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	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Talk:Teacher%27s_Tools&amp;diff=40148</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=40148"/>
		<updated>2009-11-10T17:28:43Z</updated>

		<summary type="html">&lt;p&gt;Prestonj: &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;
====Class Feedback (In class testing)====&lt;br /&gt;
=====DaveSilver&#039;s help=====&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;
===== Preston&#039;s Help =====&lt;br /&gt;
- The activity is used for teachers to track their students progress through a certain subject matter.&lt;br /&gt;
- It was easy to create a question and answer it.&lt;br /&gt;
- The interface was simple and easily understood. &lt;br /&gt;
- I think that there should be an option to add in more and different type of questions along with a go back button at the end.&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>Prestonj</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39238</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39238"/>
		<updated>2009-10-17T21:51:05Z</updated>

		<summary type="html">&lt;p&gt;Prestonj: /* GUI */&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;
== 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>Prestonj</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39237</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39237"/>
		<updated>2009-10-17T21:50:51Z</updated>

		<summary type="html">&lt;p&gt;Prestonj: /* GUI */&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;
== 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). (Figure B)&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>Prestonj</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39236</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39236"/>
		<updated>2009-10-17T21:50:13Z</updated>

		<summary type="html">&lt;p&gt;Prestonj: Undo revision 39235 by Prestonj (Talk)&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;
== 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;
*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>Prestonj</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39235</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39235"/>
		<updated>2009-10-17T21:48:50Z</updated>

		<summary type="html">&lt;p&gt;Prestonj: /* GUI */&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;
== Gameplay ==&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The UI 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://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>Prestonj</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39234</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39234"/>
		<updated>2009-10-17T21:47:07Z</updated>

		<summary type="html">&lt;p&gt;Prestonj: /* Controls */&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;
== 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;
*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>Prestonj</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39233</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39233"/>
		<updated>2009-10-17T21:46:21Z</updated>

		<summary type="html">&lt;p&gt;Prestonj: /* Controls */&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;
== 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;
*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>Prestonj</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39232</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39232"/>
		<updated>2009-10-17T21:44:57Z</updated>

		<summary type="html">&lt;p&gt;Prestonj: /* Controls */&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;
== 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;
*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;
 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>Prestonj</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39231</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=39231"/>
		<updated>2009-10-17T21:44:16Z</updated>

		<summary type="html">&lt;p&gt;Prestonj: /* Controls */&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;
== 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;
*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;
 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>Prestonj</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38035</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38035"/>
		<updated>2009-09-24T17:50:57Z</updated>

		<summary type="html">&lt;p&gt;Prestonj: /* T.E.X.T Adventure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== T.E.X.T. Adventure ==&lt;br /&gt;
&lt;br /&gt;
=== About the Game ===&lt;br /&gt;
&lt;br /&gt;
=== How to Play ===&lt;br /&gt;
&lt;br /&gt;
=== Creators and Contact Info ===&lt;/div&gt;</summary>
		<author><name>Prestonj</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38034</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38034"/>
		<updated>2009-09-24T17:49:57Z</updated>

		<summary type="html">&lt;p&gt;Prestonj: /* =About the Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== T.E.X.T Adventure ==&lt;br /&gt;
&lt;br /&gt;
=== About the Game ===&lt;br /&gt;
&lt;br /&gt;
=== How to Play ===&lt;br /&gt;
&lt;br /&gt;
=== Creators and Contact Info ===&lt;/div&gt;</summary>
		<author><name>Prestonj</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Math4Team/RIT/Projects&amp;diff=38033</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=38033"/>
		<updated>2009-09-24T17:49:36Z</updated>

		<summary type="html">&lt;p&gt;Prestonj: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
== [[TEXTadventure|T.E.X.T Adventure]] ==&lt;br /&gt;
T.E.X.T Adventure 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;
==[[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>Prestonj</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38032</id>
		<title>Fortune Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&amp;diff=38032"/>
		<updated>2009-09-24T17:48:51Z</updated>

		<summary type="html">&lt;p&gt;Prestonj: Created page with &amp;#039;== T.E.X.T Adventure ==  ===About the Game ==  === How to Play ===  === Creators and Contact Info ===&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== T.E.X.T Adventure ==&lt;br /&gt;
&lt;br /&gt;
===About the Game ==&lt;br /&gt;
&lt;br /&gt;
=== How to Play ===&lt;br /&gt;
&lt;br /&gt;
=== Creators and Contact Info ===&lt;/div&gt;</summary>
		<author><name>Prestonj</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Math4Team/RIT/Projects&amp;diff=38031</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=38031"/>
		<updated>2009-09-24T17:46:40Z</updated>

		<summary type="html">&lt;p&gt;Prestonj: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
== T.E.X.T Adventure ==&lt;br /&gt;
T.E.X.T Adventure 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;
==[[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>Prestonj</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Math4Team/RIT/Students&amp;diff=37992</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=37992"/>
		<updated>2009-09-24T16:23:36Z</updated>

		<summary type="html">&lt;p&gt;Prestonj: /* 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;
[[User:prestonj| 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;
Spence Thompson (4th Year)&lt;br /&gt;
&lt;br /&gt;
[[User:Acj3840| Alex Jones]] (3rd Year)&lt;br /&gt;
&lt;br /&gt;
==Computer Science==&lt;br /&gt;
[[User:Jlew|Justin Lewis]] (4th Year)&lt;br /&gt;
&lt;br /&gt;
==Information Technology==&lt;br /&gt;
&lt;br /&gt;
Rohn Huntone(4th year)&lt;br /&gt;
&lt;br /&gt;
==New Media: Interactive Development==&lt;br /&gt;
Forrest Marvez&lt;br /&gt;
&lt;br /&gt;
Tom Sekovski (3rd year)&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;
[[User:rnolette| Ryan Nolette]] (4th year Information Security and Forensics)&lt;br /&gt;
&lt;br /&gt;
==Software Engineering==&lt;/div&gt;</summary>
		<author><name>Prestonj</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=User:Prestonj&amp;diff=37986</id>
		<title>User:Prestonj</title>
		<link rel="alternate" type="text/html" href="https://wiki.sugarlabs.org/index.php?title=User:Prestonj&amp;diff=37986"/>
		<updated>2009-09-24T16:21:29Z</updated>

		<summary type="html">&lt;p&gt;Prestonj: Created page with &amp;#039;== Preston Johnson ==  === Major === 3rd Year Game Design and Development  === Contact ===  urgod88@gmail.com  === XO Group === [site under construction] link will be provided wh…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Preston Johnson ==&lt;br /&gt;
&lt;br /&gt;
=== Major ===&lt;br /&gt;
3rd Year Game Design and Development&lt;br /&gt;
&lt;br /&gt;
=== Contact === &lt;br /&gt;
urgod88@gmail.com&lt;br /&gt;
&lt;br /&gt;
=== XO Group ===&lt;br /&gt;
[site under construction] link will be provided when the site is open.&lt;/div&gt;</summary>
		<author><name>Prestonj</name></author>
	</entry>
	<entry>
		<id>https://wiki.sugarlabs.org/index.php?title=Math4Team/RIT/Students&amp;diff=37925</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=37925"/>
		<updated>2009-09-22T16:50:38Z</updated>

		<summary type="html">&lt;p&gt;Prestonj: /* Computer Engineering Technology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
==Game Development and Design==&lt;br /&gt;
&lt;br /&gt;
Preston Johnson (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]]===&lt;br /&gt;
2nd Year (Wireless Networking)&lt;br /&gt;
&lt;br /&gt;
==Software Engineering==&lt;/div&gt;</summary>
		<author><name>Prestonj</name></author>
	</entry>
</feed>