to pay for items and up to the player whether or not to accept deals on the shopkeeper&#039;s end. This is done in order to stimulate real-world scenarios. The shopkeeper will occasionally intend to provide the player a bad deal.&lt;br /&gt;
&lt;br /&gt;
== Critical Path ==&lt;br /&gt;
=== Level Progression ===&lt;br /&gt;
&lt;br /&gt;
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of each level, the player will face the entrance of the dungeon.  In each room, if there are no enemies left, the player will have a decision as to where to go next based on where in the dungeon they are.&lt;br /&gt;
&lt;br /&gt;
As the player moves through the dungeon, they will face enemies which they will have to fight by solving math problems.  If the player answers enough questions correctly in a battle, they will win the battle.  However, if they continue to answer questions wrong, they will be damaged and eventually die.  When the player dies, they will be faced with the option to quit to the main screen, or to restart the level.  Once the player answers enough math problems correctly or defeats enough enemies, a teleporter will appear which will take them to the next level of the dungeon.&lt;br /&gt;
&lt;br /&gt;
When the player reaches the end of the dungeon, they will encounter a boss which will confront them with numerous timed math problems to ensure mastery of the dungeon&#039;s concepts.  There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.&lt;br /&gt;
&lt;br /&gt;
=== Game Completion ===&lt;br /&gt;
&lt;br /&gt;
A player&#039;s game is completed when they find all of the fortune hidden within the dungeon.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
=== Classroom Application ===&lt;br /&gt;
&lt;br /&gt;
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.&lt;br /&gt;
&lt;br /&gt;
Please visit our [http://wiki.sugarlabs.org/go/MPG/LessonPlan Lesson Plan] page to get a lesson plan to use in your classroom.&lt;br /&gt;
&lt;br /&gt;
=== Curriculum Elements ===&lt;br /&gt;
&lt;br /&gt;
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The complete listing of the curriculum is available here: [http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework].&lt;br /&gt;
&lt;br /&gt;
The following topics are covered in this game activity.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Implemented Curriculum Framework&lt;br /&gt;
! NUMBER SENSE AND OPERATIONS&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.3&lt;br /&gt;
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.4&lt;br /&gt;
| Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.5&lt;br /&gt;
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.6&lt;br /&gt;
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.9&lt;br /&gt;
| Select, use, and explain the commutative, associative, and identity properties of operations on whole numbers in problem situations, e.g., 37 x 46 = 46 x 37, (5 x 7) x 2 = 5 x (7 x 2).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.11&lt;br /&gt;
| Know multiplication facts through 12 x 12 and related division facts. Use these facts to solve related multiplication problems and compute related problems, e.g., 3 x 5 is related to 30 x 50, 300 x 5, and 30 x 500.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.12&lt;br /&gt;
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.14&lt;br /&gt;
| Demonstrate in the classroom an understanding of and the ability to use the conventional algorithms for addition and subtraction (up to five-digit numbers), and multiplication (up to three digits by two digits).&lt;br /&gt;
|-&lt;br /&gt;
! GEOMETRY&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.1&lt;br /&gt;
| Compare and analyze attributes and other features (e.g., number of sides, faces, corners, right angles, diagonals, and symmetry) of two- and three-dimensional geometric shapes.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.3&lt;br /&gt;
| Recognize similar figures.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.4&lt;br /&gt;
| Identify angles as acute, right, or obtuse.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.7&lt;br /&gt;
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.9&lt;br /&gt;
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.&lt;br /&gt;
|-&lt;br /&gt;
! MEASUREMENT&lt;br /&gt;
|-&lt;br /&gt;
! 4.M.2&lt;br /&gt;
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Art ==&lt;br /&gt;
=== Concept Art Information ===&lt;br /&gt;
&lt;br /&gt;
This is where we will place our concept art, until we have determined a specific art style.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Goblin Concept&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Orc and Wizard Concepts&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/otherenemies.png&lt;br /&gt;
&lt;br /&gt;
=== Reference Material Information ===&lt;br /&gt;
&lt;br /&gt;
Currently no reference materials...&lt;br /&gt;
&lt;br /&gt;
= Developer&#039;s Section =&lt;br /&gt;
== Meet the Team ==&lt;br /&gt;
&lt;br /&gt;
[[User:KnightMearh| Jonathan Meschino]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
email: jmeschino@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:esk7610| Eric Kenvin]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: eric.kenvin@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:prestonj| Preston Johnson]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: ppj4700@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:DaveSilver| David Silverman]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: drs5669@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interested in joining our development team? Contact us for more information.&lt;br /&gt;
&lt;br /&gt;
== Meetings ==&lt;br /&gt;
&lt;br /&gt;
Developer meetings:&lt;br /&gt;
&lt;br /&gt;
Where: Game Design Labs - Building/Room No. 70-2500 @ RIT&lt;br /&gt;
&lt;br /&gt;
When: 5-8pm Thursdays&lt;br /&gt;
&lt;br /&gt;
6-8pm Saturdays (TBA - only if needed that week)&lt;br /&gt;
&lt;br /&gt;
Meeting times and locations are subject to change as needed. For more information, contact someone on the [http://wiki.sugarlabs.org/go/MPG#Meet_the_Team Team].&lt;br /&gt;
&lt;br /&gt;
== Milestones ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Today is {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* denotes topic&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; denotes subtopic of above-listed topic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precursor&#039;&#039;&#039; (September 6 - September 26)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;familiarize with OLPC XOs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;familiarize with open source community&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;familiarize with git versioning&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;familiarize with python&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Week 1&#039;&#039;&#039; (September 27 - October 3)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;mess with GB mode&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;set up and familiarize new git repository&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;class structure&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;review python&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;familiarize with pygame&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;cannibalize!&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Week 2&#039;&#039;&#039; (October 4 - October 10)&lt;br /&gt;
&lt;br /&gt;
* work on prototyping of tougher game elements&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;create class structure&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;begin coding world (map)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Week 3&#039;&#039;&#039; (October 11 - October 17)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;begin coding travel system&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; &amp;lt;s&amp;gt;ability to move from room to room&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;begin coding combat system&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; get the &#039;combat stage&#039; set up for functionality&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;work on placeholder graphics to be loaded into game&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Week 4 &amp;amp; Week 5&#039;&#039;&#039; (October 18 - October 31)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;finish travel system&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; &amp;lt;s&amp;gt; debug any issues or conflicts&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; &amp;lt;s&amp;gt; text notifications of choices&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; &amp;lt;s&amp;gt; polish it off to fully working&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* finish combat system&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; have exchange of turns&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; menu that works for choices&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; text notification for choices&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; basic battle is functional from start to finish&lt;br /&gt;
&lt;br /&gt;
* switch between travel and combat system from main world&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Week 6&#039;&#039;&#039; (November 1 - November 7)&lt;br /&gt;
&lt;br /&gt;
* begin working on GUI and Menu systems&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; set up in game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; make functional&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Week 7&#039;&#039;&#039; (November 8 - November 14)&lt;br /&gt;
&lt;br /&gt;
* work on actual graphics (sets) and load them into game (replace placeholders)&lt;br /&gt;
&lt;br /&gt;
* finish off all primary projects to ensure one play through of one level can happen start to finish&lt;br /&gt;
&lt;br /&gt;
* game design documentation!&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; extremely detailed account of current project and future goals/ directions.&lt;br /&gt;
&lt;br /&gt;
* work on data recognition&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; this is updating the topics around the players level of familiarity with a given topic. make sure older topics are still rotated in for reiteration.&lt;br /&gt;
&lt;br /&gt;
* additional features:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; student vs class progress, class vs class progress - data analysis&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; multiple levels&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; multiple graphic sets (region based)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; possible alternate game modes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 8+ (November 14 +)&lt;br /&gt;
&lt;br /&gt;
* TESTING!&lt;br /&gt;
&lt;br /&gt;
* KEEP TESTING AND ADDING CONTENT&lt;br /&gt;
&lt;br /&gt;
== Future Development ==&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
- Input read from handheld mode&lt;br /&gt;
&lt;br /&gt;
- Preliminary GUI coding:  &lt;br /&gt;
&lt;br /&gt;
  Full GUI with placeholder images&lt;br /&gt;
  Text field with scrolling text&lt;br /&gt;
  Image swapping for traversal with placeholder images&lt;br /&gt;
&lt;br /&gt;
- Dungeon&lt;br /&gt;
&lt;br /&gt;
  Reads list of rooms from text file&lt;br /&gt;
  Forms dungeon using this list&lt;br /&gt;
&lt;br /&gt;
- Traversal&lt;br /&gt;
  &lt;br /&gt;
  Player can traverse a dungeon set up from the text file&lt;br /&gt;
  Placeholder graphics used&lt;br /&gt;
  Player&#039;s viewpoint changes when they enter a room&lt;br /&gt;
&lt;br /&gt;
- Battle&lt;br /&gt;
&lt;br /&gt;
  Basic class hierarchy finished&lt;br /&gt;
&lt;br /&gt;
- Shop&lt;br /&gt;
&lt;br /&gt;
  Conceptual stage&lt;br /&gt;
&lt;br /&gt;
- Graphics&lt;br /&gt;
&lt;br /&gt;
  Placeholder images for rooms&lt;br /&gt;
&lt;br /&gt;
== Bugs/ Fixes ==&lt;br /&gt;
&lt;br /&gt;
Not applicable yet.&lt;br /&gt;
&lt;br /&gt;
== Game Suggestions ==&lt;br /&gt;
 &lt;br /&gt;
- Have the players defeat monsters and solve puzzles by solving math questions&lt;br /&gt;
&lt;br /&gt;
- Have a small on-screen map to help players navigate through the dungeon&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39422</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39422"/>
		<updated>2009-10-22T16:17:34Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: /* Game and Wiki Terminology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Game Elements =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Today is {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
&lt;br /&gt;
[[User:KnightMearh| Jonathan Meschino]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
email: jmeschino@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:esk7610| Eric Kenvin]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: eric.kenvin@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:prestonj| Preston Johnson]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: ppj4700@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:DaveSilver| David Silverman]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: drs5669@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
== Game Concept (description) ==&lt;br /&gt;
&lt;br /&gt;
MPG (Math Playing Game - working title) is a single player educational adventure that teaches fourth grade curriculum mathematics. The player controls a protagonist that must progress through maze-like dungeons, solve puzzles/ problems, and defeat enemies in a two dimensional world. The protagonist is also a treasure hunter, after various riches found within the dungeon.&lt;br /&gt;
&lt;br /&gt;
Each level is comprised of a series of rooms generated by a text file input that will create various difficulty rooms for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum that are being covered. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview and take multiple steps to defeat.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
The objective of this project is to reiterate teachings of fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [[http://wiki.sugarlabs.org/go/MPG#Curriculum_Elements Curriculum Elements]] for incorporated curriculum topics and [[http://wiki.sugarlabs.org/go/MPG/LessonPlan Lesson Plan]] for a lesson plan to use in the classroom.&lt;br /&gt;
&lt;br /&gt;
== Game and Wiki Terminology ==&lt;br /&gt;
* &#039;&#039;&#039;Dungeon&#039;&#039;&#039;: The game world that the player is exploring which covers the lesson the student is currently on. &lt;br /&gt;
* &#039;&#039;&#039;PC Mode&#039;&#039;&#039;: PC Mode is when you are using the laptop with the keyboard. &lt;br /&gt;
* &#039;&#039;&#039;GB Mode&#039;&#039;&#039;: GB Mode is when you are using the laptop with the buttons on the monitor piece and not using the keyboard. &lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039;: This represents the player&#039;s health within the game world. When it reaches 0 the player loses and their character dies.&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039;: this is a bar that starts out full for each attack and slowly diminishes until the attack is completed. When the attack is completed the amount of damage it does is based on how much was left in the power bar. Each attack does some minimum amount of damage that is increased if the power bar is not at 0.&lt;br /&gt;
* &#039;&#039;&#039;Damage/Dmg.&#039;&#039;&#039;: this is how much HP a character or the character&#039;s opponent loses when an attack is successful.&lt;br /&gt;
* &#039;&#039;&#039;Hit&#039;&#039;&#039;: This is a successful attack.&lt;br /&gt;
* &#039;&#039;&#039;Critical Hit&#039;&#039;&#039;: An especially effective attack that gives the student the chance to do more damage to their opponent if they solve a simple multiplication problem.&lt;br /&gt;
* &#039;&#039;&#039;Miss&#039;&#039;&#039;: This occurs when an attack is not successful and means the attack does 0 damage.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039;: This is how the player does damage, and defeats an opponent.&lt;br /&gt;
* &#039;&#039;&#039;Basic Attack&#039;&#039;&#039;: A move that the student can make when in battle that has a chance of either hitting the opponent, missing the opponent  or producing a critical hit. It requires no math unless the student gets a critical hit.&lt;br /&gt;
* &#039;&#039;&#039;Fraction Attack&#039;&#039;&#039;: This is an attack which requires the player to solve a problem using fractions to perform a successful attack.&lt;br /&gt;
* &#039;&#039;&#039;Geometry Attack&#039;&#039;&#039;: This is an attack which requires the player to solve a problem using geometry and/or graphing ideas to perform a successful attack.&lt;br /&gt;
* &#039;&#039;&#039;Shop&#039;&#039;&#039;: This is where the player can purchase new equipment, and items to use in battle, in the game using the in-game currency.&lt;br /&gt;
* &#039;&#039;&#039;Boss&#039;&#039;&#039;: This is an especially powerful enemy which requires completion of specialized problems based around the entire lesson.&lt;br /&gt;
*As we get farther into development we will name different pieces of the GUI and such and define those.&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Story ===&lt;br /&gt;
&lt;br /&gt;
The protagonist learned of treasure that was hidden deep within the dungeon and embarked on a quest for the riches. He explores the dungeons, in a constant search of anything he can find out that will lead him to his fortune.&lt;br /&gt;
&lt;br /&gt;
=== Protagonist ===&lt;br /&gt;
&lt;br /&gt;
The main character is an adventurer who is seeking treasure in the dungeon. The Player controls him as he explores the dungeon and attempts to find the hidden treasures.&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
Enemies stand in the way of our hero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So far we have two types of enemies:&lt;br /&gt;
&lt;br /&gt;
Division Enemies: Enemies that must be fought by solving problems relating to division.&lt;br /&gt;
&lt;br /&gt;
Geometry Enemies: Enemies that must be fought by solving problems relating to geometry and graphing.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
There is a number pad for answer input which is attached to the player&#039;s first person perspective on their wrist. There is also a stats screen which will display the player&#039;s statistics such as health, power, money, items, etc. and allow the player to save and quit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Conceptual First Person Perspective Model&#039;&#039;&#039;&#039;&#039;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&#039;&#039;&#039;&#039;&#039;Conceptual Battle Screen Model&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg&lt;br /&gt;
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg&lt;br /&gt;
&lt;br /&gt;
=== Menus ===&lt;br /&gt;
&lt;br /&gt;
Within the game there will be multiple menus. Here we will outline what each menu&#039;s purpose is and each of the buttons/controls that will be available through the menu.&lt;br /&gt;
===== Main Menu =====&lt;br /&gt;
The purpose of the Main Menu is to allow the player to begin a game and exit the game if they want to stop playing.&lt;br /&gt;
&lt;br /&gt;
*Tutorial/instruction - Material to be covered before playing the game&lt;br /&gt;
&lt;br /&gt;
*New Game - The player can start a new game from the first level.&lt;br /&gt;
&lt;br /&gt;
*Continue - This will bring the player to the Continue Menu.&lt;br /&gt;
&lt;br /&gt;
** Class Stats - This option has not been developed yet and is something we will do only if we have the time. It would allow the player to view how well each student is doing in the game.&lt;br /&gt;
&lt;br /&gt;
** Options - This option has not been developed yet and is something we will do only if we have the time. It would allow the to change different game options.&lt;br /&gt;
&lt;br /&gt;
*Close Game - This would simply close the game.&lt;br /&gt;
&lt;br /&gt;
===== Continue Menu =====&lt;br /&gt;
This menu would let the player choose whether they want to restart from where they left off, or just start from one of the lessons they have already completed.&lt;br /&gt;
&lt;br /&gt;
*Continue - This would let the player start back up from the most recent Continue Point.&lt;br /&gt;
&lt;br /&gt;
*Level Select Dialog - This would allow the player to start from the beginning of any lesson/level they have already completed rather than starting from where they left off last time.&lt;br /&gt;
&lt;br /&gt;
*Back -This would take the player back to the Main Menu.&lt;br /&gt;
&lt;br /&gt;
===== Stats/Inventory =====&lt;br /&gt;
This menu would allow the player to view their stats and health and stuff.&lt;br /&gt;
&lt;br /&gt;
*Item Equip Slots(x4) - These would be options that allow the player to switch what weapons, armor and equipment the have equipped.&lt;br /&gt;
&lt;br /&gt;
*Return to Game - Exits the stats screen and returns to the game.&lt;br /&gt;
&lt;br /&gt;
===== Pause =====&lt;br /&gt;
This is the menu the player would find when they pause the game.&lt;br /&gt;
&lt;br /&gt;
*Save - This would allow the player to save and continue playing.&lt;br /&gt;
&lt;br /&gt;
*Save and Quit - This would allow the player to save and then return to the Main Menu.&lt;br /&gt;
&lt;br /&gt;
*Quit without Save - This would allow the player to return to the Main Menu without saving their game.&lt;br /&gt;
&lt;br /&gt;
===== Shop Screen =====&lt;br /&gt;
This is the screen the player would encounter when they enter the shop.&lt;br /&gt;
&lt;br /&gt;
*Buy Menu - This leads the player to the Buy Items Menu.&lt;br /&gt;
&lt;br /&gt;
*Sell Menu - This leads the player to the Sell Items Menu.&lt;br /&gt;
&lt;br /&gt;
*Exit - this exits the shop.&lt;br /&gt;
&lt;br /&gt;
===== Buy Items Menu =====&lt;br /&gt;
This menu would just be a list of all the items that a player can buy and how much they cost and then the player would select one to purchase it.&lt;br /&gt;
&lt;br /&gt;
===== Sell Items Menu =====&lt;br /&gt;
This menu would just be a list of all the items that a player can sell and how much they are worth and then the player would select one to sell it.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Main Battle Menu =====&lt;br /&gt;
This menu is the main menu that is brought up when battle begins.&lt;br /&gt;
&lt;br /&gt;
*Basic Attack - This performs a basic attack. If the player gets a critical hit it brings them to the Critical Hit Screen.&lt;br /&gt;
&lt;br /&gt;
*Division Attack Screen (Special attack)- This brings up the screen to perform a Division based attack.&lt;br /&gt;
&lt;br /&gt;
*Geometry Attack Screen (Magic attack)- This brings up the screen to perform a Geometry based attack.&lt;br /&gt;
&lt;br /&gt;
*Use Item Screen - This brings up the screen to use an item.&lt;br /&gt;
&lt;br /&gt;
*Flee Battle - This option gives the player a chance to flee battle.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Critical Hit Screen =====&lt;br /&gt;
This screen is where the player is brought when they get a critical hit. They are given a basic math problem of some kind(Add, Subtract, Divide, or Multiply) and must solve it to get extra damage.&lt;br /&gt;
&lt;br /&gt;
*Numpad - This will be a basic 0-9 numpad that is used to type an answer into the dialog. It will also have an Enter, and Delete option.&lt;br /&gt;
&lt;br /&gt;
*Problem Display - This will be the display which shows the problem that must be solved and will have a dialog box to put the answer in.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Use Item Screen =====&lt;br /&gt;
This screen will basically just have the items available to you in battle listed on it so that the player can select which they want to use.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Fractions Attack Screen =====&lt;br /&gt;
This screen will allow the player to perform a Fractions based attack. The layer will have some target number that they have to get through using the fractions given to them. Each time the player chooses&lt;br /&gt;
one fraction it will be replaced on screen with a new one.&lt;br /&gt;
&lt;br /&gt;
*Fraction to use(x5) - This will be a list of 5 possible fractions to use and each one will be selectable. When one is chosen it will be replaced with something else.&lt;br /&gt;
&lt;br /&gt;
*Undo - This simply allows them to undo the last couple choices they made.&lt;br /&gt;
&lt;br /&gt;
*Addition Display - This will be a long dialog that will have the target number they are trying to reach on one side, and all of the fractions they have chosen so far on the other. Whenever the player&lt;br /&gt;
chooses another fraction to add to their total the fraction will be added to the list in this dialog.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Geometry Attack Scren =====&lt;br /&gt;
On this screen the player will have to solve some sort of Geometry based problem  y adding shapes to a graph in the right position to represent a Reflection, or Translation, etc...&lt;br /&gt;
&lt;br /&gt;
*Graph/Geometry Display - This is a dialog with graph in it that will display on top of, or next to, an enemy so that the player can manipulate shapes and such on it.&lt;br /&gt;
&lt;br /&gt;
*Shapes Numpad - This will be a 12 button Numpad but instead of Numbers it will have 3 basic shapes, 3 complex shapes, an Undo button, a finish button, and arrow keys to move he shapes around the graph.&lt;br /&gt;
The shape buttons will add the corresponding shape to the graph.&lt;br /&gt;
The Undo button will undo the addition of the most recent shape, it will not undo movements.&lt;br /&gt;
The Finish button will act as an Enter button and will perform the attack if the player answered the problem correctly.&lt;br /&gt;
The arrow keys will move the currently selected shape around the graph. There will be Up, Down, Left, and Right keys.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
==== Game Modes ====&lt;br /&gt;
&lt;br /&gt;
There will be two primary input modes in the game.&lt;br /&gt;
&lt;br /&gt;
===== GB Mode Controls =====&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;GB Mode&#039;&#039;&#039; is referred to as the following: The XO monitor rotated 180* and folded back down into the XO. You will then utilize the directional pad&lt;br /&gt;
 and four buttons (check,x,square,circle) for game play.&lt;br /&gt;
&lt;br /&gt;
The directional pad on the left is used for movement. The check mark button on the right side acts as a select button. Circle, Square, and X inputs will vary depending on the activity/ situation and will be defined during.&lt;br /&gt;
&lt;br /&gt;
===== PC Mode Controls =====&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;PC Mode&#039;&#039;&#039; is referred to as the following: The XO is in its original, normal usage state such as a laptop. You will then use the keyboard and touch pad for all types of input.&lt;br /&gt;
&lt;br /&gt;
The touch pad, arrow keys, and W,A,S,D keys are used for movement. The keyboard and touch pad inputs will vary depending on the activity/ situation and will be defined during.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
Players can move freely from room to room provided there are no locked doors along the way. These will require keys to be obtained first before traveling through them.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
&lt;br /&gt;
When the player moves into a room containing enemies a battle will start. The battle will be carried out by means of &amp;quot;clashes.&amp;quot;  Each clash represents a possible attack or action and will be shown as a math problem that the player will have to solve. The player will enter the answer in PC Mode by clicking on the text field at the bottom of the screen and entering the numerical answer using the number keys on the keyboard. In GB Mode, there will be a number pad on-screen and the player will be able to highlight a number or symbol with the directional pad and select by pressing the check button on the right side of the monitor.&lt;br /&gt;
&lt;br /&gt;
==== Shop ====&lt;br /&gt;
&lt;br /&gt;
The player can access the shop any time not in battle during the game by pressing the O (circle) button. Once in the shop, the player can select an item by using the directional pad or by clicking on it. They will then be able to select a quantity in the same fashion. However, it is up to the player to input how much they are willing to pay for items and up to the player whether or not to accept deals on the shopkeeper&#039;s end. This is done in order to stimulate real-world scenarios. The shopkeeper will occasionally intend to provide the player a bad deal.&lt;br /&gt;
&lt;br /&gt;
== Critical Path ==&lt;br /&gt;
=== Level Progression ===&lt;br /&gt;
&lt;br /&gt;
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of each level, the player will face the entrance of the dungeon.  In each room, if there are no enemies left, the player will have a decision as to where to go next based on where in the dungeon they are.&lt;br /&gt;
&lt;br /&gt;
As the player moves through the dungeon, they will face enemies which they will have to fight by solving math problems.  If the player answers enough questions correctly in a battle, they will win the battle.  However, if they continue to answer questions wrong, they will be damaged and eventually die.  When the player dies, they will be faced with the option to quit to the main screen, or to restart the level.  Once the player answers enough math problems correctly or defeats enough enemies, a teleporter will appear which will take them to the next level of the dungeon.&lt;br /&gt;
&lt;br /&gt;
When the player reaches the end of the dungeon, they will encounter a boss which will confront them with numerous timed math problems to ensure mastery of the dungeon&#039;s concepts.  There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.&lt;br /&gt;
&lt;br /&gt;
=== Game Completion ===&lt;br /&gt;
&lt;br /&gt;
A player&#039;s game is completed when they find all of the fortune hidden within the dungeon.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
=== Classroom Application ===&lt;br /&gt;
&lt;br /&gt;
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.&lt;br /&gt;
&lt;br /&gt;
Please visit our [[http://wiki.sugarlabs.org/go/MPG/LessonPlan Lesson Plan]] page to get a lesson plan to use in your classroom.&lt;br /&gt;
&lt;br /&gt;
=== Curriculum Elements ===&lt;br /&gt;
&lt;br /&gt;
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The complete listing of the curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].&lt;br /&gt;
&lt;br /&gt;
The following topics are covered in this game activity.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Implemented Curriculum Framework&lt;br /&gt;
! NUMBER SENSE AND OPERATIONS&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.3&lt;br /&gt;
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.4&lt;br /&gt;
| Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.5&lt;br /&gt;
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.6&lt;br /&gt;
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.9&lt;br /&gt;
| Select, use, and explain the commutative, associative, and identity properties of operations on whole numbers in problem situations, e.g., 37 x 46 = 46 x 37, (5 x 7) x 2 = 5 x (7 x 2).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.11&lt;br /&gt;
| Know multiplication facts through 12 x 12 and related division facts. Use these facts to solve related multiplication problems and compute related problems, e.g., 3 x 5 is related to 30 x 50, 300 x 5, and 30 x 500.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.12&lt;br /&gt;
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.14&lt;br /&gt;
| Demonstrate in the classroom an understanding of and the ability to use the conventional algorithms for addition and subtraction (up to five-digit numbers), and multiplication (up to three digits by two digits).&lt;br /&gt;
|-&lt;br /&gt;
! GEOMETRY&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.1&lt;br /&gt;
| Compare and analyze attributes and other features (e.g., number of sides, faces, corners, right angles, diagonals, and symmetry) of two- and three-dimensional geometric shapes.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.3&lt;br /&gt;
| Recognize similar figures.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.4&lt;br /&gt;
| Identify angles as acute, right, or obtuse.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.7&lt;br /&gt;
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.9&lt;br /&gt;
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.&lt;br /&gt;
|-&lt;br /&gt;
! MEASUREMENT&lt;br /&gt;
|-&lt;br /&gt;
! 4.M.2&lt;br /&gt;
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Art ==&lt;br /&gt;
=== Concept Art Information ===&lt;br /&gt;
&lt;br /&gt;
This is where we will place our concept art, until we have determined a specific art style.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Goblin Concept&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg&lt;br /&gt;
&lt;br /&gt;
=== Reference Material Information ===&lt;br /&gt;
&lt;br /&gt;
Currently no reference materials...&lt;br /&gt;
&lt;br /&gt;
= Developer&#039;s Section =&lt;br /&gt;
== Meet the Team ==&lt;br /&gt;
&lt;br /&gt;
[[User:KnightMearh| Jonathan Meschino]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
email: jmeschino@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:esk7610| Eric Kenvin]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: eric.kenvin@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:prestonj| Preston Johnson]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: ppj4700@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:DaveSilver| David Silverman]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: drs5669@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interested in joining our development team? Contact us for more information.&lt;br /&gt;
&lt;br /&gt;
== Meetings ==&lt;br /&gt;
&lt;br /&gt;
Developer meetings:&lt;br /&gt;
&lt;br /&gt;
Where: Game Design Labs - Building/Room No. 70-2500 @ RIT&lt;br /&gt;
&lt;br /&gt;
When: 5-8pm Thursdays&lt;br /&gt;
&lt;br /&gt;
6-8pm Saturdays (TBA - only if needed that week)&lt;br /&gt;
&lt;br /&gt;
Meeting times and locations are subject to change as needed. For more information, contact someone on [[http://wiki.sugarlabs.org/go/MPG#Meet_the_Team The Team]].&lt;br /&gt;
&lt;br /&gt;
== Milestones ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Today is {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* denotes topic&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; denotes subtopic of above-listed topic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precursor&#039;&#039;&#039; (September 6 - September 26)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;familiarize with OLPC XOs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;familiarize with open source community&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;familiarize with git versioning&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;familiarize with python&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Week 1&#039;&#039;&#039; (September 27 - October 3)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;mess with GB mode&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;set up and familiarize new git repository&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;class structure&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;review python&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;familiarize with pygame&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;cannibalize!&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Week 2&#039;&#039;&#039; (October 4 - October 10)&lt;br /&gt;
&lt;br /&gt;
* work on prototyping of tougher game elements&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;create class structure&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;begin coding world (map)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Week 3&#039;&#039;&#039; (October 11 - October 17)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;begin coding travel system&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; &amp;lt;s&amp;gt;ability to move from room to room&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;begin coding combat system&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; get the &#039;combat stage&#039; set up for functionality&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;work on placeholder graphics to be loaded into game&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Week 4 &amp;amp; Week 5&#039;&#039;&#039; (October 18 - October 31)&lt;br /&gt;
&lt;br /&gt;
* finish travel system&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; debug any issues or conflicts&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; text notifications of choices&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; polish it off to fully working&lt;br /&gt;
&lt;br /&gt;
* finish combat system&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; have exchange of turns&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; menu that works for choices&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; text notification for choices&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; basic battle is functional from start to finish&lt;br /&gt;
&lt;br /&gt;
* switch between travel and combat system from main world&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Week 6&#039;&#039;&#039; (November 1 - November 7)&lt;br /&gt;
&lt;br /&gt;
* begin working on GUI and Menu systems&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; set up in game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; make functional&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Week 7&#039;&#039;&#039; (November 8 - November 14)&lt;br /&gt;
&lt;br /&gt;
* work on actual graphics (sets) and load them into game (replace placeholders)&lt;br /&gt;
&lt;br /&gt;
* finish off all primary projects to ensure one play through of one level can happen start to finish&lt;br /&gt;
&lt;br /&gt;
* game design documentation!&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; extremely detailed account of current project and future goals/ directions.&lt;br /&gt;
&lt;br /&gt;
* work on data recognition&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; this is updating the topics around the players level of familiarity with a given topic. make sure older topics are still rotated in for reiteration.&lt;br /&gt;
&lt;br /&gt;
* additional features:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; student vs class progress, class vs class progress - data analysis&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; multiple levels&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; multiple graphic sets (region based)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; possible alternate game modes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 8+ (November 14 +)&lt;br /&gt;
&lt;br /&gt;
* TESTING!&lt;br /&gt;
&lt;br /&gt;
* KEEP TESTING AND ADDING CONTENT&lt;br /&gt;
&lt;br /&gt;
== Future Development ==&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
- Input read from handheld mode&lt;br /&gt;
&lt;br /&gt;
- Preliminary GUI coding:  &lt;br /&gt;
&lt;br /&gt;
  Full GUI with placeholder images&lt;br /&gt;
  Text field with scrolling text&lt;br /&gt;
  Image swapping for traversal with placeholder images&lt;br /&gt;
&lt;br /&gt;
- Looking at the Dungeon class (dungeons of mongo) for dungeon generation here&lt;br /&gt;
  https://fedorahosted.org/dungeonsofmongo/browser/mongo.py&lt;br /&gt;
&lt;br /&gt;
- Set up working travel system&lt;br /&gt;
&lt;br /&gt;
- Set up basic battle system&lt;br /&gt;
&lt;br /&gt;
- Built placeholder images&lt;br /&gt;
&lt;br /&gt;
== Bugs/ Fixes ==&lt;br /&gt;
&lt;br /&gt;
Not applicable yet.&lt;br /&gt;
&lt;br /&gt;
== Game Suggestions ==&lt;br /&gt;
 &lt;br /&gt;
- Have the players defeat monsters and solve puzzles by solving math questions&lt;br /&gt;
&lt;br /&gt;
- Have a small on-screen map to help players navigate through the dungeon&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39421</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39421"/>
		<updated>2009-10-22T16:17:16Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: /* Game and Wiki Terminology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Game Elements =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Today is {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
&lt;br /&gt;
[[User:KnightMearh| Jonathan Meschino]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
email: jmeschino@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:esk7610| Eric Kenvin]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: eric.kenvin@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:prestonj| Preston Johnson]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: ppj4700@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:DaveSilver| David Silverman]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: drs5669@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
== Game Concept (description) ==&lt;br /&gt;
&lt;br /&gt;
MPG (Math Playing Game - working title) is a single player educational adventure that teaches fourth grade curriculum mathematics. The player controls a protagonist that must progress through maze-like dungeons, solve puzzles/ problems, and defeat enemies in a two dimensional world. The protagonist is also a treasure hunter, after various riches found within the dungeon.&lt;br /&gt;
&lt;br /&gt;
Each level is comprised of a series of rooms generated by a text file input that will create various difficulty rooms for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum that are being covered. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview and take multiple steps to defeat.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
The objective of this project is to reiterate teachings of fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [[http://wiki.sugarlabs.org/go/MPG#Curriculum_Elements Curriculum Elements]] for incorporated curriculum topics and [[http://wiki.sugarlabs.org/go/MPG/LessonPlan Lesson Plan]] for a lesson plan to use in the classroom.&lt;br /&gt;
&lt;br /&gt;
== Game and Wiki Terminology ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dungeon&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GB Mode&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PC Mode&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dungeon&#039;&#039;&#039;: The game world that the player is exploring which covers the lesson the student is currently on. &lt;br /&gt;
* &#039;&#039;&#039;PC Mode&#039;&#039;&#039;: PC Mode is when you are using the laptop with the keyboard. &lt;br /&gt;
* &#039;&#039;&#039;GB Mode&#039;&#039;&#039;: GB Mode is when you are using the laptop with the buttons on the monitor piece and not using the keyboard. &lt;br /&gt;
* &#039;&#039;&#039;HP&#039;&#039;&#039;: This represents the player&#039;s health within the game world. When it reaches 0 the player loses and their character dies.&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039;: this is a bar that starts out full for each attack and slowly diminishes until the attack is completed. When the attack is completed the amount of damage it does is based on how much was left in the power bar. Each attack does some minimum amount of damage that is increased if the power bar is not at 0.&lt;br /&gt;
* &#039;&#039;&#039;Damage/Dmg.&#039;&#039;&#039;: this is how much HP a character or the character&#039;s opponent loses when an attack is successful.&lt;br /&gt;
* &#039;&#039;&#039;Hit&#039;&#039;&#039;: This is a successful attack.&lt;br /&gt;
* &#039;&#039;&#039;Critical Hit&#039;&#039;&#039;: An especially effective attack that gives the student the chance to do more damage to their opponent if they solve a simple multiplication problem.&lt;br /&gt;
* &#039;&#039;&#039;Miss&#039;&#039;&#039;: This occurs when an attack is not successful and means the attack does 0 damage.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039;: This is how the player does damage, and defeats an opponent.&lt;br /&gt;
* &#039;&#039;&#039;Basic Attack&#039;&#039;&#039;: A move that the student can make when in battle that has a chance of either hitting the opponent, missing the opponent  or producing a critical hit. It requires no math unless the student gets a critical hit.&lt;br /&gt;
* &#039;&#039;&#039;Fraction Attack&#039;&#039;&#039;: This is an attack which requires the player to solve a problem using fractions to perform a successful attack.&lt;br /&gt;
* &#039;&#039;&#039;Geometry Attack&#039;&#039;&#039;: This is an attack which requires the player to solve a problem using geometry and/or graphing ideas to perform a successful attack.&lt;br /&gt;
* &#039;&#039;&#039;Shop&#039;&#039;&#039;: This is where the player can purchase new equipment, and items to use in battle, in the game using the in-game currency.&lt;br /&gt;
* &#039;&#039;&#039;Boss&#039;&#039;&#039;: This is an especially powerful enemy which requires completion of specialized problems based around the entire lesson.&lt;br /&gt;
*As we get farther into development we will name different pieces of the GUI and such and define those.&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Characters ==&lt;br /&gt;
&lt;br /&gt;
=== Story ===&lt;br /&gt;
&lt;br /&gt;
The protagonist learned of treasure that was hidden deep within the dungeon and embarked on a quest for the riches. He explores the dungeons, in a constant search of anything he can find out that will lead him to his fortune.&lt;br /&gt;
&lt;br /&gt;
=== Protagonist ===&lt;br /&gt;
&lt;br /&gt;
The main character is an adventurer who is seeking treasure in the dungeon. The Player controls him as he explores the dungeon and attempts to find the hidden treasures.&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
Enemies stand in the way of our hero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So far we have two types of enemies:&lt;br /&gt;
&lt;br /&gt;
Division Enemies: Enemies that must be fought by solving problems relating to division.&lt;br /&gt;
&lt;br /&gt;
Geometry Enemies: Enemies that must be fought by solving problems relating to geometry and graphing.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
There is a number pad for answer input which is attached to the player&#039;s first person perspective on their wrist. There is also a stats screen which will display the player&#039;s statistics such as health, power, money, items, etc. and allow the player to save and quit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Conceptual First Person Perspective Model&#039;&#039;&#039;&#039;&#039;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&#039;&#039;&#039;&#039;&#039;Conceptual Battle Screen Model&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg&lt;br /&gt;
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg&lt;br /&gt;
&lt;br /&gt;
=== Menus ===&lt;br /&gt;
&lt;br /&gt;
Within the game there will be multiple menus. Here we will outline what each menu&#039;s purpose is and each of the buttons/controls that will be available through the menu.&lt;br /&gt;
===== Main Menu =====&lt;br /&gt;
The purpose of the Main Menu is to allow the player to begin a game and exit the game if they want to stop playing.&lt;br /&gt;
&lt;br /&gt;
*Tutorial/instruction - Material to be covered before playing the game&lt;br /&gt;
&lt;br /&gt;
*New Game - The player can start a new game from the first level.&lt;br /&gt;
&lt;br /&gt;
*Continue - This will bring the player to the Continue Menu.&lt;br /&gt;
&lt;br /&gt;
** Class Stats - This option has not been developed yet and is something we will do only if we have the time. It would allow the player to view how well each student is doing in the game.&lt;br /&gt;
&lt;br /&gt;
** Options - This option has not been developed yet and is something we will do only if we have the time. It would allow the to change different game options.&lt;br /&gt;
&lt;br /&gt;
*Close Game - This would simply close the game.&lt;br /&gt;
&lt;br /&gt;
===== Continue Menu =====&lt;br /&gt;
This menu would let the player choose whether they want to restart from where they left off, or just start from one of the lessons they have already completed.&lt;br /&gt;
&lt;br /&gt;
*Continue - This would let the player start back up from the most recent Continue Point.&lt;br /&gt;
&lt;br /&gt;
*Level Select Dialog - This would allow the player to start from the beginning of any lesson/level they have already completed rather than starting from where they left off last time.&lt;br /&gt;
&lt;br /&gt;
*Back -This would take the player back to the Main Menu.&lt;br /&gt;
&lt;br /&gt;
===== Stats/Inventory =====&lt;br /&gt;
This menu would allow the player to view their stats and health and stuff.&lt;br /&gt;
&lt;br /&gt;
*Item Equip Slots(x4) - These would be options that allow the player to switch what weapons, armor and equipment the have equipped.&lt;br /&gt;
&lt;br /&gt;
*Return to Game - Exits the stats screen and returns to the game.&lt;br /&gt;
&lt;br /&gt;
===== Pause =====&lt;br /&gt;
This is the menu the player would find when they pause the game.&lt;br /&gt;
&lt;br /&gt;
*Save - This would allow the player to save and continue playing.&lt;br /&gt;
&lt;br /&gt;
*Save and Quit - This would allow the player to save and then return to the Main Menu.&lt;br /&gt;
&lt;br /&gt;
*Quit without Save - This would allow the player to return to the Main Menu without saving their game.&lt;br /&gt;
&lt;br /&gt;
===== Shop Screen =====&lt;br /&gt;
This is the screen the player would encounter when they enter the shop.&lt;br /&gt;
&lt;br /&gt;
*Buy Menu - This leads the player to the Buy Items Menu.&lt;br /&gt;
&lt;br /&gt;
*Sell Menu - This leads the player to the Sell Items Menu.&lt;br /&gt;
&lt;br /&gt;
*Exit - this exits the shop.&lt;br /&gt;
&lt;br /&gt;
===== Buy Items Menu =====&lt;br /&gt;
This menu would just be a list of all the items that a player can buy and how much they cost and then the player would select one to purchase it.&lt;br /&gt;
&lt;br /&gt;
===== Sell Items Menu =====&lt;br /&gt;
This menu would just be a list of all the items that a player can sell and how much they are worth and then the player would select one to sell it.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Main Battle Menu =====&lt;br /&gt;
This menu is the main menu that is brought up when battle begins.&lt;br /&gt;
&lt;br /&gt;
*Basic Attack - This performs a basic attack. If the player gets a critical hit it brings them to the Critical Hit Screen.&lt;br /&gt;
&lt;br /&gt;
*Division Attack Screen (Special attack)- This brings up the screen to perform a Division based attack.&lt;br /&gt;
&lt;br /&gt;
*Geometry Attack Screen (Magic attack)- This brings up the screen to perform a Geometry based attack.&lt;br /&gt;
&lt;br /&gt;
*Use Item Screen - This brings up the screen to use an item.&lt;br /&gt;
&lt;br /&gt;
*Flee Battle - This option gives the player a chance to flee battle.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Critical Hit Screen =====&lt;br /&gt;
This screen is where the player is brought when they get a critical hit. They are given a basic math problem of some kind(Add, Subtract, Divide, or Multiply) and must solve it to get extra damage.&lt;br /&gt;
&lt;br /&gt;
*Numpad - This will be a basic 0-9 numpad that is used to type an answer into the dialog. It will also have an Enter, and Delete option.&lt;br /&gt;
&lt;br /&gt;
*Problem Display - This will be the display which shows the problem that must be solved and will have a dialog box to put the answer in.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Use Item Screen =====&lt;br /&gt;
This screen will basically just have the items available to you in battle listed on it so that the player can select which they want to use.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Fractions Attack Screen =====&lt;br /&gt;
This screen will allow the player to perform a Fractions based attack. The layer will have some target number that they have to get through using the fractions given to them. Each time the player chooses&lt;br /&gt;
one fraction it will be replaced on screen with a new one.&lt;br /&gt;
&lt;br /&gt;
*Fraction to use(x5) - This will be a list of 5 possible fractions to use and each one will be selectable. When one is chosen it will be replaced with something else.&lt;br /&gt;
&lt;br /&gt;
*Undo - This simply allows them to undo the last couple choices they made.&lt;br /&gt;
&lt;br /&gt;
*Addition Display - This will be a long dialog that will have the target number they are trying to reach on one side, and all of the fractions they have chosen so far on the other. Whenever the player&lt;br /&gt;
chooses another fraction to add to their total the fraction will be added to the list in this dialog.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Geometry Attack Scren =====&lt;br /&gt;
On this screen the player will have to solve some sort of Geometry based problem  y adding shapes to a graph in the right position to represent a Reflection, or Translation, etc...&lt;br /&gt;
&lt;br /&gt;
*Graph/Geometry Display - This is a dialog with graph in it that will display on top of, or next to, an enemy so that the player can manipulate shapes and such on it.&lt;br /&gt;
&lt;br /&gt;
*Shapes Numpad - This will be a 12 button Numpad but instead of Numbers it will have 3 basic shapes, 3 complex shapes, an Undo button, a finish button, and arrow keys to move he shapes around the graph.&lt;br /&gt;
The shape buttons will add the corresponding shape to the graph.&lt;br /&gt;
The Undo button will undo the addition of the most recent shape, it will not undo movements.&lt;br /&gt;
The Finish button will act as an Enter button and will perform the attack if the player answered the problem correctly.&lt;br /&gt;
The arrow keys will move the currently selected shape around the graph. There will be Up, Down, Left, and Right keys.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
==== Game Modes ====&lt;br /&gt;
&lt;br /&gt;
There will be two primary input modes in the game.&lt;br /&gt;
&lt;br /&gt;
===== GB Mode Controls =====&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;GB Mode&#039;&#039;&#039; is referred to as the following: The XO monitor rotated 180* and folded back down into the XO. You will then utilize the directional pad&lt;br /&gt;
 and four buttons (check,x,square,circle) for game play.&lt;br /&gt;
&lt;br /&gt;
The directional pad on the left is used for movement. The check mark button on the right side acts as a select button. Circle, Square, and X inputs will vary depending on the activity/ situation and will be defined during.&lt;br /&gt;
&lt;br /&gt;
===== PC Mode Controls =====&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;PC Mode&#039;&#039;&#039; is referred to as the following: The XO is in its original, normal usage state such as a laptop. You will then use the keyboard and touch pad for all types of input.&lt;br /&gt;
&lt;br /&gt;
The touch pad, arrow keys, and W,A,S,D keys are used for movement. The keyboard and touch pad inputs will vary depending on the activity/ situation and will be defined during.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
Players can move freely from room to room provided there are no locked doors along the way. These will require keys to be obtained first before traveling through them.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
&lt;br /&gt;
When the player moves into a room containing enemies a battle will start. The battle will be carried out by means of &amp;quot;clashes.&amp;quot;  Each clash represents a possible attack or action and will be shown as a math problem that the player will have to solve. The player will enter the answer in PC Mode by clicking on the text field at the bottom of the screen and entering the numerical answer using the number keys on the keyboard. In GB Mode, there will be a number pad on-screen and the player will be able to highlight a number or symbol with the directional pad and select by pressing the check button on the right side of the monitor.&lt;br /&gt;
&lt;br /&gt;
==== Shop ====&lt;br /&gt;
&lt;br /&gt;
The player can access the shop any time not in battle during the game by pressing the O (circle) button. Once in the shop, the player can select an item by using the directional pad or by clicking on it. They will then be able to select a quantity in the same fashion. However, it is up to the player to input how much they are willing to pay for items and up to the player whether or not to accept deals on the shopkeeper&#039;s end. This is done in order to stimulate real-world scenarios. The shopkeeper will occasionally intend to provide the player a bad deal.&lt;br /&gt;
&lt;br /&gt;
== Critical Path ==&lt;br /&gt;
=== Level Progression ===&lt;br /&gt;
&lt;br /&gt;
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of each level, the player will face the entrance of the dungeon.  In each room, if there are no enemies left, the player will have a decision as to where to go next based on where in the dungeon they are.&lt;br /&gt;
&lt;br /&gt;
As the player moves through the dungeon, they will face enemies which they will have to fight by solving math problems.  If the player answers enough questions correctly in a battle, they will win the battle.  However, if they continue to answer questions wrong, they will be damaged and eventually die.  When the player dies, they will be faced with the option to quit to the main screen, or to restart the level.  Once the player answers enough math problems correctly or defeats enough enemies, a teleporter will appear which will take them to the next level of the dungeon.&lt;br /&gt;
&lt;br /&gt;
When the player reaches the end of the dungeon, they will encounter a boss which will confront them with numerous timed math problems to ensure mastery of the dungeon&#039;s concepts.  There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.&lt;br /&gt;
&lt;br /&gt;
=== Game Completion ===&lt;br /&gt;
&lt;br /&gt;
A player&#039;s game is completed when they find all of the fortune hidden within the dungeon.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
=== Classroom Application ===&lt;br /&gt;
&lt;br /&gt;
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.&lt;br /&gt;
&lt;br /&gt;
Please visit our [[http://wiki.sugarlabs.org/go/MPG/LessonPlan Lesson Plan]] page to get a lesson plan to use in your classroom.&lt;br /&gt;
&lt;br /&gt;
=== Curriculum Elements ===&lt;br /&gt;
&lt;br /&gt;
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The complete listing of the curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].&lt;br /&gt;
&lt;br /&gt;
The following topics are covered in this game activity.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Implemented Curriculum Framework&lt;br /&gt;
! NUMBER SENSE AND OPERATIONS&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.3&lt;br /&gt;
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.4&lt;br /&gt;
| Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.5&lt;br /&gt;
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.6&lt;br /&gt;
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.9&lt;br /&gt;
| Select, use, and explain the commutative, associative, and identity properties of operations on whole numbers in problem situations, e.g., 37 x 46 = 46 x 37, (5 x 7) x 2 = 5 x (7 x 2).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.11&lt;br /&gt;
| Know multiplication facts through 12 x 12 and related division facts. Use these facts to solve related multiplication problems and compute related problems, e.g., 3 x 5 is related to 30 x 50, 300 x 5, and 30 x 500.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.12&lt;br /&gt;
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.14&lt;br /&gt;
| Demonstrate in the classroom an understanding of and the ability to use the conventional algorithms for addition and subtraction (up to five-digit numbers), and multiplication (up to three digits by two digits).&lt;br /&gt;
|-&lt;br /&gt;
! GEOMETRY&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.1&lt;br /&gt;
| Compare and analyze attributes and other features (e.g., number of sides, faces, corners, right angles, diagonals, and symmetry) of two- and three-dimensional geometric shapes.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.3&lt;br /&gt;
| Recognize similar figures.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.4&lt;br /&gt;
| Identify angles as acute, right, or obtuse.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.7&lt;br /&gt;
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.9&lt;br /&gt;
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.&lt;br /&gt;
|-&lt;br /&gt;
! MEASUREMENT&lt;br /&gt;
|-&lt;br /&gt;
! 4.M.2&lt;br /&gt;
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Art ==&lt;br /&gt;
=== Concept Art Information ===&lt;br /&gt;
&lt;br /&gt;
This is where we will place our concept art, until we have determined a specific art style.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Goblin Concept&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg&lt;br /&gt;
&lt;br /&gt;
=== Reference Material Information ===&lt;br /&gt;
&lt;br /&gt;
Currently no reference materials...&lt;br /&gt;
&lt;br /&gt;
= Developer&#039;s Section =&lt;br /&gt;
== Meet the Team ==&lt;br /&gt;
&lt;br /&gt;
[[User:KnightMearh| Jonathan Meschino]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
email: jmeschino@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:esk7610| Eric Kenvin]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: eric.kenvin@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:prestonj| Preston Johnson]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: ppj4700@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:DaveSilver| David Silverman]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: drs5669@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interested in joining our development team? Contact us for more information.&lt;br /&gt;
&lt;br /&gt;
== Meetings ==&lt;br /&gt;
&lt;br /&gt;
Developer meetings:&lt;br /&gt;
&lt;br /&gt;
Where: Game Design Labs - Building/Room No. 70-2500 @ RIT&lt;br /&gt;
&lt;br /&gt;
When: 5-8pm Thursdays&lt;br /&gt;
&lt;br /&gt;
6-8pm Saturdays (TBA - only if needed that week)&lt;br /&gt;
&lt;br /&gt;
Meeting times and locations are subject to change as needed. For more information, contact someone on [[http://wiki.sugarlabs.org/go/MPG#Meet_the_Team The Team]].&lt;br /&gt;
&lt;br /&gt;
== Milestones ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Today is {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* denotes topic&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; denotes subtopic of above-listed topic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precursor&#039;&#039;&#039; (September 6 - September 26)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;familiarize with OLPC XOs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;familiarize with open source community&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;familiarize with git versioning&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;familiarize with python&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Week 1&#039;&#039;&#039; (September 27 - October 3)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;mess with GB mode&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;set up and familiarize new git repository&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;class structure&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;review python&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;familiarize with pygame&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;cannibalize!&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Week 2&#039;&#039;&#039; (October 4 - October 10)&lt;br /&gt;
&lt;br /&gt;
* work on prototyping of tougher game elements&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;create class structure&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;begin coding world (map)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Week 3&#039;&#039;&#039; (October 11 - October 17)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;begin coding travel system&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; &amp;lt;s&amp;gt;ability to move from room to room&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;begin coding combat system&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; get the &#039;combat stage&#039; set up for functionality&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;work on placeholder graphics to be loaded into game&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Week 4 &amp;amp; Week 5&#039;&#039;&#039; (October 18 - October 31)&lt;br /&gt;
&lt;br /&gt;
* finish travel system&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; debug any issues or conflicts&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; text notifications of choices&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; polish it off to fully working&lt;br /&gt;
&lt;br /&gt;
* finish combat system&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; have exchange of turns&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; menu that works for choices&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; text notification for choices&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; basic battle is functional from start to finish&lt;br /&gt;
&lt;br /&gt;
* switch between travel and combat system from main world&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Week 6&#039;&#039;&#039; (November 1 - November 7)&lt;br /&gt;
&lt;br /&gt;
* begin working on GUI and Menu systems&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; set up in game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; make functional&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Week 7&#039;&#039;&#039; (November 8 - November 14)&lt;br /&gt;
&lt;br /&gt;
* work on actual graphics (sets) and load them into game (replace placeholders)&lt;br /&gt;
&lt;br /&gt;
* finish off all primary projects to ensure one play through of one level can happen start to finish&lt;br /&gt;
&lt;br /&gt;
* game design documentation!&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; extremely detailed account of current project and future goals/ directions.&lt;br /&gt;
&lt;br /&gt;
* work on data recognition&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; this is updating the topics around the players level of familiarity with a given topic. make sure older topics are still rotated in for reiteration.&lt;br /&gt;
&lt;br /&gt;
* additional features:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; student vs class progress, class vs class progress - data analysis&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; multiple levels&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; multiple graphic sets (region based)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;rarr; possible alternate game modes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 8+ (November 14 +)&lt;br /&gt;
&lt;br /&gt;
* TESTING!&lt;br /&gt;
&lt;br /&gt;
* KEEP TESTING AND ADDING CONTENT&lt;br /&gt;
&lt;br /&gt;
== Future Development ==&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
- Input read from handheld mode&lt;br /&gt;
&lt;br /&gt;
- Preliminary GUI coding:  &lt;br /&gt;
&lt;br /&gt;
  Full GUI with placeholder images&lt;br /&gt;
  Text field with scrolling text&lt;br /&gt;
  Image swapping for traversal with placeholder images&lt;br /&gt;
&lt;br /&gt;
- Looking at the Dungeon class (dungeons of mongo) for dungeon generation here&lt;br /&gt;
  https://fedorahosted.org/dungeonsofmongo/browser/mongo.py&lt;br /&gt;
&lt;br /&gt;
- Set up working travel system&lt;br /&gt;
&lt;br /&gt;
- Set up basic battle system&lt;br /&gt;
&lt;br /&gt;
- Built placeholder images&lt;br /&gt;
&lt;br /&gt;
== Bugs/ Fixes ==&lt;br /&gt;
&lt;br /&gt;
Not applicable yet.&lt;br /&gt;
&lt;br /&gt;
== Game Suggestions ==&lt;br /&gt;
 &lt;br /&gt;
- Have the players defeat monsters and solve puzzles by solving math questions&lt;br /&gt;
&lt;br /&gt;
- Have a small on-screen map to help players navigate through the dungeon&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39243</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39243"/>
		<updated>2009-10-17T22:02:42Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: /* Story &amp;amp; Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Game Elements =&lt;br /&gt;
&lt;br /&gt;
Placeholder Splash Screen&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png&lt;br /&gt;
&lt;br /&gt;
== Game Concept (description) ==&lt;br /&gt;
&lt;br /&gt;
MPG (Math Playing Game - working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.&lt;br /&gt;
&lt;br /&gt;
Each level is comprised of randomly generated dungeons that will create various difficulty mazes for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and provide reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
The objective of this project is to teach fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [[http://wiki.sugarlabs.org/go/TEXTadventure#Curriculum_Elements Curriculum Elements]] for incorporated curriculum topics.&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Characters ==&lt;br /&gt;
&lt;br /&gt;
The story is that the protagonist learned of treasure that was hidden within the dungeon and went on a quest to find it. He explores the dungeon, solving puzzles and defeating monsters to make his way to the Treasure Room.&lt;br /&gt;
&lt;br /&gt;
=== Protagonist ===&lt;br /&gt;
The main character is an adventurer who is looking for treasure in the dungeon. The Player controls him as he explores the dungeon and triesy the find the hidden treasures.&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
So far we have two types of enemies:&lt;br /&gt;
&lt;br /&gt;
Division Enemies:&lt;br /&gt;
Division enemies are enemies that must be fought by solving problems relating to division.&lt;br /&gt;
&lt;br /&gt;
Geometry Enemies:&lt;br /&gt;
Geometry enemies are enemies that must be fought by solving problems relating to geometry and graphing.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
The GUI we have decided to use has a number pad as a part of battle graphics (attached to the player&#039;s first person perspective somehow).&lt;br /&gt;
&lt;br /&gt;
http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg&lt;br /&gt;
&lt;br /&gt;
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg&lt;br /&gt;
&lt;br /&gt;
In addition to these, there is a stats screen, an equipment screen, and a shop screen.&lt;br /&gt;
&lt;br /&gt;
=== Menus ===&lt;br /&gt;
&lt;br /&gt;
Within the game there will be multiple menus. Here we will outline what each menu&#039;s purpose is and each of the buttons/controls that will be available through the menu.&lt;br /&gt;
===== Main Menu =====&lt;br /&gt;
The purpose of the Main Menu is to allow the player to begin a game and exit the game if they want to stop playing.&lt;br /&gt;
&lt;br /&gt;
*Tutorial/instruction - Material to be covered before playing the game&lt;br /&gt;
&lt;br /&gt;
*New Game - The player can start a new game from the first level.&lt;br /&gt;
&lt;br /&gt;
*Continue - This will bring the player to the Continue Menu.&lt;br /&gt;
&lt;br /&gt;
** Class Stats - This option has not been developed yet and is something we will do only if we have the time. It would allow the player to view how well each student is doing in the game.&lt;br /&gt;
&lt;br /&gt;
** Options - This option has not been developed yet and is something we will do only if we have the time. It would allow the to change different game options.&lt;br /&gt;
&lt;br /&gt;
*Close Game - This would simply close the game.&lt;br /&gt;
&lt;br /&gt;
===== Continue Menu =====&lt;br /&gt;
This menu would let the player choose whether they want to restart from where they left off, or just start from one of the lessons they have already completed.&lt;br /&gt;
&lt;br /&gt;
*Continue - This would let the player start back up from the most recent Continue Point.&lt;br /&gt;
&lt;br /&gt;
*Level Select Dialog - This would allow the player to start from the beginning of any lesson/level they have already completed rather than starting from where they left off last time.&lt;br /&gt;
&lt;br /&gt;
*Back -This would take the player back to the Main Menu.&lt;br /&gt;
&lt;br /&gt;
===== Stats/Inventory =====&lt;br /&gt;
This menu would allow the player to view their stats and health and stuff.&lt;br /&gt;
&lt;br /&gt;
*Item Equip Slots(x4) - These would be options that allow the player to switch what weapons, armor and equipment the have equipped.&lt;br /&gt;
&lt;br /&gt;
*Return to Game - Exits the stats screen and returns to the game.&lt;br /&gt;
&lt;br /&gt;
===== Pause =====&lt;br /&gt;
This is the menu the player would find when they pause the game.&lt;br /&gt;
&lt;br /&gt;
*Save - This would allow the player to save and continue playing.&lt;br /&gt;
&lt;br /&gt;
*Save and Quit - This would allow the player to save and then return to the Main Menu.&lt;br /&gt;
&lt;br /&gt;
*Quit without Save - This would allow the player to return to the Main Menu without saving their game.&lt;br /&gt;
&lt;br /&gt;
===== Shop Screen =====&lt;br /&gt;
This is the screen the player would encounter when they enter the shop.&lt;br /&gt;
&lt;br /&gt;
*Buy Menu - This leads the player to the Buy Items Menu.&lt;br /&gt;
&lt;br /&gt;
*Sell Menu - This leads the player to the Sell Items Menu.&lt;br /&gt;
&lt;br /&gt;
*Exit - this exits the shop.&lt;br /&gt;
&lt;br /&gt;
===== Buy Items Menu =====&lt;br /&gt;
This menu would just be a list of all the items that a player can buy and how much they cost and then the player would select one to purchase it.&lt;br /&gt;
&lt;br /&gt;
===== Sell Items Menu =====&lt;br /&gt;
This menu would just be a list of all the items that a player can sell and how much they are worth and then the player would select one to sell it.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Main Battle Menu =====&lt;br /&gt;
This menu is the main menu that is brought up when battle begins.&lt;br /&gt;
&lt;br /&gt;
*Basic Attack - This performs a basic attack. If the player gets a critical hit it brings them to the Critical Hit Screen.&lt;br /&gt;
&lt;br /&gt;
*Division Attack Screen (Special attack)- This brings up the screen to perform a Division based attack.&lt;br /&gt;
&lt;br /&gt;
*Geometry Attack Screen (Magic attack)- This brings up the screen to perform a Geometry based attack.&lt;br /&gt;
&lt;br /&gt;
*Use Item Screen - This brings up the screen to use an item.&lt;br /&gt;
&lt;br /&gt;
*Flee Battle - This option gives the player a chance to flee battle.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Critical Hit Screen =====&lt;br /&gt;
This screen is where the player is brought when they get a critical hit. They are given a basic math problem of some kind(Add, Subtract, Divide, or Multiply) and must solve it to get extra damage.&lt;br /&gt;
&lt;br /&gt;
*Numpad - This will be a basic 0-9 numpad that is used to type an answer into the dialog. It will also have an Enter, and Delete option.&lt;br /&gt;
&lt;br /&gt;
*Problem Display - This will be the display which shows the problem that must be solved and will have a dialog box to put the answer in.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Use Item Screen =====&lt;br /&gt;
This screen will basically just have the items available to you in battle listed on it so that the player can select which they want to use.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Fractions Attack Screen =====&lt;br /&gt;
This screen will allow the player to perform a Fractions based attack. The layer will have some target number that they have to get through using the fractions given to them. Each time the player chooses&lt;br /&gt;
one fraction it will be replaced on screen with a new one.&lt;br /&gt;
&lt;br /&gt;
*Fraction to use(x5) - This will be a list of 5 possible fractions to use and each one will be selectable. When one is chosen it will be replaced with something else.&lt;br /&gt;
&lt;br /&gt;
*Undo - This simply allows them to undo the last couple choices they made.&lt;br /&gt;
&lt;br /&gt;
*Addition Display - This will be a long dialog that will have the target number they are trying to reach on one side, and all of the fractions they have chosen so far on the other. Whenever the player&lt;br /&gt;
chooses another fraction to add to their total the fraction will be added to the list in this dialog.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Geometry Attack Scren =====&lt;br /&gt;
On this screen the player will have to solve some sort of Geometry based problem  y adding shapes to a graph in the right position to represent a Reflection, or Translation, etc...&lt;br /&gt;
&lt;br /&gt;
*Graph/Geometry Display - This is a dialog with graph in it that will display on top of, or next to, an enemy so that the player can manipulate shapes and such on it.&lt;br /&gt;
&lt;br /&gt;
*Shapes Numpad - This will be a 12 button Numpad but instead of Numbers it will have 3 basic shapes, 3 complex shapes, an Undo button, a finish button, and arrow keys to move he shapes around the graph.&lt;br /&gt;
The shape buttons will add the corresponding shape to the graph.&lt;br /&gt;
The Undo button will undo the addition of the most recent shape, it will not undo movements.&lt;br /&gt;
The Finish button will act as an Enter button and will perform the attack if the player answered the problem correctly.&lt;br /&gt;
The arrow keys will move the currently selected shape around the graph. There will be Up, Down, Left, and Right keys.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
==== Game Boy Mode Controls ====&lt;br /&gt;
&lt;br /&gt;
This is using the buttons on the monitor. The directional pad on the left moves the person&#039;s character. The check mark button on the right side is a select. Circle,Square,and X will vary depending on the activity and will be defined in each activity.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
In normal mode, players can click on doors to progress to check that door and see if it is unlocked.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;gameboy mode&amp;quot; the player can use the arrow pad on the left of the screen to check the door in that direction.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
&lt;br /&gt;
When the player moves into a room containing enemies, a battle will start.  Battle will be carried out by means of &amp;quot;clashes.&amp;quot;  Each clash represents a possible attack or action, and will be shown as a math problem that the player will have to solve.  The player will enter the answer in normal mode by clicking on the text field at the bottom of the screen, and entering the numerical answer using the number keys on the keyboard.  In &amp;quot;gameboy mode&amp;quot; there will be a numberpad on-screen, and the player will be able to highlight a number or symbol with the directional pad, and select by pressing one of the keys on the right side.&lt;br /&gt;
&lt;br /&gt;
==== Shop ====&lt;br /&gt;
&lt;br /&gt;
The player can access the shop any time not in battle during the game by pressing one of the right side buttons.  Once in the shop, the player can select an item by using the directional pad, or by clicking on it.  Once the  item is selected, its price will be displayed as a relational math problem which the player must solve.  The answer is entered the same way as in combat.&lt;br /&gt;
&lt;br /&gt;
== Critical Path ==&lt;br /&gt;
=== Level Progression ===&lt;br /&gt;
&lt;br /&gt;
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of each level, the player will face the entrance of the dungeon.  In each room, if there are no enemies left, the player will have a decision as to where to go next based on where in the dungeon they are.&lt;br /&gt;
&lt;br /&gt;
As the player moves through the dungeon, they will face enemies which they will have to fight by solving math problems.  If the player answers enough questions correctly in a battle, they will win the battle.  However, if they continue to answer questions wrong, they will be damaged and eventually die.  When the player dies, they will be faced with the option to quit to the main screen, or to restart the level.  Once the player answers enough math problems correctly or defeats enough enemies, a teleporter will appear which will take them to the next level of the dungeon.&lt;br /&gt;
&lt;br /&gt;
When the player reaches the end of the dungeon, they will encounter a boss which will confront them with numerous timed math problems to ensure mastery of the dungeon&#039;s concepts.  There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.&lt;br /&gt;
&lt;br /&gt;
=== Game Completion ===&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
=== Classroom Application ===&lt;br /&gt;
&lt;br /&gt;
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.&lt;br /&gt;
&lt;br /&gt;
Please visit our [[http://wiki.sugarlabs.org/go/MPG/LessonPlan Lesson Plan]] page to get a lesson plan to use in your classroom.&lt;br /&gt;
&lt;br /&gt;
=== Curriculum Elements ===&lt;br /&gt;
&lt;br /&gt;
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The complete listing of the curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].&lt;br /&gt;
&lt;br /&gt;
The following topics are covered in this game activity.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Implemented Curriculum Framework&lt;br /&gt;
! NUMBER SENSE AND OPERATIONS&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.3&lt;br /&gt;
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.4&lt;br /&gt;
| Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.5&lt;br /&gt;
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.6&lt;br /&gt;
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.9&lt;br /&gt;
| Select, use, and explain the commutative, associative, and identity properties of operations on whole numbers in problem situations, e.g., 37 x 46 = 46 x 37, (5 x 7) x 2 = 5 x (7 x 2).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.11&lt;br /&gt;
| Know multiplication facts through 12 x 12 and related division facts. Use these facts to solve related multiplication problems and compute related problems, e.g., 3 x 5 is related to 30 x 50, 300 x 5, and 30 x 500.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.12&lt;br /&gt;
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.14&lt;br /&gt;
| Demonstrate in the classroom an understanding of and the ability to use the conventional algorithms for addition and subtraction (up to five-digit numbers), and multiplication (up to three digits by two digits).&lt;br /&gt;
|-&lt;br /&gt;
! GEOMETRY&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.1&lt;br /&gt;
| Compare and analyze attributes and other features (e.g., number of sides, faces, corners, right angles, diagonals, and symmetry) of two- and three-dimensional geometric shapes.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.3&lt;br /&gt;
| Recognize similar figures.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.4&lt;br /&gt;
| Identify angles as acute, right, or obtuse.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.7&lt;br /&gt;
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.9&lt;br /&gt;
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.&lt;br /&gt;
|-&lt;br /&gt;
! MEASUREMENT&lt;br /&gt;
|-&lt;br /&gt;
! 4.M.2&lt;br /&gt;
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Art ==&lt;br /&gt;
=== Concept Art Information ===&lt;br /&gt;
&lt;br /&gt;
This is where we will place images of different concept art. Until we have determined a style we will be using, we will be placing images of various different styles up to try and determine which is best.&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg&lt;br /&gt;
&lt;br /&gt;
=== Reference Material Information ===&lt;br /&gt;
&lt;br /&gt;
Updating...&lt;br /&gt;
&lt;br /&gt;
= Developer&#039;s Section =&lt;br /&gt;
== Meet the Team ==&lt;br /&gt;
&lt;br /&gt;
[[User:KnightMearh| Jonathan Meschino]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
email: jmeschino@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:esk7610| Eric Kenvin]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: eric.kenvin@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:prestonj| Preston Johnson]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: ppj4700@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:DaveSilver| David Silverman]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: drs5669@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interested in joining our development team? Contact us for more information.&lt;br /&gt;
&lt;br /&gt;
== Meetings ==&lt;br /&gt;
&lt;br /&gt;
Developer meetings:&lt;br /&gt;
&lt;br /&gt;
Where: Game Design Labs - Building 70-2500 @ RIT&lt;br /&gt;
&lt;br /&gt;
When: 5-8pm Thursdays&lt;br /&gt;
&lt;br /&gt;
6-8pm Saturdays (TBA-only if needed that week)&lt;br /&gt;
&lt;br /&gt;
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see section [[http://wiki.sugarlabs.org/go/MPG#Meet_the_Team Meet the Team]]).&lt;br /&gt;
&lt;br /&gt;
== Milestones ==&lt;br /&gt;
&lt;br /&gt;
We are currently engaged in Week 3.&lt;br /&gt;
&lt;br /&gt;
* denotes major item&lt;br /&gt;
&lt;br /&gt;
** denotes subtopic of above-listed item&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 1&lt;br /&gt;
&lt;br /&gt;
* Mess with gameboy mode&lt;br /&gt;
&lt;br /&gt;
* Set up and familiarize new git repo&lt;br /&gt;
&lt;br /&gt;
* Class structure&lt;br /&gt;
&lt;br /&gt;
* Review python&lt;br /&gt;
&lt;br /&gt;
* familiarize with pygame&lt;br /&gt;
&lt;br /&gt;
* cannibalize!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 2&lt;br /&gt;
&lt;br /&gt;
* work on prototyping of tougher game elements&lt;br /&gt;
&lt;br /&gt;
* create class structure&lt;br /&gt;
&lt;br /&gt;
* begin coding world (map)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 3&lt;br /&gt;
&lt;br /&gt;
* finish basic world&lt;br /&gt;
&lt;br /&gt;
* begin coding travel system&lt;br /&gt;
&lt;br /&gt;
** ability to move from room to room&lt;br /&gt;
&lt;br /&gt;
* begin coding combat system&lt;br /&gt;
&lt;br /&gt;
** get the &#039;stage&#039; set up for functionality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 4&lt;br /&gt;
&lt;br /&gt;
* finish travel system&lt;br /&gt;
&lt;br /&gt;
** debugged any issues or conflicts, text notifications of choices&lt;br /&gt;
&lt;br /&gt;
* switch between travel and combat system&lt;br /&gt;
&lt;br /&gt;
* work on combat system&lt;br /&gt;
&lt;br /&gt;
** have exchange of turns, menu that works for choices, text notification for choices&lt;br /&gt;
&lt;br /&gt;
* work on placeholder graphics to be loaded into game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 5&lt;br /&gt;
&lt;br /&gt;
* continue combat system&lt;br /&gt;
&lt;br /&gt;
** HP &amp;amp; PP update, basic battle is functional from start to finish&lt;br /&gt;
&lt;br /&gt;
* begin working on GUI and Menus&lt;br /&gt;
&lt;br /&gt;
** set up Store and menu systems, equipping gear (weapon, armor, items)&lt;br /&gt;
&lt;br /&gt;
* work on data recognition. this is updating the topics around the players level of familiarity with a given topic. make sure older topics are still rotated in for reiteration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 6&lt;br /&gt;
&lt;br /&gt;
* finish off all primary projects to ensure one play through of one level can happen start to finish&lt;br /&gt;
&lt;br /&gt;
* work on actual graphics and load them into game (replace placeholders)&lt;br /&gt;
&lt;br /&gt;
* game design documentation! extremely detailed account of current project and future goals/ directions.&lt;br /&gt;
&lt;br /&gt;
* additional features:&lt;br /&gt;
&lt;br /&gt;
** student vs class progress, class vs class progress - data analysis&lt;br /&gt;
&lt;br /&gt;
** multiple levels&lt;br /&gt;
&lt;br /&gt;
** multiple graphic sets (region based)&lt;br /&gt;
&lt;br /&gt;
** possible alternate game modes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 7&lt;br /&gt;
&lt;br /&gt;
* TESTING!&lt;br /&gt;
&lt;br /&gt;
* KEEP TESTING AND ADDING CONTENT&lt;br /&gt;
&lt;br /&gt;
== Future Development ==&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
-input read from handheld mode&lt;br /&gt;
&lt;br /&gt;
-Preliminary GUI coding:  &lt;br /&gt;
&lt;br /&gt;
  full GUI with placeholder images&lt;br /&gt;
  Text field with scrolling text&lt;br /&gt;
  Image swapping for traversal with placeholder images&lt;br /&gt;
&lt;br /&gt;
Looking at the Dungeon class (dungeons of mongo) for dungeon generation here&lt;br /&gt;
  https://fedorahosted.org/dungeonsofmongo/browser/mongo.py&lt;br /&gt;
&lt;br /&gt;
== Bugs/ Fixes ==&lt;br /&gt;
&lt;br /&gt;
Not applicable yet.&lt;br /&gt;
&lt;br /&gt;
== Game Suggestions ==&lt;br /&gt;
 &lt;br /&gt;
- Have the players defeat monsters and solve puzzles by solving math questions&lt;br /&gt;
&lt;br /&gt;
- Have a small on-screen map to help players navigate through the dungeon&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39240</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39240"/>
		<updated>2009-10-17T21:54:28Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: /* Protagonist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Game Elements =&lt;br /&gt;
&lt;br /&gt;
Placeholder Splash Screen&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png&lt;br /&gt;
&lt;br /&gt;
== Game Concept (description) ==&lt;br /&gt;
&lt;br /&gt;
MPG (Math Playing Game - working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.&lt;br /&gt;
&lt;br /&gt;
Each level is comprised of randomly generated dungeons that will create various difficulty mazes for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and provide reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
The objective of this project is to teach fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [[http://wiki.sugarlabs.org/go/TEXTadventure#Curriculum_Elements Curriculum Elements]] for incorporated curriculum topics.&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Characters ==&lt;br /&gt;
&lt;br /&gt;
There is currently no developed storyline for this project.&lt;br /&gt;
&lt;br /&gt;
=== Protagonist ===&lt;br /&gt;
The main character is an adventurer who is looking for treasure in the dungeon. The Player controls him as he explores the dungeon and triesy the find the hidden treasures.&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
Enemies here&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
The GUI we have decided to use has a number pad as a part of battle graphics (attached to the player&#039;s first person perspective somehow).&lt;br /&gt;
&lt;br /&gt;
 http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg&lt;br /&gt;
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg&lt;br /&gt;
&lt;br /&gt;
In addition to these, there is a stats screen, an equipment screen, and a shop screen.&lt;br /&gt;
&lt;br /&gt;
=== Menus ===&lt;br /&gt;
&lt;br /&gt;
Within the game there will be multiple menus. Here we will outline what each menu&#039;s purpose is and each of the buttons/controls that will be available through the menu.&lt;br /&gt;
===== Main Menu =====&lt;br /&gt;
The purpose of the Main Menu is to allow the player to begin a game and exit the game if they want to stop playing.&lt;br /&gt;
&lt;br /&gt;
*Tutorial/instruction - Material to be covered before playing the game&lt;br /&gt;
&lt;br /&gt;
*New Game - The player can start a new game from the first level.&lt;br /&gt;
&lt;br /&gt;
*Continue - This will bring the player to the Continue Menu.&lt;br /&gt;
&lt;br /&gt;
** Class Stats - This option has not been developed yet and is something we will do only if we have the time. It would allow the player to view how well each student is doing in the game.&lt;br /&gt;
&lt;br /&gt;
** Options - This option has not been developed yet and is something we will do only if we have the time. It would allow the to change different game options.&lt;br /&gt;
&lt;br /&gt;
*Close Game - This would simply close the game.&lt;br /&gt;
&lt;br /&gt;
===== Continue Menu =====&lt;br /&gt;
This menu would let the player choose whether they want to restart from where they left off, or just start from one of the lessons they have already completed.&lt;br /&gt;
&lt;br /&gt;
*Continue - This would let the player start back up from the most recent Continue Point.&lt;br /&gt;
&lt;br /&gt;
*Level Select Dialog - This would allow the player to start from the beginning of any lesson/level they have already completed rather than starting from where they left off last time.&lt;br /&gt;
&lt;br /&gt;
*Back -This would take the player back to the Main Menu.&lt;br /&gt;
&lt;br /&gt;
===== Stats/Inventory =====&lt;br /&gt;
This menu would allow the player to view their stats and health and stuff.&lt;br /&gt;
&lt;br /&gt;
*Item Equip Slots(x4) - These would be options that allow the player to switch what weapons, armor and equipment the have equipped.&lt;br /&gt;
&lt;br /&gt;
*Return to Game - Exits the stats screen and returns to the game.&lt;br /&gt;
&lt;br /&gt;
===== Pause =====&lt;br /&gt;
This is the menu the player would find when they pause the game.&lt;br /&gt;
&lt;br /&gt;
*Save - This would allow the player to save and continue playing.&lt;br /&gt;
&lt;br /&gt;
*Save and Quit - This would allow the player to save and then return to the Main Menu.&lt;br /&gt;
&lt;br /&gt;
*Quit without Save - This would allow the player to return to the Main Menu without saving their game.&lt;br /&gt;
&lt;br /&gt;
===== Shop Screen =====&lt;br /&gt;
This is the screen the player would encounter when they enter the shop.&lt;br /&gt;
&lt;br /&gt;
*Buy Menu - This leads the player to the Buy Items Menu.&lt;br /&gt;
&lt;br /&gt;
*Sell Menu - This leads the player to the Sell Items Menu.&lt;br /&gt;
&lt;br /&gt;
*Exit - this exits the shop.&lt;br /&gt;
&lt;br /&gt;
===== Buy Items Menu =====&lt;br /&gt;
This menu would just be a list of all the items that a player can buy and how much they cost and then the player would select one to purchase it.&lt;br /&gt;
&lt;br /&gt;
===== Sell Items Menu =====&lt;br /&gt;
This menu would just be a list of all the items that a player can sell and how much they are worth and then the player would select one to sell it.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Main Battle Menu =====&lt;br /&gt;
This menu is the main menu that is brought up when battle begins.&lt;br /&gt;
&lt;br /&gt;
*Basic Attack - This performs a basic attack. If the player gets a critical hit it brings them to the Critical Hit Screen.&lt;br /&gt;
&lt;br /&gt;
*Division Attack Screen (Special attack)- This brings up the screen to perform a Division based attack.&lt;br /&gt;
&lt;br /&gt;
*Geometry Attack Screen (Magic attack)- This brings up the screen to perform a Geometry based attack.&lt;br /&gt;
&lt;br /&gt;
*Use Item Screen - This brings up the screen to use an item.&lt;br /&gt;
&lt;br /&gt;
*Flee Battle - This option gives the player a chance to flee battle.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Critical Hit Screen =====&lt;br /&gt;
This screen is where the player is brought when they get a critical hit. They are given a basic math problem of some kind(Add, Subtract, Divide, or Multiply) and must solve it to get extra damage.&lt;br /&gt;
&lt;br /&gt;
*Numpad - This will be a basic 0-9 numpad that is used to type an answer into the dialog. It will also have an Enter, and Delete option.&lt;br /&gt;
&lt;br /&gt;
*Problem Display - This will be the display which shows the problem that must be solved and will have a dialog box to put the answer in.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Use Item Screen =====&lt;br /&gt;
This screen will basically just have the items available to you in battle listed on it so that the player can select which they want to use.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Fractions Attack Screen =====&lt;br /&gt;
This screen will allow the player to perform a Fractions based attack. The layer will have some target number that they have to get through using the fractions given to them. Each time the player chooses&lt;br /&gt;
one fraction it will be replaced on screen with a new one.&lt;br /&gt;
&lt;br /&gt;
*Fraction to use(x5) - This will be a list of 5 possible fractions to use and each one will be selectable. When one is chosen it will be replaced with something else.&lt;br /&gt;
&lt;br /&gt;
*Undo - This simply allows them to undo the last couple choices they made.&lt;br /&gt;
&lt;br /&gt;
*Addition Display - This will be a long dialog that will have the target number they are trying to reach on one side, and all of the fractions they have chosen so far on the other. Whenever the player&lt;br /&gt;
chooses another fraction to add to their total the fraction will be added to the list in this dialog.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Geometry Attack Scren =====&lt;br /&gt;
On this screen the player will have to solve some sort of Geometry based problem  y adding shapes to a graph in the right position to represent a Reflection, or Translation, etc...&lt;br /&gt;
&lt;br /&gt;
*Graph/Geometry Display - This is a dialog with graph in it that will display on top of, or next to, an enemy so that the player can manipulate shapes and such on it.&lt;br /&gt;
&lt;br /&gt;
*Shapes Numpad - This will be a 12 button Numpad but instead of Numbers it will have 3 basic shapes, 3 complex shapes, an Undo button, a finish button, and arrow keys to move he shapes around the graph.&lt;br /&gt;
The shape buttons will add the corresponding shape to the graph.&lt;br /&gt;
The Undo button will undo the addition of the most recent shape, it will not undo movements.&lt;br /&gt;
The Finish button will act as an Enter button and will perform the attack if the player answered the problem correctly.&lt;br /&gt;
The arrow keys will move the currently selected shape around the graph. There will be Up, Down, Left, and Right keys.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
==== Game Boy Mode Controls ====&lt;br /&gt;
&lt;br /&gt;
This is using the buttons on the monitor. The directional pad on the left moves the person&#039;s character. The check mark button on the right side is a select. Circle,Square,and X will vary depending on the activity and will be defined in each activity.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
In normal mode, players can click on doors to progress to check that door and see if it is unlocked.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;gameboy mode&amp;quot; the player can use the arrow pad on the left of the screen to check the door in that direction.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
&lt;br /&gt;
When the player moves into a room containing enemies, a battle will start.  Battle will be carried out by means of &amp;quot;clashes.&amp;quot;  Each clash represents a possible attack or action, and will be shown as a math problem that the player will have to solve.  The player will enter the answer in normal mode by clicking on the text field at the bottom of the screen, and entering the numerical answer using the number keys on the keyboard.  In &amp;quot;gameboy mode&amp;quot; there will be a numberpad on-screen, and the player will be able to highlight a number or symbol with the directional pad, and select by pressing one of the keys on the right side.&lt;br /&gt;
&lt;br /&gt;
==== Shop ====&lt;br /&gt;
&lt;br /&gt;
The player can access the shop any time not in battle during the game by pressing one of the right side buttons.  Once in the shop, the player can select an item by using the directional pad, or by clicking on it.  Once the  item is selected, its price will be displayed as a relational math problem which the player must solve.  The answer is entered the same way as in combat.&lt;br /&gt;
&lt;br /&gt;
== Critical Path ==&lt;br /&gt;
=== Level Progression ===&lt;br /&gt;
&lt;br /&gt;
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of each level, the player will face the entrance of the dungeon.  In each room, if there are no enemies left, the player will have a decision as to where to go next based on where in the dungeon they are.&lt;br /&gt;
&lt;br /&gt;
As the player moves through the dungeon, they will face enemies which they will have to fight by solving math problems.  If the player answers enough questions correctly in a battle, they will win the battle.  However, if they continue to answer questions wrong, they will be damaged and eventually die.  When the player dies, they will be faced with the option to quit to the main screen, or to restart the level.  Once the player answers enough math problems correctly or defeats enough enemies, a teleporter will appear which will take them to the next level of the dungeon.&lt;br /&gt;
&lt;br /&gt;
When the player reaches the end of the dungeon, they will encounter a boss which will confront them with numerous timed math problems to ensure mastery of the dungeon&#039;s concepts.  There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.&lt;br /&gt;
&lt;br /&gt;
=== Game Completion ===&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
=== Classroom Application ===&lt;br /&gt;
&lt;br /&gt;
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.&lt;br /&gt;
&lt;br /&gt;
Please visit our [[http://wiki.sugarlabs.org/go/MPG/LessonPlan Lesson Plan]] page to get a lesson plan to use in your classroom.&lt;br /&gt;
&lt;br /&gt;
=== Curriculum Elements ===&lt;br /&gt;
&lt;br /&gt;
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The complete listing of the curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].&lt;br /&gt;
&lt;br /&gt;
The following topics are covered in this game activity.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Implemented Curriculum Framework&lt;br /&gt;
! NUMBER SENSE AND OPERATIONS&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.3&lt;br /&gt;
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.4&lt;br /&gt;
| Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.5&lt;br /&gt;
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.6&lt;br /&gt;
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.9&lt;br /&gt;
| Select, use, and explain the commutative, associative, and identity properties of operations on whole numbers in problem situations, e.g., 37 x 46 = 46 x 37, (5 x 7) x 2 = 5 x (7 x 2).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.11&lt;br /&gt;
| Know multiplication facts through 12 x 12 and related division facts. Use these facts to solve related multiplication problems and compute related problems, e.g., 3 x 5 is related to 30 x 50, 300 x 5, and 30 x 500.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.12&lt;br /&gt;
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.14&lt;br /&gt;
| Demonstrate in the classroom an understanding of and the ability to use the conventional algorithms for addition and subtraction (up to five-digit numbers), and multiplication (up to three digits by two digits).&lt;br /&gt;
|-&lt;br /&gt;
! GEOMETRY&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.1&lt;br /&gt;
| Compare and analyze attributes and other features (e.g., number of sides, faces, corners, right angles, diagonals, and symmetry) of two- and three-dimensional geometric shapes.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.3&lt;br /&gt;
| Recognize similar figures.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.4&lt;br /&gt;
| Identify angles as acute, right, or obtuse.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.7&lt;br /&gt;
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.9&lt;br /&gt;
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.&lt;br /&gt;
|-&lt;br /&gt;
! MEASUREMENT&lt;br /&gt;
|-&lt;br /&gt;
! 4.M.2&lt;br /&gt;
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Art ==&lt;br /&gt;
=== Concept Art Information ===&lt;br /&gt;
&lt;br /&gt;
This is where we will place images of different concept art. Until we have determined a style we will be using, we will be placing images of various different styles up to try and determine which is best.&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg&lt;br /&gt;
&lt;br /&gt;
=== Reference Material Information ===&lt;br /&gt;
&lt;br /&gt;
Updating...&lt;br /&gt;
&lt;br /&gt;
= Developer&#039;s Section =&lt;br /&gt;
== Meet the Team ==&lt;br /&gt;
&lt;br /&gt;
[[User:KnightMearh| Jonathan Meschino]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
email: jmeschino@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:esk7610| Eric Kenvin]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: eric.kenvin@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:prestonj| Preston Johnson]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: ppj4700@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:DaveSilver| David Silverman]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: drs5669@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interested in joining our development team? Contact us for more information.&lt;br /&gt;
&lt;br /&gt;
== Meetings ==&lt;br /&gt;
&lt;br /&gt;
Developer meetings:&lt;br /&gt;
&lt;br /&gt;
Where: Game Design Labs - Building 70-2500 @ RIT&lt;br /&gt;
&lt;br /&gt;
When: 5-8pm Thursdays&lt;br /&gt;
&lt;br /&gt;
6-8pm Saturdays (TBA-only if needed that week)&lt;br /&gt;
&lt;br /&gt;
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see section [[http://wiki.sugarlabs.org/go/MPG#Meet_the_Team Meet the Team]]).&lt;br /&gt;
&lt;br /&gt;
== Milestones ==&lt;br /&gt;
&lt;br /&gt;
We are currently engaged in Week 3.&lt;br /&gt;
&lt;br /&gt;
* denotes major item&lt;br /&gt;
&lt;br /&gt;
** denotes subtopic of above-listed item&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 1&lt;br /&gt;
&lt;br /&gt;
* Mess with gameboy mode&lt;br /&gt;
&lt;br /&gt;
* Set up and familiarize new git repo&lt;br /&gt;
&lt;br /&gt;
* Class structure&lt;br /&gt;
&lt;br /&gt;
* Review python&lt;br /&gt;
&lt;br /&gt;
* familiarize with pygame&lt;br /&gt;
&lt;br /&gt;
* cannibalize!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 2&lt;br /&gt;
&lt;br /&gt;
* work on prototyping of tougher game elements&lt;br /&gt;
&lt;br /&gt;
* create class structure&lt;br /&gt;
&lt;br /&gt;
* begin coding world (map)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 3&lt;br /&gt;
&lt;br /&gt;
* finish basic world&lt;br /&gt;
&lt;br /&gt;
* begin coding travel system&lt;br /&gt;
&lt;br /&gt;
** ability to move from room to room&lt;br /&gt;
&lt;br /&gt;
* begin coding combat system&lt;br /&gt;
&lt;br /&gt;
** get the &#039;stage&#039; set up for functionality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 4&lt;br /&gt;
&lt;br /&gt;
* finish travel system&lt;br /&gt;
&lt;br /&gt;
** debugged any issues or conflicts, text notifications of choices&lt;br /&gt;
&lt;br /&gt;
* switch between travel and combat system&lt;br /&gt;
&lt;br /&gt;
* work on combat system&lt;br /&gt;
&lt;br /&gt;
** have exchange of turns, menu that works for choices, text notification for choices&lt;br /&gt;
&lt;br /&gt;
* work on placeholder graphics to be loaded into game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 5&lt;br /&gt;
&lt;br /&gt;
* continue combat system&lt;br /&gt;
&lt;br /&gt;
** HP &amp;amp; PP update, basic battle is functional from start to finish&lt;br /&gt;
&lt;br /&gt;
* begin working on GUI and Menus&lt;br /&gt;
&lt;br /&gt;
** set up Store and menu systems, equipping gear (weapon, armor, items)&lt;br /&gt;
&lt;br /&gt;
* work on data recognition. this is updating the topics around the players level of familiarity with a given topic. make sure older topics are still rotated in for reiteration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 6&lt;br /&gt;
&lt;br /&gt;
* finish off all primary projects to ensure one play through of one level can happen start to finish&lt;br /&gt;
&lt;br /&gt;
* work on actual graphics and load them into game (replace placeholders)&lt;br /&gt;
&lt;br /&gt;
* game design documentation! extremely detailed account of current project and future goals/ directions.&lt;br /&gt;
&lt;br /&gt;
* additional features:&lt;br /&gt;
&lt;br /&gt;
** student vs class progress, class vs class progress - data analysis&lt;br /&gt;
&lt;br /&gt;
** multiple levels&lt;br /&gt;
&lt;br /&gt;
** multiple graphic sets (region based)&lt;br /&gt;
&lt;br /&gt;
** possible alternate game modes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 7&lt;br /&gt;
&lt;br /&gt;
* TESTING!&lt;br /&gt;
&lt;br /&gt;
* KEEP TESTING AND ADDING CONTENT&lt;br /&gt;
&lt;br /&gt;
== Future Development ==&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
-input read from handheld mode&lt;br /&gt;
&lt;br /&gt;
-Preliminary GUI coding:  &lt;br /&gt;
&lt;br /&gt;
  full GUI with placeholder images&lt;br /&gt;
  Text field with scrolling text&lt;br /&gt;
  Image swapping for traversal with placeholder images&lt;br /&gt;
&lt;br /&gt;
Looking at the Dungeon class (dungeons of mongo) for dungeon generation here&lt;br /&gt;
  https://fedorahosted.org/dungeonsofmongo/browser/mongo.py&lt;br /&gt;
&lt;br /&gt;
== Bugs/ Fixes ==&lt;br /&gt;
&lt;br /&gt;
Not applicable yet.&lt;br /&gt;
&lt;br /&gt;
== Game Suggestions ==&lt;br /&gt;
 &lt;br /&gt;
- Have the players defeat monsters and solve puzzles by solving math questions&lt;br /&gt;
&lt;br /&gt;
- Have a small on-screen map to help players navigate through the dungeon&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Math4Team/RIT/Projects&amp;diff=39011</id>
		<title>Math4Team/RIT/Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Math4Team/RIT/Projects&amp;diff=39011"/>
		<updated>2009-10-08T22:23:26Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: /* T.E.X.T Adventure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== [[Colour_The_Part|Colour The Part]] ==&lt;br /&gt;
Incorporating math and color theory onto a platformer, create a fun and educational activity targeted at 4th grade Math students. The activity uses elements of platform games with obstacles and puzzle solving to teach addition and multiplication of fractions while keeping the player entertained. &lt;br /&gt;
&lt;br /&gt;
== [[MPG|M.P.G.]] ==&lt;br /&gt;
M.P.G. is an RIT Math4Team game. This is a Dungeons and Dragons adventure style game where players will have to solve various math puzzles to defeat enemies and proceed through the dungeons.&lt;br /&gt;
&lt;br /&gt;
==[[Math4Team/RIT/Projects/Math_Maze|Math Maze]]==&lt;br /&gt;
[[User:kdh7733|Kevin Hockey]] and Tom Sekovski are planning to put a new spin on the age old classic. Slightly different than the original, our Math Munchers will features six levels of puzzle type gameplay centered around a different curricular item for each level.&lt;br /&gt;
&lt;br /&gt;
==[[School Server/RIT|schoolserver.rit.edu]]==&lt;br /&gt;
&lt;br /&gt;
==[[Teacher&#039;s Tools]]==&lt;br /&gt;
[[User:acj3840|Alex Jones]] is planning on creating a tool for teachers to help evaluate how well their students have learned certain material. It will be similar to Assimilate but help the teachers learn the weak points of their students&#039; knowledge.&lt;br /&gt;
&lt;br /&gt;
==[[Flash Card Game - Assimilate]]==&lt;br /&gt;
This project is one of [[Math4Team/RIT/Projects | many small projects]] focused on developing 4th grade math games which will run on the OLPC XO. We are [[Math4Team/RIT/Alumni/Spring-2009| RIT students]] who are working on this with the help of other developers who become interested in our projects.&lt;br /&gt;
The focus of this project is to turn an existing game ([[olpc:Assimilate|Assimilate]]) into a math based flash card game which will hopefully be included on future XO&#039;s.&lt;br /&gt;
&lt;br /&gt;
Group members:&lt;br /&gt;
[[User:Dbj4366|Dennis Jalbert]], [[User:Jck1089|James Kolb]], [[User:bjr9081|Brendan Reen]]&lt;br /&gt;
&lt;br /&gt;
==[[Math4Team/RIT/Projects/Fun Towers|Fun Towers]]==&lt;br /&gt;
Fun Towers is a pre-existing game that can be found online in several version (http://www.funnytowers.com/ is one example) that has been ported to the XO, written in Squeak. Our team is modifying this purely numerical/card based game into one that can be used as a teaching tool as part of the 4th grade math project.&lt;br /&gt;
Our initial goals in modifying the pre-existing game remain relatively simple and achievable, and our goal is to produce verifiable results that can be used to point to the very preliminary success of the math4 program, while more in-depth projects are still in development.&lt;br /&gt;
The game itself is simple, users are given a card and with it are able to remove from one of 3 pyramids of cards a card that is one greater or one lower in value. This card that has been removed is the users new card, and any cards that were covered by the removed card are now in play.&lt;br /&gt;
&lt;br /&gt;
Group members are &lt;br /&gt;
[[User:EricMallon|Eric Mallon,]] [[User:eldrac|Tyler Bragdon,]] [[User:Cdaniels29|Chris Daniels]]&lt;br /&gt;
&lt;br /&gt;
==[[Image:Lemon_Icon.svg|24px]][[Lemonade Stand]]==&lt;br /&gt;
Lemonade stand (or more likely, *Insert produce here* stand) is a collaboration project at RIT. It is designed to test children on fractions, working with money, estimation, and other math topics. While our time restraints limit the extent to which we can implement features, the current goal is a feature complete program even if lacking in graphics. We plan on having a system based on buying and selling commodities and an eventual season based economy. &lt;br /&gt;
&lt;br /&gt;
The largest and most complex task of the project will be the introduction of a basic AI to handle the economy, the use of graphics, and localization.  We are planning on introducing the game with a generic currency model while trying to find a commodity that either works worldwide, or is easy to replace for regional types. At the very least, we plan on having a feature complete text model that can be finished by other interested parties.&lt;br /&gt;
&lt;br /&gt;
The RIT students currently working on the project are [[User:Epsilon748|Anthony King]], [[User:Qalthos|Nathaniel Case]], [[User:Jsang1|Jonathan Sanger]], [[User:Mdd8919 | Mitchell DeMarco]], [[User:sss1406|Steven Schoenfeld]], and [[User:Echo35|Anthony Lubriani]].&lt;br /&gt;
&lt;br /&gt;
==[[Math4Team/RIT/Projects/Muthris|Muthris]]==&lt;br /&gt;
Muthris is a math themed, Tetris-based game inspired by Cuyo. Players control falling blocks which must be grouped in certain math related ways in-order to clear that grouping from the board.  The level is lost when the board fills up with blocks.  Players learn math skills by fun repetition of simple mathematical problems and the grouping of sets of numbers.  Levels are abstracted away from the core game.  This allows one to simple drop in new levels and learn different mathematical concepts.&lt;br /&gt;
&lt;br /&gt;
Group Members: [[User:dpk3062|Doug]]&lt;br /&gt;
&lt;br /&gt;
==[[Produce Puzzle]]==&lt;br /&gt;
The object of the game is to solve a system of equations with unknowns represented by fruits. The player is given the column sums and row sums, and from there he must determine the value of each fruit. The game difficulty can be changed, and it ranges from solving 3x3 fruit equations, all the way up to 9x9 fruit grids.&lt;br /&gt;
&lt;br /&gt;
We, [[User:Classclownfish | Abbi Honeycutt]] and [[User:Nikeunltd| Kennedy Kong]] from Rochester Institute of Technology, has taken over this project. Previous creators were Matthew Michihara, Elizabeth Deng, and Aaron Macris from University of Southern California during their &amp;quot;Code for a cause OLPC Hack-a-thon&amp;quot;.&lt;br /&gt;
==[[/Question Support API|Question Support API]]==&lt;br /&gt;
The purpose of the Question Support API is to provide a unified method for Activities to access standardized format question files. The API currently supports the use of multiple choice questions with a single correct answer and no partial credit. Currently, the API only reports questions in a plain text format from Moodle format question files.&lt;br /&gt;
&lt;br /&gt;
Group members are &lt;br /&gt;
[[User:Enimihil|Greg Stevens]], [[User:Jfinney|Jameson Finney]], [[User:Bbl5660|Brian Long]]&lt;br /&gt;
&lt;br /&gt;
==[[Teacher Reporting]]==&lt;br /&gt;
We, Wesley Dillingham, and Jeremiah Green hope to utilize modified Moodle modules and a customized XS School Server operating system. Our goal is to allow results and / or grades, from student activities to be readily available to teachers. Based on their wants and needs, the teachers can then generate custom reports on a class or student and have the ability to determine what types of problems students are finding most difficult. Additionally we would like to implement logic in the module which analyzes student activity and checks for a strict yes or no interpretation of whether or not each student understands various curriculum standards. In the end we imagine the XS environment running on an XO itself, allowing the teachers the same portability as the students.&lt;br /&gt;
&lt;br /&gt;
==[[Math4Team/RIT/Tips &amp;amp; Tricks|Tips &amp;amp; Tricks]]==&lt;br /&gt;
==[[Math4Team/RIT/Complaints &amp;amp; Problems|Complaints &amp;amp; Problems]]==&lt;br /&gt;
&lt;br /&gt;
[[Category:Idea]]&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter/LessonPlan&amp;diff=39003</id>
		<title>Fortune Hunter/LessonPlan</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter/LessonPlan&amp;diff=39003"/>
		<updated>2009-10-08T22:18:25Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=  Text Adventure Lesson Plan =&lt;br /&gt;
Grade Level = 4&lt;br /&gt;
&lt;br /&gt;
== Standards Addressed ==&lt;br /&gt;
&lt;br /&gt;
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The complete listing of the curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].&lt;br /&gt;
&lt;br /&gt;
The following topics are covered in this game activity.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Implemented Curriculum Framework&lt;br /&gt;
! NUMBER SENSE AND OPERATIONS&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.3&lt;br /&gt;
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.4&lt;br /&gt;
| Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.5&lt;br /&gt;
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.6&lt;br /&gt;
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.9&lt;br /&gt;
| Select, use, and explain the commutative, associative, and identity properties of operations on whole numbers in problem situations, e.g., 37 x 46 = 46 x 37, (5 x 7) x 2 = 5 x (7 x 2).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.11&lt;br /&gt;
| Know multiplication facts through 12 x 12 and related division facts. Use these facts to solve related multiplication problems and compute related problems, e.g., 3 x 5 is related to 30 x 50, 300 x 5, and 30 x 500.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.12&lt;br /&gt;
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.14&lt;br /&gt;
| Demonstrate in the classroom an understanding of and the ability to use the conventional algorithms for addition and subtraction (up to five-digit numbers), and multiplication (up to three digits by two digits).&lt;br /&gt;
|-&lt;br /&gt;
! GEOMETRY&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.1&lt;br /&gt;
| Compare and analyze attributes and other features (e.g., number of sides, faces, corners, right angles, diagonals, and symmetry) of two- and three-dimensional geometric shapes.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.3&lt;br /&gt;
| Recognize similar figures.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.4&lt;br /&gt;
| Identify angles as acute, right, or obtuse.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.7&lt;br /&gt;
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.9&lt;br /&gt;
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.&lt;br /&gt;
|-&lt;br /&gt;
! MEASUREMENT&lt;br /&gt;
|-&lt;br /&gt;
! 4.M.2&lt;br /&gt;
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Preparation/Materials == &lt;br /&gt;
*Before playing the game the students need to make sure they have read through the Instructions/Tutorial on how to play the game. &lt;br /&gt;
*Introduction to all of the topics covered by the game is encouraged but not required to play. &lt;br /&gt;
*It is also encouraged that students have a pen or pencil and some paper so that they can do their work if they are having trouble with some of the problems. &lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
* Provide an introduction to the topics presented through the Introduction/Tutorial.&lt;br /&gt;
* Become familiar with the topics presented in a contextual setting.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Guide students through the Intro slides to provide an understanding of how to interact with specific elements of the game.&lt;br /&gt;
* Defeat enemies using attacks which facilitate use of Math concepts.&lt;br /&gt;
* Overcome in-game challenges by solving math problems associated with the lessons covered by this game.&lt;br /&gt;
&lt;br /&gt;
==Vocabulary ==&lt;br /&gt;
* Dungeon: The game world that the player is exploring which covers the lesson the student is currently on. &lt;br /&gt;
* HP: This represents the player&#039;s health withingthe game world. When it reaches 0 the player loses and their character dies.&lt;br /&gt;
* Power: this is a bar that starts out full for each attack and slowly diminishes until the attack is completed. When the attack is completed the amount of damage it does is based on how much was left in the power bar. Each attack does some minimum amount of damage that is increased if the power bar is not at 0.&lt;br /&gt;
* Damage/Dmg.: this is how much HP a character or the character&#039;s opponent loses when an attack is successful.&lt;br /&gt;
* Hit: This is a successful attack.&lt;br /&gt;
* Critical Hit: An especially effective attack that gives the student the chance to do more damage to their opponent if they solve a simple multiplication problem.&lt;br /&gt;
* Miss: This occurs when an attack is not successful and means the attack does 0 damage.&lt;br /&gt;
* Attack: This is how the player does damage, and defeats an opponent.&lt;br /&gt;
* Basic Attack: A move that the student can make when in battle that has a chance of either hitting the opponent, missing the opponent  or producing a critical hit. It requires no math unless the student gets a critical hit.&lt;br /&gt;
* Fraction Attack: This is an attack which requires the player to solve a problem using fractions to perform a successful attack.&lt;br /&gt;
* Geometry Attack: This is an attack which requires the player to solve a problem using geometry and/or graphing ideas to perform a successful attack.&lt;br /&gt;
* Shop: This is where the player can purchase new equipment, and items to use in battle, in the game using the in-game currency.&lt;br /&gt;
* Boss: This is an especially powerful enemy which requires completion of specialized problems based around the entire lesson.&lt;br /&gt;
*As we get farther into development we will name different pieces of the GUI and such and define those.&lt;br /&gt;
&lt;br /&gt;
== Instruction ==&lt;br /&gt;
When development is further along and the controls of the game have been nailed down to specifics we will write this section.&lt;br /&gt;
&lt;br /&gt;
== Rationale ==&lt;br /&gt;
The purpose of the game is to promote math education through the use of fun and interactive game software. The game will be designed to teach students to use their math skills in a non-workbook setting.&lt;br /&gt;
&lt;br /&gt;
== Supporting materials ==&lt;br /&gt;
* http://wiki.sugarlabs.org/go/TEXTadventure&lt;br /&gt;
* http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart&lt;br /&gt;
&lt;br /&gt;
== Activities and Procedures ==&lt;br /&gt;
This section will be filled in when we have a more complete version of the game to distribute.&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter/LessonPlan&amp;diff=38994</id>
		<title>Fortune Hunter/LessonPlan</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter/LessonPlan&amp;diff=38994"/>
		<updated>2009-10-08T21:15:48Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lesson Plan ==&lt;br /&gt;
&lt;br /&gt;
=== Standards Addressed ===&lt;br /&gt;
&lt;br /&gt;
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The complete listing of the curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].&lt;br /&gt;
&lt;br /&gt;
The following topics are covered in this game activity.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Implemented Curriculum Framework&lt;br /&gt;
! NUMBER SENSE AND OPERATIONS&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.3&lt;br /&gt;
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.4&lt;br /&gt;
| Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.5&lt;br /&gt;
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.6&lt;br /&gt;
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.9&lt;br /&gt;
| Select, use, and explain the commutative, associative, and identity properties of operations on whole numbers in problem situations, e.g., 37 x 46 = 46 x 37, (5 x 7) x 2 = 5 x (7 x 2).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.11&lt;br /&gt;
| Know multiplication facts through 12 x 12 and related division facts. Use these facts to solve related multiplication problems and compute related problems, e.g., 3 x 5 is related to 30 x 50, 300 x 5, and 30 x 500.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.12&lt;br /&gt;
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.14&lt;br /&gt;
| Demonstrate in the classroom an understanding of and the ability to use the conventional algorithms for addition and subtraction (up to five-digit numbers), and multiplication (up to three digits by two digits).&lt;br /&gt;
|-&lt;br /&gt;
! GEOMETRY&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.1&lt;br /&gt;
| Compare and analyze attributes and other features (e.g., number of sides, faces, corners, right angles, diagonals, and symmetry) of two- and three-dimensional geometric shapes.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.3&lt;br /&gt;
| Recognize similar figures.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.4&lt;br /&gt;
| Identify angles as acute, right, or obtuse.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.7&lt;br /&gt;
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.9&lt;br /&gt;
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.&lt;br /&gt;
|-&lt;br /&gt;
! MEASUREMENT&lt;br /&gt;
|-&lt;br /&gt;
! 4.M.2&lt;br /&gt;
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter/LessonPlan&amp;diff=38993</id>
		<title>Fortune Hunter/LessonPlan</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter/LessonPlan&amp;diff=38993"/>
		<updated>2009-10-08T21:14:52Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: Created page with &amp;#039;== Education == === Classroom Application ===  This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.  === Curric…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Education ==&lt;br /&gt;
=== Classroom Application ===&lt;br /&gt;
&lt;br /&gt;
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.&lt;br /&gt;
&lt;br /&gt;
=== Curriculum Elements ===&lt;br /&gt;
&lt;br /&gt;
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The complete listing of the curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].&lt;br /&gt;
&lt;br /&gt;
The following topics are covered in this game activity.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Implemented Curriculum Framework&lt;br /&gt;
! NUMBER SENSE AND OPERATIONS&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.3&lt;br /&gt;
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.4&lt;br /&gt;
| Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.5&lt;br /&gt;
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.6&lt;br /&gt;
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.9&lt;br /&gt;
| Select, use, and explain the commutative, associative, and identity properties of operations on whole numbers in problem situations, e.g., 37 x 46 = 46 x 37, (5 x 7) x 2 = 5 x (7 x 2).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.11&lt;br /&gt;
| Know multiplication facts through 12 x 12 and related division facts. Use these facts to solve related multiplication problems and compute related problems, e.g., 3 x 5 is related to 30 x 50, 300 x 5, and 30 x 500.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.12&lt;br /&gt;
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.14&lt;br /&gt;
| Demonstrate in the classroom an understanding of and the ability to use the conventional algorithms for addition and subtraction (up to five-digit numbers), and multiplication (up to three digits by two digits).&lt;br /&gt;
|-&lt;br /&gt;
! GEOMETRY&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.1&lt;br /&gt;
| Compare and analyze attributes and other features (e.g., number of sides, faces, corners, right angles, diagonals, and symmetry) of two- and three-dimensional geometric shapes.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.3&lt;br /&gt;
| Recognize similar figures.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.4&lt;br /&gt;
| Identify angles as acute, right, or obtuse.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.7&lt;br /&gt;
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.9&lt;br /&gt;
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.&lt;br /&gt;
|-&lt;br /&gt;
! MEASUREMENT&lt;br /&gt;
|-&lt;br /&gt;
! 4.M.2&lt;br /&gt;
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38992</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38992"/>
		<updated>2009-10-08T19:55:00Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Game Elements =&lt;br /&gt;
&lt;br /&gt;
Placeholder Splash Screen&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png&lt;br /&gt;
&lt;br /&gt;
== Game Concept (description) ==&lt;br /&gt;
&lt;br /&gt;
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.&lt;br /&gt;
&lt;br /&gt;
Each level is comprised of randomly generated dungeons that will create various difficulty mazes for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and provide reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
The objective of this project is to teach fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [[http://wiki.sugarlabs.org/go/TEXTadventure#Curriculum_Elements Curriculum Elements]] for incorporated curriculum topics.&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Characters ==&lt;br /&gt;
&lt;br /&gt;
There is currently no developed storyline for this project.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
Several GUI options are being considered now.  The first is to have a number pad to the left of the screen, text log on the bottom, map in the upper left, and graphics in the center. (Figure A)&lt;br /&gt;
&lt;br /&gt;
The second is to have the number pad as a part of battle graphics (attached to the player&#039;s first person perspective somehow). (Figure B)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://people.rit.edu/jam2707/media/image/OLPC/Screen1.jpg http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg&lt;br /&gt;
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg&lt;br /&gt;
&lt;br /&gt;
In addition to these, there is a stats screen, an equipment screen, and a shop screen.&lt;br /&gt;
&lt;br /&gt;
=== Menus ===&lt;br /&gt;
&lt;br /&gt;
Within the game there will be multiple menus. Here we will outline what each menu&#039;s purpose is and each of the buttons/controls that will be available through the menu.&lt;br /&gt;
===== Main Menu =====&lt;br /&gt;
      The purpose of the Main Menu is to allow the player to begin a game and exit the game if they want to stop playing.&lt;br /&gt;
&lt;br /&gt;
      New Game - The player can start a new game from the first level.&lt;br /&gt;
      Continue - This will bring the player to the Continue Menu.&lt;br /&gt;
      ** Class Stats - This option has not been developed yet and is something we will do only if we have the time. It would allow the player to view how well each student is doing in the game.&lt;br /&gt;
      ** Options - This option has not been developed yet and is something we will do only if we have the time. It would allow the to change different game options.&lt;br /&gt;
      Close Game - This would simply close the game.&lt;br /&gt;
&lt;br /&gt;
===== Continue Menu =====&lt;br /&gt;
      This menu would let the player choose whether they want to restart from where they left off, or just start from one of the lessons they have already completed.&lt;br /&gt;
&lt;br /&gt;
      Continue - This would let the player start back up from the most recent Continue Point.&lt;br /&gt;
      Level Select Dialog - This would allow the player to start from the beginning of any lesson/level they have already completed rather than starting from where they left off last time.&lt;br /&gt;
      Back -This would take the player back to the Main Menu.&lt;br /&gt;
&lt;br /&gt;
===== Stats/Inventory =====&lt;br /&gt;
      This menu would allow the player to view their stats and health and stuff.&lt;br /&gt;
&lt;br /&gt;
      Item Equip Slots(x4) - These would be options that allow the player to switch what weapons, armor and equipment the have equipped.&lt;br /&gt;
      Return to Game - Exits the stats screen and returns to the game.&lt;br /&gt;
&lt;br /&gt;
===== Pause =====&lt;br /&gt;
      This is the menu the player would find when they pause the game.&lt;br /&gt;
&lt;br /&gt;
      Save - This would allow the player to save and continue playing.&lt;br /&gt;
      Save and Quit - This would allow the player to save and then return to the Main Menu.&lt;br /&gt;
      Quit without Save - This would allow the player to return to the Main Menu without saving their game.&lt;br /&gt;
&lt;br /&gt;
===== Shop Screen =====&lt;br /&gt;
      This is the screen the player would encounter when they enter the shop.&lt;br /&gt;
&lt;br /&gt;
      Buy Menu - This leads the player to the Buy Items Menu.&lt;br /&gt;
      Sell Menu - This leads the player to the Sell Items Menu.&lt;br /&gt;
      Exit - this exits the shop.&lt;br /&gt;
&lt;br /&gt;
===== Buy Items Menu =====&lt;br /&gt;
      This menu would just be a list of all the items that a player can buy and how much they cost and then the player would select one to purchase it.&lt;br /&gt;
&lt;br /&gt;
===== Sell Items Menu =====&lt;br /&gt;
      This menu would just be a list of all the items that a player can sell and how much they are worth and then the player would select one to sell it.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Main Battle Menu =====&lt;br /&gt;
      This menu is the main menu that is brought up when battle begins.&lt;br /&gt;
&lt;br /&gt;
      Basic Attack - This performs a basic attack. If the player gets a critical hit it brings them to the Critical Hit Screen.&lt;br /&gt;
      Division Attack Screen - This brings up the screen to perform a Division based attack.&lt;br /&gt;
      Geometry Attack Screen - This brings up the screen to perform a Geometry based attack.&lt;br /&gt;
      Use Item Screen - This brings up the screen to use an item.&lt;br /&gt;
      Flee Battle - This option gives the player a chance to flee battle.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Critical Hit Screen =====&lt;br /&gt;
      This screen is where the player is brought when they get a critical hit. They are given a basic math problem of some kind(Add, Subtract, Divide, or Multiply) and must solve it to get extra damage.&lt;br /&gt;
&lt;br /&gt;
      Numpad - This will be a basic 0-9 numpad that is used to type an answer into the dialog. It will also have an Enter, and Delete option.&lt;br /&gt;
      Problem Display - This will be the display which shows the problem that must be solved and will have a dialog box to put the answer in.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Use Item Screen =====&lt;br /&gt;
      This screen will basically just have the items available to you in battle listed on it so that the player can select which they want to use.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Fractions Attack Screen =====&lt;br /&gt;
      This screen will allow the player to perform a Fractions based attack. The layer will have some target number that they have to get through using the fractions given to them. Each time the player chooses&lt;br /&gt;
      one fraction it will be replaced on screen with a new one.&lt;br /&gt;
&lt;br /&gt;
      Fraction to use(x5) - This will be a list of 5 possible fractions to use and each one will be selectable. When one is chosen it will be replaced with something else.&lt;br /&gt;
      Undo - This simply allows them to undo the last couple choices they made.&lt;br /&gt;
      Addition Display - This will be a long dialog that will have the target number they are trying to reach on one side, and all of the fractions they have chosen so far on the other. Whenever the player&lt;br /&gt;
      chooses another fraction to add to their total the fraction will be added to the list in this dialog.&lt;br /&gt;
&lt;br /&gt;
===== BATTLE - Geometry Attack Scren =====&lt;br /&gt;
      On this screen the player will have to solve some sort of Geometry based problem  y adding shapes to a graph in the right position to represent a Reflection, or Translation, etc...&lt;br /&gt;
&lt;br /&gt;
      Graph/Geometry Display - This is a dialog with graph in it that will display on top of, or next to, an enemy so that the player can manipulate shapes and such on it.&lt;br /&gt;
      Shapes Numpad - This will be a 12 button Numpad but instead of Numbers it will have 3 basic shapes, 3 complex shapes, an Undo button, a finish button, and arrow keys to move he shapes around the graph.&lt;br /&gt;
                      The shape buttons will add the corresponding shape to the graph.&lt;br /&gt;
                      The Undo button will undo the addition of the most recent shape, it will not undo movements.&lt;br /&gt;
                      The Finish button will act as an Enter button and will perform the attack if the player answered the problem correctly.&lt;br /&gt;
                      The arrow keys will move the currently selected shape around the graph. There will be Up, Down, Left, and Right keys.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
In normal mode, players can click on doors to progress to check that door and see if it is unlocked.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;gameboy mode&amp;quot; the player can use the arrow pad on the left of the screen to check the door in that direction.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
&lt;br /&gt;
When the player moves into a room containing enemies, a battle will start.  Battle will be carried out by means of &amp;quot;clashes.&amp;quot;  Each clash represents a possible attack or action, and will be shown as a math problem that the player will have to solve.  The player will enter the answer in normal mode by clicking on the text field at the bottom of the screen, and entering the numerical answer using the number keys on the keyboard.  In &amp;quot;gameboy mode&amp;quot; there will be a numberpad on-screen, and the player will be able to highlight a number or symbol with the directional pad, and select by pressing one of the keys on the right side.&lt;br /&gt;
&lt;br /&gt;
==== Shop ====&lt;br /&gt;
&lt;br /&gt;
The player can access the shop any time not in battle during the game by pressing one of the right side buttons.  Once in the shop, the player can select an item by using the directional pad, or by clicking on it.  Once the  item is selected, its price will be displayed as a relational math problem which the player must solve.  The answer is entered the same way as in combat.&lt;br /&gt;
&lt;br /&gt;
== Critical Path ==&lt;br /&gt;
=== Level Progression ===&lt;br /&gt;
&lt;br /&gt;
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of each level, the player will face the entrance of the dungeon.  In each room, if there are no enemies left, the player will have a decision as to where to go next based on where in the dungeon they are.&lt;br /&gt;
&lt;br /&gt;
As the player moves through the dungeon, they will face enemies which they will have to fight by solving math problems.  If the player answers enough questions correctly in a battle, they will win the battle.  However, if they continue to answer questions wrong, they will be damaged and eventually die.  When the player dies, they will be faced with the option to quit to the main screen, or to restart the level.  Once the player answers enough math problems correctly or defeats enough enemies, a teleporter will appear which will take them to the next level of the dungeon.&lt;br /&gt;
&lt;br /&gt;
When the player reaches the end of the dungeon, they will encounter a boss which will confront them with numerous timed math problems to ensure mastery of the dungeon&#039;s concepts.  There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.&lt;br /&gt;
&lt;br /&gt;
=== Game Completion ===&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
=== Classroom Application ===&lt;br /&gt;
&lt;br /&gt;
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.&lt;br /&gt;
&lt;br /&gt;
=== Curriculum Elements ===&lt;br /&gt;
&lt;br /&gt;
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The complete listing of the curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].&lt;br /&gt;
&lt;br /&gt;
The following topics are covered in this game activity.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Implemented Curriculum Framework&lt;br /&gt;
! NUMBER SENSE AND OPERATIONS&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.3&lt;br /&gt;
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.4&lt;br /&gt;
| Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.5&lt;br /&gt;
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.6&lt;br /&gt;
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.9&lt;br /&gt;
| Select, use, and explain the commutative, associative, and identity properties of operations on whole numbers in problem situations, e.g., 37 x 46 = 46 x 37, (5 x 7) x 2 = 5 x (7 x 2).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.11&lt;br /&gt;
| Know multiplication facts through 12 x 12 and related division facts. Use these facts to solve related multiplication problems and compute related problems, e.g., 3 x 5 is related to 30 x 50, 300 x 5, and 30 x 500.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.12&lt;br /&gt;
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.14&lt;br /&gt;
| Demonstrate in the classroom an understanding of and the ability to use the conventional algorithms for addition and subtraction (up to five-digit numbers), and multiplication (up to three digits by two digits).&lt;br /&gt;
|-&lt;br /&gt;
! GEOMETRY&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.1&lt;br /&gt;
| Compare and analyze attributes and other features (e.g., number of sides, faces, corners, right angles, diagonals, and symmetry) of two- and three-dimensional geometric shapes.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.3&lt;br /&gt;
| Recognize similar figures.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.4&lt;br /&gt;
| Identify angles as acute, right, or obtuse.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.7&lt;br /&gt;
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.9&lt;br /&gt;
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.&lt;br /&gt;
|-&lt;br /&gt;
! MEASUREMENT&lt;br /&gt;
|-&lt;br /&gt;
! 4.M.2&lt;br /&gt;
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Art ==&lt;br /&gt;
=== Concept Art Information ===&lt;br /&gt;
&lt;br /&gt;
This is where we will place images of different concept art. Until we have determined a style we will be using, we will be placing images of various different styles up to try and determine which is best.&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg&lt;br /&gt;
&lt;br /&gt;
=== Reference Material Information ===&lt;br /&gt;
&lt;br /&gt;
Updating...&lt;br /&gt;
&lt;br /&gt;
= Developer&#039;s Section =&lt;br /&gt;
== Meet the Team ==&lt;br /&gt;
&lt;br /&gt;
[[User:KnightMearh| Jonathan Meschino]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
email: jmeschino@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:esk7610| Eric Kenvin]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: eric.kenvin@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:prestonj| Preston Johnson]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: ppj4700@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:DaveSilver| David Silverman]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: drs5669@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interested in joining our development team? Contact us for more information.&lt;br /&gt;
&lt;br /&gt;
== Meetings ==&lt;br /&gt;
&lt;br /&gt;
Developer meetings:&lt;br /&gt;
&lt;br /&gt;
Where: Game Design Labs - Building 70-2500 @ RIT&lt;br /&gt;
&lt;br /&gt;
When: 5-8pm Thursdays&lt;br /&gt;
&lt;br /&gt;
6-8pm Saturdays (TBA-only if needed that week)&lt;br /&gt;
&lt;br /&gt;
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see section [[http://wiki.sugarlabs.org/go/TEXTadventure#Meet_the_Team Meet the Team]]).&lt;br /&gt;
&lt;br /&gt;
== Milestones ==&lt;br /&gt;
&lt;br /&gt;
We are currently engaged in Week 3.&lt;br /&gt;
&lt;br /&gt;
* denotes major item&lt;br /&gt;
&lt;br /&gt;
** denotes subtopic of above-listed item&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 1&lt;br /&gt;
&lt;br /&gt;
* Mess with gameboy mode&lt;br /&gt;
&lt;br /&gt;
* Set up and familiarize new git repo&lt;br /&gt;
&lt;br /&gt;
* Class structure&lt;br /&gt;
&lt;br /&gt;
* Review python&lt;br /&gt;
&lt;br /&gt;
* familiarize with pygame&lt;br /&gt;
&lt;br /&gt;
* cannibalize!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 2&lt;br /&gt;
&lt;br /&gt;
* work on prototyping of tougher game elements&lt;br /&gt;
&lt;br /&gt;
* create class structure&lt;br /&gt;
&lt;br /&gt;
* begin coding world (map)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 3&lt;br /&gt;
&lt;br /&gt;
* finish basic world&lt;br /&gt;
&lt;br /&gt;
* begin coding travel system&lt;br /&gt;
&lt;br /&gt;
** ability to move from room to room&lt;br /&gt;
&lt;br /&gt;
* begin coding combat system&lt;br /&gt;
&lt;br /&gt;
** get the &#039;stage&#039; set up for functionality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 4&lt;br /&gt;
&lt;br /&gt;
* finish travel system&lt;br /&gt;
&lt;br /&gt;
** debugged any issues or conflicts, text notifications of choices&lt;br /&gt;
&lt;br /&gt;
* switch between travel and combat system&lt;br /&gt;
&lt;br /&gt;
* work on combat system&lt;br /&gt;
&lt;br /&gt;
** have exchange of turns, menu that works for choices, text notification for choices&lt;br /&gt;
&lt;br /&gt;
* work on placeholder graphics to be loaded into game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 5&lt;br /&gt;
&lt;br /&gt;
* continue combat system&lt;br /&gt;
&lt;br /&gt;
** HP &amp;amp; PP update, basic battle is functional from start to finish&lt;br /&gt;
&lt;br /&gt;
* begin working on GUI and Menus&lt;br /&gt;
&lt;br /&gt;
** set up Store and menu systems, equipping gear (weapon, armor, items)&lt;br /&gt;
&lt;br /&gt;
* work on data recognition. this is updating the topics around the players level of familiarity with a given topic. make sure older topics are still rotated in for reiteration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 6&lt;br /&gt;
&lt;br /&gt;
* finish off all primary projects to ensure one play through of one level can happen start to finish&lt;br /&gt;
&lt;br /&gt;
* work on actual graphics and load them into game (replace placeholders)&lt;br /&gt;
&lt;br /&gt;
* game design documentation! extremely detailed account of current project and future goals/ directions.&lt;br /&gt;
&lt;br /&gt;
* additional features:&lt;br /&gt;
&lt;br /&gt;
** student vs class progress, class vs class progress - data analysis&lt;br /&gt;
&lt;br /&gt;
** multiple levels&lt;br /&gt;
&lt;br /&gt;
** multiple graphic sets (region based)&lt;br /&gt;
&lt;br /&gt;
** possible alternate game modes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 7&lt;br /&gt;
&lt;br /&gt;
* TESTING!&lt;br /&gt;
&lt;br /&gt;
* KEEP TESTING AND ADDING CONTENT&lt;br /&gt;
&lt;br /&gt;
== Future Development ==&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
-input read from handheld mode&lt;br /&gt;
&lt;br /&gt;
-Preliminary GUI coding:  &lt;br /&gt;
&lt;br /&gt;
  full GUI with placeholder images&lt;br /&gt;
  Text field with scrolling text&lt;br /&gt;
  Image swapping for traversal with placeholder images&lt;br /&gt;
&lt;br /&gt;
Looking at the Dungeon class (dungeons of mongo) for dungeon generation here&lt;br /&gt;
  https://fedorahosted.org/dungeonsofmongo/browser/mongo.py&lt;br /&gt;
&lt;br /&gt;
== Bugs/ Fixes ==&lt;br /&gt;
&lt;br /&gt;
Not applicable yet.&lt;br /&gt;
&lt;br /&gt;
== Game Suggestions ==&lt;br /&gt;
 &lt;br /&gt;
- Have the players defeat monsters and solve puzzles by solving math questions&lt;br /&gt;
&lt;br /&gt;
- Have a small on-screen map to help players navigate through the dungeon&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38991</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38991"/>
		<updated>2009-10-08T19:18:02Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: /* Continue Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Game Elements =&lt;br /&gt;
&lt;br /&gt;
Placeholder Splash Screen&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png&lt;br /&gt;
&lt;br /&gt;
== Game Concept (description) ==&lt;br /&gt;
&lt;br /&gt;
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.&lt;br /&gt;
&lt;br /&gt;
Each level is comprised of randomly generated dungeons that will create various difficulty mazes for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and provide reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
The objective of this project is to teach fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [[http://wiki.sugarlabs.org/go/TEXTadventure#Curriculum_Elements Curriculum Elements]] for incorporated curriculum topics.&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Characters ==&lt;br /&gt;
&lt;br /&gt;
There is currently no developed storyline for this project.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
Several GUI options are being considered now.  The first is to have a number pad to the left of the screen, text log on the bottom, map in the upper left, and graphics in the center. (Figure A)&lt;br /&gt;
&lt;br /&gt;
The second is to have the number pad as a part of battle graphics (attached to the player&#039;s first person perspective somehow). (Figure B)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://people.rit.edu/jam2707/media/image/OLPC/Screen1.jpg http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg&lt;br /&gt;
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg&lt;br /&gt;
&lt;br /&gt;
In addition to these, there is a stats screen, an equipment screen, and a shop screen.&lt;br /&gt;
&lt;br /&gt;
=== Menus ===&lt;br /&gt;
&lt;br /&gt;
Within the game there will be multiple menus. Here we will outline what each menu&#039;s purpose is and each of the buttons/controls that will be available through the menu.&lt;br /&gt;
===== Main Menu =====&lt;br /&gt;
      New Game&lt;br /&gt;
      Continue&lt;br /&gt;
      ** Class Stats&lt;br /&gt;
      ** Options&lt;br /&gt;
      Close Game&lt;br /&gt;
&lt;br /&gt;
===== Continue Menu =====&lt;br /&gt;
      Level Select Dialog&lt;br /&gt;
      *Back&lt;br /&gt;
&lt;br /&gt;
===== Stats/Inventory =====&lt;br /&gt;
&lt;br /&gt;
      (Player can view stats on this screen)&lt;br /&gt;
&lt;br /&gt;
      Change item in Inventory slots(x4)&lt;br /&gt;
&lt;br /&gt;
      Return to Game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Pause =====&lt;br /&gt;
&lt;br /&gt;
      Save&lt;br /&gt;
&lt;br /&gt;
      Save and Quit&lt;br /&gt;
&lt;br /&gt;
      Quit without Save&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Shop =====&lt;br /&gt;
&lt;br /&gt;
      Buy Menu&lt;br /&gt;
&lt;br /&gt;
      Sell menu&lt;br /&gt;
&lt;br /&gt;
      Exit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Buy Menu =====&lt;br /&gt;
&lt;br /&gt;
      List of items and prices and crap&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Sell Menu =====&lt;br /&gt;
&lt;br /&gt;
      List of inventory items you can sell and how much they are worth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Main Battle Menu =====&lt;br /&gt;
&lt;br /&gt;
      Basic Attack&lt;br /&gt;
&lt;br /&gt;
      Division Attack Menu&lt;br /&gt;
&lt;br /&gt;
      Geometry Attack Menu&lt;br /&gt;
&lt;br /&gt;
      Use Item&lt;br /&gt;
&lt;br /&gt;
      Flee Battle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Basic Attack (If Critical Hit) =====&lt;br /&gt;
&lt;br /&gt;
      Numpad&lt;br /&gt;
&lt;br /&gt;
      Enter button&lt;br /&gt;
&lt;br /&gt;
      Problem Display&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Division Attack =====&lt;br /&gt;
&lt;br /&gt;
      Fraction to use(x5)&lt;br /&gt;
&lt;br /&gt;
      Undo&lt;br /&gt;
&lt;br /&gt;
      Addition Display (everything they have put in, and on the right their target number)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Geometry Attack =====&lt;br /&gt;
&lt;br /&gt;
      Graph/Geometry Display&lt;br /&gt;
&lt;br /&gt;
      Shapes numpad (6 shapes, delete, finish, arrows)&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
In normal mode, players can click on doors to progress to check that door and see if it is unlocked.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;gameboy mode&amp;quot; the player can use the arrow pad on the left of the screen to check the door in that direction.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
&lt;br /&gt;
When the player moves into a room containing enemies, a battle will start.  Battle will be carried out by means of &amp;quot;clashes.&amp;quot;  Each clash represents a possible attack or action, and will be shown as a math problem that the player will have to solve.  The player will enter the answer in normal mode by clicking on the text field at the bottom of the screen, and entering the numerical answer using the number keys on the keyboard.  In &amp;quot;gameboy mode&amp;quot; there will be a numberpad on-screen, and the player will be able to highlight a number or symbol with the directional pad, and select by pressing one of the keys on the right side.&lt;br /&gt;
&lt;br /&gt;
==== Shop ====&lt;br /&gt;
&lt;br /&gt;
The player can access the shop any time not in battle during the game by pressing one of the right side buttons.  Once in the shop, the player can select an item by using the directional pad, or by clicking on it.  Once the  item is selected, its price will be displayed as a relational math problem which the player must solve.  The answer is entered the same way as in combat.&lt;br /&gt;
&lt;br /&gt;
== Critical Path ==&lt;br /&gt;
=== Level Progression ===&lt;br /&gt;
&lt;br /&gt;
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of each level, the player will face the entrance of the dungeon.  In each room, if there are no enemies left, the player will have a decision as to where to go next based on where in the dungeon they are.&lt;br /&gt;
&lt;br /&gt;
As the player moves through the dungeon, they will face enemies which they will have to fight by solving math problems.  If the player answers enough questions correctly in a battle, they will win the battle.  However, if they continue to answer questions wrong, they will be damaged and eventually die.  When the player dies, they will be faced with the option to quit to the main screen, or to restart the level.  Once the player answers enough math problems correctly or defeats enough enemies, a teleporter will appear which will take them to the next level of the dungeon.&lt;br /&gt;
&lt;br /&gt;
When the player reaches the end of the dungeon, they will encounter a boss which will confront them with numerous timed math problems to ensure mastery of the dungeon&#039;s concepts.  There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.&lt;br /&gt;
&lt;br /&gt;
=== Game Completion ===&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
=== Classroom Application ===&lt;br /&gt;
&lt;br /&gt;
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.&lt;br /&gt;
&lt;br /&gt;
=== Curriculum Elements ===&lt;br /&gt;
&lt;br /&gt;
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The complete listing of the curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].&lt;br /&gt;
&lt;br /&gt;
The following topics are covered in this game activity.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Implemented Curriculum Framework&lt;br /&gt;
! NUMBER SENSE AND OPERATIONS&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.3&lt;br /&gt;
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.4&lt;br /&gt;
| Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.5&lt;br /&gt;
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.6&lt;br /&gt;
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.9&lt;br /&gt;
| Select, use, and explain the commutative, associative, and identity properties of operations on whole numbers in problem situations, e.g., 37 x 46 = 46 x 37, (5 x 7) x 2 = 5 x (7 x 2).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.11&lt;br /&gt;
| Know multiplication facts through 12 x 12 and related division facts. Use these facts to solve related multiplication problems and compute related problems, e.g., 3 x 5 is related to 30 x 50, 300 x 5, and 30 x 500.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.12&lt;br /&gt;
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.14&lt;br /&gt;
| Demonstrate in the classroom an understanding of and the ability to use the conventional algorithms for addition and subtraction (up to five-digit numbers), and multiplication (up to three digits by two digits).&lt;br /&gt;
|-&lt;br /&gt;
! GEOMETRY&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.1&lt;br /&gt;
| Compare and analyze attributes and other features (e.g., number of sides, faces, corners, right angles, diagonals, and symmetry) of two- and three-dimensional geometric shapes.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.3&lt;br /&gt;
| Recognize similar figures.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.4&lt;br /&gt;
| Identify angles as acute, right, or obtuse.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.7&lt;br /&gt;
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.9&lt;br /&gt;
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.&lt;br /&gt;
|-&lt;br /&gt;
! MEASUREMENT&lt;br /&gt;
|-&lt;br /&gt;
! 4.M.2&lt;br /&gt;
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Art ==&lt;br /&gt;
=== Concept Art Information ===&lt;br /&gt;
&lt;br /&gt;
This is where we will place images of different concept art. Until we have determined a style we will be using, we will be placing images of various different styles up to try and determine which is best.&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg&lt;br /&gt;
&lt;br /&gt;
=== Reference Material Information ===&lt;br /&gt;
&lt;br /&gt;
Updating...&lt;br /&gt;
&lt;br /&gt;
= Developer&#039;s Section =&lt;br /&gt;
== Meet the Team ==&lt;br /&gt;
&lt;br /&gt;
[[User:KnightMearh| Jonathan Meschino]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
email: jmeschino@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:esk7610| Eric Kenvin]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: eric.kenvin@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:prestonj| Preston Johnson]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: ppj4700@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:DaveSilver| David Silverman]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: drs5669@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interested in joining our development team? Contact us for more information.&lt;br /&gt;
&lt;br /&gt;
== Meetings ==&lt;br /&gt;
&lt;br /&gt;
Developer meetings:&lt;br /&gt;
&lt;br /&gt;
Where: Game Design Labs - Building 70-2500 @ RIT&lt;br /&gt;
&lt;br /&gt;
When: 5-8pm Thursdays&lt;br /&gt;
&lt;br /&gt;
6-8pm Saturdays (TBA-only if needed that week)&lt;br /&gt;
&lt;br /&gt;
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see section [[http://wiki.sugarlabs.org/go/TEXTadventure#Meet_the_Team Meet the Team]]).&lt;br /&gt;
&lt;br /&gt;
== Milestones ==&lt;br /&gt;
&lt;br /&gt;
We are currently engaged in Week 3.&lt;br /&gt;
&lt;br /&gt;
* denotes major item&lt;br /&gt;
&lt;br /&gt;
** denotes subtopic of above-listed item&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 1&lt;br /&gt;
&lt;br /&gt;
* Mess with gameboy mode&lt;br /&gt;
&lt;br /&gt;
* Set up and familiarize new git repo&lt;br /&gt;
&lt;br /&gt;
* Class structure&lt;br /&gt;
&lt;br /&gt;
* Review python&lt;br /&gt;
&lt;br /&gt;
* familiarize with pygame&lt;br /&gt;
&lt;br /&gt;
* cannibalize!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 2&lt;br /&gt;
&lt;br /&gt;
* work on prototyping of tougher game elements&lt;br /&gt;
&lt;br /&gt;
* create class structure&lt;br /&gt;
&lt;br /&gt;
* begin coding world (map)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 3&lt;br /&gt;
&lt;br /&gt;
* finish basic world&lt;br /&gt;
&lt;br /&gt;
* begin coding travel system&lt;br /&gt;
&lt;br /&gt;
** ability to move from room to room&lt;br /&gt;
&lt;br /&gt;
* begin coding combat system&lt;br /&gt;
&lt;br /&gt;
** get the &#039;stage&#039; set up for functionality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 4&lt;br /&gt;
&lt;br /&gt;
* finish travel system&lt;br /&gt;
&lt;br /&gt;
** debugged any issues or conflicts, text notifications of choices&lt;br /&gt;
&lt;br /&gt;
* switch between travel and combat system&lt;br /&gt;
&lt;br /&gt;
* work on combat system&lt;br /&gt;
&lt;br /&gt;
** have exchange of turns, menu that works for choices, text notification for choices&lt;br /&gt;
&lt;br /&gt;
* work on placeholder graphics to be loaded into game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 5&lt;br /&gt;
&lt;br /&gt;
* continue combat system&lt;br /&gt;
&lt;br /&gt;
** HP &amp;amp; PP update, basic battle is functional from start to finish&lt;br /&gt;
&lt;br /&gt;
* begin working on GUI and Menus&lt;br /&gt;
&lt;br /&gt;
** set up Store and menu systems, equipping gear (weapon, armor, items)&lt;br /&gt;
&lt;br /&gt;
* work on data recognition. this is updating the topics around the players level of familiarity with a given topic. make sure older topics are still rotated in for reiteration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 6&lt;br /&gt;
&lt;br /&gt;
* finish off all primary projects to ensure one play through of one level can happen start to finish&lt;br /&gt;
&lt;br /&gt;
* work on actual graphics and load them into game (replace placeholders)&lt;br /&gt;
&lt;br /&gt;
* game design documentation! extremely detailed account of current project and future goals/ directions.&lt;br /&gt;
&lt;br /&gt;
* additional features:&lt;br /&gt;
&lt;br /&gt;
** student vs class progress, class vs class progress - data analysis&lt;br /&gt;
&lt;br /&gt;
** multiple levels&lt;br /&gt;
&lt;br /&gt;
** multiple graphic sets (region based)&lt;br /&gt;
&lt;br /&gt;
** possible alternate game modes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 7&lt;br /&gt;
&lt;br /&gt;
* TESTING!&lt;br /&gt;
&lt;br /&gt;
* KEEP TESTING AND ADDING CONTENT&lt;br /&gt;
&lt;br /&gt;
== Future Development ==&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
-input read from handheld mode&lt;br /&gt;
&lt;br /&gt;
-Preliminary GUI coding:  &lt;br /&gt;
&lt;br /&gt;
  full GUI with placeholder images&lt;br /&gt;
  Text field with scrolling text&lt;br /&gt;
  Image swapping for traversal with placeholder images&lt;br /&gt;
&lt;br /&gt;
Looking at the Dungeon class (dungeons of mongo) for dungeon generation here&lt;br /&gt;
  https://fedorahosted.org/dungeonsofmongo/browser/mongo.py&lt;br /&gt;
&lt;br /&gt;
== Bugs/ Fixes ==&lt;br /&gt;
&lt;br /&gt;
Not applicable yet.&lt;br /&gt;
&lt;br /&gt;
== Game Suggestions ==&lt;br /&gt;
 &lt;br /&gt;
- Have the players defeat monsters and solve puzzles by solving math questions&lt;br /&gt;
&lt;br /&gt;
- Have a small on-screen map to help players navigate through the dungeon&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38990</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38990"/>
		<updated>2009-10-08T19:17:42Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: /* Main Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Game Elements =&lt;br /&gt;
&lt;br /&gt;
Placeholder Splash Screen&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png&lt;br /&gt;
&lt;br /&gt;
== Game Concept (description) ==&lt;br /&gt;
&lt;br /&gt;
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.&lt;br /&gt;
&lt;br /&gt;
Each level is comprised of randomly generated dungeons that will create various difficulty mazes for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and provide reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
The objective of this project is to teach fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [[http://wiki.sugarlabs.org/go/TEXTadventure#Curriculum_Elements Curriculum Elements]] for incorporated curriculum topics.&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Characters ==&lt;br /&gt;
&lt;br /&gt;
There is currently no developed storyline for this project.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
Several GUI options are being considered now.  The first is to have a number pad to the left of the screen, text log on the bottom, map in the upper left, and graphics in the center. (Figure A)&lt;br /&gt;
&lt;br /&gt;
The second is to have the number pad as a part of battle graphics (attached to the player&#039;s first person perspective somehow). (Figure B)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://people.rit.edu/jam2707/media/image/OLPC/Screen1.jpg http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg&lt;br /&gt;
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg&lt;br /&gt;
&lt;br /&gt;
In addition to these, there is a stats screen, an equipment screen, and a shop screen.&lt;br /&gt;
&lt;br /&gt;
=== Menus ===&lt;br /&gt;
&lt;br /&gt;
Within the game there will be multiple menus. Here we will outline what each menu&#039;s purpose is and each of the buttons/controls that will be available through the menu.&lt;br /&gt;
===== Main Menu =====&lt;br /&gt;
      New Game&lt;br /&gt;
      Continue&lt;br /&gt;
      ** Class Stats&lt;br /&gt;
      ** Options&lt;br /&gt;
      Close Game&lt;br /&gt;
&lt;br /&gt;
===== Continue Menu =====&lt;br /&gt;
&lt;br /&gt;
      Level Select Dialog&lt;br /&gt;
&lt;br /&gt;
      *Back&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Stats/Inventory =====&lt;br /&gt;
&lt;br /&gt;
      (Player can view stats on this screen)&lt;br /&gt;
&lt;br /&gt;
      Change item in Inventory slots(x4)&lt;br /&gt;
&lt;br /&gt;
      Return to Game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Pause =====&lt;br /&gt;
&lt;br /&gt;
      Save&lt;br /&gt;
&lt;br /&gt;
      Save and Quit&lt;br /&gt;
&lt;br /&gt;
      Quit without Save&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Shop =====&lt;br /&gt;
&lt;br /&gt;
      Buy Menu&lt;br /&gt;
&lt;br /&gt;
      Sell menu&lt;br /&gt;
&lt;br /&gt;
      Exit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Buy Menu =====&lt;br /&gt;
&lt;br /&gt;
      List of items and prices and crap&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Sell Menu =====&lt;br /&gt;
&lt;br /&gt;
      List of inventory items you can sell and how much they are worth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Main Battle Menu =====&lt;br /&gt;
&lt;br /&gt;
      Basic Attack&lt;br /&gt;
&lt;br /&gt;
      Division Attack Menu&lt;br /&gt;
&lt;br /&gt;
      Geometry Attack Menu&lt;br /&gt;
&lt;br /&gt;
      Use Item&lt;br /&gt;
&lt;br /&gt;
      Flee Battle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Basic Attack (If Critical Hit) =====&lt;br /&gt;
&lt;br /&gt;
      Numpad&lt;br /&gt;
&lt;br /&gt;
      Enter button&lt;br /&gt;
&lt;br /&gt;
      Problem Display&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Division Attack =====&lt;br /&gt;
&lt;br /&gt;
      Fraction to use(x5)&lt;br /&gt;
&lt;br /&gt;
      Undo&lt;br /&gt;
&lt;br /&gt;
      Addition Display (everything they have put in, and on the right their target number)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Geometry Attack =====&lt;br /&gt;
&lt;br /&gt;
      Graph/Geometry Display&lt;br /&gt;
&lt;br /&gt;
      Shapes numpad (6 shapes, delete, finish, arrows)&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
In normal mode, players can click on doors to progress to check that door and see if it is unlocked.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;gameboy mode&amp;quot; the player can use the arrow pad on the left of the screen to check the door in that direction.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
&lt;br /&gt;
When the player moves into a room containing enemies, a battle will start.  Battle will be carried out by means of &amp;quot;clashes.&amp;quot;  Each clash represents a possible attack or action, and will be shown as a math problem that the player will have to solve.  The player will enter the answer in normal mode by clicking on the text field at the bottom of the screen, and entering the numerical answer using the number keys on the keyboard.  In &amp;quot;gameboy mode&amp;quot; there will be a numberpad on-screen, and the player will be able to highlight a number or symbol with the directional pad, and select by pressing one of the keys on the right side.&lt;br /&gt;
&lt;br /&gt;
==== Shop ====&lt;br /&gt;
&lt;br /&gt;
The player can access the shop any time not in battle during the game by pressing one of the right side buttons.  Once in the shop, the player can select an item by using the directional pad, or by clicking on it.  Once the  item is selected, its price will be displayed as a relational math problem which the player must solve.  The answer is entered the same way as in combat.&lt;br /&gt;
&lt;br /&gt;
== Critical Path ==&lt;br /&gt;
=== Level Progression ===&lt;br /&gt;
&lt;br /&gt;
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of each level, the player will face the entrance of the dungeon.  In each room, if there are no enemies left, the player will have a decision as to where to go next based on where in the dungeon they are.&lt;br /&gt;
&lt;br /&gt;
As the player moves through the dungeon, they will face enemies which they will have to fight by solving math problems.  If the player answers enough questions correctly in a battle, they will win the battle.  However, if they continue to answer questions wrong, they will be damaged and eventually die.  When the player dies, they will be faced with the option to quit to the main screen, or to restart the level.  Once the player answers enough math problems correctly or defeats enough enemies, a teleporter will appear which will take them to the next level of the dungeon.&lt;br /&gt;
&lt;br /&gt;
When the player reaches the end of the dungeon, they will encounter a boss which will confront them with numerous timed math problems to ensure mastery of the dungeon&#039;s concepts.  There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.&lt;br /&gt;
&lt;br /&gt;
=== Game Completion ===&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
=== Classroom Application ===&lt;br /&gt;
&lt;br /&gt;
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.&lt;br /&gt;
&lt;br /&gt;
=== Curriculum Elements ===&lt;br /&gt;
&lt;br /&gt;
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The complete listing of the curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].&lt;br /&gt;
&lt;br /&gt;
The following topics are covered in this game activity.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Implemented Curriculum Framework&lt;br /&gt;
! NUMBER SENSE AND OPERATIONS&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.3&lt;br /&gt;
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.4&lt;br /&gt;
| Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.5&lt;br /&gt;
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.6&lt;br /&gt;
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.9&lt;br /&gt;
| Select, use, and explain the commutative, associative, and identity properties of operations on whole numbers in problem situations, e.g., 37 x 46 = 46 x 37, (5 x 7) x 2 = 5 x (7 x 2).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.11&lt;br /&gt;
| Know multiplication facts through 12 x 12 and related division facts. Use these facts to solve related multiplication problems and compute related problems, e.g., 3 x 5 is related to 30 x 50, 300 x 5, and 30 x 500.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.12&lt;br /&gt;
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.14&lt;br /&gt;
| Demonstrate in the classroom an understanding of and the ability to use the conventional algorithms for addition and subtraction (up to five-digit numbers), and multiplication (up to three digits by two digits).&lt;br /&gt;
|-&lt;br /&gt;
! GEOMETRY&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.1&lt;br /&gt;
| Compare and analyze attributes and other features (e.g., number of sides, faces, corners, right angles, diagonals, and symmetry) of two- and three-dimensional geometric shapes.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.3&lt;br /&gt;
| Recognize similar figures.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.4&lt;br /&gt;
| Identify angles as acute, right, or obtuse.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.7&lt;br /&gt;
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.9&lt;br /&gt;
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.&lt;br /&gt;
|-&lt;br /&gt;
! MEASUREMENT&lt;br /&gt;
|-&lt;br /&gt;
! 4.M.2&lt;br /&gt;
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Art ==&lt;br /&gt;
=== Concept Art Information ===&lt;br /&gt;
&lt;br /&gt;
This is where we will place images of different concept art. Until we have determined a style we will be using, we will be placing images of various different styles up to try and determine which is best.&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg&lt;br /&gt;
&lt;br /&gt;
=== Reference Material Information ===&lt;br /&gt;
&lt;br /&gt;
Updating...&lt;br /&gt;
&lt;br /&gt;
= Developer&#039;s Section =&lt;br /&gt;
== Meet the Team ==&lt;br /&gt;
&lt;br /&gt;
[[User:KnightMearh| Jonathan Meschino]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
email: jmeschino@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:esk7610| Eric Kenvin]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: eric.kenvin@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:prestonj| Preston Johnson]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: ppj4700@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:DaveSilver| David Silverman]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: drs5669@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interested in joining our development team? Contact us for more information.&lt;br /&gt;
&lt;br /&gt;
== Meetings ==&lt;br /&gt;
&lt;br /&gt;
Developer meetings:&lt;br /&gt;
&lt;br /&gt;
Where: Game Design Labs - Building 70-2500 @ RIT&lt;br /&gt;
&lt;br /&gt;
When: 5-8pm Thursdays&lt;br /&gt;
&lt;br /&gt;
6-8pm Saturdays (TBA-only if needed that week)&lt;br /&gt;
&lt;br /&gt;
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see section [[http://wiki.sugarlabs.org/go/TEXTadventure#Meet_the_Team Meet the Team]]).&lt;br /&gt;
&lt;br /&gt;
== Milestones ==&lt;br /&gt;
&lt;br /&gt;
We are currently engaged in Week 3.&lt;br /&gt;
&lt;br /&gt;
* denotes major item&lt;br /&gt;
&lt;br /&gt;
** denotes subtopic of above-listed item&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 1&lt;br /&gt;
&lt;br /&gt;
* Mess with gameboy mode&lt;br /&gt;
&lt;br /&gt;
* Set up and familiarize new git repo&lt;br /&gt;
&lt;br /&gt;
* Class structure&lt;br /&gt;
&lt;br /&gt;
* Review python&lt;br /&gt;
&lt;br /&gt;
* familiarize with pygame&lt;br /&gt;
&lt;br /&gt;
* cannibalize!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 2&lt;br /&gt;
&lt;br /&gt;
* work on prototyping of tougher game elements&lt;br /&gt;
&lt;br /&gt;
* create class structure&lt;br /&gt;
&lt;br /&gt;
* begin coding world (map)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 3&lt;br /&gt;
&lt;br /&gt;
* finish basic world&lt;br /&gt;
&lt;br /&gt;
* begin coding travel system&lt;br /&gt;
&lt;br /&gt;
** ability to move from room to room&lt;br /&gt;
&lt;br /&gt;
* begin coding combat system&lt;br /&gt;
&lt;br /&gt;
** get the &#039;stage&#039; set up for functionality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 4&lt;br /&gt;
&lt;br /&gt;
* finish travel system&lt;br /&gt;
&lt;br /&gt;
** debugged any issues or conflicts, text notifications of choices&lt;br /&gt;
&lt;br /&gt;
* switch between travel and combat system&lt;br /&gt;
&lt;br /&gt;
* work on combat system&lt;br /&gt;
&lt;br /&gt;
** have exchange of turns, menu that works for choices, text notification for choices&lt;br /&gt;
&lt;br /&gt;
* work on placeholder graphics to be loaded into game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 5&lt;br /&gt;
&lt;br /&gt;
* continue combat system&lt;br /&gt;
&lt;br /&gt;
** HP &amp;amp; PP update, basic battle is functional from start to finish&lt;br /&gt;
&lt;br /&gt;
* begin working on GUI and Menus&lt;br /&gt;
&lt;br /&gt;
** set up Store and menu systems, equipping gear (weapon, armor, items)&lt;br /&gt;
&lt;br /&gt;
* work on data recognition. this is updating the topics around the players level of familiarity with a given topic. make sure older topics are still rotated in for reiteration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 6&lt;br /&gt;
&lt;br /&gt;
* finish off all primary projects to ensure one play through of one level can happen start to finish&lt;br /&gt;
&lt;br /&gt;
* work on actual graphics and load them into game (replace placeholders)&lt;br /&gt;
&lt;br /&gt;
* game design documentation! extremely detailed account of current project and future goals/ directions.&lt;br /&gt;
&lt;br /&gt;
* additional features:&lt;br /&gt;
&lt;br /&gt;
** student vs class progress, class vs class progress - data analysis&lt;br /&gt;
&lt;br /&gt;
** multiple levels&lt;br /&gt;
&lt;br /&gt;
** multiple graphic sets (region based)&lt;br /&gt;
&lt;br /&gt;
** possible alternate game modes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 7&lt;br /&gt;
&lt;br /&gt;
* TESTING!&lt;br /&gt;
&lt;br /&gt;
* KEEP TESTING AND ADDING CONTENT&lt;br /&gt;
&lt;br /&gt;
== Future Development ==&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
-input read from handheld mode&lt;br /&gt;
&lt;br /&gt;
-Preliminary GUI coding:  &lt;br /&gt;
&lt;br /&gt;
  full GUI with placeholder images&lt;br /&gt;
  Text field with scrolling text&lt;br /&gt;
  Image swapping for traversal with placeholder images&lt;br /&gt;
&lt;br /&gt;
Looking at the Dungeon class (dungeons of mongo) for dungeon generation here&lt;br /&gt;
  https://fedorahosted.org/dungeonsofmongo/browser/mongo.py&lt;br /&gt;
&lt;br /&gt;
== Bugs/ Fixes ==&lt;br /&gt;
&lt;br /&gt;
Not applicable yet.&lt;br /&gt;
&lt;br /&gt;
== Game Suggestions ==&lt;br /&gt;
 &lt;br /&gt;
- Have the players defeat monsters and solve puzzles by solving math questions&lt;br /&gt;
&lt;br /&gt;
- Have a small on-screen map to help players navigate through the dungeon&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38989</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38989"/>
		<updated>2009-10-08T19:16:48Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: /* Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Game Elements =&lt;br /&gt;
&lt;br /&gt;
Placeholder Splash Screen&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png&lt;br /&gt;
&lt;br /&gt;
== Game Concept (description) ==&lt;br /&gt;
&lt;br /&gt;
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.&lt;br /&gt;
&lt;br /&gt;
Each level is comprised of randomly generated dungeons that will create various difficulty mazes for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and provide reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
The objective of this project is to teach fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [[http://wiki.sugarlabs.org/go/TEXTadventure#Curriculum_Elements Curriculum Elements]] for incorporated curriculum topics.&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Characters ==&lt;br /&gt;
&lt;br /&gt;
There is currently no developed storyline for this project.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
Several GUI options are being considered now.  The first is to have a number pad to the left of the screen, text log on the bottom, map in the upper left, and graphics in the center. (Figure A)&lt;br /&gt;
&lt;br /&gt;
The second is to have the number pad as a part of battle graphics (attached to the player&#039;s first person perspective somehow). (Figure B)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://people.rit.edu/jam2707/media/image/OLPC/Screen1.jpg http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg&lt;br /&gt;
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg&lt;br /&gt;
&lt;br /&gt;
In addition to these, there is a stats screen, an equipment screen, and a shop screen.&lt;br /&gt;
&lt;br /&gt;
=== Menus ===&lt;br /&gt;
&lt;br /&gt;
Within the game there will be multiple menus. Here we will outline what each menu&#039;s purpose is and each of the buttons/controls that will be available through the menu.&lt;br /&gt;
===== Main Menu =====&lt;br /&gt;
&lt;br /&gt;
      New Game&lt;br /&gt;
&lt;br /&gt;
      Continue&lt;br /&gt;
&lt;br /&gt;
      ** Class Stats&lt;br /&gt;
&lt;br /&gt;
      ** Options&lt;br /&gt;
&lt;br /&gt;
      Close Game&lt;br /&gt;
&lt;br /&gt;
===== Continue Menu =====&lt;br /&gt;
&lt;br /&gt;
      Level Select Dialog&lt;br /&gt;
&lt;br /&gt;
      *Back&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Stats/Inventory =====&lt;br /&gt;
&lt;br /&gt;
      (Player can view stats on this screen)&lt;br /&gt;
&lt;br /&gt;
      Change item in Inventory slots(x4)&lt;br /&gt;
&lt;br /&gt;
      Return to Game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Pause =====&lt;br /&gt;
&lt;br /&gt;
      Save&lt;br /&gt;
&lt;br /&gt;
      Save and Quit&lt;br /&gt;
&lt;br /&gt;
      Quit without Save&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Shop =====&lt;br /&gt;
&lt;br /&gt;
      Buy Menu&lt;br /&gt;
&lt;br /&gt;
      Sell menu&lt;br /&gt;
&lt;br /&gt;
      Exit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Buy Menu =====&lt;br /&gt;
&lt;br /&gt;
      List of items and prices and crap&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Sell Menu =====&lt;br /&gt;
&lt;br /&gt;
      List of inventory items you can sell and how much they are worth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Main Battle Menu =====&lt;br /&gt;
&lt;br /&gt;
      Basic Attack&lt;br /&gt;
&lt;br /&gt;
      Division Attack Menu&lt;br /&gt;
&lt;br /&gt;
      Geometry Attack Menu&lt;br /&gt;
&lt;br /&gt;
      Use Item&lt;br /&gt;
&lt;br /&gt;
      Flee Battle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Basic Attack (If Critical Hit) =====&lt;br /&gt;
&lt;br /&gt;
      Numpad&lt;br /&gt;
&lt;br /&gt;
      Enter button&lt;br /&gt;
&lt;br /&gt;
      Problem Display&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Division Attack =====&lt;br /&gt;
&lt;br /&gt;
      Fraction to use(x5)&lt;br /&gt;
&lt;br /&gt;
      Undo&lt;br /&gt;
&lt;br /&gt;
      Addition Display (everything they have put in, and on the right their target number)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Geometry Attack =====&lt;br /&gt;
&lt;br /&gt;
      Graph/Geometry Display&lt;br /&gt;
&lt;br /&gt;
      Shapes numpad (6 shapes, delete, finish, arrows)&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
In normal mode, players can click on doors to progress to check that door and see if it is unlocked.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;gameboy mode&amp;quot; the player can use the arrow pad on the left of the screen to check the door in that direction.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
&lt;br /&gt;
When the player moves into a room containing enemies, a battle will start.  Battle will be carried out by means of &amp;quot;clashes.&amp;quot;  Each clash represents a possible attack or action, and will be shown as a math problem that the player will have to solve.  The player will enter the answer in normal mode by clicking on the text field at the bottom of the screen, and entering the numerical answer using the number keys on the keyboard.  In &amp;quot;gameboy mode&amp;quot; there will be a numberpad on-screen, and the player will be able to highlight a number or symbol with the directional pad, and select by pressing one of the keys on the right side.&lt;br /&gt;
&lt;br /&gt;
==== Shop ====&lt;br /&gt;
&lt;br /&gt;
The player can access the shop any time not in battle during the game by pressing one of the right side buttons.  Once in the shop, the player can select an item by using the directional pad, or by clicking on it.  Once the  item is selected, its price will be displayed as a relational math problem which the player must solve.  The answer is entered the same way as in combat.&lt;br /&gt;
&lt;br /&gt;
== Critical Path ==&lt;br /&gt;
=== Level Progression ===&lt;br /&gt;
&lt;br /&gt;
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of each level, the player will face the entrance of the dungeon.  In each room, if there are no enemies left, the player will have a decision as to where to go next based on where in the dungeon they are.&lt;br /&gt;
&lt;br /&gt;
As the player moves through the dungeon, they will face enemies which they will have to fight by solving math problems.  If the player answers enough questions correctly in a battle, they will win the battle.  However, if they continue to answer questions wrong, they will be damaged and eventually die.  When the player dies, they will be faced with the option to quit to the main screen, or to restart the level.  Once the player answers enough math problems correctly or defeats enough enemies, a teleporter will appear which will take them to the next level of the dungeon.&lt;br /&gt;
&lt;br /&gt;
When the player reaches the end of the dungeon, they will encounter a boss which will confront them with numerous timed math problems to ensure mastery of the dungeon&#039;s concepts.  There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.&lt;br /&gt;
&lt;br /&gt;
=== Game Completion ===&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
=== Classroom Application ===&lt;br /&gt;
&lt;br /&gt;
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.&lt;br /&gt;
&lt;br /&gt;
=== Curriculum Elements ===&lt;br /&gt;
&lt;br /&gt;
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The complete listing of the curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].&lt;br /&gt;
&lt;br /&gt;
The following topics are covered in this game activity.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Implemented Curriculum Framework&lt;br /&gt;
! NUMBER SENSE AND OPERATIONS&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.3&lt;br /&gt;
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.4&lt;br /&gt;
| Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.5&lt;br /&gt;
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.6&lt;br /&gt;
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.9&lt;br /&gt;
| Select, use, and explain the commutative, associative, and identity properties of operations on whole numbers in problem situations, e.g., 37 x 46 = 46 x 37, (5 x 7) x 2 = 5 x (7 x 2).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.11&lt;br /&gt;
| Know multiplication facts through 12 x 12 and related division facts. Use these facts to solve related multiplication problems and compute related problems, e.g., 3 x 5 is related to 30 x 50, 300 x 5, and 30 x 500.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.12&lt;br /&gt;
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.14&lt;br /&gt;
| Demonstrate in the classroom an understanding of and the ability to use the conventional algorithms for addition and subtraction (up to five-digit numbers), and multiplication (up to three digits by two digits).&lt;br /&gt;
|-&lt;br /&gt;
! GEOMETRY&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.1&lt;br /&gt;
| Compare and analyze attributes and other features (e.g., number of sides, faces, corners, right angles, diagonals, and symmetry) of two- and three-dimensional geometric shapes.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.3&lt;br /&gt;
| Recognize similar figures.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.4&lt;br /&gt;
| Identify angles as acute, right, or obtuse.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.7&lt;br /&gt;
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.9&lt;br /&gt;
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.&lt;br /&gt;
|-&lt;br /&gt;
! MEASUREMENT&lt;br /&gt;
|-&lt;br /&gt;
! 4.M.2&lt;br /&gt;
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Art ==&lt;br /&gt;
=== Concept Art Information ===&lt;br /&gt;
&lt;br /&gt;
This is where we will place images of different concept art. Until we have determined a style we will be using, we will be placing images of various different styles up to try and determine which is best.&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg&lt;br /&gt;
&lt;br /&gt;
=== Reference Material Information ===&lt;br /&gt;
&lt;br /&gt;
Updating...&lt;br /&gt;
&lt;br /&gt;
= Developer&#039;s Section =&lt;br /&gt;
== Meet the Team ==&lt;br /&gt;
&lt;br /&gt;
[[User:KnightMearh| Jonathan Meschino]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
email: jmeschino@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:esk7610| Eric Kenvin]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: eric.kenvin@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:prestonj| Preston Johnson]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: ppj4700@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:DaveSilver| David Silverman]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: drs5669@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interested in joining our development team? Contact us for more information.&lt;br /&gt;
&lt;br /&gt;
== Meetings ==&lt;br /&gt;
&lt;br /&gt;
Developer meetings:&lt;br /&gt;
&lt;br /&gt;
Where: Game Design Labs - Building 70-2500 @ RIT&lt;br /&gt;
&lt;br /&gt;
When: 5-8pm Thursdays&lt;br /&gt;
&lt;br /&gt;
6-8pm Saturdays (TBA-only if needed that week)&lt;br /&gt;
&lt;br /&gt;
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see section [[http://wiki.sugarlabs.org/go/TEXTadventure#Meet_the_Team Meet the Team]]).&lt;br /&gt;
&lt;br /&gt;
== Milestones ==&lt;br /&gt;
&lt;br /&gt;
We are currently engaged in Week 3.&lt;br /&gt;
&lt;br /&gt;
* denotes major item&lt;br /&gt;
&lt;br /&gt;
** denotes subtopic of above-listed item&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 1&lt;br /&gt;
&lt;br /&gt;
* Mess with gameboy mode&lt;br /&gt;
&lt;br /&gt;
* Set up and familiarize new git repo&lt;br /&gt;
&lt;br /&gt;
* Class structure&lt;br /&gt;
&lt;br /&gt;
* Review python&lt;br /&gt;
&lt;br /&gt;
* familiarize with pygame&lt;br /&gt;
&lt;br /&gt;
* cannibalize!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 2&lt;br /&gt;
&lt;br /&gt;
* work on prototyping of tougher game elements&lt;br /&gt;
&lt;br /&gt;
* create class structure&lt;br /&gt;
&lt;br /&gt;
* begin coding world (map)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 3&lt;br /&gt;
&lt;br /&gt;
* finish basic world&lt;br /&gt;
&lt;br /&gt;
* begin coding travel system&lt;br /&gt;
&lt;br /&gt;
** ability to move from room to room&lt;br /&gt;
&lt;br /&gt;
* begin coding combat system&lt;br /&gt;
&lt;br /&gt;
** get the &#039;stage&#039; set up for functionality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 4&lt;br /&gt;
&lt;br /&gt;
* finish travel system&lt;br /&gt;
&lt;br /&gt;
** debugged any issues or conflicts, text notifications of choices&lt;br /&gt;
&lt;br /&gt;
* switch between travel and combat system&lt;br /&gt;
&lt;br /&gt;
* work on combat system&lt;br /&gt;
&lt;br /&gt;
** have exchange of turns, menu that works for choices, text notification for choices&lt;br /&gt;
&lt;br /&gt;
* work on placeholder graphics to be loaded into game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 5&lt;br /&gt;
&lt;br /&gt;
* continue combat system&lt;br /&gt;
&lt;br /&gt;
** HP &amp;amp; PP update, basic battle is functional from start to finish&lt;br /&gt;
&lt;br /&gt;
* begin working on GUI and Menus&lt;br /&gt;
&lt;br /&gt;
** set up Store and menu systems, equipping gear (weapon, armor, items)&lt;br /&gt;
&lt;br /&gt;
* work on data recognition. this is updating the topics around the players level of familiarity with a given topic. make sure older topics are still rotated in for reiteration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 6&lt;br /&gt;
&lt;br /&gt;
* finish off all primary projects to ensure one play through of one level can happen start to finish&lt;br /&gt;
&lt;br /&gt;
* work on actual graphics and load them into game (replace placeholders)&lt;br /&gt;
&lt;br /&gt;
* game design documentation! extremely detailed account of current project and future goals/ directions.&lt;br /&gt;
&lt;br /&gt;
* additional features:&lt;br /&gt;
&lt;br /&gt;
** student vs class progress, class vs class progress - data analysis&lt;br /&gt;
&lt;br /&gt;
** multiple levels&lt;br /&gt;
&lt;br /&gt;
** multiple graphic sets (region based)&lt;br /&gt;
&lt;br /&gt;
** possible alternate game modes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 7&lt;br /&gt;
&lt;br /&gt;
* TESTING!&lt;br /&gt;
&lt;br /&gt;
* KEEP TESTING AND ADDING CONTENT&lt;br /&gt;
&lt;br /&gt;
== Future Development ==&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
-input read from handheld mode&lt;br /&gt;
&lt;br /&gt;
-Preliminary GUI coding:  &lt;br /&gt;
&lt;br /&gt;
  full GUI with placeholder images&lt;br /&gt;
  Text field with scrolling text&lt;br /&gt;
  Image swapping for traversal with placeholder images&lt;br /&gt;
&lt;br /&gt;
Looking at the Dungeon class (dungeons of mongo) for dungeon generation here&lt;br /&gt;
  https://fedorahosted.org/dungeonsofmongo/browser/mongo.py&lt;br /&gt;
&lt;br /&gt;
== Bugs/ Fixes ==&lt;br /&gt;
&lt;br /&gt;
Not applicable yet.&lt;br /&gt;
&lt;br /&gt;
== Game Suggestions ==&lt;br /&gt;
 &lt;br /&gt;
- Have the players defeat monsters and solve puzzles by solving math questions&lt;br /&gt;
&lt;br /&gt;
- Have a small on-screen map to help players navigate through the dungeon&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38988</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38988"/>
		<updated>2009-10-08T19:12:51Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: /* Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Game Elements =&lt;br /&gt;
&lt;br /&gt;
Placeholder Splash Screen&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png&lt;br /&gt;
&lt;br /&gt;
== Game Concept (description) ==&lt;br /&gt;
&lt;br /&gt;
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.&lt;br /&gt;
&lt;br /&gt;
Each level is comprised of randomly generated dungeons that will create various difficulty mazes for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and provide reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
The objective of this project is to teach fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [[http://wiki.sugarlabs.org/go/TEXTadventure#Curriculum_Elements Curriculum Elements]] for incorporated curriculum topics.&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Characters ==&lt;br /&gt;
&lt;br /&gt;
There is currently no developed storyline for this project.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
Several GUI options are being considered now.  The first is to have a number pad to the left of the screen, text log on the bottom, map in the upper left, and graphics in the center. (Figure A)&lt;br /&gt;
&lt;br /&gt;
The second is to have the number pad as a part of battle graphics (attached to the player&#039;s first person perspective somehow). (Figure B)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://people.rit.edu/jam2707/media/image/OLPC/Screen1.jpg http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg&lt;br /&gt;
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg&lt;br /&gt;
&lt;br /&gt;
In addition to these, there is a stats screen, an equipment screen, and a shop screen.&lt;br /&gt;
&lt;br /&gt;
=== Menus ===&lt;br /&gt;
&lt;br /&gt;
Within the game there will be multiple menus. Here we will outline what each menu&#039;s purpose is and each of the buttons/controls that will be available through the menu.&lt;br /&gt;
=====Menu=====&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
In normal mode, players can click on doors to progress to check that door and see if it is unlocked.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;gameboy mode&amp;quot; the player can use the arrow pad on the left of the screen to check the door in that direction.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
&lt;br /&gt;
When the player moves into a room containing enemies, a battle will start.  Battle will be carried out by means of &amp;quot;clashes.&amp;quot;  Each clash represents a possible attack or action, and will be shown as a math problem that the player will have to solve.  The player will enter the answer in normal mode by clicking on the text field at the bottom of the screen, and entering the numerical answer using the number keys on the keyboard.  In &amp;quot;gameboy mode&amp;quot; there will be a numberpad on-screen, and the player will be able to highlight a number or symbol with the directional pad, and select by pressing one of the keys on the right side.&lt;br /&gt;
&lt;br /&gt;
==== Shop ====&lt;br /&gt;
&lt;br /&gt;
The player can access the shop any time not in battle during the game by pressing one of the right side buttons.  Once in the shop, the player can select an item by using the directional pad, or by clicking on it.  Once the  item is selected, its price will be displayed as a relational math problem which the player must solve.  The answer is entered the same way as in combat.&lt;br /&gt;
&lt;br /&gt;
== Critical Path ==&lt;br /&gt;
=== Level Progression ===&lt;br /&gt;
&lt;br /&gt;
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of each level, the player will face the entrance of the dungeon.  In each room, if there are no enemies left, the player will have a decision as to where to go next based on where in the dungeon they are.&lt;br /&gt;
&lt;br /&gt;
As the player moves through the dungeon, they will face enemies which they will have to fight by solving math problems.  If the player answers enough questions correctly in a battle, they will win the battle.  However, if they continue to answer questions wrong, they will be damaged and eventually die.  When the player dies, they will be faced with the option to quit to the main screen, or to restart the level.  Once the player answers enough math problems correctly or defeats enough enemies, a teleporter will appear which will take them to the next level of the dungeon.&lt;br /&gt;
&lt;br /&gt;
When the player reaches the end of the dungeon, they will encounter a boss which will confront them with numerous timed math problems to ensure mastery of the dungeon&#039;s concepts.  There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.&lt;br /&gt;
&lt;br /&gt;
=== Game Completion ===&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
=== Classroom Application ===&lt;br /&gt;
&lt;br /&gt;
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.&lt;br /&gt;
&lt;br /&gt;
=== Curriculum Elements ===&lt;br /&gt;
&lt;br /&gt;
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The complete listing of the curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].&lt;br /&gt;
&lt;br /&gt;
The following topics are covered in this game activity.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Implemented Curriculum Framework&lt;br /&gt;
! NUMBER SENSE AND OPERATIONS&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.3&lt;br /&gt;
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.4&lt;br /&gt;
| Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.5&lt;br /&gt;
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.6&lt;br /&gt;
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.9&lt;br /&gt;
| Select, use, and explain the commutative, associative, and identity properties of operations on whole numbers in problem situations, e.g., 37 x 46 = 46 x 37, (5 x 7) x 2 = 5 x (7 x 2).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.11&lt;br /&gt;
| Know multiplication facts through 12 x 12 and related division facts. Use these facts to solve related multiplication problems and compute related problems, e.g., 3 x 5 is related to 30 x 50, 300 x 5, and 30 x 500.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.12&lt;br /&gt;
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.14&lt;br /&gt;
| Demonstrate in the classroom an understanding of and the ability to use the conventional algorithms for addition and subtraction (up to five-digit numbers), and multiplication (up to three digits by two digits).&lt;br /&gt;
|-&lt;br /&gt;
! GEOMETRY&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.1&lt;br /&gt;
| Compare and analyze attributes and other features (e.g., number of sides, faces, corners, right angles, diagonals, and symmetry) of two- and three-dimensional geometric shapes.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.3&lt;br /&gt;
| Recognize similar figures.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.4&lt;br /&gt;
| Identify angles as acute, right, or obtuse.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.7&lt;br /&gt;
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.9&lt;br /&gt;
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.&lt;br /&gt;
|-&lt;br /&gt;
! MEASUREMENT&lt;br /&gt;
|-&lt;br /&gt;
! 4.M.2&lt;br /&gt;
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Art ==&lt;br /&gt;
=== Concept Art Information ===&lt;br /&gt;
&lt;br /&gt;
This is where we will place images of different concept art. Until we have determined a style we will be using, we will be placing images of various different styles up to try and determine which is best.&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg&lt;br /&gt;
&lt;br /&gt;
=== Reference Material Information ===&lt;br /&gt;
&lt;br /&gt;
Updating...&lt;br /&gt;
&lt;br /&gt;
= Developer&#039;s Section =&lt;br /&gt;
== Meet the Team ==&lt;br /&gt;
&lt;br /&gt;
[[User:KnightMearh| Jonathan Meschino]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
email: jmeschino@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:esk7610| Eric Kenvin]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: eric.kenvin@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:prestonj| Preston Johnson]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: ppj4700@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:DaveSilver| David Silverman]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: drs5669@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interested in joining our development team? Contact us for more information.&lt;br /&gt;
&lt;br /&gt;
== Meetings ==&lt;br /&gt;
&lt;br /&gt;
Developer meetings:&lt;br /&gt;
&lt;br /&gt;
Where: Game Design Labs - Building 70-2500 @ RIT&lt;br /&gt;
&lt;br /&gt;
When: 5-8pm Thursdays&lt;br /&gt;
&lt;br /&gt;
6-8pm Saturdays (TBA-only if needed that week)&lt;br /&gt;
&lt;br /&gt;
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see section [[http://wiki.sugarlabs.org/go/TEXTadventure#Meet_the_Team Meet the Team]]).&lt;br /&gt;
&lt;br /&gt;
== Milestones ==&lt;br /&gt;
&lt;br /&gt;
We are currently engaged in Week 3.&lt;br /&gt;
&lt;br /&gt;
* denotes major item&lt;br /&gt;
&lt;br /&gt;
** denotes subtopic of above-listed item&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 1&lt;br /&gt;
&lt;br /&gt;
* Mess with gameboy mode&lt;br /&gt;
&lt;br /&gt;
* Set up and familiarize new git repo&lt;br /&gt;
&lt;br /&gt;
* Class structure&lt;br /&gt;
&lt;br /&gt;
* Review python&lt;br /&gt;
&lt;br /&gt;
* familiarize with pygame&lt;br /&gt;
&lt;br /&gt;
* cannibalize!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 2&lt;br /&gt;
&lt;br /&gt;
* work on prototyping of tougher game elements&lt;br /&gt;
&lt;br /&gt;
* create class structure&lt;br /&gt;
&lt;br /&gt;
* begin coding world (map)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 3&lt;br /&gt;
&lt;br /&gt;
* finish basic world&lt;br /&gt;
&lt;br /&gt;
* begin coding travel system&lt;br /&gt;
&lt;br /&gt;
** ability to move from room to room&lt;br /&gt;
&lt;br /&gt;
* begin coding combat system&lt;br /&gt;
&lt;br /&gt;
** get the &#039;stage&#039; set up for functionality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 4&lt;br /&gt;
&lt;br /&gt;
* finish travel system&lt;br /&gt;
&lt;br /&gt;
** debugged any issues or conflicts, text notifications of choices&lt;br /&gt;
&lt;br /&gt;
* switch between travel and combat system&lt;br /&gt;
&lt;br /&gt;
* work on combat system&lt;br /&gt;
&lt;br /&gt;
** have exchange of turns, menu that works for choices, text notification for choices&lt;br /&gt;
&lt;br /&gt;
* work on placeholder graphics to be loaded into game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 5&lt;br /&gt;
&lt;br /&gt;
* continue combat system&lt;br /&gt;
&lt;br /&gt;
** HP &amp;amp; PP update, basic battle is functional from start to finish&lt;br /&gt;
&lt;br /&gt;
* begin working on GUI and Menus&lt;br /&gt;
&lt;br /&gt;
** set up Store and menu systems, equipping gear (weapon, armor, items)&lt;br /&gt;
&lt;br /&gt;
* work on data recognition. this is updating the topics around the players level of familiarity with a given topic. make sure older topics are still rotated in for reiteration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 6&lt;br /&gt;
&lt;br /&gt;
* finish off all primary projects to ensure one play through of one level can happen start to finish&lt;br /&gt;
&lt;br /&gt;
* work on actual graphics and load them into game (replace placeholders)&lt;br /&gt;
&lt;br /&gt;
* game design documentation! extremely detailed account of current project and future goals/ directions.&lt;br /&gt;
&lt;br /&gt;
* additional features:&lt;br /&gt;
&lt;br /&gt;
** student vs class progress, class vs class progress - data analysis&lt;br /&gt;
&lt;br /&gt;
** multiple levels&lt;br /&gt;
&lt;br /&gt;
** multiple graphic sets (region based)&lt;br /&gt;
&lt;br /&gt;
** possible alternate game modes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 7&lt;br /&gt;
&lt;br /&gt;
* TESTING!&lt;br /&gt;
&lt;br /&gt;
* KEEP TESTING AND ADDING CONTENT&lt;br /&gt;
&lt;br /&gt;
== Future Development ==&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
-input read from handheld mode&lt;br /&gt;
&lt;br /&gt;
-Preliminary GUI coding:  &lt;br /&gt;
&lt;br /&gt;
  full GUI with placeholder images&lt;br /&gt;
  Text field with scrolling text&lt;br /&gt;
  Image swapping for traversal with placeholder images&lt;br /&gt;
&lt;br /&gt;
Looking at the Dungeon class (dungeons of mongo) for dungeon generation here&lt;br /&gt;
  https://fedorahosted.org/dungeonsofmongo/browser/mongo.py&lt;br /&gt;
&lt;br /&gt;
== Bugs/ Fixes ==&lt;br /&gt;
&lt;br /&gt;
Not applicable yet.&lt;br /&gt;
&lt;br /&gt;
== Game Suggestions ==&lt;br /&gt;
 &lt;br /&gt;
- Have the players defeat monsters and solve puzzles by solving math questions&lt;br /&gt;
&lt;br /&gt;
- Have a small on-screen map to help players navigate through the dungeon&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38987</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38987"/>
		<updated>2009-10-08T19:12:22Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Game Elements =&lt;br /&gt;
&lt;br /&gt;
Placeholder Splash Screen&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png&lt;br /&gt;
&lt;br /&gt;
== Game Concept (description) ==&lt;br /&gt;
&lt;br /&gt;
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.&lt;br /&gt;
&lt;br /&gt;
Each level is comprised of randomly generated dungeons that will create various difficulty mazes for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and provide reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
The objective of this project is to teach fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [[http://wiki.sugarlabs.org/go/TEXTadventure#Curriculum_Elements Curriculum Elements]] for incorporated curriculum topics.&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Characters ==&lt;br /&gt;
&lt;br /&gt;
There is currently no developed storyline for this project.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
Several GUI options are being considered now.  The first is to have a number pad to the left of the screen, text log on the bottom, map in the upper left, and graphics in the center. (Figure A)&lt;br /&gt;
&lt;br /&gt;
The second is to have the number pad as a part of battle graphics (attached to the player&#039;s first person perspective somehow). (Figure B)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://people.rit.edu/jam2707/media/image/OLPC/Screen1.jpg http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg&lt;br /&gt;
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg&lt;br /&gt;
&lt;br /&gt;
In addition to these, there is a stats screen, an equipment screen, and a shop screen.&lt;br /&gt;
&lt;br /&gt;
=== Menus ===&lt;br /&gt;
&lt;br /&gt;
Within the game there will be multiple menus. Here we will outline what each menu&#039;s purpose is and each of the buttons/controls that will be available through the menu.&lt;br /&gt;
=Menu=&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
In normal mode, players can click on doors to progress to check that door and see if it is unlocked.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;gameboy mode&amp;quot; the player can use the arrow pad on the left of the screen to check the door in that direction.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
&lt;br /&gt;
When the player moves into a room containing enemies, a battle will start.  Battle will be carried out by means of &amp;quot;clashes.&amp;quot;  Each clash represents a possible attack or action, and will be shown as a math problem that the player will have to solve.  The player will enter the answer in normal mode by clicking on the text field at the bottom of the screen, and entering the numerical answer using the number keys on the keyboard.  In &amp;quot;gameboy mode&amp;quot; there will be a numberpad on-screen, and the player will be able to highlight a number or symbol with the directional pad, and select by pressing one of the keys on the right side.&lt;br /&gt;
&lt;br /&gt;
==== Shop ====&lt;br /&gt;
&lt;br /&gt;
The player can access the shop any time not in battle during the game by pressing one of the right side buttons.  Once in the shop, the player can select an item by using the directional pad, or by clicking on it.  Once the  item is selected, its price will be displayed as a relational math problem which the player must solve.  The answer is entered the same way as in combat.&lt;br /&gt;
&lt;br /&gt;
== Critical Path ==&lt;br /&gt;
=== Level Progression ===&lt;br /&gt;
&lt;br /&gt;
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of each level, the player will face the entrance of the dungeon.  In each room, if there are no enemies left, the player will have a decision as to where to go next based on where in the dungeon they are.&lt;br /&gt;
&lt;br /&gt;
As the player moves through the dungeon, they will face enemies which they will have to fight by solving math problems.  If the player answers enough questions correctly in a battle, they will win the battle.  However, if they continue to answer questions wrong, they will be damaged and eventually die.  When the player dies, they will be faced with the option to quit to the main screen, or to restart the level.  Once the player answers enough math problems correctly or defeats enough enemies, a teleporter will appear which will take them to the next level of the dungeon.&lt;br /&gt;
&lt;br /&gt;
When the player reaches the end of the dungeon, they will encounter a boss which will confront them with numerous timed math problems to ensure mastery of the dungeon&#039;s concepts.  There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.&lt;br /&gt;
&lt;br /&gt;
=== Game Completion ===&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
=== Classroom Application ===&lt;br /&gt;
&lt;br /&gt;
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.&lt;br /&gt;
&lt;br /&gt;
=== Curriculum Elements ===&lt;br /&gt;
&lt;br /&gt;
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The complete listing of the curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].&lt;br /&gt;
&lt;br /&gt;
The following topics are covered in this game activity.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Implemented Curriculum Framework&lt;br /&gt;
! NUMBER SENSE AND OPERATIONS&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.3&lt;br /&gt;
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.4&lt;br /&gt;
| Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.5&lt;br /&gt;
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.6&lt;br /&gt;
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.9&lt;br /&gt;
| Select, use, and explain the commutative, associative, and identity properties of operations on whole numbers in problem situations, e.g., 37 x 46 = 46 x 37, (5 x 7) x 2 = 5 x (7 x 2).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.11&lt;br /&gt;
| Know multiplication facts through 12 x 12 and related division facts. Use these facts to solve related multiplication problems and compute related problems, e.g., 3 x 5 is related to 30 x 50, 300 x 5, and 30 x 500.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.12&lt;br /&gt;
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.14&lt;br /&gt;
| Demonstrate in the classroom an understanding of and the ability to use the conventional algorithms for addition and subtraction (up to five-digit numbers), and multiplication (up to three digits by two digits).&lt;br /&gt;
|-&lt;br /&gt;
! GEOMETRY&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.1&lt;br /&gt;
| Compare and analyze attributes and other features (e.g., number of sides, faces, corners, right angles, diagonals, and symmetry) of two- and three-dimensional geometric shapes.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.3&lt;br /&gt;
| Recognize similar figures.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.4&lt;br /&gt;
| Identify angles as acute, right, or obtuse.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.7&lt;br /&gt;
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.9&lt;br /&gt;
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.&lt;br /&gt;
|-&lt;br /&gt;
! MEASUREMENT&lt;br /&gt;
|-&lt;br /&gt;
! 4.M.2&lt;br /&gt;
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Art ==&lt;br /&gt;
=== Concept Art Information ===&lt;br /&gt;
&lt;br /&gt;
This is where we will place images of different concept art. Until we have determined a style we will be using, we will be placing images of various different styles up to try and determine which is best.&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg&lt;br /&gt;
&lt;br /&gt;
=== Reference Material Information ===&lt;br /&gt;
&lt;br /&gt;
Updating...&lt;br /&gt;
&lt;br /&gt;
= Developer&#039;s Section =&lt;br /&gt;
== Meet the Team ==&lt;br /&gt;
&lt;br /&gt;
[[User:KnightMearh| Jonathan Meschino]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
email: jmeschino@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:esk7610| Eric Kenvin]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: eric.kenvin@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:prestonj| Preston Johnson]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: ppj4700@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:DaveSilver| David Silverman]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: drs5669@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interested in joining our development team? Contact us for more information.&lt;br /&gt;
&lt;br /&gt;
== Meetings ==&lt;br /&gt;
&lt;br /&gt;
Developer meetings:&lt;br /&gt;
&lt;br /&gt;
Where: Game Design Labs - Building 70-2500 @ RIT&lt;br /&gt;
&lt;br /&gt;
When: 5-8pm Thursdays&lt;br /&gt;
&lt;br /&gt;
6-8pm Saturdays (TBA-only if needed that week)&lt;br /&gt;
&lt;br /&gt;
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see section [[http://wiki.sugarlabs.org/go/TEXTadventure#Meet_the_Team Meet the Team]]).&lt;br /&gt;
&lt;br /&gt;
== Milestones ==&lt;br /&gt;
&lt;br /&gt;
We are currently engaged in Week 3.&lt;br /&gt;
&lt;br /&gt;
* denotes major item&lt;br /&gt;
&lt;br /&gt;
** denotes subtopic of above-listed item&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 1&lt;br /&gt;
&lt;br /&gt;
* Mess with gameboy mode&lt;br /&gt;
&lt;br /&gt;
* Set up and familiarize new git repo&lt;br /&gt;
&lt;br /&gt;
* Class structure&lt;br /&gt;
&lt;br /&gt;
* Review python&lt;br /&gt;
&lt;br /&gt;
* familiarize with pygame&lt;br /&gt;
&lt;br /&gt;
* cannibalize!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 2&lt;br /&gt;
&lt;br /&gt;
* work on prototyping of tougher game elements&lt;br /&gt;
&lt;br /&gt;
* create class structure&lt;br /&gt;
&lt;br /&gt;
* begin coding world (map)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 3&lt;br /&gt;
&lt;br /&gt;
* finish basic world&lt;br /&gt;
&lt;br /&gt;
* begin coding travel system&lt;br /&gt;
&lt;br /&gt;
** ability to move from room to room&lt;br /&gt;
&lt;br /&gt;
* begin coding combat system&lt;br /&gt;
&lt;br /&gt;
** get the &#039;stage&#039; set up for functionality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 4&lt;br /&gt;
&lt;br /&gt;
* finish travel system&lt;br /&gt;
&lt;br /&gt;
** debugged any issues or conflicts, text notifications of choices&lt;br /&gt;
&lt;br /&gt;
* switch between travel and combat system&lt;br /&gt;
&lt;br /&gt;
* work on combat system&lt;br /&gt;
&lt;br /&gt;
** have exchange of turns, menu that works for choices, text notification for choices&lt;br /&gt;
&lt;br /&gt;
* work on placeholder graphics to be loaded into game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 5&lt;br /&gt;
&lt;br /&gt;
* continue combat system&lt;br /&gt;
&lt;br /&gt;
** HP &amp;amp; PP update, basic battle is functional from start to finish&lt;br /&gt;
&lt;br /&gt;
* begin working on GUI and Menus&lt;br /&gt;
&lt;br /&gt;
** set up Store and menu systems, equipping gear (weapon, armor, items)&lt;br /&gt;
&lt;br /&gt;
* work on data recognition. this is updating the topics around the players level of familiarity with a given topic. make sure older topics are still rotated in for reiteration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 6&lt;br /&gt;
&lt;br /&gt;
* finish off all primary projects to ensure one play through of one level can happen start to finish&lt;br /&gt;
&lt;br /&gt;
* work on actual graphics and load them into game (replace placeholders)&lt;br /&gt;
&lt;br /&gt;
* game design documentation! extremely detailed account of current project and future goals/ directions.&lt;br /&gt;
&lt;br /&gt;
* additional features:&lt;br /&gt;
&lt;br /&gt;
** student vs class progress, class vs class progress - data analysis&lt;br /&gt;
&lt;br /&gt;
** multiple levels&lt;br /&gt;
&lt;br /&gt;
** multiple graphic sets (region based)&lt;br /&gt;
&lt;br /&gt;
** possible alternate game modes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 7&lt;br /&gt;
&lt;br /&gt;
* TESTING!&lt;br /&gt;
&lt;br /&gt;
* KEEP TESTING AND ADDING CONTENT&lt;br /&gt;
&lt;br /&gt;
== Future Development ==&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
-input read from handheld mode&lt;br /&gt;
&lt;br /&gt;
-Preliminary GUI coding:  &lt;br /&gt;
&lt;br /&gt;
  full GUI with placeholder images&lt;br /&gt;
  Text field with scrolling text&lt;br /&gt;
  Image swapping for traversal with placeholder images&lt;br /&gt;
&lt;br /&gt;
Looking at the Dungeon class (dungeons of mongo) for dungeon generation here&lt;br /&gt;
  https://fedorahosted.org/dungeonsofmongo/browser/mongo.py&lt;br /&gt;
&lt;br /&gt;
== Bugs/ Fixes ==&lt;br /&gt;
&lt;br /&gt;
Not applicable yet.&lt;br /&gt;
&lt;br /&gt;
== Game Suggestions ==&lt;br /&gt;
 &lt;br /&gt;
- Have the players defeat monsters and solve puzzles by solving math questions&lt;br /&gt;
&lt;br /&gt;
- Have a small on-screen map to help players navigate through the dungeon&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38986</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38986"/>
		<updated>2009-10-08T19:11:01Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Game Elements =&lt;br /&gt;
&lt;br /&gt;
Placeholder Splash Screen&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png&lt;br /&gt;
&lt;br /&gt;
== Game Concept (description) ==&lt;br /&gt;
&lt;br /&gt;
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.&lt;br /&gt;
&lt;br /&gt;
Each level is comprised of randomly generated dungeons that will create various difficulty mazes for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and provide reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
The objective of this project is to teach fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [[http://wiki.sugarlabs.org/go/TEXTadventure#Curriculum_Elements Curriculum Elements]] for incorporated curriculum topics.&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Characters ==&lt;br /&gt;
&lt;br /&gt;
There is currently no developed storyline for this project.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
Several GUI options are being considered now.  The first is to have a number pad to the left of the screen, text log on the bottom, map in the upper left, and graphics in the center. (Figure A)&lt;br /&gt;
&lt;br /&gt;
The second is to have the number pad as a part of battle graphics (attached to the player&#039;s first person perspective somehow). (Figure B)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://people.rit.edu/jam2707/media/image/OLPC/Screen1.jpg http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg&lt;br /&gt;
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg&lt;br /&gt;
&lt;br /&gt;
In addition to these, there is a stats screen, an equipment screen, and a shop screen.&lt;br /&gt;
&lt;br /&gt;
=== Menus ===&lt;br /&gt;
&lt;br /&gt;
Within the game there will be multiple menus. Here we will outline what each menu&#039;s purpose is and each of the buttons/controls that will be available through the menu.&lt;br /&gt;
&lt;br /&gt;
== Menus ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
In normal mode, players can click on doors to progress to check that door and see if it is unlocked.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;gameboy mode&amp;quot; the player can use the arrow pad on the left of the screen to check the door in that direction.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
&lt;br /&gt;
When the player moves into a room containing enemies, a battle will start.  Battle will be carried out by means of &amp;quot;clashes.&amp;quot;  Each clash represents a possible attack or action, and will be shown as a math problem that the player will have to solve.  The player will enter the answer in normal mode by clicking on the text field at the bottom of the screen, and entering the numerical answer using the number keys on the keyboard.  In &amp;quot;gameboy mode&amp;quot; there will be a numberpad on-screen, and the player will be able to highlight a number or symbol with the directional pad, and select by pressing one of the keys on the right side.&lt;br /&gt;
&lt;br /&gt;
==== Shop ====&lt;br /&gt;
&lt;br /&gt;
The player can access the shop any time not in battle during the game by pressing one of the right side buttons.  Once in the shop, the player can select an item by using the directional pad, or by clicking on it.  Once the  item is selected, its price will be displayed as a relational math problem which the player must solve.  The answer is entered the same way as in combat.&lt;br /&gt;
&lt;br /&gt;
== Critical Path ==&lt;br /&gt;
=== Level Progression ===&lt;br /&gt;
&lt;br /&gt;
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of each level, the player will face the entrance of the dungeon.  In each room, if there are no enemies left, the player will have a decision as to where to go next based on where in the dungeon they are.&lt;br /&gt;
&lt;br /&gt;
As the player moves through the dungeon, they will face enemies which they will have to fight by solving math problems.  If the player answers enough questions correctly in a battle, they will win the battle.  However, if they continue to answer questions wrong, they will be damaged and eventually die.  When the player dies, they will be faced with the option to quit to the main screen, or to restart the level.  Once the player answers enough math problems correctly or defeats enough enemies, a teleporter will appear which will take them to the next level of the dungeon.&lt;br /&gt;
&lt;br /&gt;
When the player reaches the end of the dungeon, they will encounter a boss which will confront them with numerous timed math problems to ensure mastery of the dungeon&#039;s concepts.  There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.&lt;br /&gt;
&lt;br /&gt;
=== Game Completion ===&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
=== Classroom Application ===&lt;br /&gt;
&lt;br /&gt;
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.&lt;br /&gt;
&lt;br /&gt;
=== Curriculum Elements ===&lt;br /&gt;
&lt;br /&gt;
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The complete listing of the curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].&lt;br /&gt;
&lt;br /&gt;
The following topics are covered in this game activity.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Implemented Curriculum Framework&lt;br /&gt;
! NUMBER SENSE AND OPERATIONS&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.3&lt;br /&gt;
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.4&lt;br /&gt;
| Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.5&lt;br /&gt;
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.6&lt;br /&gt;
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.9&lt;br /&gt;
| Select, use, and explain the commutative, associative, and identity properties of operations on whole numbers in problem situations, e.g., 37 x 46 = 46 x 37, (5 x 7) x 2 = 5 x (7 x 2).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.11&lt;br /&gt;
| Know multiplication facts through 12 x 12 and related division facts. Use these facts to solve related multiplication problems and compute related problems, e.g., 3 x 5 is related to 30 x 50, 300 x 5, and 30 x 500.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.12&lt;br /&gt;
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.14&lt;br /&gt;
| Demonstrate in the classroom an understanding of and the ability to use the conventional algorithms for addition and subtraction (up to five-digit numbers), and multiplication (up to three digits by two digits).&lt;br /&gt;
|-&lt;br /&gt;
! GEOMETRY&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.1&lt;br /&gt;
| Compare and analyze attributes and other features (e.g., number of sides, faces, corners, right angles, diagonals, and symmetry) of two- and three-dimensional geometric shapes.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.3&lt;br /&gt;
| Recognize similar figures.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.4&lt;br /&gt;
| Identify angles as acute, right, or obtuse.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.7&lt;br /&gt;
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.9&lt;br /&gt;
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.&lt;br /&gt;
|-&lt;br /&gt;
! MEASUREMENT&lt;br /&gt;
|-&lt;br /&gt;
! 4.M.2&lt;br /&gt;
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Art ==&lt;br /&gt;
=== Concept Art Information ===&lt;br /&gt;
&lt;br /&gt;
This is where we will place images of different concept art. Until we have determined a style we will be using, we will be placing images of various different styles up to try and determine which is best.&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg&lt;br /&gt;
&lt;br /&gt;
=== Reference Material Information ===&lt;br /&gt;
&lt;br /&gt;
Updating...&lt;br /&gt;
&lt;br /&gt;
= Developer&#039;s Section =&lt;br /&gt;
== Meet the Team ==&lt;br /&gt;
&lt;br /&gt;
[[User:KnightMearh| Jonathan Meschino]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
email: jmeschino@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:esk7610| Eric Kenvin]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: eric.kenvin@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:prestonj| Preston Johnson]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: ppj4700@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:DaveSilver| David Silverman]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: drs5669@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interested in joining our development team? Contact us for more information.&lt;br /&gt;
&lt;br /&gt;
== Meetings ==&lt;br /&gt;
&lt;br /&gt;
Developer meetings:&lt;br /&gt;
&lt;br /&gt;
Where: Game Design Labs - Building 70-2500 @ RIT&lt;br /&gt;
&lt;br /&gt;
When: 5-8pm Thursdays&lt;br /&gt;
&lt;br /&gt;
6-8pm Saturdays (TBA-only if needed that week)&lt;br /&gt;
&lt;br /&gt;
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see section [[http://wiki.sugarlabs.org/go/TEXTadventure#Meet_the_Team Meet the Team]]).&lt;br /&gt;
&lt;br /&gt;
== Milestones ==&lt;br /&gt;
&lt;br /&gt;
We are currently engaged in Week 3.&lt;br /&gt;
&lt;br /&gt;
* denotes major item&lt;br /&gt;
&lt;br /&gt;
** denotes subtopic of above-listed item&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 1&lt;br /&gt;
&lt;br /&gt;
* Mess with gameboy mode&lt;br /&gt;
&lt;br /&gt;
* Set up and familiarize new git repo&lt;br /&gt;
&lt;br /&gt;
* Class structure&lt;br /&gt;
&lt;br /&gt;
* Review python&lt;br /&gt;
&lt;br /&gt;
* familiarize with pygame&lt;br /&gt;
&lt;br /&gt;
* cannibalize!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 2&lt;br /&gt;
&lt;br /&gt;
* work on prototyping of tougher game elements&lt;br /&gt;
&lt;br /&gt;
* create class structure&lt;br /&gt;
&lt;br /&gt;
* begin coding world (map)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 3&lt;br /&gt;
&lt;br /&gt;
* finish basic world&lt;br /&gt;
&lt;br /&gt;
* begin coding travel system&lt;br /&gt;
&lt;br /&gt;
** ability to move from room to room&lt;br /&gt;
&lt;br /&gt;
* begin coding combat system&lt;br /&gt;
&lt;br /&gt;
** get the &#039;stage&#039; set up for functionality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 4&lt;br /&gt;
&lt;br /&gt;
* finish travel system&lt;br /&gt;
&lt;br /&gt;
** debugged any issues or conflicts, text notifications of choices&lt;br /&gt;
&lt;br /&gt;
* switch between travel and combat system&lt;br /&gt;
&lt;br /&gt;
* work on combat system&lt;br /&gt;
&lt;br /&gt;
** have exchange of turns, menu that works for choices, text notification for choices&lt;br /&gt;
&lt;br /&gt;
* work on placeholder graphics to be loaded into game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 5&lt;br /&gt;
&lt;br /&gt;
* continue combat system&lt;br /&gt;
&lt;br /&gt;
** HP &amp;amp; PP update, basic battle is functional from start to finish&lt;br /&gt;
&lt;br /&gt;
* begin working on GUI and Menus&lt;br /&gt;
&lt;br /&gt;
** set up Store and menu systems, equipping gear (weapon, armor, items)&lt;br /&gt;
&lt;br /&gt;
* work on data recognition. this is updating the topics around the players level of familiarity with a given topic. make sure older topics are still rotated in for reiteration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 6&lt;br /&gt;
&lt;br /&gt;
* finish off all primary projects to ensure one play through of one level can happen start to finish&lt;br /&gt;
&lt;br /&gt;
* work on actual graphics and load them into game (replace placeholders)&lt;br /&gt;
&lt;br /&gt;
* game design documentation! extremely detailed account of current project and future goals/ directions.&lt;br /&gt;
&lt;br /&gt;
* additional features:&lt;br /&gt;
&lt;br /&gt;
** student vs class progress, class vs class progress - data analysis&lt;br /&gt;
&lt;br /&gt;
** multiple levels&lt;br /&gt;
&lt;br /&gt;
** multiple graphic sets (region based)&lt;br /&gt;
&lt;br /&gt;
** possible alternate game modes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 7&lt;br /&gt;
&lt;br /&gt;
* TESTING!&lt;br /&gt;
&lt;br /&gt;
* KEEP TESTING AND ADDING CONTENT&lt;br /&gt;
&lt;br /&gt;
== Future Development ==&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
-input read from handheld mode&lt;br /&gt;
&lt;br /&gt;
-Preliminary GUI coding:  &lt;br /&gt;
&lt;br /&gt;
  full GUI with placeholder images&lt;br /&gt;
  Text field with scrolling text&lt;br /&gt;
  Image swapping for traversal with placeholder images&lt;br /&gt;
&lt;br /&gt;
Looking at the Dungeon class (dungeons of mongo) for dungeon generation here&lt;br /&gt;
  https://fedorahosted.org/dungeonsofmongo/browser/mongo.py&lt;br /&gt;
&lt;br /&gt;
== Bugs/ Fixes ==&lt;br /&gt;
&lt;br /&gt;
Not applicable yet.&lt;br /&gt;
&lt;br /&gt;
== Game Suggestions ==&lt;br /&gt;
 &lt;br /&gt;
- Have the players defeat monsters and solve puzzles by solving math questions&lt;br /&gt;
&lt;br /&gt;
- Have a small on-screen map to help players navigate through the dungeon&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38978</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38978"/>
		<updated>2009-10-08T16:15:54Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: /* Game Elements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Game Elements =&lt;br /&gt;
&lt;br /&gt;
Placeholder Splash Screen&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png&lt;br /&gt;
&lt;br /&gt;
== Game Concept (description) ==&lt;br /&gt;
&lt;br /&gt;
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.&lt;br /&gt;
&lt;br /&gt;
Each level is comprised of randomly generated dungeons that will create various difficulty mazes for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and provide reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
The objective of this project is to teach fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [[http://wiki.sugarlabs.org/go/TEXTadventure#Curriculum_Elements Curriculum Elements]] for incorporated curriculum topics.&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Characters ==&lt;br /&gt;
&lt;br /&gt;
There is currently no developed storyline for this project.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
Several GUI options are being considered now.  The first is to have a number pad to the left of the screen, text log on the bottom, map in the upper left, and graphics in the center. (Figure A)&lt;br /&gt;
&lt;br /&gt;
The second is to have the number pad as a part of battle graphics (attached to the player&#039;s first person perspective somehow). (Figure B)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://people.rit.edu/jam2707/media/image/OLPC/Screen1.jpg http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg&lt;br /&gt;
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg&lt;br /&gt;
&lt;br /&gt;
In addition to these, there is a stats screen, an equipment screen, and a shop screen.&lt;br /&gt;
&lt;br /&gt;
=== Menus ===&lt;br /&gt;
&lt;br /&gt;
The menus will be accessible by pressing its associated buttons on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
In normal mode, players can click on doors to progress to check that door and see if it is unlocked.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;gameboy mode&amp;quot; the player can use the arrow pad on the left of the screen to check the door in that direction.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
&lt;br /&gt;
When the player moves into a room containing enemies, a battle will start.  Battle will be carried out by means of &amp;quot;clashes.&amp;quot;  Each clash represents a possible attack or action, and will be shown as a math problem that the player will have to solve.  The player will enter the answer in normal mode by clicking on the text field at the bottom of the screen, and entering the numerical answer using the number keys on the keyboard.  In &amp;quot;gameboy mode&amp;quot; there will be a numberpad on-screen, and the player will be able to highlight a number or symbol with the directional pad, and select by pressing one of the keys on the right side.&lt;br /&gt;
&lt;br /&gt;
==== Shop ====&lt;br /&gt;
&lt;br /&gt;
The player can access the shop any time not in battle during the game by pressing one of the right side buttons.  Once in the shop, the player can select an item by using the directional pad, or by clicking on it.  Once the  item is selected, its price will be displayed as a relational math problem which the player must solve.  The answer is entered the same way as in combat.&lt;br /&gt;
&lt;br /&gt;
== Critical Path ==&lt;br /&gt;
=== Level Progression ===&lt;br /&gt;
&lt;br /&gt;
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of each level, the player will face the entrance of the dungeon.  In each room, if there are no enemies left, the player will have a decision as to where to go next based on where in the dungeon they are.&lt;br /&gt;
&lt;br /&gt;
As the player moves through the dungeon, they will face enemies which they will have to fight by solving math problems.  If the player answers enough questions correctly in a battle, they will win the battle.  However, if they continue to answer questions wrong, they will be damaged and eventually die.  When the player dies, they will be faced with the option to quit to the main screen, or to restart the level.  Once the player answers enough math problems correctly or defeats enough enemies, a teleporter will appear which will take them to the next level of the dungeon.&lt;br /&gt;
&lt;br /&gt;
When the player reaches the end of the dungeon, they will encounter a boss which will confront them with numerous timed math problems to ensure mastery of the dungeon&#039;s concepts.  There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.&lt;br /&gt;
&lt;br /&gt;
=== Game Completion ===&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
=== Classroom Application ===&lt;br /&gt;
&lt;br /&gt;
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.&lt;br /&gt;
&lt;br /&gt;
=== Curriculum Elements ===&lt;br /&gt;
&lt;br /&gt;
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The complete listing of the curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].&lt;br /&gt;
&lt;br /&gt;
The following topics are covered in this game activity.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Implemented Curriculum Framework&lt;br /&gt;
! NUMBER SENSE AND OPERATIONS&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.3&lt;br /&gt;
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.4&lt;br /&gt;
| Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.5&lt;br /&gt;
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.6&lt;br /&gt;
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.9&lt;br /&gt;
| Select, use, and explain the commutative, associative, and identity properties of operations on whole numbers in problem situations, e.g., 37 x 46 = 46 x 37, (5 x 7) x 2 = 5 x (7 x 2).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.11&lt;br /&gt;
| Know multiplication facts through 12 x 12 and related division facts. Use these facts to solve related multiplication problems and compute related problems, e.g., 3 x 5 is related to 30 x 50, 300 x 5, and 30 x 500.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.12&lt;br /&gt;
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.14&lt;br /&gt;
| Demonstrate in the classroom an understanding of and the ability to use the conventional algorithms for addition and subtraction (up to five-digit numbers), and multiplication (up to three digits by two digits).&lt;br /&gt;
|-&lt;br /&gt;
! GEOMETRY&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.1&lt;br /&gt;
| Compare and analyze attributes and other features (e.g., number of sides, faces, corners, right angles, diagonals, and symmetry) of two- and three-dimensional geometric shapes.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.3&lt;br /&gt;
| Recognize similar figures.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.4&lt;br /&gt;
| Identify angles as acute, right, or obtuse.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.7&lt;br /&gt;
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.9&lt;br /&gt;
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.&lt;br /&gt;
|-&lt;br /&gt;
! MEASUREMENT&lt;br /&gt;
|-&lt;br /&gt;
! 4.M.2&lt;br /&gt;
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Art ==&lt;br /&gt;
=== Concept Art Information ===&lt;br /&gt;
&lt;br /&gt;
This is where we will place images of different concept art. Until we have determined a style we will be using, we will be placing images of various different styles up to try and determine which is best.&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg&lt;br /&gt;
&lt;br /&gt;
=== Reference Material Information ===&lt;br /&gt;
&lt;br /&gt;
Updating...&lt;br /&gt;
&lt;br /&gt;
= Developer&#039;s Section =&lt;br /&gt;
== Meet the Team ==&lt;br /&gt;
&lt;br /&gt;
[[User:KnightMearh| Jonathan Meschino]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
email: jmeschino@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:esk7610| Eric Kenvin]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: eric.kenvin@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:prestonj| Preston Johnson]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: ppj4700@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:DaveSilver| David Silverman]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: drs5669@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interested in joining our development team? Contact us for more information.&lt;br /&gt;
&lt;br /&gt;
== Meetings ==&lt;br /&gt;
&lt;br /&gt;
Developer meetings:&lt;br /&gt;
&lt;br /&gt;
Where: Game Design Labs - Building 70-2500 @ RIT&lt;br /&gt;
&lt;br /&gt;
When: 5-8pm Thursdays&lt;br /&gt;
&lt;br /&gt;
6-8pm Saturdays (TBA-only if needed that week)&lt;br /&gt;
&lt;br /&gt;
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see section [[http://wiki.sugarlabs.org/go/TEXTadventure#Meet_the_Team Meet the Team]]).&lt;br /&gt;
&lt;br /&gt;
== Milestones ==&lt;br /&gt;
&lt;br /&gt;
We are currently engaged in Week 3.&lt;br /&gt;
&lt;br /&gt;
* denotes major item&lt;br /&gt;
&lt;br /&gt;
** denotes subtopic of above-listed item&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 1&lt;br /&gt;
&lt;br /&gt;
* Mess with gameboy mode&lt;br /&gt;
&lt;br /&gt;
* Set up and familiarize new git repo&lt;br /&gt;
&lt;br /&gt;
* Class structure&lt;br /&gt;
&lt;br /&gt;
* Review python&lt;br /&gt;
&lt;br /&gt;
* familiarize with pygame&lt;br /&gt;
&lt;br /&gt;
* cannibalize!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 2&lt;br /&gt;
&lt;br /&gt;
* work on prototyping of tougher game elements&lt;br /&gt;
&lt;br /&gt;
* create class structure&lt;br /&gt;
&lt;br /&gt;
* begin coding world (map)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 3&lt;br /&gt;
&lt;br /&gt;
* finish basic world&lt;br /&gt;
&lt;br /&gt;
* begin coding travel system&lt;br /&gt;
&lt;br /&gt;
** ability to move from room to room&lt;br /&gt;
&lt;br /&gt;
* begin coding combat system&lt;br /&gt;
&lt;br /&gt;
** get the &#039;stage&#039; set up for functionality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 4&lt;br /&gt;
&lt;br /&gt;
* finish travel system&lt;br /&gt;
&lt;br /&gt;
** debugged any issues or conflicts, text notifications of choices&lt;br /&gt;
&lt;br /&gt;
* switch between travel and combat system&lt;br /&gt;
&lt;br /&gt;
* work on combat system&lt;br /&gt;
&lt;br /&gt;
** have exchange of turns, menu that works for choices, text notification for choices&lt;br /&gt;
&lt;br /&gt;
* work on placeholder graphics to be loaded into game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 5&lt;br /&gt;
&lt;br /&gt;
* continue combat system&lt;br /&gt;
&lt;br /&gt;
** HP &amp;amp; PP update, basic battle is functional from start to finish&lt;br /&gt;
&lt;br /&gt;
* begin working on GUI and Menus&lt;br /&gt;
&lt;br /&gt;
** set up Store and menu systems, equipping gear (weapon, armor, items)&lt;br /&gt;
&lt;br /&gt;
* work on data recognition. this is updating the topics around the players level of familiarity with a given topic. make sure older topics are still rotated in for reiteration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 6&lt;br /&gt;
&lt;br /&gt;
* finish off all primary projects to ensure one play through of one level can happen start to finish&lt;br /&gt;
&lt;br /&gt;
* work on actual graphics and load them into game (replace placeholders)&lt;br /&gt;
&lt;br /&gt;
* game design documentation! extremely detailed account of current project and future goals/ directions.&lt;br /&gt;
&lt;br /&gt;
* additional features:&lt;br /&gt;
&lt;br /&gt;
** student vs class progress, class vs class progress - data analysis&lt;br /&gt;
&lt;br /&gt;
** multiple levels&lt;br /&gt;
&lt;br /&gt;
** multiple graphic sets (region based)&lt;br /&gt;
&lt;br /&gt;
** possible alternate game modes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 7&lt;br /&gt;
&lt;br /&gt;
* TESTING!&lt;br /&gt;
&lt;br /&gt;
* KEEP TESTING AND ADDING CONTENT&lt;br /&gt;
&lt;br /&gt;
== Future Development ==&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
-input read from handheld mode&lt;br /&gt;
&lt;br /&gt;
-Preliminary GUI coding:  &lt;br /&gt;
&lt;br /&gt;
  full GUI with placeholder images&lt;br /&gt;
  Text field with scrolling text&lt;br /&gt;
  Image swapping for traversal with placeholder images&lt;br /&gt;
&lt;br /&gt;
Looking at the Dungeon class (dungeons of mongo) for dungeon generation here&lt;br /&gt;
  https://fedorahosted.org/dungeonsofmongo/browser/mongo.py&lt;br /&gt;
&lt;br /&gt;
== Bugs/ Fixes ==&lt;br /&gt;
&lt;br /&gt;
Not applicable yet.&lt;br /&gt;
&lt;br /&gt;
== Game Suggestions ==&lt;br /&gt;
 &lt;br /&gt;
- Have the players defeat monsters and solve puzzles by solving math questions&lt;br /&gt;
&lt;br /&gt;
- Have a small on-screen map to help players navigate through the dungeon&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38977</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38977"/>
		<updated>2009-10-08T16:15:08Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: /* Game Elements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Game Elements =&lt;br /&gt;
&lt;br /&gt;
Placeholder image ;D&lt;br /&gt;
&amp;lt;a href=&amp;quot;http://s8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/?action=view&amp;amp;current=MPGTitleScreenFinal.png&amp;quot; target=&amp;quot;_blank&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png&amp;quot; border=&amp;quot;0&amp;quot; alt=&amp;quot;MPG&amp;quot;&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game Concept (description) ==&lt;br /&gt;
&lt;br /&gt;
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.&lt;br /&gt;
&lt;br /&gt;
Each level is comprised of randomly generated dungeons that will create various difficulty mazes for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and provide reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
The objective of this project is to teach fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [[http://wiki.sugarlabs.org/go/TEXTadventure#Curriculum_Elements Curriculum Elements]] for incorporated curriculum topics.&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Characters ==&lt;br /&gt;
&lt;br /&gt;
There is currently no developed storyline for this project.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
Several GUI options are being considered now.  The first is to have a number pad to the left of the screen, text log on the bottom, map in the upper left, and graphics in the center. (Figure A)&lt;br /&gt;
&lt;br /&gt;
The second is to have the number pad as a part of battle graphics (attached to the player&#039;s first person perspective somehow). (Figure B)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://people.rit.edu/jam2707/media/image/OLPC/Screen1.jpg http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg&lt;br /&gt;
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg&lt;br /&gt;
&lt;br /&gt;
In addition to these, there is a stats screen, an equipment screen, and a shop screen.&lt;br /&gt;
&lt;br /&gt;
=== Menus ===&lt;br /&gt;
&lt;br /&gt;
The menus will be accessible by pressing its associated buttons on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
In normal mode, players can click on doors to progress to check that door and see if it is unlocked.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;gameboy mode&amp;quot; the player can use the arrow pad on the left of the screen to check the door in that direction.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
&lt;br /&gt;
When the player moves into a room containing enemies, a battle will start.  Battle will be carried out by means of &amp;quot;clashes.&amp;quot;  Each clash represents a possible attack or action, and will be shown as a math problem that the player will have to solve.  The player will enter the answer in normal mode by clicking on the text field at the bottom of the screen, and entering the numerical answer using the number keys on the keyboard.  In &amp;quot;gameboy mode&amp;quot; there will be a numberpad on-screen, and the player will be able to highlight a number or symbol with the directional pad, and select by pressing one of the keys on the right side.&lt;br /&gt;
&lt;br /&gt;
==== Shop ====&lt;br /&gt;
&lt;br /&gt;
The player can access the shop any time not in battle during the game by pressing one of the right side buttons.  Once in the shop, the player can select an item by using the directional pad, or by clicking on it.  Once the  item is selected, its price will be displayed as a relational math problem which the player must solve.  The answer is entered the same way as in combat.&lt;br /&gt;
&lt;br /&gt;
== Critical Path ==&lt;br /&gt;
=== Level Progression ===&lt;br /&gt;
&lt;br /&gt;
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of each level, the player will face the entrance of the dungeon.  In each room, if there are no enemies left, the player will have a decision as to where to go next based on where in the dungeon they are.&lt;br /&gt;
&lt;br /&gt;
As the player moves through the dungeon, they will face enemies which they will have to fight by solving math problems.  If the player answers enough questions correctly in a battle, they will win the battle.  However, if they continue to answer questions wrong, they will be damaged and eventually die.  When the player dies, they will be faced with the option to quit to the main screen, or to restart the level.  Once the player answers enough math problems correctly or defeats enough enemies, a teleporter will appear which will take them to the next level of the dungeon.&lt;br /&gt;
&lt;br /&gt;
When the player reaches the end of the dungeon, they will encounter a boss which will confront them with numerous timed math problems to ensure mastery of the dungeon&#039;s concepts.  There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.&lt;br /&gt;
&lt;br /&gt;
=== Game Completion ===&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
=== Classroom Application ===&lt;br /&gt;
&lt;br /&gt;
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.&lt;br /&gt;
&lt;br /&gt;
=== Curriculum Elements ===&lt;br /&gt;
&lt;br /&gt;
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The complete listing of the curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].&lt;br /&gt;
&lt;br /&gt;
The following topics are covered in this game activity.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;5&amp;quot;&lt;br /&gt;
|+ Implemented Curriculum Framework&lt;br /&gt;
! NUMBER SENSE AND OPERATIONS&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.3&lt;br /&gt;
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.4&lt;br /&gt;
| Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.5&lt;br /&gt;
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.6&lt;br /&gt;
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.9&lt;br /&gt;
| Select, use, and explain the commutative, associative, and identity properties of operations on whole numbers in problem situations, e.g., 37 x 46 = 46 x 37, (5 x 7) x 2 = 5 x (7 x 2).&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.11&lt;br /&gt;
| Know multiplication facts through 12 x 12 and related division facts. Use these facts to solve related multiplication problems and compute related problems, e.g., 3 x 5 is related to 30 x 50, 300 x 5, and 30 x 500.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.12&lt;br /&gt;
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.&lt;br /&gt;
|-&lt;br /&gt;
! 4.N.14&lt;br /&gt;
| Demonstrate in the classroom an understanding of and the ability to use the conventional algorithms for addition and subtraction (up to five-digit numbers), and multiplication (up to three digits by two digits).&lt;br /&gt;
|-&lt;br /&gt;
! GEOMETRY&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.1&lt;br /&gt;
| Compare and analyze attributes and other features (e.g., number of sides, faces, corners, right angles, diagonals, and symmetry) of two- and three-dimensional geometric shapes.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.3&lt;br /&gt;
| Recognize similar figures.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.4&lt;br /&gt;
| Identify angles as acute, right, or obtuse.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.7&lt;br /&gt;
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.&lt;br /&gt;
|-&lt;br /&gt;
! 4.G.9&lt;br /&gt;
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.&lt;br /&gt;
|-&lt;br /&gt;
! MEASUREMENT&lt;br /&gt;
|-&lt;br /&gt;
! 4.M.2&lt;br /&gt;
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Art ==&lt;br /&gt;
=== Concept Art Information ===&lt;br /&gt;
&lt;br /&gt;
This is where we will place images of different concept art. Until we have determined a style we will be using, we will be placing images of various different styles up to try and determine which is best.&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg&lt;br /&gt;
&lt;br /&gt;
=== Reference Material Information ===&lt;br /&gt;
&lt;br /&gt;
Updating...&lt;br /&gt;
&lt;br /&gt;
= Developer&#039;s Section =&lt;br /&gt;
== Meet the Team ==&lt;br /&gt;
&lt;br /&gt;
[[User:KnightMearh| Jonathan Meschino]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
email: jmeschino@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:esk7610| Eric Kenvin]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: eric.kenvin@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:prestonj| Preston Johnson]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: ppj4700@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:DaveSilver| David Silverman]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: drs5669@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interested in joining our development team? Contact us for more information.&lt;br /&gt;
&lt;br /&gt;
== Meetings ==&lt;br /&gt;
&lt;br /&gt;
Developer meetings:&lt;br /&gt;
&lt;br /&gt;
Where: Game Design Labs - Building 70-2500 @ RIT&lt;br /&gt;
&lt;br /&gt;
When: 5-8pm Thursdays&lt;br /&gt;
&lt;br /&gt;
6-8pm Saturdays (TBA-only if needed that week)&lt;br /&gt;
&lt;br /&gt;
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see section [[http://wiki.sugarlabs.org/go/TEXTadventure#Meet_the_Team Meet the Team]]).&lt;br /&gt;
&lt;br /&gt;
== Milestones ==&lt;br /&gt;
&lt;br /&gt;
We are currently engaged in Week 3.&lt;br /&gt;
&lt;br /&gt;
* denotes major item&lt;br /&gt;
&lt;br /&gt;
** denotes subtopic of above-listed item&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 1&lt;br /&gt;
&lt;br /&gt;
* Mess with gameboy mode&lt;br /&gt;
&lt;br /&gt;
* Set up and familiarize new git repo&lt;br /&gt;
&lt;br /&gt;
* Class structure&lt;br /&gt;
&lt;br /&gt;
* Review python&lt;br /&gt;
&lt;br /&gt;
* familiarize with pygame&lt;br /&gt;
&lt;br /&gt;
* cannibalize!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 2&lt;br /&gt;
&lt;br /&gt;
* work on prototyping of tougher game elements&lt;br /&gt;
&lt;br /&gt;
* create class structure&lt;br /&gt;
&lt;br /&gt;
* begin coding world (map)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 3&lt;br /&gt;
&lt;br /&gt;
* finish basic world&lt;br /&gt;
&lt;br /&gt;
* begin coding travel system&lt;br /&gt;
&lt;br /&gt;
** ability to move from room to room&lt;br /&gt;
&lt;br /&gt;
* begin coding combat system&lt;br /&gt;
&lt;br /&gt;
** get the &#039;stage&#039; set up for functionality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 4&lt;br /&gt;
&lt;br /&gt;
* finish travel system&lt;br /&gt;
&lt;br /&gt;
** debugged any issues or conflicts, text notifications of choices&lt;br /&gt;
&lt;br /&gt;
* switch between travel and combat system&lt;br /&gt;
&lt;br /&gt;
* work on combat system&lt;br /&gt;
&lt;br /&gt;
** have exchange of turns, menu that works for choices, text notification for choices&lt;br /&gt;
&lt;br /&gt;
* work on placeholder graphics to be loaded into game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 5&lt;br /&gt;
&lt;br /&gt;
* continue combat system&lt;br /&gt;
&lt;br /&gt;
** HP &amp;amp; PP update, basic battle is functional from start to finish&lt;br /&gt;
&lt;br /&gt;
* begin working on GUI and Menus&lt;br /&gt;
&lt;br /&gt;
** set up Store and menu systems, equipping gear (weapon, armor, items)&lt;br /&gt;
&lt;br /&gt;
* work on data recognition. this is updating the topics around the players level of familiarity with a given topic. make sure older topics are still rotated in for reiteration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 6&lt;br /&gt;
&lt;br /&gt;
* finish off all primary projects to ensure one play through of one level can happen start to finish&lt;br /&gt;
&lt;br /&gt;
* work on actual graphics and load them into game (replace placeholders)&lt;br /&gt;
&lt;br /&gt;
* game design documentation! extremely detailed account of current project and future goals/ directions.&lt;br /&gt;
&lt;br /&gt;
* additional features:&lt;br /&gt;
&lt;br /&gt;
** student vs class progress, class vs class progress - data analysis&lt;br /&gt;
&lt;br /&gt;
** multiple levels&lt;br /&gt;
&lt;br /&gt;
** multiple graphic sets (region based)&lt;br /&gt;
&lt;br /&gt;
** possible alternate game modes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Week 7&lt;br /&gt;
&lt;br /&gt;
* TESTING!&lt;br /&gt;
&lt;br /&gt;
* KEEP TESTING AND ADDING CONTENT&lt;br /&gt;
&lt;br /&gt;
== Future Development ==&lt;br /&gt;
&lt;br /&gt;
updating...&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
-input read from handheld mode&lt;br /&gt;
&lt;br /&gt;
-Preliminary GUI coding:  &lt;br /&gt;
&lt;br /&gt;
  full GUI with placeholder images&lt;br /&gt;
  Text field with scrolling text&lt;br /&gt;
  Image swapping for traversal with placeholder images&lt;br /&gt;
&lt;br /&gt;
Looking at the Dungeon class (dungeons of mongo) for dungeon generation here&lt;br /&gt;
  https://fedorahosted.org/dungeonsofmongo/browser/mongo.py&lt;br /&gt;
&lt;br /&gt;
== Bugs/ Fixes ==&lt;br /&gt;
&lt;br /&gt;
Not applicable yet.&lt;br /&gt;
&lt;br /&gt;
== Game Suggestions ==&lt;br /&gt;
 &lt;br /&gt;
- Have the players defeat monsters and solve puzzles by solving math questions&lt;br /&gt;
&lt;br /&gt;
- Have a small on-screen map to help players navigate through the dungeon&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38475</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38475"/>
		<updated>2009-09-29T16:16:08Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== T.E.X.T. Adventure ==&lt;br /&gt;
&lt;br /&gt;
Placeholder image ;D&lt;br /&gt;
http://people.rit.edu/jam2707/media/image/OLPC/olpc_mutant.jpg&lt;br /&gt;
&lt;br /&gt;
=== Game Concept ===&lt;br /&gt;
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.&lt;br /&gt;
&lt;br /&gt;
Each level is comprised of randomly generated dungeons that will create various difficulty mazes for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and provide reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview.&lt;br /&gt;
&lt;br /&gt;
== Story &amp;amp; Characters ==&lt;br /&gt;
There is currently no developed storyline for TEXTadventure.&lt;br /&gt;
&lt;br /&gt;
== Concept Art ==&lt;br /&gt;
This is where we will place images of different concept art. Until we have determined a style we will be using, we will be placing images of various different styles up to try and determine which is best.&lt;br /&gt;
&lt;br /&gt;
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg&lt;br /&gt;
&lt;br /&gt;
== GUI ==&lt;br /&gt;
Several GUI options are being considered now.  The first is to have a number pad to the left of the screen, text log on the bottom, map in the upper left, and graphics in the center. (Figure A)&lt;br /&gt;
&lt;br /&gt;
The second is to have the number pad as a part of battle graphics (attached to the player&#039;s first person perspective somehow). (Figure B)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://people.rit.edu/jam2707/media/image/OLPC/Screen1.jpg http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg&lt;br /&gt;
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to these, there is a stats screen, an equipment screen, and a shop screen.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
In normal mode, players can click on doors to progress to check that door and see if it is unlocked.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
In &amp;quot;gameboy mode&amp;quot; the player can use the arrow pad on the left of the screen to check the door in that direction.  If the door is unlocked, they progress to the next room.&lt;br /&gt;
&lt;br /&gt;
==== Menu Access ====&lt;br /&gt;
The menus will be accessible by pressing its associated buttons on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
When the player moves into a room containing enemies, a battle will start.  Battle will be carried out by means of &amp;quot;clashes.&amp;quot;  Each clash represents a possible attack or action, and will be shown as a math problem that the player will have to solve.  The player will enter the answer in normal mode by clicking on the text field at the bottom of the screen, and entering the numerical answer using the number keys on the keyboard.  In &amp;quot;gameboy mode&amp;quot; there will be a numberpad on-screen, and the player will be able to highlight a number or symbol with the directional pad, and select by pressing one of the keys on the right side.&lt;br /&gt;
&lt;br /&gt;
==== Shop (optional) ====&lt;br /&gt;
The player can access the shop any time not in battle during the game by pressing one of the right side buttons.  Once in the shop, the player can select an item by using the directional pad, or by clicking on it.  Once the  item is selected, its price will be displayed as a relational math problem which the player must solve.  The answer is entered the same way as in combat.&lt;br /&gt;
&lt;br /&gt;
== Critical Path/ Game Progression ==&lt;br /&gt;
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty.  &lt;br /&gt;
&lt;br /&gt;
At the beginning of each level, the player will face the entrance of the dungeon.  In each room, if there are no enemies left, the player will have a decision as to where to go next based on where in the dungeon they are.&lt;br /&gt;
&lt;br /&gt;
As the player moves through the dungeon, they will face enemies which they will have to fight by solving math problems.  If the player answers enough questions correctly in a battle, they will win the battle.  However, if they continue to answer questions wrong, they will be damaged and eventually die.  When the player dies, they will be faced with the option to quit to the main screen, or to restart the level.  Once the player answers enough math problems correctly or defeats enough enemies, a teleporter will appear which will take them to the next level of the dungeon.&lt;br /&gt;
&lt;br /&gt;
When the player reaches the end of the dungeon, they will encounter a boss which will confront them with numerous timed math problems to ensure mastery of the dungeon&#039;s concepts.  There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.&lt;br /&gt;
&lt;br /&gt;
== Curriculum/ Classroom Value ==&lt;br /&gt;
This game covers elements of the fourth grade math curriculum currently used in Boston, MA, USA.&lt;br /&gt;
&lt;br /&gt;
== Team Information ==&lt;br /&gt;
[[User:esk7610| Eric Kenvin]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: eric.kenvin@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:KnightMearh| Jonathan Meschino]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
email: jmeschino@mail.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:prestonj| Preston Johnson]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
email: ppj4700@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
David Silverman&lt;br /&gt;
&lt;br /&gt;
email: drs5669@g.rit.edu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interested in joining our development team? Contact us for more information.&lt;br /&gt;
&lt;br /&gt;
== Ideas ==&lt;br /&gt;
 &lt;br /&gt;
- Have the players defeat monsters and solve puzzles by solving math questions&lt;br /&gt;
&lt;br /&gt;
- Have a small on-screen map to help players navigate through the dungeon&lt;br /&gt;
&lt;br /&gt;
== Developer&#039;s Section ==&lt;br /&gt;
Developer meetings:&lt;br /&gt;
&lt;br /&gt;
Where: Game Design Labs - Building 70-2500 @ RIT&lt;br /&gt;
&lt;br /&gt;
When: 5-7pm Thursdays&lt;br /&gt;
&lt;br /&gt;
6-8pm Saturdays (TBA-only if needed that week)&lt;br /&gt;
&lt;br /&gt;
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see [[http://wiki.sugarlabs.org/go/TEXTadventure#Team_Information 7 Team Information]] section).&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=User:DaveSilver&amp;diff=38023</id>
		<title>User:DaveSilver</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=User:DaveSilver&amp;diff=38023"/>
		<updated>2009-09-24T16:31:31Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: Created page with &amp;#039;Hello everyone I am David Silverman. I am currently a third year Game Design and Development student at Rochester Institute of Technology. I am primarily and artist and designer …&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello everyone I am David Silverman. I am currently a third year Game Design and Development student at Rochester Institute of Technology. I am primarily and artist and designer however I do have a good deal of programming experience under my belt. I will moist likely be working on a an adventure game for the Math 4 curriculum with 4 other students in my class. We are still very early in the planning stages of the project however once we have a design document up for it I will be putting links to that, our Git page, and the pages of all of my team members on this page. Finally if you need some way to contact me I cvan be reached through the e-mails nibor123@gmail.com, nibor1234@gmail.com, and drs5669@rit.edu. All of these e-mails are forwarded to one account which I check more than 30 times a day, at least once an hour, so I should get back to you very soon.&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Math4Team/RIT/Students&amp;diff=37973</id>
		<title>Math4Team/RIT/Students</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Math4Team/RIT/Students&amp;diff=37973"/>
		<updated>2009-09-24T16:17:02Z</updated>

		<summary type="html">&lt;p&gt;DaveSilver: /* Game Development and Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Fall 2009&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game Development and Design==&lt;br /&gt;
&lt;br /&gt;
Preston Johnson (3rd Year)&lt;br /&gt;
&lt;br /&gt;
Eric Kenvin (3rd Year)&lt;br /&gt;
&lt;br /&gt;
David Silverman(3rd Year)&lt;br /&gt;
&lt;br /&gt;
==Computer Science==&lt;br /&gt;
&lt;br /&gt;
==Information Technology==&lt;br /&gt;
&lt;br /&gt;
==New Media: Interactive Development==&lt;br /&gt;
Forrest Marvez&lt;br /&gt;
&lt;br /&gt;
==Networking==&lt;br /&gt;
&lt;br /&gt;
[[User:Fapryce| Fatima Pryce]] (2nd year)&lt;br /&gt;
&lt;br /&gt;
==Software Engineering==&lt;/div&gt;</summary>
		<author><name>DaveSilver</name></author>
	</entry>
</feed>