https://wiki.sugarlabs.org/api.php?action=feedcontributions&user=Esk7610&feedformat=atomSugar Labs - User contributions [en]2021-02-28T19:01:19ZUser contributionsMediaWiki 1.35.0https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=41941Fortune Hunter2009-12-18T20:14:29Z<p>Esk7610: /* Contacts */</p>
<hr />
<div>{{Fortune_Hunter/Navigation}}<br />
<br />
<br />
''Today is {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.''<br />
<br />
{{TOCright}}<br />
<br />
http://people.rit.edu/jam2707/media/image/OLPC/mafh_splash.gif<br />
<br />
<br />
= News Feed =<br />
<br />
This spot is dedicated to larger news announcements regarding the project.<br />
<br />
&rarr; 12.16.09 - Rearranged the wiki into sections and added [http://wiki.sugarlabs.org/go/Fortune_Hunter navigation] at the top of the page.<br />
<br />
&rarr; 12.07.09 - Created a working XO activity file. [http://groups.google.com/group/fortune-hunter/files File can be found here]<br />
<br />
&rarr; 12.04.09 - Watch game demos on [http://www.youtube.com/user/fortunehunter42 our youtube channel]<br />
<br />
&rarr; 11.12.09 - MPG has become Mathematical Adventure: Fortune Hunter (MAFH)! This name change is permanent.<br />
<br />
&rarr; 11.12.09 - Fortune Hunter now has a [http://mathFortuneHunter.blogspot.com blog]!<br />
<br />
&rarr; 11.12.09 - Join the Fortune Hunter [http://groups.google.com/group/fortune-hunter mailing list] via Google Groups and stay up to date with our progress and news info!<br />
<br />
&rarr; 09.22.09 - Current GIT repository can be found [http://git.sugarlabs.org/projects/project-xavier here].<br />
<br />
<br />
= Navigation / Important Links =<br />
<br />
* [http://git.sugarlabs.org/projects/project-xavier Sugarlabs Git Repository - Project XAVIER]<br />
<br />
* [http://mathFortuneHunter.blogspot.com Fortune Hunter Blog]<br />
<br />
* [http://groups.google.com/group/fortune-hunter Fortune Hunter Mailing List]<br />
<br />
* [http://webchat.freenode.net IRC Channel (#MAFH)]<br />
<br />
<br />
= Introduction =<br />
<br />
Mathematical Adventure: Fortune Hunter draws on teaching children of a global scale fourth grade mathematics through the guise of a dungeon styled adventure game. Players will be able to explore dungeons and fight fearsome battles with various monsters, each pertaining to a unique mathematical concept. The player controls a protagonist that must progress through maze-like dungeons, solve puzzles / problems, and defeat enemies in a two dimensional world. It is a single player adventure with room for ad hoc cooperative play in the future.<br />
<br />
MAFH follows the story of Arith, a determined young researcher dedicated to finding all of the world’s best hidden secrets. One day she stumbled across a piece of blank papyrus during the time she spent studying in Egypt on a dig site. She quickly brought it to her best friend and colleague, Lytic. They were determined to find out more about this strange paper, but the two could not unearth its secrets in such a short time. To them, it was just a blank piece of ancient material.<br />
<br />
Two months later, the dig ever deeper into the earth, Arith noticed a faint glow emanating from a random pile of dirt. “What’s that over there?” she asked Lytic, who was standing nearby with his shovel. Digging it out, Lytic noticed that it was a small amulet. It let off the strangest beautiful teal glow. “Strange,” he remarked. Lytic stared deep into the light, his eyes widening as if in a trance. "Just what are you?" he questioned. The glow got even brighter and then went dim again. Now the amulet appeared to be as plain as any other stone. Confused, the two left the site to turn in for the night. <br />
<br />
Upon bringing this find to back to their living quarters, Lytic tossed it lightly on the table. It landed near the old blank papyrus that she had found months earlier. The amulet began to glow again. This time, the papyrus wasn't blank. The light seemed to be the key and filled the papyrus with teal characters and symbols. The two stared amazed at the sight. Nothing made sense. It was no language they’d ever come across before. Upon closer inspection, only one thing was certain. The image of a giant pile of treasure, larger than anything you could imagine. The other familiar image was of a human mind with mathematical symbols surrounding it. Apparently, those who desired this treasure must be intelligent and versed in the ways of mathematics. There was one other hint on the old Egyptian paper. It was extremely cold to the touch. The two agreed this meant it must be somewhere on Earth in a very cold place. At last, a massive treasure hunt was underway.<br />
<br />
Four days later, Arith and Lytic, found themselves in a strange place face to face with a mysterious and ancient building, relics in hand. “You wait here. I’ll go take a look around,” Arith told Lytic. “Okay. Good luck.”<br />
<br />
Arith entered the chilly, dark structure alone; unaware of what lay in wait…<br />
<br />
<br />
== Objectives ==<br />
<br />
The objective of this project is to reiterate teachings of fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [http://wiki.sugarlabs.org/go/Fortune_Hunter#Curriculum_Elements Curriculum Elements] for incorporated curriculum topics and [http://wiki.sugarlabs.org/go/Fortune_Hunter/LessonPlan Lesson Plan] for a lesson plan to use in the classroom.<br />
<br />
<br />
= Terminology =<br />
<br />
There are many vocabulary terms used in this wiki and the game. They are listed here for clarification and understanding.<br />
<br />
* '''Dungeon''': The game world that the player is exploring which covers the lesson the student is currently on. <br />
* '''PC Mode''': PC Mode is when you are using the laptop with the keyboard. <br />
* '''GB Mode''': GB Mode is when you are using the laptop with the buttons on the monitor piece and not using the keyboard. <br />
* '''HP''': This represents the player's health within the game world. When it reaches 0 the player loses and their character dies.<br />
* '''Power''': this is a bar that starts out full for each attack and slowly diminishes until the attack is completed. When the attack is completed the amount of damage it does is based on how much was left in the power bar. Each attack does some minimum amount of damage that is increased if the power bar is not at 0.<br />
* '''Damage/Dmg.''': this is how much HP a character or the character's opponent loses when an attack is successful.<br />
* '''Hit''': This is a successful attack.<br />
* '''Critical Hit''': An especially effective attack that gives the student the chance to do more damage to their opponent if they solve a simple multiplication problem.<br />
* '''Miss''': This occurs when an attack is not successful and means the attack does 0 damage.<br />
* '''Attack''': This is how the player does damage, and defeats an opponent.<br />
* '''Basic Attack''': A move that the student can make when in battle that has a chance of either hitting the opponent, missing the opponent or producing a critical hit. It requires no math unless the student gets a critical hit.<br />
* '''Fraction Attack''': This is an attack which requires the player to solve a problem using fractions to perform a successful attack.<br />
* '''Geometry Attack''': This is an attack which requires the player to solve a problem using geometry and/or graphing ideas to perform a successful attack.<br />
* '''Shop''': This is where the player can purchase new equipment, and items to use in battle, in the game using the in-game currency.<br />
* '''Boss''': This is an especially powerful enemy which requires completion of specialized problems based around the entire lesson.<br />
<br />
<br />
= Developer's Section =<br />
<br />
<br />
== Contacts ==<br />
<br />
<table><br />
<tr><br />
<td><br />
<div style="border: 1px solid black; width: 250px; padding: 5px;"><br />
<div style="border-bottom: 1px solid black">[[User:KnightMearh| Jonathan Meschino]] (4th Year @ RIT)</div><br />
email: [mailto:jmeschino@mail.rit.edu jmeschino@mail.rit.edu]<br />
</div><br />
</td><td><br />
<div style="border: 1px solid black; width: 250px; padding: 5px;"><br />
<div style="border-bottom: 1px solid black">[[User:esk7610| Eric Kenvin]] (3rd Year @ RIT)</div><br />
email: [mailto:eric.kenvin@mail.rit.edu eric.kenvin@mail.rit.edu]<br />
</div><br />
</td></tr><br />
<tr><td><br />
<div style="border: 1px solid black; width: 250px; padding: 5px;"><br />
<div style="border-bottom: 1px solid black">[[User:prestonj| Preston Johnson]] (3rd Year @ RIT)</div><br />
email: [mailto:ppj4700@g.rit.edu ppj4700@g.rit.edu]<br />
</div><br />
</td><td><br />
<div style="border: 1px solid black; width: 250px; padding: 5px;"><br />
<div style="border-bottom: 1px solid black">[[User:DaveSilver| David Silverman]] (3rd Year @ RIT)</div><br />
email: [mailto:drs5669@g.rit.edu drs5669@g.rit.edu]<br />
</div><br />
</td></tr><br />
<tr><td><br />
<div style="border: 1px solid black; width: 250px; padding: 5px;"><br />
<div style="border-bottom: 1px solid black">[[User:Kdh7733| Kevin Hockey]] (4th Year @ RIT)</div><br />
email: [mailto:kdh7733@g.rit.edu kdh7733@g.rit.edu]<br />
</div><br />
</td><td><br />
<div style="border: 1px solid black; width: 250px; padding: 5px;"><br />
<div style="border-bottom: 1px solid black">[[User:Jlew| Justin Lewis]] (4th Year @ RIT)</div><br />
email: [mailto:jtl1728@rit.edu jtl1728@rit.edu]<br />
</div><br />
</td></tr><br />
<tr><td><br />
<div style="border: 1px solid black; width: 250px; padding: 5px;"><br />
<div style="border-bottom: 1px solid black">[[User:MikeDeVine| Mike DeVine]] (3rd Year @ RIT)</div><br />
email: [mailto:pixelshredder@hotmail.com pixelshredder@hotmail.com]<br />
</div><br />
</td></tr><br />
</table><br />
<br />
<br />
Interested in helping with Fortune Hunter, please contact us? We are always seeking programmers, testers, and anyone else to join our team.<br />
<br />
Download the current version of the game [http://git.sugarlabs.org/projects/project-xavier here] to play and check out the code!<br />
<br />
To install as an activity, copy the MAFH.activity folder into your Activities directory, and restart. The MAFH activity will then be in the list of activities.<br />
<br />
<br />
'''''Consultants'''''<br />
<br />
<table><br />
<tr><br />
<td><br />
<div style="border: 1px solid black; width: 250px; padding: 5px;"><br />
<div style="border-bottom: 1px solid black"> [[User:Mchua| Mel Chua]]</div><br />
Red Hat, Sugarlabs<br />
</div><br />
</td><td><br />
<div style="border: 1px solid black; width: 250px; padding: 5px;"><br />
<div style="border-bottom: 1px solid black"> [[User:Sdz| Sebastian Dziallas]]</div><br />
Sugar on a Stick<br />
</div><br />
</td></tr></table><br />
<br />
<br />
We appreciate all of your help and suggestions. Thank you!<br />
<br />
== Development Meetings ==<br />
<br />
When: Wednesday Nights 6-8pm<br />
<br />
Where: Room 2050 (Game Design Labs) @ Building 70 (GCCIS), RIT<br />
<br />
<br />
When: Friday Mornings 11:30am-1pm<br />
<br />
Where: online @ IRC (url: [http://webchat.freenode.net webchat.freenode.net] - channel: #MAFH)<br />
<br />
<br />
When: Friday Nights 4-7pm<br />
<br />
Where: Room 2050 (Game Design Labs) @ Building 70 (GCCIS), RIT<br />
<br />
<br />
Also note that we continue to work Monday through Friday regularly, usually @ RIT's Innovation Center (Building 78). This will continue until March 2010.<br />
<br />
Meeting times and locations are subject to change as needed. For more information, contact someone on the [http://wiki.sugarlabs.org/go/Fortune_Hunter#Meet_the_Team Team].<br />
<br />
<br />
== Milestones ==<br />
<br />
''Today is {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.''<br />
<br />
* denotes topic<br />
<br />
&rarr; denotes subtopic of above-listed topic<br />
<br />
<br />
'''Precursor &rarr; Weeks 1 - 2''' (September 6 - September 26, 2009)<br />
<br />
* <s>familiarize with OLPC XOs</s><br />
<br />
* <s>familiarize with open source community</s><br />
<br />
* <s>familiarize with git versioning</s><br />
<br />
* <s>familiarize with python</s><br />
<br />
<br />
'''Week 3''' (September 27 - October 3)<br />
<br />
* <s>mess with GB mode</s><br />
<br />
* <s>set up and familiarize new git repository</s><br />
<br />
* <s>class structure</s><br />
<br />
* <s>review python</s><br />
<br />
* <s>familiarize with pygame</s><br />
<br />
* <s>cannibalize!</s><br />
<br />
<br />
'''Week 4''' (October 4 - October 10)<br />
<br />
* <s>work on prototyping of tougher game elements</s><br />
<br />
* <s>create class structure</s><br />
<br />
* <s>begin coding world (map)</s><br />
<br />
<br />
'''Week 5''' (October 11 - October 17)<br />
<br />
* <s>begin coding travel system</s><br />
<br />
&rarr; <s>ability to move from room to room</s><br />
<br />
* <s>begin coding combat system</s><br />
<br />
&rarr; <s>get the 'combat stage' set up for functionality</s><br />
<br />
* <s>work on placeholder graphics to be loaded into game</s><br />
<br />
<br />
'''Week 6 - 7''' (October 18 - October 31)<br />
<br />
* <s>finish travel system</s><br />
<br />
&rarr; <s>debug any issues or conflicts</s><br />
<br />
&rarr; <s>text notifications of choices</s><br />
<br />
&rarr; <s>polish it off to fully working</s><br />
<br />
* finish combat system<br />
<br />
&rarr; <s>have exchange of turns</s><br />
<br />
&rarr; <s>menu that works for choices</s><br />
<br />
&rarr; <s>text notification for choices</s><br />
<br />
&rarr; basic battle is functional from start to finish<br />
<br />
* <s>switch between travel and combat system from main world</s><br />
<br />
<br />
'''Week 8''' (November 1 - November 7)<br />
<br />
* <s>begin working on GUI and Menu systems</s><br />
<br />
&rarr; <s>set up in game</s><br />
<br />
&rarr; <s>make functional</s><br />
<br />
<br />
'''Week 9''' (November 8 - November 14)<br />
<br />
* <s>game design documentation!</s><br />
<br />
&rarr; <s>extremely detailed account of current project and future goals/ directions.</s><br />
<br />
* <s>additional features:</s><br />
<br />
&rarr; <s>student vs class progress, class vs class progress - data analysis</s> - moved to future<br />
<br />
&rarr; <s>multiple graphic sets (region based)</s> - moved to future<br />
<br />
<br />
'''Week 10+''' (November 14 - November 28)<br />
<br />
* <s>catch up to milestones</s><br />
<br />
* <s>test copy of game thus far</s><br />
<br />
&rarr; <s>improve elements</s><br />
<br />
* <s>KEEP TESTING AND ADDING CONTENT!</s><br />
<br />
* <s>more time granted!</s><br />
<br />
<br />
'''Week 11''' (November 29 - December 5)<br />
<br />
* finish implementing Battle Menus.<br />
<br />
&rarr; add in final graphics for battle menus.<br />
<br />
&rarr; <s>add division and geometry attacks</s><br />
<br />
* <s>finish alpha version of the Battle Engine</s><br />
<br />
&rarr; <s>integrate and test the Battle Engine with the Battle Menus and Main game.</s><br />
<br />
* <s>begin level designing</s><br />
<br />
<br />
'''Week 12''' (December 6 - December 12)<br />
<br />
* fix bugs in Battle Engine.<br />
<br />
* </s>add equipment, items, enemies, and bosses into Battle System</s><br />
<br />
* improve enemy battle AI.<br />
<br />
* add more special attacks.<br />
<br />
* begin Advanced testing of beta Battle Engine.<br />
<br />
* polish level design<br />
<br />
* make more dungeons<br />
<br />
<br />
'''Week 13+''' (December 13 - January 2, 2010)<br />
<br />
* finish fixing bugs in Battle Engine.<br />
<br />
* design door locks/puzzles<br />
<br />
* rapid prototyping of door locks and puzzles<br />
<br />
* design puzzle rooms<br />
<br />
* allow for a play through with multiple dungeons<br />
<br />
* Usability Testing<br />
<br />
* user group meeting @ RIT's Innovation Center, thursday 7-9pm<br />
<br />
<br />
'''Week 14''' (January 3 - January 9)<br />
<br />
* redesign based on user tests<br />
<br />
&rarr; code to reflect design changes<br />
<br />
* add more puzzles and levels<br />
<br />
* test new puzzles and levels.<br />
<br />
* begin work on Shop feature<br />
<br />
<br />
'''Week 15''' (January 10 - January 16)<br />
<br />
* finish shop feature<br />
<br />
* integrate Shop with main game<br />
<br />
* complete Beta version of game<br />
<br />
* user testing<br />
<br />
* start designing/scripting storyline<br />
<br />
* start designing teacher side tools<br />
<br />
<br />
'''Week 16''' (January 17 - January 23)<br />
<br />
* begin coding Teacher Level Creator<br />
<br />
* begin coding student stat system<br />
<br />
* add more art assets (music, sound effects, art)<br />
<br />
<br />
'''Week 17''' (January 24 - January 30)<br />
<br />
* finalize all official level designs, and implement in game<br />
<br />
* continue coding level editor<br />
<br />
* continue coding stats system<br />
<br />
* finalize storyline<br />
<br />
* create and implement story and cut scenes<br />
<br />
* user group meeting @ RIT's Innovation Center, thursday 7-9pm<br />
<br />
* retest levels and add in updated art work as needed<br />
<br />
<br />
'''Week 18''' (January 31 - February 6)<br />
<br />
* add in additional sounds/cut scenes<br />
<br />
* add in stats or re design stages if needed<br />
<br />
* finish Stat System<br />
<br />
* finish Level editor<br />
<br />
* integrate into one teacher GUI<br />
<br />
<br />
'''Week 19''' (February 7 - February 13)<br />
<br />
* user tests of teacher GUI<br />
<br />
* re-design/re-code phase<br />
<br />
* compile game into xo activity<br />
<br />
* compile teacher gui into xo activity<br />
<br />
* make different story/art assets available based on locale<br />
<br />
<br />
'''Week 20+''' (February 14 - March 7)<br />
<br />
* final debugging/design/coding<br />
<br />
* packaging and advertisement<br />
<br />
* run final user test and globailzition checks<br />
<br />
* finalize localization options<br />
<br />
* release activity for XO<br />
<br />
<br />
'''Future+''' (March 8+)<br />
<br />
* pending...<br />
<br />
<br />
== Future Development ==<br />
<br />
In progress... future goals will be listed when project team is disbanned.<br />
<br />
<br />
== Bugs/ Fixes ==<br />
<br />
Will release a working game copy in the upcoming week for public testing.<br />
<br />
-<br />
<br />
-<br />
<br />
-<br />
<br />
-<br />
<br />
<br />
== Game Suggestions ==<br />
<br />
Have an idea or suggestion for Fortune Hunter?<br />
<br />
Add them here:<br />
<br />
-<br />
<br />
-<br />
<br />
-<br />
<br />
-<br />
<br />
<br />
== Comments ==<br />
<br />
Have any other comments?<br />
<br />
Add them here:<br />
<br />
- You guys are doing an awesome job! Can't wait to see more.<br />
<br />
-<br />
<br />
-<br />
<br />
-<br />
<br />
<br />
{{Fortune_Hunter/Navigation}}</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=41120Fortune Hunter2009-12-04T15:56:12Z<p>Esk7610: /* News Feed */</p>
<hr />
<div>''Today is {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.''<br />
<br />
http://people.rit.edu/jam2707/media/image/OLPC/mafh_splash.gif<br />
{{TOCright}}<br />
<br />
<br />
= Contacts =<br />
<br />
[[User:KnightMearh| Jonathan Meschino]] (4th Year)<br />
<br />
email: jmeschino@mail.rit.edu<br />
<br />
<br />
[[User:esk7610| Eric Kenvin]] (3rd Year)<br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year)<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
[[User:DaveSilver| David Silverman]] (3rd Year)<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
<br />
[[User:Kdh7733| Kevin Hockey]] (4th Year)<br />
<br />
email: kdh7733@g.rit.edu<br />
<br />
<br />
= Contribution =<br />
<br />
Interested in helping with Fortune Hunter? We are always seeking programmers, testers, and anyone else to join our team. Download the current game version [http://git.sugarlabs.org/projects/project-xavier here] to play and check out the code!<br />
<br />
<br />
= News Feed =<br />
<br />
This spot is dedicated to larger news announcements.<br />
<br />
&rarr; 12.04.09 - Watch game demos on [http://www.youtube.com/user/fortunehunter42 our youtube channel]<br />
<br />
<br />
&rarr; 11.12.09 - MPG has become Mathematical Adventure: Fortune Hunter (MAFH)! This name change is permanent.<br />
<br />
<br />
&rarr; 11.12.09 - Fortune Hunter now has a [http://mathFortuneHunter.blogspot.com blog]!<br />
<br />
<br />
&rarr; 11.12.09 - Join the Fortune Hunter [http://groups.google.com/group/fortune-hunter mailing list] via Google Groups and stay up to date with our progress and news info!<br />
<br />
<br />
&rarr; 09.22.09 - Current GIT repository can be found [http://git.sugarlabs.org/projects/project-xavier here].<br />
<br />
= Navigation / Important Links =<br />
<br />
* [http://git.sugarlabs.org/projects/project-xavier Sugarlabs Git Repository - Project XAVIER]<br />
<br />
* [http://mathFortuneHunter.blogspot.com Fortune Hunter Blog]<br />
<br />
* [http://groups.google.com/group/fortune-hunter Fortune Hunter Mailing List]<br />
<br />
<br />
= Introduction =<br />
<br />
Mathematical Adventure: Fortune Hunter draws on teaching children of a global scale fourth grade mathematics through the guise of a dungeon styled adventure game. Players will be able to explore dungeons and fight fearsome battles with various monsters, each pertaining to a unique mathematical concept. The player controls a protagonist that must progress through maze-like dungeons, solve puzzles / problems, and defeat enemies in a two dimensional world. It is a single player adventure with room for ad hoc cooperative play in the future.<br />
<br />
MAFH follows the story of Arith, a determined young researcher dedicated to finding all of the world’s best hidden secrets. One day she stumbled across a piece of blank papyrus during the time she spent studying in Egypt on a dig site. She quickly brought it to her best friend and colleague, Lytic. They were determined to find out more about this strange paper, but the two could not unearth its secrets in such a short time. <br />
<br />
Three months later, the dig ever deeper into the earth, Arith noticed a faint glow emanating from a random pile of dirt. “What’s that over there?” she asked Lytic, who was standing nearby with his shovel. Digging it out, Lytic noticed that it was a small amulet. It let off the strangest beautiful teal glow. “Strange,” he remarked. Lytic stared deep into the light, his eyes widening as if in a trance. "Just what are you?" he questioned. The glow got even brighter and then went dim again. Now the amulet appeared to be as plain as any other stone. Confused, the two left the site to turn in for the night. <br />
<br />
Upon bringing this find to back to their living quarters, Arith tossed it lightly on the table. It landed near the old blank papyrus that she had found months earlier. Only this time, the papyrus wasn't blank. The light seemed to be the key and filled the papyrus with teal characters and symbols. The two stared amazed at the sight. Nothing made sense. It was no language they’d ever come across before. Upon closer inspection, only one thing was certain. The image of a giant pile of treasure, larger than anything you could imagine. The other familiar symbol was an image of a human mind and mathematical symbols surrounding it. Apparently, those who desired this treasure must be intelligent and versed in the ways of math. The first leg of this treasure hunt was underway.<br />
<br />
The next day, Arith and Lytic, found themselves in a strange place face to face with a mysterious and ancient building, relics in hand. “You wait here. I’ll go take a look around,” Arith told Lytic. “Okay. Good luck.”<br />
<br />
Arith entered the dark and dank structure alone, not knowing what lays in wait…<br />
<br />
<br />
== Objectives ==<br />
<br />
The objective of this project is to reiterate teachings of fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [http://wiki.sugarlabs.org/go/Fortune_Hunter#Curriculum_Elements Curriculum Elements] for incorporated curriculum topics and [http://wiki.sugarlabs.org/go/Fortune_Hunter/LessonPlan Lesson Plan] for a lesson plan to use in the classroom.<br />
<br />
<br />
= Terminology =<br />
<br />
There are many vocabulary terms used in this wiki and the game. They are listed here for clarification and understanding.<br />
<br />
* '''Dungeon''': The game world that the player is exploring which covers the lesson the student is currently on. <br />
* '''PC Mode''': PC Mode is when you are using the laptop with the keyboard. <br />
* '''GB Mode''': GB Mode is when you are using the laptop with the buttons on the monitor piece and not using the keyboard. <br />
* '''HP''': This represents the player's health within the game world. When it reaches 0 the player loses and their character dies.<br />
* '''Power''': this is a bar that starts out full for each attack and slowly diminishes until the attack is completed. When the attack is completed the amount of damage it does is based on how much was left in the power bar. Each attack does some minimum amount of damage that is increased if the power bar is not at 0.<br />
* '''Damage/Dmg.''': this is how much HP a character or the character's opponent loses when an attack is successful.<br />
* '''Hit''': This is a successful attack.<br />
* '''Critical Hit''': An especially effective attack that gives the student the chance to do more damage to their opponent if they solve a simple multiplication problem.<br />
* '''Miss''': This occurs when an attack is not successful and means the attack does 0 damage.<br />
* '''Attack''': This is how the player does damage, and defeats an opponent.<br />
* '''Basic Attack''': A move that the student can make when in battle that has a chance of either hitting the opponent, missing the opponent or producing a critical hit. It requires no math unless the student gets a critical hit.<br />
* '''Fraction Attack''': This is an attack which requires the player to solve a problem using fractions to perform a successful attack.<br />
* '''Geometry Attack''': This is an attack which requires the player to solve a problem using geometry and/or graphing ideas to perform a successful attack.<br />
* '''Shop''': This is where the player can purchase new equipment, and items to use in battle, in the game using the in-game currency.<br />
* '''Boss''': This is an especially powerful enemy which requires completion of specialized problems based around the entire lesson.<br />
*As we get farther into development we will name different pieces of the GUI and such and define those.<br />
<br />
<br />
= Game Mechanics =<br />
<br />
<br />
== Controls / Input (default) ==<br />
<br />
Setup the XO monitor so it is rotated 180* and fold it back down into the XO. Players will then utilize the directional pad and four buttons located on either side of the monitor for game input. This configuration is known as GB mode. The directional pad on the left of the monitor is used for movement and to change the cursor position when player input is necessary. The check mark button to the right of the monitor acts as a select tool. The circle, square, and X buttons will vary depending on the activity / situation at hand and will be defined during.<br />
<br />
<br />
== Controls / Input (optional) ==<br />
<br />
Setup the XO monitor so it is open, with the keyboard to its front. Players will then utilize the keyboard and touchpad for game input. This configuration is known as PC mode. The touchpad, up, right, down, left keys, and W, A, S, D keys are used for movement. Players can point and click on on-screen elements to interact using the touchpad or simply move using the abovementioned keys. The keyboard is used when player input is necessary. The enter / return key acts as a select tool. Other keyboard functions will vary depending on the activity / situation at hand and will be defined during.<br />
<br />
<br />
== Menu Systems ==<br />
<br />
This game is primarily menu driven. As such there are many different available options.<br />
<br />
<br />
=== Main Menu ===<br />
<br />
The purpose of the main menu is to allow the player to begin or exit the game as well as change or alter options and game play settings, and view an in-game tutorial. The tutorial consists of material to be covered before playing the game and provides a shortened walkthrough of basic game mechanics.<br />
<br />
The new game option starts a new game from the first level.<br />
<br />
The continue option directs the player to the continue menu (see below). The player will be able to view their class stats from here so they may see how well their classmates are doing in the game, as well as their current game progress.<br />
<br />
The options menu will allow the player to change various game options.<br />
<br />
The close game option will exit the activity on the XO, returning the user to their home screen.<br />
<br />
Finally, the credits option will roll the credits for the game.<br />
<br />
<br />
=== Pause ===<br />
<br />
The purpose of the pause menu is to allow the player to halt game play and save and/or exit the game.<br />
<br />
The save option saves the game’s current progress and continues game play.<br />
<br />
The save and quit option saves the game’s current progress and exits the game.<br />
<br />
The quit without save option exits the game without saving the game’s progress. <br />
<br />
<br />
=== Continue ===<br />
<br />
The purpose of the continue menu is to allow the player to choose whether or not they wish to restart from where they left off last time or begin a previously completed dungeon over again.<br />
<br />
The continue option begins a game from the most recent continue point.<br />
<br />
The level select option begins a game from the beginning of the selected level.<br />
<br />
The quit to title screen option will return the player to the game’s main title menu.<br />
<br />
<br />
=== Game Over ===<br />
<br />
The game over screen will merely inform the player that their game has ended, should they choose to quit after being asked whether or not to continue.<br />
<br />
<br />
=== Stats / Inventory ===<br />
<br />
The purpose of the stats / inventory menu is to view the player’s current game statistics. This includes items such as money, items equipped, inventory, health points, or any other stat tied to the character.<br />
<br />
The player may browse the inventory in order to use or equip items, armor, and weapons.<br />
<br />
<br />
=== Combat Menu ===<br />
<br />
The combat menu gives the player many options when in a battle. It is subdivided further into smaller combat menus.<br />
<br />
<br />
The main battle menu appears when the battle begins. From this menu, the player can choose to perform an attack, use an equipped item, or flee the battle. Choosing the basic attack option will launch a simple attack on the enemy. If the player gets a critical hit, they will be taken to the critical hit screen. The division attack (special attack) option will launch a division based attack against the enemy. The geometry attack (magic attack) will launch a geometry based attack. Choosing the use item option will take the player to the list of available items to choose from and use. Finally, the flee battle option will give the player a chance to flee the battle.<br />
<br />
<br />
The critical hit screen also has some components to it. This screen is where a player is brought when they have a chance to get a critical hit. They are given a basic math problem (add, subtract, divide, multiply) and must solve it to gain additional damage to their attack. From this screen, an on-screen number pad will be available. Using this pad for input, players can input and submit their answer.<br />
The use item screen will have all available items in battle listed so the player can choose which item to use. Afterwards and depending on the type of item, it will be removed from this list or faded out as items may only be used once per battle.<br />
<br />
<br />
The fractions attack screen will have a selectable list of five fractions on screen. The player will then choose one and it will be replaced with another. Adding fractions with the chosen choices will result in the right or wrong answer. There will also be an undo option to backtrack the last few selections. There will also be a goal display. This has the target number or fraction the player is trying to reach and displays the chosen answers chronologically.<br />
<br />
<br />
The geometry attack screen will pose a geometry based problem utilizing geometry transformations with shapes as answer input. There will be a display with a graph for input use and a shapes pad with selectable shapes on it in addition to transformation buttons, such as move right, to transform the shape on the graph. The finish button can be selected once the player is happy with their answer and decides on being done.<br />
<br />
<br />
=== Shop Menu ===<br />
<br />
The shop menu is comprised of a couple smaller menus. This is the menu the player will see while being in the shop. There is a buy menu, sell menu, and an exit option. If buy is chosen, a list of available purchases will be presented and the player can choose an item to add to their inventory in exchange for a fee (in-game currency).<br />
<br />
<br />
If sell is chosen, a list of available sales (the player’s inventory) will be shown and the player can choose items to get rid of in exchange for money. Selecting the exit option will close out the shop and return the player to what they were previously doing.<br />
<br />
<br />
== Player Movement / Traveling ==<br />
<br />
While in a room, players can change the direction they are facing (orientation) and choose the direction in which to travel. Players can move freely from room to room provided there are no locked doors along the way. These will require keys to be obtained first before traveling through them.<br />
<br />
<br />
== Player Perspective ==<br />
<br />
The game follows a traditional first person perspective in a two dimensional world. Graphics have limited animation, thus each scene is a 'still' screen. The player will be able to see the protagonists arm as well as the room and enemies that are currently present.<br />
<br />
<br />
== Environment Interaction ==<br />
<br />
<br />
=== Dialogue Box ===<br />
<br />
In each room, the player can call open a dialogue box that explains the room in detail and any unusual elements. This allows them to further investigate areas of a room or gives them clues about what to do next. A dialogue box will also interrupt game play if something important is about to happen, furthering the story line or pointing the player in a specific direction.<br />
<br />
<br />
=== Enemies ===<br />
<br />
Upon entering a room, there is a chance that enemies reside there. If enemies do exist, the player will be forced into a skirmish in which they will have to answer and solve questions and problems in order to deal damage. Enemies will attack the player and diminish their HP, and when their HP reaches zero, the player’s game is over. There are many types of enemies found within the various dungeons and it is up to the player to figure out how to defeat each one.<br />
<br />
<br />
=== Items ===<br />
<br />
In addition to the shop, items can be collected by being found among the rooms. Players can search an object and potentially find something hidden within. Enemies may also drop items after a battle is won. There are also key (important) items that are required to progress in the story, such as a room key being needed to continue through a locked door.<br />
<br />
<br />
=== Shop ===<br />
<br />
The player can access the shop any time not in battle during the game by pressing the O (circle) button. Once in the shop, the player can select an item by using the directional pad or by clicking on it. They will then be able to select a quantity in the same fashion. However, it is up to the player to input how much they are willing to pay for items and up to the player whether or not to accept deals on the merchant’s end. The idea behind this is to simulate real world scenarios. The merchant will occasionally intend to provide the player a bad deal as well.<br />
<br />
<br />
== Inventory ==<br />
<br />
The player’s inventory is the place where they can store and view all of their collected items, armor pieces, or weapons. From the inventory screen players can equip or use items, weapons, and armors.<br />
<br />
<br />
=== Equipping / Using Items ===<br />
<br />
It’s no secret that a well used item will keep the game going and the player performs all item actions in the inventory. While not engaged in a battle, the player may use as many items as desired. Simply highlight the desired item from the inventory list and select use from the menu. The player does not have full access to the inventory while in battle, however. In order to use an item while in combat, the player must have equipped it prior to the battle. This is done by, again, highlighting the item and selecting equip from the menu. Equipped items are available via the battle menu while in combat. Using an item in either scenario will cause the affects of the item to activate followed by the item being deleted or removed from the list. Certain items may be allowed to be used in combat without being depleted, but may only be utilized once per battle.<br />
<br />
<br />
=== Equipping a Weapon / Armor ===<br />
<br />
Similarly to equipping items, weapons and armors must also be equipped in order to take advantage of the effects they grant to the player. To equip a weapon or armor, the player must first enter the inventory screen, highlight the weapon or armor of choice, and select equip from the menu. Only one weapon and one armor piece may be equipped at any given time and they differ in effects so it is wise to switch them around as needed. While in combat, the effects of the weapons and armor will be given to the player automatically. They will remain equipped until the player equips a different weapon or armor in its place or highlights the weapon or armor from the equipment screen and selects unequip from the menu, sending the weapon or armor back into the inventory list.<br />
<br />
<br />
== HUD - Heads Up Display ==<br />
<br />
'''''Conceptual First Person Perspective Model'''''<br />
<br />
http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg<br />
<br />
<br />
The heads up display in this game consist of few, simple elements. While in the world travelling from room to room, the player will have a travel indicator. This is a mini map on the lower left screen showing the players current location and orientation as well as rooms that were previously visited. The player also has the ability to view a larger scaled visual of this map so they may see a larger area of play. The player is represented by an arrowhead within the room and the door in which they came from has a light blue rectangular marker. Also, while travelling, the player has a vitality indicator. This shows the player’s current health status as either danger (red), fine (yellow), or good (green). This lets the player know what shape they are in just in case of another enemy encounter. Finally, there is a text feed of the area on the bottom of the screen, telling the player of any abnormalities or hinting them in the right direction for any given room.<br />
<br />
While in a battle the heads up display differs. There is a more detailed vitality bar, showing the exact health of the player as well as the color indicators. There is also a battle indicator, which shows the battle timer while answering / solving a problem. The less this gauge depletes the more damage the player may deal to the enemy. It will begin to diminish as soon as the problem is presented to the player. When it fully empties, the player is out of the allotted time for inputting an answer and will take a hit from the enemy. The same will happen if the player inputs an incorrect solution. There will be text feed for the enemies as well, letting the player know information about them and possibly hints for defeating them.<br />
<br />
<br />
== Solving Puzzles ==<br />
<br />
In addition to the questions that must be completed in order to defeat enemies, there will also be an assortment of puzzles spread throughout a dungeon. These puzzles will be utilized in order to gain access to keys for passing through locked doors or even the solution of the puzzle itself will be the method for unlocking the door. Solving some will be optional while others will be required to progress.<br />
<br />
<br />
== Combat ==<br />
<br />
When the player moves into a room containing enemies a battle will start. The battle will be carried out by means of "clashes." Each clash represents a possible attack or action and will be shown as a math problem that the player will have to solve. The player will enter the answer in PC Mode by clicking on the text field at the bottom of the screen and entering the numerical answer using the number keys on the keyboard. In GB Mode, there will be a number pad on-screen and the player will be able to highlight a number or symbol with the directional pad and select by pressing the check button on the right side of the monitor.<br />
<br />
<br />
= Game Elements =<br />
<br />
<br />
== Main Characters ==<br />
<br />
<br />
=== Arith ===<br />
<br />
Arith is the protagonist of the game. Her name comes from the root of the word arithmetic. She is curious by nature and a natural explorer. Her best friend and colleague, Lytic, also accompanies her on her journey. Together, they seek to find fortune and glory and put Feren out of commission.<br />
<br />
<br />
=== Lytic ===<br />
<br />
Lytic is Arith’s best friend and partner. His name is derived from the word analytic. He is very adventuresome, however more cautious than his female counterpart. Feren causes plenty of trouble for these two during their journey and Lytic will stop at nothing to ensure he and Arith both make it out unscathed and richer.<br />
<br />
<br />
=== Feren ===<br />
<br />
Feren is the antagonist of the game. Little is known about Feren, including age and gender. Feren’s name is derived from the word differential. It is believed that Feren may know Arith or Lytic, as Feren seems to recall personal information regarding their pasts. Feren aims to stop the two from discovering the fabled treasure and hoarding it. Dark natured, Feren is a very dangerous and devious foe. There is lots to learn about this mysterious, shady character.<br />
<br />
<br />
=== Merchant ===<br />
<br />
The merchant has no allegiance to anyone. The only thing he cares about is increasing the weight of his pockets. He enjoys bumping in to weary travelers and jumps and the opportunity to make a beneficial sale. He loves to cheat people who are off their game and will take advantage of many situations. Although he is a sneak, he is very handy for the protagonists, providing them with items, weapons, armor, and advice during their journey… for a substantial fee, of course!<br />
<br />
<br />
== Enemies ==<br />
<br />
'''''Goblin, Orc, and Wizard Concepts'''''<br />
<br />
http://people.rit.edu/jam2707/media/image/OLPC/concept_goblin.png<br />
http://people.rit.edu/jam2707/media/image/OLPC/concept_orc.png<br />
http://people.rit.edu/jam2707/media/image/OLPC/concept_wizard.png<br />
<br />
<br />
Standard enemies are commonly found throughout the game and vary in difficulty.<br />
<br />
<br />
=== Division Enemy ===<br />
<br />
An enemy that requires use of division attacks to defeat. This is a non-specific enemy type.<br />
<br />
<br />
=== Geometry Enemy ===<br />
<br />
An enemy that requires use of geometry attacks to defeat. This is a non-specific enemy type.<br />
<br />
<br />
== Boss Enemies ==<br />
<br />
being updated...<br />
<br />
<br />
== Items ==<br />
<br />
Items are objects found in the game that grant the user a one time effect such as regaining lost health points. They are generally consumed after use.<br />
<br />
<br />
=== Potion ===<br />
<br />
A potion is used to regain lost health points. They are fairly common among your quest.<br />
<br />
<br />
=== Greater Potion ===<br />
<br />
A greater potion is used to regain lost health points. They refill more health points than a Potion and are less common among your quest.<br />
<br />
<br />
== Key Items ==<br />
<br />
Key Items are items that are found in the game that will not be removed from the inventory after use. These items are important and usually involved in the main story line and necessary for game completion.<br />
<br />
<br />
=== Ancient Amulet ===<br />
<br />
This is the very same amulet Arith stumbled across during her initial dig at the start of her journey. It possesses untold energy and makes for a great reading light, as it has the ability to uncover hidden secret texts if shone on the right surface.<br />
<br />
<br />
=== Room Key ===<br />
<br />
A room key is important for passing through locked doors. They are hidden and scattered throughout the dungeons and must be found in order to progress to locked or hidden areas.<br />
<br />
<br />
= LAN Cooperative Play =<br />
<br />
Tired of exploring alone? Share the Fortune Hunter activity running on your XO with a friend and let them take control of your legendary partner, Lytic. Together, players can explore the dungeons and face challenging foes, doubling the odds for survival. Players may also help each other out and work together to solve problems and find the hidden treasures. Two is better than one.<br />
<br />
This feature is coming at some point in the future and as such, details are currently unavailable. More information will be presented when development is further along.<br />
<br />
<br />
= Region Based Graphic Set =<br />
<br />
Looking at the same graphical set can be tedious for the eyes. We have incorporated multiple graphic sets into the game, based on the selected region you choose when starting up. This allows the game to match the look and feel of the player’s current residual area.<br />
<br />
Supported regions will be listed when this feature is further along in development, as well as more details overall.<br />
<br />
<br />
= Explorer's League - Networking Around the World =<br />
<br />
The Explorer’s League is a term referring to the online network database for Fortune Hunter. Players can connect online to see how other classrooms and schools are progressing in Fortune Hunter and may also talk about the game with people from all over the world! The more we share, the more fun we have.<br />
<br />
This is a future development goal and is not currently implemented. More information and details will become available upon progression of this feature.<br />
<br />
<br />
= XOME - Avatar Customization Feature =<br />
<br />
XOME (pronounced as English ‘home’) is an avatar customization feature that lets the player have a customized avatar to represent them in the game. The avatar is comprised of the XO logo symbol, but can be dressed up with various costumes and paraphernalia to add a personal touch to the player’s persona. These avatars will also be shown online in the Explorer’s League as well as be visible to friends when playing together.<br />
<br />
It is planned that there will be a light version of this feature so that it does not expand the game’s physical memory size too drastically. The light version will have fewer choices of customizable parts and the heavier version of this feature is always an option, providing there is enough room on the hard disk drive where the game directory is installed to.<br />
<br />
More information and details will become available when this feature is in production.<br />
<br />
<br />
= Custom User Game Creation Feature =<br />
<br />
This feature will give teachers and students the ability to create and manipulate their own version of the game, choosing such things as level layout, problem enemy types, and game difficulty. There is an easy to use graphical interface creation tool that works hand in hand with the game to inspire creativity in all users up for the task.<br />
<br />
More information and details regarding this feature will become available when it is in production later on this year.<br />
<br />
<br />
= Education =<br />
<br />
<br />
== Classroom Application ==<br />
<br />
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.<br />
<br />
Please visit our [http://wiki.sugarlabs.org/go/Fortune_Hunter/LessonPlan Lesson Plan] page to get a lesson plan to use in your classroom.<br />
<br />
<br />
== Curriculum Elements ==<br />
<br />
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].<br />
<br />
The following topics are covered in this game activity.<br />
<br />
{| border="5"<br />
|+ Implemented Curriculum Framework<br />
! NUMBER SENSE AND OPERATIONS<br />
|-<br />
! 4.N.3<br />
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.<br />
|-<br />
! 4.N.4<br />
| 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.<br />
|-<br />
! 4.N.5<br />
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).<br />
|-<br />
! 4.N.6<br />
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.<br />
|-<br />
! 4.N.9<br />
| 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).<br />
|-<br />
! 4.N.11<br />
| 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.<br />
|-<br />
! 4.N.12<br />
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.<br />
|-<br />
! 4.N.14<br />
| 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).<br />
|-<br />
! GEOMETRY<br />
|-<br />
! 4.G.1<br />
| 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.<br />
|-<br />
! 4.G.3<br />
| Recognize similar figures.<br />
|-<br />
! 4.G.4<br />
| Identify angles as acute, right, or obtuse.<br />
|-<br />
! 4.G.7<br />
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.<br />
|-<br />
! 4.G.9<br />
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.<br />
|-<br />
! MEASUREMENT<br />
|-<br />
! 4.M.2<br />
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.<br />
|}<br />
<br />
<br />
= Storyline =<br />
<br />
MAFH follows the story of Arith, a determined young researcher dedicated to finding all of the world’s best hidden secrets. One day she stumbled across a piece of blank papyrus during the time she spent studying in Egypt on a dig site. She quickly brought it to her best friend and colleague, Lytic. They were determined to find out more about this strange paper, but the two could not unearth its secrets in such a short time. <br />
<br />
Three months later, the dig ever deeper into the earth, Arith noticed a faint glow emanating from a random pile of dirt. “What’s that over there?” she asked Lytic, who was standing nearby with his shovel. Digging it out, Lytic noticed that it was a small amulet. It let off the strangest beautiful teal glow. “Strange,” he remarked. Lytic stared deep into the light, his eyes widening as if in a trance. "Just what are you?" he questioned. The glow got even brighter and then went dim again. Now the amulet appeared to be as plain as any other stone. Confused, the two left the site to turn in for the night. <br />
<br />
Upon bringing this find to back to their living quarters, Arith tossed it lightly on the table. It landed near the old blank papyrus that she had found months earlier. Only this time, the papyrus wasn't blank. The light seemed to be the key and filled the papyrus with teal characters and symbols. The two stared amazed at the sight. Nothing made sense. It was no language they’d ever come across before. Upon closer inspection, only one thing was certain. The image of a giant pile of treasure, larger than anything you could imagine. The other familiar symbol was an image of a human mind and mathematical symbols surrounding it. Apparently, those who desired this treasure must be intelligent and versed in the ways of math. The first leg of this treasure hunt was underway.<br />
<br />
The next day, Arith and Lytic, found themselves in a strange place face to face with a mysterious and ancient building, relics in hand. “You wait here. I’ll go take a look around,” Arith told Lytic. “Okay. Good luck.”<br />
<br />
Arith entered the dark and dank structure alone, not knowing what lays in wait…<br />
<br />
<br />
= Game Progression =<br />
<br />
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty. <br />
<br />
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.<br />
<br />
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.<br />
<br />
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's concepts. There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.<br />
<br />
A player's game is completed when they find all of the fortune hidden within the dungeon.<br />
<br />
<br />
== Dungeon 1 ==<br />
<br />
being updated...<br />
<br />
<br />
== Dungeon 2 ==<br />
<br />
being updated...<br />
<br />
<br />
= Critical Path =<br />
<br />
<br />
== Main Menu ==<br />
<br />
Once the title screen appears, scroll down to the 'NEW GAME' option and push the select button to begin your quest.<br />
<br />
<br />
== Dungeon 1 ==<br />
<br />
The first stage is a simpler style dungeon.<br />
<br />
being updated...<br />
<br />
<br />
== Dungeon 2 ==<br />
<br />
being updated...<br />
<br />
<br />
= Developer's Section =<br />
<br />
<br />
== Meet the Team ==<br />
<br />
[[User:KnightMearh| Jonathan Meschino]] (4th Year Student @ RIT)<br />
<br />
[[User:esk7610| Eric Kenvin]] (3rd Year Student @ RIT)<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year Student @ RIT)<br />
<br />
[[User:DaveSilver| David Silverman]] (3rd Year Student @ RIT)<br />
<br />
[[User:Kdh7733| Kevin Hockey]] (4th Year Student @ RIT)<br />
<br />
<br />
Interested in joining our development team? [http://wiki.sugarlabs.org/go/Fortune_Hunter#Contacts Contact us] for more information.<br />
<br />
<br />
'''''Consultants'''''<br />
<br />
[[User:Mchua| Mel Chua]] (Red Hat)<br />
<br />
[[User:Sdz| Sebastian Dziallas]] (Sugar on a Stick)<br />
<br />
<br />
We appreciate all of your help and suggestions. Thank you!<br />
<br />
<br />
== Meetings ==<br />
<br />
Developer meetings:<br />
<br />
Where: Game Design Labs - Building/Room No. 70-2500 @ RIT<br />
<br />
When: 5-8pm Thursdays<br />
<br />
6-8pm Saturdays (TBA - only if needed that week)<br />
<br />
Meeting times and locations are subject to change as needed. For more information, contact someone on the [http://wiki.sugarlabs.org/go/Fortune_Hunter#Meet_the_Team Team].<br />
<br />
<br />
== Milestones ==<br />
<br />
''Today is {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.''<br />
<br />
* denotes topic<br />
<br />
&rarr; denotes subtopic of above-listed topic<br />
<br />
<br />
'''Precursor &rarr; Weeks 1 - 2''' (September 6 - September 26, 2009)<br />
<br />
* <s>familiarize with OLPC XOs</s><br />
<br />
* <s>familiarize with open source community</s><br />
<br />
* <s>familiarize with git versioning</s><br />
<br />
* <s>familiarize with python</s><br />
<br />
<br />
'''Week 3''' (September 27 - October 3)<br />
<br />
* <s>mess with GB mode</s><br />
<br />
* <s>set up and familiarize new git repository</s><br />
<br />
* <s>class structure</s><br />
<br />
* <s>review python</s><br />
<br />
* <s>familiarize with pygame</s><br />
<br />
* <s>cannibalize!</s><br />
<br />
<br />
'''Week 4''' (October 4 - October 10)<br />
<br />
* <s>work on prototyping of tougher game elements</s><br />
<br />
* <s>create class structure</s><br />
<br />
* <s>begin coding world (map)</s><br />
<br />
<br />
'''Week 5''' (October 11 - October 17)<br />
<br />
* <s>begin coding travel system</s><br />
<br />
&rarr; <s>ability to move from room to room</s><br />
<br />
* <s>begin coding combat system</s><br />
<br />
&rarr; <s>get the 'combat stage' set up for functionality</s><br />
<br />
* <s>work on placeholder graphics to be loaded into game</s><br />
<br />
<br />
'''Week 6 - 7''' (October 18 - October 31)<br />
<br />
* <s>finish travel system</s><br />
<br />
&rarr; <s>debug any issues or conflicts</s><br />
<br />
&rarr; <s>text notifications of choices</s><br />
<br />
&rarr; <s>polish it off to fully working</s><br />
<br />
* finish combat system<br />
<br />
&rarr; <s>have exchange of turns</s><br />
<br />
&rarr; <s>menu that works for choices</s><br />
<br />
&rarr; <s>text notification for choices</s><br />
<br />
&rarr; basic battle is functional from start to finish<br />
<br />
* <s>switch between travel and combat system from main world</s><br />
<br />
<br />
'''Week 8''' (November 1 - November 7)<br />
<br />
* <s>begin working on GUI and Menu systems</s><br />
<br />
&rarr; <s>set up in game</s><br />
<br />
&rarr; <s>make functional</s><br />
<br />
<br />
'''Week 9''' (November 8 - November 14)<br />
<br />
* <s>game design documentation!</s><br />
<br />
&rarr; <s>extremely detailed account of current project and future goals/ directions.</s><br />
<br />
* <s>additional features:</s><br />
<br />
&rarr; <s>student vs class progress, class vs class progress - data analysis</s> - moved to future<br />
<br />
&rarr; <s>multiple graphic sets (region based)</s> - moved to future<br />
<br />
<br />
'''Week 10+''' (November 14 - November 28)<br />
<br />
* <s>catch up to milestones</s><br />
<br />
* <s>test copy of game thus far</s><br />
<br />
&rarr: <s>improve elements</s><br />
<br />
* <s>KEEP TESTING AND ADDING CONTENT!</s><br />
<br />
* <s>more time granted!</s><br />
<br />
<br />
'''Week 11''' (November 29 - December 5)<br />
<br />
* finish implementing Battle Menus.<br />
<br />
&rarr; add in final graphics for battle menus.<br />
<br />
&rarr; add division and geometry attacks<br />
<br />
* finish alpha version of the Battle Engine<br />
<br />
&rarr; integrate and test the Battle Engine with the Battle Menus and Main game.<br />
<br />
* begin level designing<br />
<br />
<br />
'''Week 12''' (December 6 - December 12)<br />
<br />
* fix bugs in Battle Engine.<br />
<br />
* add equipment, items, and bosses into Battle System<br />
<br />
* improve enemy battle AI.<br />
<br />
* add more special attacks.<br />
<br />
* begin Advanced testing of beta Battle Engine.<br />
<br />
* polish level design<br />
<br />
* make dungeons<br />
<br />
<br />
'''Week 13+''' (December 13 - January 2, 2010)<br />
<br />
* finish fixing bugs in Battle Engine.<br />
<br />
* design door locks/puzzles<br />
<br />
* rapid prototyping of door locks and puzzles<br />
<br />
* design puzzle rooms<br />
<br />
* allow for a play through with multiple dungeons<br />
<br />
* Usability Testing<br />
<br />
* user group meeting @ RIT's Innovation Center, thursday 7-9pm<br />
<br />
<br />
'''Week 14''' (January 3 - January 9)<br />
<br />
* redesign based on user tests<br />
<br />
&rarr; code to reflect design changes<br />
<br />
* add more puzzles and levels<br />
<br />
* test new puzzles and levels.<br />
<br />
* begin work on Shop feature<br />
<br />
<br />
'''Week 15''' (January 10 - January 16)<br />
<br />
* finish shop feature<br />
<br />
* integrate Shop with main game<br />
<br />
* complete Beta version of game<br />
<br />
* user testing<br />
<br />
* start designing/scripting storyline<br />
<br />
* start designing teacher side tools<br />
<br />
<br />
'''Week 16''' (January 17 - January 23)<br />
<br />
* begin coding Teacher Level Creator<br />
<br />
* begin coding student stat system<br />
<br />
* add more art assets (music, sound effects, art)<br />
<br />
<br />
'''Week 17''' (January 24 - January 30)<br />
<br />
* finalize all official level designs, and implement in game<br />
<br />
* continue coding level editor<br />
<br />
* continue coding stats system<br />
<br />
* finalize storyline<br />
<br />
* create and implement story and cut scenes<br />
<br />
* user group meeting @ RIT's Innovation Center, thursday 7-9pm<br />
<br />
* retest levels and add in updated art work as needed<br />
<br />
<br />
'''Week 18''' (January 31 - February 6)<br />
<br />
* add in additional sounds/cut scenes<br />
<br />
* add in stats or re design stages if needed<br />
<br />
* finish Stat System<br />
<br />
* finish Level editor<br />
<br />
* integrate into one teacher GUI<br />
<br />
<br />
'''Week 19''' (February 7 - February 13)<br />
<br />
* user tests of teacher GUI<br />
<br />
* re-design/re-code phase<br />
<br />
* compile game into xo activity<br />
<br />
* compile teacher gui into xo activity<br />
<br />
* make different story/art assets available based on locale<br />
<br />
<br />
'''Week 20+''' (February 14 - March 7)<br />
<br />
* final debugging/design/coding<br />
<br />
* packaging and advertisement<br />
<br />
* run final user test and globailzition checks<br />
<br />
* finalize localization options<br />
<br />
* release activity for XO<br />
<br />
<br />
'''Future+''' (March 8+)<br />
<br />
* pending<br />
<br />
<br />
== Future Development ==<br />
<br />
updating...<br />
<br />
<br />
== Progression ==<br />
<br />
- Input read from handheld mode<br />
<br />
- Preliminary GUI coding: <br />
<br />
Full GUI with placeholder images<br />
Text field with scrolling text<br />
Image swapping for traversal with placeholder images<br />
<br />
- Dungeon<br />
<br />
Reads list of rooms from text file<br />
Forms dungeon using this list<br />
<br />
- Traversal<br />
<br />
Player can traverse a dungeon set up from the text file<br />
Placeholder graphics used<br />
Player's viewpoint changes when they enter a room<br />
<br />
- Battle<br />
<br />
Basic class hierarchy finished<br />
<br />
- Shop<br />
<br />
Conceptual stage<br />
<br />
- Graphics<br />
<br />
Placeholder images for rooms<br />
<br />
- Sound<br />
<br />
'Door opening' SFX.<br />
<br />
<br />
== Bugs/ Fixes ==<br />
<br />
Not yet. Will release a working version upon completion.<br />
<br />
<br />
== Game Suggestions ==<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=40071Fortune Hunter2009-11-09T20:09:31Z<p>Esk7610: /* News Feed */</p>
<hr />
<div>= Game Elements =<br />
<br />
''Today is {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.''<br />
<br />
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png<br />
{{TOCright}}<br />
<br />
== Contacts ==<br />
<br />
[[User:KnightMearh| Jonathan Meschino]] (4th Year)<br />
<br />
email: jmeschino@mail.rit.edu<br />
<br />
<br />
[[User:esk7610| Eric Kenvin]] (3rd Year)<br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year)<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
[[User:DaveSilver| David Silverman]] (3rd Year)<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
== News Feed ==<br />
<br />
&rarr; Watch a brief demo of our [http://www.youtube.com/watch?v=SGt9UZZgE18 current game version].<br />
<br />
<br />
&rarr; Current git repositories can be found [http://git.sugarlabs.org/git/project-xavier/mainline.git here].<br />
<br />
== Game Concept (description) ==<br />
<br />
MPG (Math Playing Game - working title) is a single player educational adventure that teaches fourth grade curriculum mathematics. The player controls a protagonist that must progress through maze-like dungeons, solve puzzles/ problems, and defeat enemies in a two dimensional world. The protagonist is also a treasure hunter, after various riches found within the dungeon.<br />
<br />
Each level is comprised of a series of rooms generated by a text file input that will create various difficulty rooms for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum that are being covered. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview and take multiple steps to defeat.<br />
<br />
== Objectives ==<br />
<br />
The objective of this project is to reiterate teachings of fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [http://wiki.sugarlabs.org/go/MPG#Curriculum_Elements Curriculum Elements] for incorporated curriculum topics and [http://wiki.sugarlabs.org/go/MPG/LessonPlan Lesson Plan] for a lesson plan to use in the classroom.<br />
<br />
== Game and Wiki Terminology ==<br />
* '''Dungeon''': The game world that the player is exploring which covers the lesson the student is currently on. <br />
* '''PC Mode''': PC Mode is when you are using the laptop with the keyboard. <br />
* '''GB Mode''': GB Mode is when you are using the laptop with the buttons on the monitor piece and not using the keyboard. <br />
* '''HP''': This represents the player's health within the game world. When it reaches 0 the player loses and their character dies.<br />
* '''Power''': this is a bar that starts out full for each attack and slowly diminishes until the attack is completed. When the attack is completed the amount of damage it does is based on how much was left in the power bar. Each attack does some minimum amount of damage that is increased if the power bar is not at 0.<br />
* '''Damage/Dmg.''': this is how much HP a character or the character's opponent loses when an attack is successful.<br />
* '''Hit''': This is a successful attack.<br />
* '''Critical Hit''': An especially effective attack that gives the student the chance to do more damage to their opponent if they solve a simple multiplication problem.<br />
* '''Miss''': This occurs when an attack is not successful and means the attack does 0 damage.<br />
* '''Attack''': This is how the player does damage, and defeats an opponent.<br />
* '''Basic Attack''': A move that the student can make when in battle that has a chance of either hitting the opponent, missing the opponent or producing a critical hit. It requires no math unless the student gets a critical hit.<br />
* '''Fraction Attack''': This is an attack which requires the player to solve a problem using fractions to perform a successful attack.<br />
* '''Geometry Attack''': This is an attack which requires the player to solve a problem using geometry and/or graphing ideas to perform a successful attack.<br />
* '''Shop''': This is where the player can purchase new equipment, and items to use in battle, in the game using the in-game currency.<br />
* '''Boss''': This is an especially powerful enemy which requires completion of specialized problems based around the entire lesson.<br />
*As we get farther into development we will name different pieces of the GUI and such and define those.<br />
<br />
== Story & Characters ==<br />
<br />
=== Story ===<br />
<br />
Zale, the protagonist, stumbled across one day a piece of blank papyrus while during the time he spend studying in Egypt on a dig site. He was determined to find out more about this relic, but couldn't unearth its secrets.<br />
<br />
Three months later, the dig ever deeper into the earth, Zale noticed a faint glow emanating from a pile of dirt. Digging it out, Zale noticed that it was a small amulet. It let off the strangest beautiful teal glow. Zale stared deep into the light, eyes widening as if in a trance, "Just what are you?" The glow got even brighter and then went dim again. Upset at the thought of not finding the answers sought, Zale left the site to turn in for the night. Upon bringing this find to back to the living quarters, Zale tossed it lightly on the table. It landed near the old blank papyrus that Zale had found months earlier. Only this time, the papyrus wasn't blank. The light seemed to be the key and filled the papyrus with teal characters and symbols. One thing was certain, though, and that was the picture of a giant pile of treasure, larger than anything you could imagine. There was another familiar symbol was an image of a human mind and mathematical symbols surrounding it. Apparently, those who desired this treasure must be intelligent and versed in the ways of math. The first leg of this treasure hunt was underway the next day, Zale finding herself in a strange place face to face with a mysterious building, relics in hand.<br />
<br />
=== Protagonist ===<br />
<br />
The protagonist learned of treasure that was hidden deep within the dungeon and embarked on a quest for the riches. He explores the dungeons, in a constant search of anything he can find out that will lead him to his fortune. The Player controls him as he explores the dungeon and attempts to find the hidden treasures.<br />
<br />
=== Enemies ===<br />
<br />
Enemies stand in the way of our hero.<br />
<br />
<br />
So far we have two types of enemies:<br />
<br />
'''Division Enemies''': Enemies that must be fought by solving problems relating to division.<br />
<br />
'''Geometry Enemies''': Enemies that must be fought by solving problems relating to geometry and graphing.<br />
<br />
== Gameplay ==<br />
=== GUI ===<br />
<br />
There is a number pad for answer input which is attached to the player's first person perspective on their wrist. There is also a stats screen which will display the player's statistics such as health, power, money, items, etc. and allow the player to save and quit.<br />
<br />
<br />
'''''Conceptual First Person Perspective Model'''''<br />
<br />
http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg<br />
<br />
<br />
'''''Conceptual Battle Screen Model'''''<br />
<br />
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg<br />
<br />
=== Menus ===<br />
<br />
Within the game there will be multiple menus. Here we will outline what each menu's purpose is and each of the buttons/controls that will be available through the menu.<br />
===== Main Menu =====<br />
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.<br />
<br />
*Tutorial/instruction - Material to be covered before playing the game<br />
<br />
*New Game - The player can start a new game from the first level.<br />
<br />
*Continue - This will bring the player to the Continue Menu.<br />
<br />
*&rarr; Class Stats - This option has not been developed yet and is something we will do only if we have the time. It would allow the player to view how well each student is doing in the game.<br />
<br />
*&rarr; Options - This option has not been developed yet and is something we will do only if we have the time. It would allow the to change different game options.<br />
<br />
*Close Game - This would simply close the game.<br />
<br />
===== Continue Menu =====<br />
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.<br />
<br />
*Continue - This would let the player start back up from the most recent Continue Point.<br />
<br />
*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.<br />
<br />
*Back -This would take the player back to the Main Menu.<br />
<br />
===== Stats/Inventory =====<br />
This menu would allow the player to view their stats and health and stuff.<br />
<br />
*Item Equip Slots(x4) - These would be options that allow the player to switch what weapons, armor and equipment the have equipped.<br />
<br />
*Return to Game - Exits the stats screen and returns to the game.<br />
<br />
===== Pause =====<br />
This is the menu the player would find when they pause the game.<br />
<br />
*Save - This would allow the player to save and continue playing.<br />
<br />
*Save and Quit - This would allow the player to save and then return to the Main Menu.<br />
<br />
*Quit without Save - This would allow the player to return to the Main Menu without saving their game.<br />
<br />
===== Shop Screen =====<br />
This is the screen the player would encounter when they enter the shop.<br />
<br />
*Buy Menu - This leads the player to the Buy Items Menu.<br />
<br />
*Sell Menu - This leads the player to the Sell Items Menu.<br />
<br />
*Exit - this exits the shop.<br />
<br />
===== Buy Items Menu =====<br />
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.<br />
<br />
===== Sell Items Menu =====<br />
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.<br />
<br />
===== BATTLE - Main Battle Menu =====<br />
This menu is the main menu that is brought up when battle begins.<br />
<br />
*Basic Attack - This performs a basic attack. If the player gets a critical hit it brings them to the Critical Hit Screen.<br />
<br />
*Division Attack Screen (Special attack)- This brings up the screen to perform a Division based attack.<br />
<br />
*Geometry Attack Screen (Magic attack)- This brings up the screen to perform a Geometry based attack.<br />
<br />
*Use Item Screen - This brings up the screen to use an item.<br />
<br />
*Flee Battle - This option gives the player a chance to flee battle.<br />
<br />
===== BATTLE - Critical Hit Screen =====<br />
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.<br />
<br />
*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.<br />
<br />
*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.<br />
<br />
===== BATTLE - Use Item Screen =====<br />
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.<br />
<br />
===== BATTLE - Fractions Attack Screen =====<br />
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<br />
one fraction it will be replaced on screen with a new one.<br />
<br />
*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.<br />
<br />
*Undo - This simply allows them to undo the last couple choices they made.<br />
<br />
*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<br />
chooses another fraction to add to their total the fraction will be added to the list in this dialog.<br />
<br />
===== BATTLE - Geometry Attack Scren =====<br />
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...<br />
<br />
*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.<br />
<br />
*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.<br />
The shape buttons will add the corresponding shape to the graph.<br />
The Undo button will undo the addition of the most recent shape, it will not undo movements.<br />
The Finish button will act as an Enter button and will perform the attack if the player answered the problem correctly.<br />
The arrow keys will move the currently selected shape around the graph. There will be Up, Down, Left, and Right keys.<br />
<br />
=== Controls ===<br />
<br />
==== Game Modes ====<br />
<br />
There will be two primary input modes in the game.<br />
<br />
===== GB Mode Controls =====<br />
<br />
'''GB Mode''' is referred to as the following: The XO monitor rotated 180* and folded back down into the XO. <br />
You will then utilize the directional pad and four buttons (check,x,square,circle) for game play.<br />
<br />
The directional pad on the left is used for movement. The check mark button on the right side acts as a select button. Circle, Square, and X inputs will vary depending on the activity/ situation and will be defined during.<br />
<br />
===== PC Mode Controls =====<br />
<br />
'''PC Mode''' is referred to as the following: The XO is in its original, normal usage state such as a laptop. <br />
You will then use the keyboard and touch pad for all types of input.<br />
<br />
The touch pad, arrow keys, and W,A,S,D keys are used for movement. The keyboard and touch pad inputs will vary depending on the activity/ situation and will be defined during.<br />
<br />
==== Movement ====<br />
<br />
Players can move freely from room to room provided there are no locked doors along the way. These will require keys to be obtained first before traveling through them.<br />
<br />
==== Combat ====<br />
<br />
When the player moves into a room containing enemies a battle will start. The battle will be carried out by means of "clashes." Each clash represents a possible attack or action and will be shown as a math problem that the player will have to solve. The player will enter the answer in PC Mode by clicking on the text field at the bottom of the screen and entering the numerical answer using the number keys on the keyboard. In GB Mode, there will be a number pad on-screen and the player will be able to highlight a number or symbol with the directional pad and select by pressing the check button on the right side of the monitor.<br />
<br />
==== Shop ====<br />
<br />
The player can access the shop any time not in battle during the game by pressing the O (circle) button. Once in the shop, the player can select an item by using the directional pad or by clicking on it. They will then be able to select a quantity in the same fashion. However, it is up to the player to input how much they are willing to pay for items and up to the player whether or not to accept deals on the shopkeeper's end. This is done in order to stimulate real-world scenarios. The shopkeeper will occasionally intend to provide the player a bad deal.<br />
<br />
== Critical Path ==<br />
=== Level Progression ===<br />
<br />
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty. <br />
<br />
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.<br />
<br />
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.<br />
<br />
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's concepts. There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.<br />
<br />
=== Game Completion ===<br />
<br />
A player's game is completed when they find all of the fortune hidden within the dungeon.<br />
<br />
== Education ==<br />
=== Classroom Application ===<br />
<br />
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.<br />
<br />
Please visit our [http://wiki.sugarlabs.org/go/MPG/LessonPlan Lesson Plan] page to get a lesson plan to use in your classroom.<br />
<br />
=== Curriculum Elements ===<br />
<br />
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].<br />
<br />
The following topics are covered in this game activity.<br />
<br />
{| border="5"<br />
|+ Implemented Curriculum Framework<br />
! NUMBER SENSE AND OPERATIONS<br />
|-<br />
! 4.N.3<br />
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.<br />
|-<br />
! 4.N.4<br />
| 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.<br />
|-<br />
! 4.N.5<br />
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).<br />
|-<br />
! 4.N.6<br />
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.<br />
|-<br />
! 4.N.9<br />
| 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).<br />
|-<br />
! 4.N.11<br />
| 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.<br />
|-<br />
! 4.N.12<br />
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.<br />
|-<br />
! 4.N.14<br />
| 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).<br />
|-<br />
! GEOMETRY<br />
|-<br />
! 4.G.1<br />
| 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.<br />
|-<br />
! 4.G.3<br />
| Recognize similar figures.<br />
|-<br />
! 4.G.4<br />
| Identify angles as acute, right, or obtuse.<br />
|-<br />
! 4.G.7<br />
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.<br />
|-<br />
! 4.G.9<br />
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.<br />
|-<br />
! MEASUREMENT<br />
|-<br />
! 4.M.2<br />
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.<br />
|}<br />
<br />
== Art ==<br />
=== Concept Art Information ===<br />
<br />
This is where we will place our concept art, until we have determined a specific art style.<br />
<br />
<br />
'''''Goblin, Orc, and Wizard Concepts'''''<br />
<br />
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg<br />
http://i8.photobucket.com/albums/a11/chouji2/otherenemies.png<br />
<br />
=== Reference Material Information ===<br />
<br />
Currently no reference materials...<br />
<br />
= Developer's Section =<br />
== Meet the Team ==<br />
<br />
[[User:KnightMearh| Jonathan Meschino]] (4th Year Student @ RIT)<br />
<br />
[[User:esk7610| Eric Kenvin]] (3rd Year Student @ RIT)<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year Student @ RIT)<br />
<br />
[[User:DaveSilver| David Silverman]] (3rd Year Student @ RIT)<br />
<br />
<br />
Interested in joining our development team? [http://wiki.sugarlabs.org/go/MPG#Contacts Contact us] for more information.<br />
<br />
<br />
'''''Consultants'''''<br />
<br />
[[User:Mchua| Mel Chua]] (Red Hat)<br />
<br />
[[User:Sdz| Sebastian Dziallas]] (Sugar on a Stick)<br />
<br />
<br />
We appreciate all of your help and suggestions. Thank you!<br />
<br />
== Meetings ==<br />
<br />
Developer meetings:<br />
<br />
Where: Game Design Labs - Building/Room No. 70-2500 @ RIT<br />
<br />
When: 5-8pm Thursdays<br />
<br />
6-8pm Saturdays (TBA - only if needed that week)<br />
<br />
Meeting times and locations are subject to change as needed. For more information, contact someone on the [http://wiki.sugarlabs.org/go/MPG#Meet_the_Team Team].<br />
<br />
== Milestones ==<br />
<br />
''Today is {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.''<br />
<br />
* denotes topic<br />
<br />
&rarr; denotes subtopic of above-listed topic<br />
<br />
<br />
'''Precursor''' (September 6 - September 26)<br />
<br />
* <s>familiarize with OLPC XOs</s><br />
<br />
* <s>familiarize with open source community</s><br />
<br />
* <s>familiarize with git versioning</s><br />
<br />
* <s>familiarize with python</s><br />
<br />
<br />
'''Week 1''' (September 27 - October 3)<br />
<br />
* <s>mess with GB mode</s><br />
<br />
* <s>set up and familiarize new git repository</s><br />
<br />
* <s>class structure</s><br />
<br />
* <s>review python</s><br />
<br />
* <s>familiarize with pygame</s><br />
<br />
* <s>cannibalize!</s><br />
<br />
<br />
'''Week 2''' (October 4 - October 10)<br />
<br />
* work on prototyping of tougher game elements<br />
<br />
* <s>create class structure</s><br />
<br />
* <s>begin coding world (map)</s><br />
<br />
<br />
'''Week 3''' (October 11 - October 17)<br />
<br />
* <s>begin coding travel system</s><br />
<br />
&rarr; <s>ability to move from room to room</s><br />
<br />
* <s>begin coding combat system</s><br />
<br />
&rarr; get the 'combat stage' set up for functionality<br />
<br />
* <s>work on placeholder graphics to be loaded into game</s><br />
<br />
<br />
'''Week 4 & Week 5''' (October 18 - October 31)<br />
<br />
* <s>finish travel system</s><br />
<br />
&rarr; <s> debug any issues or conflicts</s><br />
<br />
&rarr; <s> text notifications of choices</s><br />
<br />
&rarr; <s> polish it off to fully working</s><br />
<br />
* finish combat system<br />
<br />
&rarr; have exchange of turns<br />
<br />
&rarr; menu that works for choices<br />
<br />
&rarr; text notification for choices<br />
<br />
&rarr; basic battle is functional from start to finish<br />
<br />
* switch between travel and combat system from main world<br />
<br />
<br />
'''Week 6''' (November 1 - November 7)<br />
<br />
* begin working on GUI and Menu systems<br />
<br />
&rarr; set up in game<br />
<br />
&rarr; make functional<br />
<br />
<br />
'''Week 7''' (November 8 - November 14)<br />
<br />
* work on actual graphics (sets) and load them into game (replace placeholders)<br />
<br />
* finish off all primary projects to ensure one play through of one level can happen start to finish<br />
<br />
* game design documentation!<br />
<br />
&rarr; extremely detailed account of current project and future goals/ directions.<br />
<br />
* work on data recognition<br />
<br />
&rarr; this is updating the topics around the players level of familiarity with a given topic. make sure older topics are still rotated in for reiteration.<br />
<br />
* additional features:<br />
<br />
&rarr; student vs class progress, class vs class progress - data analysis<br />
<br />
&rarr; multiple levels<br />
<br />
&rarr; multiple graphic sets (region based)<br />
<br />
&rarr; possible alternate game modes<br />
<br />
<br />
'''Week 8+''' (November 14 +)<br />
<br />
* TESTING!<br />
<br />
* KEEP TESTING AND ADDING CONTENT<br />
<br />
== Future Development ==<br />
<br />
updating...<br />
<br />
== Progression ==<br />
<br />
- Input read from handheld mode<br />
<br />
- Preliminary GUI coding: <br />
<br />
Full GUI with placeholder images<br />
Text field with scrolling text<br />
Image swapping for traversal with placeholder images<br />
<br />
- Dungeon<br />
<br />
Reads list of rooms from text file<br />
Forms dungeon using this list<br />
<br />
- Traversal<br />
<br />
Player can traverse a dungeon set up from the text file<br />
Placeholder graphics used<br />
Player's viewpoint changes when they enter a room<br />
<br />
- Battle<br />
<br />
Basic class hierarchy finished<br />
<br />
- Shop<br />
<br />
Conceptual stage<br />
<br />
- Graphics<br />
<br />
Placeholder images for rooms<br />
<br />
- Sound<br />
<br />
'Door opening' SFX.<br />
<br />
== Bugs/ Fixes ==<br />
<br />
Not yet. Will release a working version upon completion.<br />
<br />
== Game Suggestions ==<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=39453Fortune Hunter2009-10-22T16:50:42Z<p>Esk7610: /* Progression */</p>
<hr />
<div>= Game Elements =<br />
<br />
''Today is {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.''<br />
<br />
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png<br />
{{TOCright}}<br />
<br />
== Contacts ==<br />
<br />
[[User:KnightMearh| Jonathan Meschino]] (4th Year)<br />
<br />
email: jmeschino@mail.rit.edu<br />
<br />
<br />
[[User:esk7610| Eric Kenvin]] (3rd Year)<br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year)<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
[[User:DaveSilver| David Silverman]] (3rd Year)<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
== Game Concept (description) ==<br />
<br />
MPG (Math Playing Game - working title) is a single player educational adventure that teaches fourth grade curriculum mathematics. The player controls a protagonist that must progress through maze-like dungeons, solve puzzles/ problems, and defeat enemies in a two dimensional world. The protagonist is also a treasure hunter, after various riches found within the dungeon.<br />
<br />
Each level is comprised of a series of rooms generated by a text file input that will create various difficulty rooms for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum that are being covered. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview and take multiple steps to defeat.<br />
<br />
== Objectives ==<br />
<br />
The objective of this project is to reiterate teachings of fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [[http://wiki.sugarlabs.org/go/MPG#Curriculum_Elements Curriculum Elements]] for incorporated curriculum topics and [[http://wiki.sugarlabs.org/go/MPG/LessonPlan Lesson Plan]] for a lesson plan to use in the classroom.<br />
<br />
== Game and Wiki Terminology ==<br />
* '''Dungeon''': The game world that the player is exploring which covers the lesson the student is currently on. <br />
* '''PC Mode''': PC Mode is when you are using the laptop with the keyboard. <br />
* '''GB Mode''': GB Mode is when you are using the laptop with the buttons on the monitor piece and not using the keyboard. <br />
* '''HP''': This represents the player's health within the game world. When it reaches 0 the player loses and their character dies.<br />
* '''Power''': this is a bar that starts out full for each attack and slowly diminishes until the attack is completed. When the attack is completed the amount of damage it does is based on how much was left in the power bar. Each attack does some minimum amount of damage that is increased if the power bar is not at 0.<br />
* '''Damage/Dmg.''': this is how much HP a character or the character's opponent loses when an attack is successful.<br />
* '''Hit''': This is a successful attack.<br />
* '''Critical Hit''': An especially effective attack that gives the student the chance to do more damage to their opponent if they solve a simple multiplication problem.<br />
* '''Miss''': This occurs when an attack is not successful and means the attack does 0 damage.<br />
* '''Attack''': This is how the player does damage, and defeats an opponent.<br />
* '''Basic Attack''': A move that the student can make when in battle that has a chance of either hitting the opponent, missing the opponent or producing a critical hit. It requires no math unless the student gets a critical hit.<br />
* '''Fraction Attack''': This is an attack which requires the player to solve a problem using fractions to perform a successful attack.<br />
* '''Geometry Attack''': This is an attack which requires the player to solve a problem using geometry and/or graphing ideas to perform a successful attack.<br />
* '''Shop''': This is where the player can purchase new equipment, and items to use in battle, in the game using the in-game currency.<br />
* '''Boss''': This is an especially powerful enemy which requires completion of specialized problems based around the entire lesson.<br />
*As we get farther into development we will name different pieces of the GUI and such and define those.<br />
<br />
== Story & Characters ==<br />
<br />
=== Story ===<br />
<br />
The protagonist learned of treasure that was hidden deep within the dungeon and embarked on a quest for the riches. He explores the dungeons, in a constant search of anything he can find out that will lead him to his fortune.<br />
<br />
=== Protagonist ===<br />
<br />
The main character is an adventurer who is seeking treasure in the dungeon. The Player controls him as he explores the dungeon and attempts to find the hidden treasures.<br />
<br />
=== Enemies ===<br />
<br />
Enemies stand in the way of our hero.<br />
<br />
<br />
So far we have two types of enemies:<br />
<br />
'''Division Enemies''': Enemies that must be fought by solving problems relating to division.<br />
<br />
'''Geometry Enemies''': Enemies that must be fought by solving problems relating to geometry and graphing.<br />
<br />
== Gameplay ==<br />
=== GUI ===<br />
<br />
There is a number pad for answer input which is attached to the player's first person perspective on their wrist. There is also a stats screen which will display the player's statistics such as health, power, money, items, etc. and allow the player to save and quit.<br />
<br />
<br />
'''''Conceptual First Person Perspective Model'''''<br />
<br />
http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg<br />
<br />
<br />
'''''Conceptual Battle Screen Model'''''<br />
<br />
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg<br />
<br />
=== Menus ===<br />
<br />
Within the game there will be multiple menus. Here we will outline what each menu's purpose is and each of the buttons/controls that will be available through the menu.<br />
===== Main Menu =====<br />
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.<br />
<br />
*Tutorial/instruction - Material to be covered before playing the game<br />
<br />
*New Game - The player can start a new game from the first level.<br />
<br />
*Continue - This will bring the player to the Continue Menu.<br />
<br />
** 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.<br />
<br />
** 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.<br />
<br />
*Close Game - This would simply close the game.<br />
<br />
===== Continue Menu =====<br />
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.<br />
<br />
*Continue - This would let the player start back up from the most recent Continue Point.<br />
<br />
*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.<br />
<br />
*Back -This would take the player back to the Main Menu.<br />
<br />
===== Stats/Inventory =====<br />
This menu would allow the player to view their stats and health and stuff.<br />
<br />
*Item Equip Slots(x4) - These would be options that allow the player to switch what weapons, armor and equipment the have equipped.<br />
<br />
*Return to Game - Exits the stats screen and returns to the game.<br />
<br />
===== Pause =====<br />
This is the menu the player would find when they pause the game.<br />
<br />
*Save - This would allow the player to save and continue playing.<br />
<br />
*Save and Quit - This would allow the player to save and then return to the Main Menu.<br />
<br />
*Quit without Save - This would allow the player to return to the Main Menu without saving their game.<br />
<br />
===== Shop Screen =====<br />
This is the screen the player would encounter when they enter the shop.<br />
<br />
*Buy Menu - This leads the player to the Buy Items Menu.<br />
<br />
*Sell Menu - This leads the player to the Sell Items Menu.<br />
<br />
*Exit - this exits the shop.<br />
<br />
===== Buy Items Menu =====<br />
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.<br />
<br />
===== Sell Items Menu =====<br />
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.<br />
<br />
===== BATTLE - Main Battle Menu =====<br />
This menu is the main menu that is brought up when battle begins.<br />
<br />
*Basic Attack - This performs a basic attack. If the player gets a critical hit it brings them to the Critical Hit Screen.<br />
<br />
*Division Attack Screen (Special attack)- This brings up the screen to perform a Division based attack.<br />
<br />
*Geometry Attack Screen (Magic attack)- This brings up the screen to perform a Geometry based attack.<br />
<br />
*Use Item Screen - This brings up the screen to use an item.<br />
<br />
*Flee Battle - This option gives the player a chance to flee battle.<br />
<br />
===== BATTLE - Critical Hit Screen =====<br />
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.<br />
<br />
*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.<br />
<br />
*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.<br />
<br />
===== BATTLE - Use Item Screen =====<br />
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.<br />
<br />
===== BATTLE - Fractions Attack Screen =====<br />
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<br />
one fraction it will be replaced on screen with a new one.<br />
<br />
*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.<br />
<br />
*Undo - This simply allows them to undo the last couple choices they made.<br />
<br />
*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<br />
chooses another fraction to add to their total the fraction will be added to the list in this dialog.<br />
<br />
===== BATTLE - Geometry Attack Scren =====<br />
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...<br />
<br />
*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.<br />
<br />
*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.<br />
The shape buttons will add the corresponding shape to the graph.<br />
The Undo button will undo the addition of the most recent shape, it will not undo movements.<br />
The Finish button will act as an Enter button and will perform the attack if the player answered the problem correctly.<br />
The arrow keys will move the currently selected shape around the graph. There will be Up, Down, Left, and Right keys.<br />
<br />
=== Controls ===<br />
<br />
==== Game Modes ====<br />
<br />
There will be two primary input modes in the game.<br />
<br />
===== GB Mode Controls =====<br />
<br />
'''GB Mode''' is referred to as the following: The XO monitor rotated 180* and folded back down into the XO. You will then utilize the directional pad<br />
and four buttons (check,x,square,circle) for game play.<br />
<br />
The directional pad on the left is used for movement. The check mark button on the right side acts as a select button. Circle, Square, and X inputs will vary depending on the activity/ situation and will be defined during.<br />
<br />
===== PC Mode Controls =====<br />
<br />
'''PC Mode''' is referred to as the following: The XO is in its original, normal usage state such as a laptop. You will then use the keyboard and touch pad for all types of input.<br />
<br />
The touch pad, arrow keys, and W,A,S,D keys are used for movement. The keyboard and touch pad inputs will vary depending on the activity/ situation and will be defined during.<br />
<br />
==== Movement ====<br />
<br />
Players can move freely from room to room provided there are no locked doors along the way. These will require keys to be obtained first before traveling through them.<br />
<br />
==== Combat ====<br />
<br />
When the player moves into a room containing enemies a battle will start. The battle will be carried out by means of "clashes." Each clash represents a possible attack or action and will be shown as a math problem that the player will have to solve. The player will enter the answer in PC Mode by clicking on the text field at the bottom of the screen and entering the numerical answer using the number keys on the keyboard. In GB Mode, there will be a number pad on-screen and the player will be able to highlight a number or symbol with the directional pad and select by pressing the check button on the right side of the monitor.<br />
<br />
==== Shop ====<br />
<br />
The player can access the shop any time not in battle during the game by pressing the O (circle) button. Once in the shop, the player can select an item by using the directional pad or by clicking on it. They will then be able to select a quantity in the same fashion. However, it is up to the player to input how much they are willing to pay for items and up to the player whether or not to accept deals on the shopkeeper's end. This is done in order to stimulate real-world scenarios. The shopkeeper will occasionally intend to provide the player a bad deal.<br />
<br />
== Critical Path ==<br />
=== Level Progression ===<br />
<br />
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty. <br />
<br />
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.<br />
<br />
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.<br />
<br />
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's concepts. There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.<br />
<br />
=== Game Completion ===<br />
<br />
A player's game is completed when they find all of the fortune hidden within the dungeon.<br />
<br />
== Education ==<br />
=== Classroom Application ===<br />
<br />
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.<br />
<br />
Please visit our [[http://wiki.sugarlabs.org/go/MPG/LessonPlan Lesson Plan]] page to get a lesson plan to use in your classroom.<br />
<br />
=== Curriculum Elements ===<br />
<br />
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]].<br />
<br />
The following topics are covered in this game activity.<br />
<br />
{| border="5"<br />
|+ Implemented Curriculum Framework<br />
! NUMBER SENSE AND OPERATIONS<br />
|-<br />
! 4.N.3<br />
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.<br />
|-<br />
! 4.N.4<br />
| 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.<br />
|-<br />
! 4.N.5<br />
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).<br />
|-<br />
! 4.N.6<br />
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.<br />
|-<br />
! 4.N.9<br />
| 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).<br />
|-<br />
! 4.N.11<br />
| 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.<br />
|-<br />
! 4.N.12<br />
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.<br />
|-<br />
! 4.N.14<br />
| 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).<br />
|-<br />
! GEOMETRY<br />
|-<br />
! 4.G.1<br />
| 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.<br />
|-<br />
! 4.G.3<br />
| Recognize similar figures.<br />
|-<br />
! 4.G.4<br />
| Identify angles as acute, right, or obtuse.<br />
|-<br />
! 4.G.7<br />
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.<br />
|-<br />
! 4.G.9<br />
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.<br />
|-<br />
! MEASUREMENT<br />
|-<br />
! 4.M.2<br />
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.<br />
|}<br />
<br />
== Art ==<br />
=== Concept Art Information ===<br />
<br />
This is where we will place our concept art, until we have determined a specific art style.<br />
<br />
<br />
'''''Goblin Concept'''''<br />
<br />
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg<br />
<br />
=== Reference Material Information ===<br />
<br />
Currently no reference materials...<br />
<br />
= Developer's Section =<br />
== Meet the Team ==<br />
<br />
[[User:KnightMearh| Jonathan Meschino]] (4th Year)<br />
<br />
email: jmeschino@mail.rit.edu<br />
<br />
<br />
[[User:esk7610| Eric Kenvin]] (3rd Year)<br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year)<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
[[User:DaveSilver| David Silverman]] (3rd Year)<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
<br />
Interested in joining our development team? Contact us for more information.<br />
<br />
== Meetings ==<br />
<br />
Developer meetings:<br />
<br />
Where: Game Design Labs - Building/Room No. 70-2500 @ RIT<br />
<br />
When: 5-8pm Thursdays<br />
<br />
6-8pm Saturdays (TBA - only if needed that week)<br />
<br />
Meeting times and locations are subject to change as needed. For more information, contact someone on [[http://wiki.sugarlabs.org/go/MPG#Meet_the_Team The Team]].<br />
<br />
== Milestones ==<br />
<br />
''Today is {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.''<br />
<br />
* denotes topic<br />
<br />
&rarr; denotes subtopic of above-listed topic<br />
<br />
<br />
'''Precursor''' (September 6 - September 26)<br />
<br />
* <s>familiarize with OLPC XOs</s><br />
<br />
* <s>familiarize with open source community</s><br />
<br />
* <s>familiarize with git versioning</s><br />
<br />
* <s>familiarize with python</s><br />
<br />
<br />
'''Week 1''' (September 27 - October 3)<br />
<br />
* <s>mess with GB mode</s><br />
<br />
* <s>set up and familiarize new git repository</s><br />
<br />
* <s>class structure</s><br />
<br />
* <s>review python</s><br />
<br />
* <s>familiarize with pygame</s><br />
<br />
* <s>cannibalize!</s><br />
<br />
<br />
'''Week 2''' (October 4 - October 10)<br />
<br />
* work on prototyping of tougher game elements<br />
<br />
* <s>create class structure</s><br />
<br />
* <s>begin coding world (map)</s><br />
<br />
<br />
'''Week 3''' (October 11 - October 17)<br />
<br />
* <s>begin coding travel system</s><br />
<br />
&rarr; <s>ability to move from room to room</s><br />
<br />
* <s>begin coding combat system</s><br />
<br />
&rarr; get the 'combat stage' set up for functionality<br />
<br />
* <s>work on placeholder graphics to be loaded into game</s><br />
<br />
<br />
'''Week 4 & Week 5''' (October 18 - October 31)<br />
<br />
* <s>finish travel system</s><br />
<br />
&rarr; <s> debug any issues or conflicts</s><br />
<br />
&rarr; <s> text notifications of choices</s><br />
<br />
&rarr; <s> polish it off to fully working</s><br />
<br />
* finish combat system<br />
<br />
&rarr; have exchange of turns<br />
<br />
&rarr; menu that works for choices<br />
<br />
&rarr; text notification for choices<br />
<br />
&rarr; basic battle is functional from start to finish<br />
<br />
* switch between travel and combat system from main world<br />
<br />
<br />
'''Week 6''' (November 1 - November 7)<br />
<br />
* begin working on GUI and Menu systems<br />
<br />
&rarr; set up in game<br />
<br />
&rarr; make functional<br />
<br />
<br />
'''Week 7''' (November 8 - November 14)<br />
<br />
* work on actual graphics (sets) and load them into game (replace placeholders)<br />
<br />
* finish off all primary projects to ensure one play through of one level can happen start to finish<br />
<br />
* game design documentation!<br />
<br />
&rarr; extremely detailed account of current project and future goals/ directions.<br />
<br />
* work on data recognition<br />
<br />
&rarr; this is updating the topics around the players level of familiarity with a given topic. make sure older topics are still rotated in for reiteration.<br />
<br />
* additional features:<br />
<br />
&rarr; student vs class progress, class vs class progress - data analysis<br />
<br />
&rarr; multiple levels<br />
<br />
&rarr; multiple graphic sets (region based)<br />
<br />
&rarr; possible alternate game modes<br />
<br />
<br />
Week 8+ (November 14 +)<br />
<br />
* TESTING!<br />
<br />
* KEEP TESTING AND ADDING CONTENT<br />
<br />
== Future Development ==<br />
<br />
updating...<br />
<br />
== Progression ==<br />
<br />
- Input read from handheld mode<br />
<br />
- Preliminary GUI coding: <br />
<br />
Full GUI with placeholder images<br />
Text field with scrolling text<br />
Image swapping for traversal with placeholder images<br />
<br />
- Dungeon<br />
<br />
Reads list of rooms from text file<br />
Forms dungeon using this list<br />
<br />
- Traversal<br />
<br />
Player can traverse a dungeon set up from the text file<br />
Placeholder graphics used<br />
Player's viewpoint changes when they enter a room<br />
<br />
- Battle<br />
<br />
Basic class hierarchy finished<br />
<br />
- Shop<br />
<br />
Conceptual stage<br />
<br />
- Graphics<br />
<br />
Placeholder images for rooms<br />
<br />
== Bugs/ Fixes ==<br />
<br />
Not applicable yet.<br />
<br />
== Game Suggestions ==<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=39444Fortune Hunter2009-10-22T16:45:28Z<p>Esk7610: /* Milestones */</p>
<hr />
<div>= Game Elements =<br />
<br />
''Today is {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.''<br />
<br />
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png<br />
{{TOCright}}<br />
<br />
== Contacts ==<br />
<br />
[[User:KnightMearh| Jonathan Meschino]] (4th Year)<br />
<br />
email: jmeschino@mail.rit.edu<br />
<br />
<br />
[[User:esk7610| Eric Kenvin]] (3rd Year)<br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year)<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
[[User:DaveSilver| David Silverman]] (3rd Year)<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
== Game Concept (description) ==<br />
<br />
MPG (Math Playing Game - working title) is a single player educational adventure that teaches fourth grade curriculum mathematics. The player controls a protagonist that must progress through maze-like dungeons, solve puzzles/ problems, and defeat enemies in a two dimensional world. The protagonist is also a treasure hunter, after various riches found within the dungeon.<br />
<br />
Each level is comprised of a series of rooms generated by a text file input that will create various difficulty rooms for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum that are being covered. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview and take multiple steps to defeat.<br />
<br />
== Objectives ==<br />
<br />
The objective of this project is to reiterate teachings of fourth grade mathematics to students in a fun and unique way, primarily through the use of creative interactive software. The project is intended to be used as supplemental material to classroom education. See [[http://wiki.sugarlabs.org/go/MPG#Curriculum_Elements Curriculum Elements]] for incorporated curriculum topics and [[http://wiki.sugarlabs.org/go/MPG/LessonPlan Lesson Plan]] for a lesson plan to use in the classroom.<br />
<br />
== Game and Wiki Terminology ==<br />
* '''Dungeon''': The game world that the player is exploring which covers the lesson the student is currently on. <br />
* '''PC Mode''': PC Mode is when you are using the laptop with the keyboard. <br />
* '''GB Mode''': GB Mode is when you are using the laptop with the buttons on the monitor piece and not using the keyboard. <br />
* '''HP''': This represents the player's health within the game world. When it reaches 0 the player loses and their character dies.<br />
* '''Power''': this is a bar that starts out full for each attack and slowly diminishes until the attack is completed. When the attack is completed the amount of damage it does is based on how much was left in the power bar. Each attack does some minimum amount of damage that is increased if the power bar is not at 0.<br />
* '''Damage/Dmg.''': this is how much HP a character or the character's opponent loses when an attack is successful.<br />
* '''Hit''': This is a successful attack.<br />
* '''Critical Hit''': An especially effective attack that gives the student the chance to do more damage to their opponent if they solve a simple multiplication problem.<br />
* '''Miss''': This occurs when an attack is not successful and means the attack does 0 damage.<br />
* '''Attack''': This is how the player does damage, and defeats an opponent.<br />
* '''Basic Attack''': A move that the student can make when in battle that has a chance of either hitting the opponent, missing the opponent or producing a critical hit. It requires no math unless the student gets a critical hit.<br />
* '''Fraction Attack''': This is an attack which requires the player to solve a problem using fractions to perform a successful attack.<br />
* '''Geometry Attack''': This is an attack which requires the player to solve a problem using geometry and/or graphing ideas to perform a successful attack.<br />
* '''Shop''': This is where the player can purchase new equipment, and items to use in battle, in the game using the in-game currency.<br />
* '''Boss''': This is an especially powerful enemy which requires completion of specialized problems based around the entire lesson.<br />
*As we get farther into development we will name different pieces of the GUI and such and define those.<br />
<br />
== Story & Characters ==<br />
<br />
=== Story ===<br />
<br />
The protagonist learned of treasure that was hidden deep within the dungeon and embarked on a quest for the riches. He explores the dungeons, in a constant search of anything he can find out that will lead him to his fortune.<br />
<br />
=== Protagonist ===<br />
<br />
The main character is an adventurer who is seeking treasure in the dungeon. The Player controls him as he explores the dungeon and attempts to find the hidden treasures.<br />
<br />
=== Enemies ===<br />
<br />
Enemies stand in the way of our hero.<br />
<br />
<br />
So far we have two types of enemies:<br />
<br />
'''Division Enemies''': Enemies that must be fought by solving problems relating to division.<br />
<br />
'''Geometry Enemies''': Enemies that must be fought by solving problems relating to geometry and graphing.<br />
<br />
== Gameplay ==<br />
=== GUI ===<br />
<br />
There is a number pad for answer input which is attached to the player's first person perspective on their wrist. There is also a stats screen which will display the player's statistics such as health, power, money, items, etc. and allow the player to save and quit.<br />
<br />
<br />
'''''Conceptual First Person Perspective Model'''''<br />
<br />
http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg<br />
<br />
<br />
'''''Conceptual Battle Screen Model'''''<br />
<br />
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg<br />
<br />
=== Menus ===<br />
<br />
Within the game there will be multiple menus. Here we will outline what each menu's purpose is and each of the buttons/controls that will be available through the menu.<br />
===== Main Menu =====<br />
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.<br />
<br />
*Tutorial/instruction - Material to be covered before playing the game<br />
<br />
*New Game - The player can start a new game from the first level.<br />
<br />
*Continue - This will bring the player to the Continue Menu.<br />
<br />
** 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.<br />
<br />
** 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.<br />
<br />
*Close Game - This would simply close the game.<br />
<br />
===== Continue Menu =====<br />
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.<br />
<br />
*Continue - This would let the player start back up from the most recent Continue Point.<br />
<br />
*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.<br />
<br />
*Back -This would take the player back to the Main Menu.<br />
<br />
===== Stats/Inventory =====<br />
This menu would allow the player to view their stats and health and stuff.<br />
<br />
*Item Equip Slots(x4) - These would be options that allow the player to switch what weapons, armor and equipment the have equipped.<br />
<br />
*Return to Game - Exits the stats screen and returns to the game.<br />
<br />
===== Pause =====<br />
This is the menu the player would find when they pause the game.<br />
<br />
*Save - This would allow the player to save and continue playing.<br />
<br />
*Save and Quit - This would allow the player to save and then return to the Main Menu.<br />
<br />
*Quit without Save - This would allow the player to return to the Main Menu without saving their game.<br />
<br />
===== Shop Screen =====<br />
This is the screen the player would encounter when they enter the shop.<br />
<br />
*Buy Menu - This leads the player to the Buy Items Menu.<br />
<br />
*Sell Menu - This leads the player to the Sell Items Menu.<br />
<br />
*Exit - this exits the shop.<br />
<br />
===== Buy Items Menu =====<br />
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.<br />
<br />
===== Sell Items Menu =====<br />
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.<br />
<br />
===== BATTLE - Main Battle Menu =====<br />
This menu is the main menu that is brought up when battle begins.<br />
<br />
*Basic Attack - This performs a basic attack. If the player gets a critical hit it brings them to the Critical Hit Screen.<br />
<br />
*Division Attack Screen (Special attack)- This brings up the screen to perform a Division based attack.<br />
<br />
*Geometry Attack Screen (Magic attack)- This brings up the screen to perform a Geometry based attack.<br />
<br />
*Use Item Screen - This brings up the screen to use an item.<br />
<br />
*Flee Battle - This option gives the player a chance to flee battle.<br />
<br />
===== BATTLE - Critical Hit Screen =====<br />
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.<br />
<br />
*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.<br />
<br />
*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.<br />
<br />
===== BATTLE - Use Item Screen =====<br />
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.<br />
<br />
===== BATTLE - Fractions Attack Screen =====<br />
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<br />
one fraction it will be replaced on screen with a new one.<br />
<br />
*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.<br />
<br />
*Undo - This simply allows them to undo the last couple choices they made.<br />
<br />
*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<br />
chooses another fraction to add to their total the fraction will be added to the list in this dialog.<br />
<br />
===== BATTLE - Geometry Attack Scren =====<br />
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...<br />
<br />
*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.<br />
<br />
*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.<br />
The shape buttons will add the corresponding shape to the graph.<br />
The Undo button will undo the addition of the most recent shape, it will not undo movements.<br />
The Finish button will act as an Enter button and will perform the attack if the player answered the problem correctly.<br />
The arrow keys will move the currently selected shape around the graph. There will be Up, Down, Left, and Right keys.<br />
<br />
=== Controls ===<br />
<br />
==== Game Modes ====<br />
<br />
There will be two primary input modes in the game.<br />
<br />
===== GB Mode Controls =====<br />
<br />
'''GB Mode''' is referred to as the following: The XO monitor rotated 180* and folded back down into the XO. You will then utilize the directional pad<br />
and four buttons (check,x,square,circle) for game play.<br />
<br />
The directional pad on the left is used for movement. The check mark button on the right side acts as a select button. Circle, Square, and X inputs will vary depending on the activity/ situation and will be defined during.<br />
<br />
===== PC Mode Controls =====<br />
<br />
'''PC Mode''' is referred to as the following: The XO is in its original, normal usage state such as a laptop. You will then use the keyboard and touch pad for all types of input.<br />
<br />
The touch pad, arrow keys, and W,A,S,D keys are used for movement. The keyboard and touch pad inputs will vary depending on the activity/ situation and will be defined during.<br />
<br />
==== Movement ====<br />
<br />
Players can move freely from room to room provided there are no locked doors along the way. These will require keys to be obtained first before traveling through them.<br />
<br />
==== Combat ====<br />
<br />
When the player moves into a room containing enemies a battle will start. The battle will be carried out by means of "clashes." Each clash represents a possible attack or action and will be shown as a math problem that the player will have to solve. The player will enter the answer in PC Mode by clicking on the text field at the bottom of the screen and entering the numerical answer using the number keys on the keyboard. In GB Mode, there will be a number pad on-screen and the player will be able to highlight a number or symbol with the directional pad and select by pressing the check button on the right side of the monitor.<br />
<br />
==== Shop ====<br />
<br />
The player can access the shop any time not in battle during the game by pressing the O (circle) button. Once in the shop, the player can select an item by using the directional pad or by clicking on it. They will then be able to select a quantity in the same fashion. However, it is up to the player to input how much they are willing to pay for items and up to the player whether or not to accept deals on the shopkeeper's end. This is done in order to stimulate real-world scenarios. The shopkeeper will occasionally intend to provide the player a bad deal.<br />
<br />
== Critical Path ==<br />
=== Level Progression ===<br />
<br />
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty. <br />
<br />
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.<br />
<br />
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.<br />
<br />
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's concepts. There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.<br />
<br />
=== Game Completion ===<br />
<br />
A player's game is completed when they find all of the fortune hidden within the dungeon.<br />
<br />
== Education ==<br />
=== Classroom Application ===<br />
<br />
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.<br />
<br />
Please visit our [[http://wiki.sugarlabs.org/go/MPG/LessonPlan Lesson Plan]] page to get a lesson plan to use in your classroom.<br />
<br />
=== Curriculum Elements ===<br />
<br />
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]].<br />
<br />
The following topics are covered in this game activity.<br />
<br />
{| border="5"<br />
|+ Implemented Curriculum Framework<br />
! NUMBER SENSE AND OPERATIONS<br />
|-<br />
! 4.N.3<br />
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.<br />
|-<br />
! 4.N.4<br />
| 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.<br />
|-<br />
! 4.N.5<br />
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).<br />
|-<br />
! 4.N.6<br />
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.<br />
|-<br />
! 4.N.9<br />
| 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).<br />
|-<br />
! 4.N.11<br />
| 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.<br />
|-<br />
! 4.N.12<br />
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.<br />
|-<br />
! 4.N.14<br />
| 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).<br />
|-<br />
! GEOMETRY<br />
|-<br />
! 4.G.1<br />
| 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.<br />
|-<br />
! 4.G.3<br />
| Recognize similar figures.<br />
|-<br />
! 4.G.4<br />
| Identify angles as acute, right, or obtuse.<br />
|-<br />
! 4.G.7<br />
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.<br />
|-<br />
! 4.G.9<br />
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.<br />
|-<br />
! MEASUREMENT<br />
|-<br />
! 4.M.2<br />
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.<br />
|}<br />
<br />
== Art ==<br />
=== Concept Art Information ===<br />
<br />
This is where we will place our concept art, until we have determined a specific art style.<br />
<br />
<br />
'''''Goblin Concept'''''<br />
<br />
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg<br />
<br />
=== Reference Material Information ===<br />
<br />
Currently no reference materials...<br />
<br />
= Developer's Section =<br />
== Meet the Team ==<br />
<br />
[[User:KnightMearh| Jonathan Meschino]] (4th Year)<br />
<br />
email: jmeschino@mail.rit.edu<br />
<br />
<br />
[[User:esk7610| Eric Kenvin]] (3rd Year)<br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year)<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
[[User:DaveSilver| David Silverman]] (3rd Year)<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
<br />
Interested in joining our development team? Contact us for more information.<br />
<br />
== Meetings ==<br />
<br />
Developer meetings:<br />
<br />
Where: Game Design Labs - Building/Room No. 70-2500 @ RIT<br />
<br />
When: 5-8pm Thursdays<br />
<br />
6-8pm Saturdays (TBA - only if needed that week)<br />
<br />
Meeting times and locations are subject to change as needed. For more information, contact someone on [[http://wiki.sugarlabs.org/go/MPG#Meet_the_Team The Team]].<br />
<br />
== Milestones ==<br />
<br />
''Today is {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.''<br />
<br />
* denotes topic<br />
<br />
&rarr; denotes subtopic of above-listed topic<br />
<br />
<br />
'''Precursor''' (September 6 - September 26)<br />
<br />
* <s>familiarize with OLPC XOs</s><br />
<br />
* <s>familiarize with open source community</s><br />
<br />
* <s>familiarize with git versioning</s><br />
<br />
* <s>familiarize with python</s><br />
<br />
<br />
'''Week 1''' (September 27 - October 3)<br />
<br />
* <s>mess with GB mode</s><br />
<br />
* <s>set up and familiarize new git repository</s><br />
<br />
* <s>class structure</s><br />
<br />
* <s>review python</s><br />
<br />
* <s>familiarize with pygame</s><br />
<br />
* <s>cannibalize!</s><br />
<br />
<br />
'''Week 2''' (October 4 - October 10)<br />
<br />
* work on prototyping of tougher game elements<br />
<br />
* <s>create class structure</s><br />
<br />
* <s>begin coding world (map)</s><br />
<br />
<br />
'''Week 3''' (October 11 - October 17)<br />
<br />
* <s>begin coding travel system</s><br />
<br />
&rarr; <s>ability to move from room to room</s><br />
<br />
* <s>begin coding combat system</s><br />
<br />
&rarr; get the 'combat stage' set up for functionality<br />
<br />
* <s>work on placeholder graphics to be loaded into game</s><br />
<br />
<br />
'''Week 4 & Week 5''' (October 18 - October 31)<br />
<br />
* <s>finish travel system</s><br />
<br />
&rarr; <s> debug any issues or conflicts</s><br />
<br />
&rarr; <s> text notifications of choices</s><br />
<br />
&rarr; <s> polish it off to fully working</s><br />
<br />
* finish combat system<br />
<br />
&rarr; have exchange of turns<br />
<br />
&rarr; menu that works for choices<br />
<br />
&rarr; text notification for choices<br />
<br />
&rarr; basic battle is functional from start to finish<br />
<br />
* switch between travel and combat system from main world<br />
<br />
<br />
'''Week 6''' (November 1 - November 7)<br />
<br />
* begin working on GUI and Menu systems<br />
<br />
&rarr; set up in game<br />
<br />
&rarr; make functional<br />
<br />
<br />
'''Week 7''' (November 8 - November 14)<br />
<br />
* work on actual graphics (sets) and load them into game (replace placeholders)<br />
<br />
* finish off all primary projects to ensure one play through of one level can happen start to finish<br />
<br />
* game design documentation!<br />
<br />
&rarr; extremely detailed account of current project and future goals/ directions.<br />
<br />
* work on data recognition<br />
<br />
&rarr; this is updating the topics around the players level of familiarity with a given topic. make sure older topics are still rotated in for reiteration.<br />
<br />
* additional features:<br />
<br />
&rarr; student vs class progress, class vs class progress - data analysis<br />
<br />
&rarr; multiple levels<br />
<br />
&rarr; multiple graphic sets (region based)<br />
<br />
&rarr; possible alternate game modes<br />
<br />
<br />
Week 8+ (November 14 +)<br />
<br />
* TESTING!<br />
<br />
* KEEP TESTING AND ADDING CONTENT<br />
<br />
== Future Development ==<br />
<br />
updating...<br />
<br />
== Progression ==<br />
<br />
- Input read from handheld mode<br />
<br />
- Preliminary GUI coding: <br />
<br />
Full GUI with placeholder images<br />
Text field with scrolling text<br />
Image swapping for traversal with placeholder images<br />
<br />
- Looking at the Dungeon class (dungeons of mongo) for dungeon generation here<br />
https://fedorahosted.org/dungeonsofmongo/browser/mongo.py<br />
<br />
- Set up working travel system<br />
<br />
- Set up basic battle system<br />
<br />
- Built placeholder images<br />
<br />
== Bugs/ Fixes ==<br />
<br />
Not applicable yet.<br />
<br />
== Game Suggestions ==<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=38995Fortune Hunter2009-10-08T21:26:28Z<p>Esk7610: /* Menus */</p>
<hr />
<div>= Game Elements =<br />
<br />
Placeholder Splash Screen<br />
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png<br />
<br />
== Game Concept (description) ==<br />
<br />
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.<br />
<br />
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.<br />
<br />
== Objectives ==<br />
<br />
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.<br />
<br />
== Story & Characters ==<br />
<br />
There is currently no developed storyline for this project.<br />
<br />
== Gameplay ==<br />
=== GUI ===<br />
<br />
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)<br />
<br />
The second is to have the number pad as a part of battle graphics (attached to the player's first person perspective somehow). (Figure B)<br />
<br />
<br />
http://people.rit.edu/jam2707/media/image/OLPC/Screen1.jpg http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg<br />
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg<br />
<br />
In addition to these, there is a stats screen, an equipment screen, and a shop screen.<br />
<br />
=== Menus ===<br />
<br />
Within the game there will be multiple menus. Here we will outline what each menu's purpose is and each of the buttons/controls that will be available through the menu.<br />
===== Main Menu =====<br />
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.<br />
<br />
*Tutorial/instruction - Material to be covered before playing the game<br />
<br />
*New Game - The player can start a new game from the first level.<br />
<br />
*Continue - This will bring the player to the Continue Menu.<br />
<br />
** 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.<br />
<br />
** 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.<br />
<br />
*Close Game - This would simply close the game.<br />
<br />
===== Continue Menu =====<br />
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.<br />
<br />
*Continue - This would let the player start back up from the most recent Continue Point.<br />
<br />
*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.<br />
<br />
*Back -This would take the player back to the Main Menu.<br />
<br />
===== Stats/Inventory =====<br />
This menu would allow the player to view their stats and health and stuff.<br />
<br />
*Item Equip Slots(x4) - These would be options that allow the player to switch what weapons, armor and equipment the have equipped.<br />
<br />
*Return to Game - Exits the stats screen and returns to the game.<br />
<br />
===== Pause =====<br />
This is the menu the player would find when they pause the game.<br />
<br />
*Save - This would allow the player to save and continue playing.<br />
<br />
*Save and Quit - This would allow the player to save and then return to the Main Menu.<br />
<br />
*Quit without Save - This would allow the player to return to the Main Menu without saving their game.<br />
<br />
===== Shop Screen =====<br />
This is the screen the player would encounter when they enter the shop.<br />
<br />
*Buy Menu - This leads the player to the Buy Items Menu.<br />
<br />
*Sell Menu - This leads the player to the Sell Items Menu.<br />
<br />
*Exit - this exits the shop.<br />
<br />
===== Buy Items Menu =====<br />
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.<br />
<br />
===== Sell Items Menu =====<br />
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.<br />
<br />
===== BATTLE - Main Battle Menu =====<br />
This menu is the main menu that is brought up when battle begins.<br />
<br />
*Basic Attack - This performs a basic attack. If the player gets a critical hit it brings them to the Critical Hit Screen.<br />
<br />
*Division Attack Screen (Special attack)- This brings up the screen to perform a Division based attack.<br />
<br />
*Geometry Attack Screen (Magic attack)- This brings up the screen to perform a Geometry based attack.<br />
<br />
*Use Item Screen - This brings up the screen to use an item.<br />
<br />
*Flee Battle - This option gives the player a chance to flee battle.<br />
<br />
===== BATTLE - Critical Hit Screen =====<br />
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.<br />
<br />
*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.<br />
<br />
*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.<br />
<br />
===== BATTLE - Use Item Screen =====<br />
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.<br />
<br />
===== BATTLE - Fractions Attack Screen =====<br />
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<br />
one fraction it will be replaced on screen with a new one.<br />
<br />
*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.<br />
<br />
*Undo - This simply allows them to undo the last couple choices they made.<br />
<br />
*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<br />
chooses another fraction to add to their total the fraction will be added to the list in this dialog.<br />
<br />
===== BATTLE - Geometry Attack Scren =====<br />
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...<br />
<br />
*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.<br />
<br />
*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.<br />
The shape buttons will add the corresponding shape to the graph.<br />
The Undo button will undo the addition of the most recent shape, it will not undo movements.<br />
The Finish button will act as an Enter button and will perform the attack if the player answered the problem correctly.<br />
The arrow keys will move the currently selected shape around the graph. There will be Up, Down, Left, and Right keys.<br />
<br />
=== Controls ===<br />
==== Movement ====<br />
<br />
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.<br />
<br />
In "gameboy mode" 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.<br />
<br />
==== Combat ====<br />
<br />
When the player moves into a room containing enemies, a battle will start. Battle will be carried out by means of "clashes." 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 "gameboy mode" 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.<br />
<br />
==== Shop ====<br />
<br />
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.<br />
<br />
== Critical Path ==<br />
=== Level Progression ===<br />
<br />
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty. <br />
<br />
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.<br />
<br />
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.<br />
<br />
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's concepts. There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.<br />
<br />
=== Game Completion ===<br />
<br />
updating...<br />
<br />
== Education ==<br />
=== Classroom Application ===<br />
<br />
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.<br />
<br />
=== Curriculum Elements ===<br />
<br />
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]].<br />
<br />
The following topics are covered in this game activity.<br />
<br />
{| border="5"<br />
|+ Implemented Curriculum Framework<br />
! NUMBER SENSE AND OPERATIONS<br />
|-<br />
! 4.N.3<br />
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.<br />
|-<br />
! 4.N.4<br />
| 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.<br />
|-<br />
! 4.N.5<br />
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).<br />
|-<br />
! 4.N.6<br />
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.<br />
|-<br />
! 4.N.9<br />
| 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).<br />
|-<br />
! 4.N.11<br />
| 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.<br />
|-<br />
! 4.N.12<br />
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.<br />
|-<br />
! 4.N.14<br />
| 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).<br />
|-<br />
! GEOMETRY<br />
|-<br />
! 4.G.1<br />
| 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.<br />
|-<br />
! 4.G.3<br />
| Recognize similar figures.<br />
|-<br />
! 4.G.4<br />
| Identify angles as acute, right, or obtuse.<br />
|-<br />
! 4.G.7<br />
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.<br />
|-<br />
! 4.G.9<br />
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.<br />
|-<br />
! MEASUREMENT<br />
|-<br />
! 4.M.2<br />
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.<br />
|}<br />
<br />
== Art ==<br />
=== Concept Art Information ===<br />
<br />
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.<br />
<br />
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg<br />
<br />
=== Reference Material Information ===<br />
<br />
Updating...<br />
<br />
= Developer's Section =<br />
== Meet the Team ==<br />
<br />
[[User:KnightMearh| Jonathan Meschino]] (4th Year)<br />
<br />
email: jmeschino@mail.rit.edu<br />
<br />
<br />
[[User:esk7610| Eric Kenvin]] (3rd Year)<br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year)<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
[[User:DaveSilver| David Silverman]] (3rd Year)<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
<br />
Interested in joining our development team? Contact us for more information.<br />
<br />
== Meetings ==<br />
<br />
Developer meetings:<br />
<br />
Where: Game Design Labs - Building 70-2500 @ RIT<br />
<br />
When: 5-8pm Thursdays<br />
<br />
6-8pm Saturdays (TBA-only if needed that week)<br />
<br />
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see section [[http://wiki.sugarlabs.org/go/TEXTadventure#Meet_the_Team Meet the Team]]).<br />
<br />
== Milestones ==<br />
<br />
We are currently engaged in Week 3.<br />
<br />
* denotes major item<br />
<br />
** denotes subtopic of above-listed item<br />
<br />
<br />
Week 1<br />
<br />
* Mess with gameboy mode<br />
<br />
* Set up and familiarize new git repo<br />
<br />
* Class structure<br />
<br />
* Review python<br />
<br />
* familiarize with pygame<br />
<br />
* cannibalize!<br />
<br />
<br />
Week 2<br />
<br />
* work on prototyping of tougher game elements<br />
<br />
* create class structure<br />
<br />
* begin coding world (map)<br />
<br />
<br />
Week 3<br />
<br />
* finish basic world<br />
<br />
* begin coding travel system<br />
<br />
** ability to move from room to room<br />
<br />
* begin coding combat system<br />
<br />
** get the 'stage' set up for functionality<br />
<br />
<br />
Week 4<br />
<br />
* finish travel system<br />
<br />
** debugged any issues or conflicts, text notifications of choices<br />
<br />
* switch between travel and combat system<br />
<br />
* work on combat system<br />
<br />
** have exchange of turns, menu that works for choices, text notification for choices<br />
<br />
* work on placeholder graphics to be loaded into game<br />
<br />
<br />
Week 5<br />
<br />
* continue combat system<br />
<br />
** HP & PP update, basic battle is functional from start to finish<br />
<br />
* begin working on GUI and Menus<br />
<br />
** set up Store and menu systems, equipping gear (weapon, armor, items)<br />
<br />
* 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.<br />
<br />
<br />
Week 6<br />
<br />
* finish off all primary projects to ensure one play through of one level can happen start to finish<br />
<br />
* work on actual graphics and load them into game (replace placeholders)<br />
<br />
* game design documentation! extremely detailed account of current project and future goals/ directions.<br />
<br />
* additional features:<br />
<br />
** student vs class progress, class vs class progress - data analysis<br />
<br />
** multiple levels<br />
<br />
** multiple graphic sets (region based)<br />
<br />
** possible alternate game modes<br />
<br />
<br />
Week 7<br />
<br />
* TESTING!<br />
<br />
* KEEP TESTING AND ADDING CONTENT<br />
<br />
== Future Development ==<br />
<br />
updating...<br />
<br />
== Progression ==<br />
<br />
-input read from handheld mode<br />
<br />
-Preliminary GUI coding: <br />
<br />
full GUI with placeholder images<br />
Text field with scrolling text<br />
Image swapping for traversal with placeholder images<br />
<br />
Looking at the Dungeon class (dungeons of mongo) for dungeon generation here<br />
https://fedorahosted.org/dungeonsofmongo/browser/mongo.py<br />
<br />
== Bugs/ Fixes ==<br />
<br />
Not applicable yet.<br />
<br />
== Game Suggestions ==<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=38815Fortune Hunter2009-10-05T15:55:18Z<p>Esk7610: /* Progress */</p>
<hr />
<div>= Game Elements =<br />
<br />
Placeholder image ;D<br />
http://people.rit.edu/jam2707/media/image/OLPC/olpc_mutant.jpg<br />
<br />
== Game Concept (description) ==<br />
<br />
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.<br />
<br />
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.<br />
<br />
== Objectives ==<br />
<br />
updating... (goals of the project)<br />
<br />
== Story & Characters ==<br />
<br />
There is currently no developed storyline for TEXTadventure.<br />
<br />
== Gameplay ==<br />
=== GUI ===<br />
<br />
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)<br />
<br />
The second is to have the number pad as a part of battle graphics (attached to the player's first person perspective somehow). (Figure B)<br />
<br />
<br />
http://people.rit.edu/jam2707/media/image/OLPC/Screen1.jpg http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg<br />
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg<br />
<br />
In addition to these, there is a stats screen, an equipment screen, and a shop screen.<br />
<br />
=== Menus ===<br />
<br />
The menus will be accessible by pressing its associated buttons on the right side of the screen.<br />
<br />
=== Controls ===<br />
==== Movement ====<br />
<br />
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.<br />
<br />
In "gameboy mode" 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.<br />
<br />
==== Combat ====<br />
<br />
When the player moves into a room containing enemies, a battle will start. Battle will be carried out by means of "clashes." 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 "gameboy mode" 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.<br />
<br />
==== Shop ====<br />
<br />
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.<br />
<br />
== Critical Path ==<br />
=== Level Progression ===<br />
<br />
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty. <br />
<br />
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.<br />
<br />
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.<br />
<br />
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's concepts. There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.<br />
<br />
=== Game Completion ===<br />
<br />
updating...<br />
<br />
== Education ==<br />
=== Classroom Application ===<br />
<br />
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.<br />
<br />
=== Curriculum Elements ===<br />
<br />
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The full curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].<br />
<br />
The following topics are covered in this game activity.<br />
<br />
{| border="5"<br />
|+ Implemented Curriculum Framework<br />
! NUMBER SENSE AND OPERATIONS<br />
|-<br />
! 4.N.3<br />
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.<br />
|-<br />
! 4.N.4<br />
| 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.<br />
|-<br />
! 4.N.5<br />
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).<br />
|-<br />
! 4.N.6<br />
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.<br />
|-<br />
! 4.N.9<br />
| 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).<br />
|-<br />
! 4.N.11<br />
| 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.<br />
|-<br />
! 4.N.12<br />
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.<br />
|-<br />
! 4.N.14<br />
| 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).<br />
|-<br />
! GEOMETRY<br />
|-<br />
! 4.G.1<br />
| 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.<br />
|-<br />
! 4.G.3<br />
| Recognize similar figures.<br />
|-<br />
! 4.G.4<br />
| Identify angles as acute, right, or obtuse.<br />
|-<br />
! 4.G.7<br />
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.<br />
|-<br />
! 4.G.9<br />
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.<br />
|-<br />
! MEASUREMENT<br />
|-<br />
! 4.M.2<br />
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.<br />
|}<br />
<br />
== Art ==<br />
=== Concept Art Information ===<br />
<br />
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.<br />
<br />
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg<br />
<br />
=== Reference Material Information ===<br />
<br />
Updating...<br />
<br />
= Developer's Section =<br />
== Meet the Team ==<br />
<br />
[[User:KnightMearh| Jonathan Meschino]] (4th Year)<br />
<br />
email: jmeschino@mail.rit.edu<br />
<br />
<br />
[[User:esk7610| Eric Kenvin]] (3rd Year)<br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year)<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
[[User:DaveSilver| David Silverman]] (3rd Year)<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
<br />
Interested in joining our development team? Contact us for more information.<br />
<br />
== Meetings ==<br />
<br />
Developer meetings:<br />
<br />
Where: Game Design Labs - Building 70-2500 @ RIT<br />
<br />
When: 5-8pm Thursdays<br />
<br />
6-8pm Saturdays (TBA-only if needed that week)<br />
<br />
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see section [[http://wiki.sugarlabs.org/go/TEXTadventure#Meet_the_Team Meet the Team]]).<br />
<br />
== Milestones ==<br />
<br />
Week 1<br />
<br />
- Mess with gameboy mode<br />
<br />
- Set up and familiarize new git repo<br />
<br />
- Milestones detailed<br />
<br />
- Class structure<br />
<br />
- Review python<br />
<br />
- familiarize with pygame<br />
<br />
- cannibalize!<br />
<br />
<br />
Week 2<br />
<br />
- prototyping }C<br />
<br />
- create classes<br />
<br />
- begin coding world and travel system<br />
<br />
<br />
Week 3<br />
<br />
- continue coding<br />
<br />
- begin coding battle system<br />
<br />
<br />
Week 4<br />
<br />
- Continue coding<br />
<br />
- Finish basic level<br />
<br />
<br />
Week 5<br />
<br />
- Improve level<br />
<br />
- add levels<br />
<br />
- TESTING<br />
<br />
- add features (blue sky stuff) if time<br />
<br />
==Progress==<br />
<br />
-input read from handheld mode<br />
<br />
-Preliminary GUI coding: <br />
<br />
full GUI with placeholder images<br />
Text field with scrolling text<br />
Image swapping for traversal with placeholder images<br />
<br />
Looking at the Dungeon class (dungeons of mongo) for dungeon generation here<br />
https://fedorahosted.org/dungeonsofmongo/browser/mongo.py<br />
<br />
== Future Development ==<br />
<br />
updating...<br />
<br />
== Bugs/ Fixes ==<br />
<br />
Not applicable yet.<br />
<br />
== Game Suggestions ==<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=38795Fortune Hunter2009-10-04T22:38:15Z<p>Esk7610: /* Progress */</p>
<hr />
<div>= Game Elements =<br />
<br />
Placeholder image ;D<br />
http://people.rit.edu/jam2707/media/image/OLPC/olpc_mutant.jpg<br />
<br />
== Game Concept (description) ==<br />
<br />
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.<br />
<br />
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.<br />
<br />
== Objectives ==<br />
<br />
updating... (goals of the project)<br />
<br />
== Story & Characters ==<br />
<br />
There is currently no developed storyline for TEXTadventure.<br />
<br />
== Gameplay ==<br />
=== GUI ===<br />
<br />
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)<br />
<br />
The second is to have the number pad as a part of battle graphics (attached to the player's first person perspective somehow). (Figure B)<br />
<br />
<br />
http://people.rit.edu/jam2707/media/image/OLPC/Screen1.jpg http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg<br />
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg<br />
<br />
In addition to these, there is a stats screen, an equipment screen, and a shop screen.<br />
<br />
=== Menus ===<br />
<br />
The menus will be accessible by pressing its associated buttons on the right side of the screen.<br />
<br />
=== Controls ===<br />
==== Movement ====<br />
<br />
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.<br />
<br />
In "gameboy mode" 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.<br />
<br />
==== Combat ====<br />
<br />
When the player moves into a room containing enemies, a battle will start. Battle will be carried out by means of "clashes." 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 "gameboy mode" 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.<br />
<br />
==== Shop ====<br />
<br />
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.<br />
<br />
== Critical Path ==<br />
=== Level Progression ===<br />
<br />
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty. <br />
<br />
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.<br />
<br />
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.<br />
<br />
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's concepts. There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.<br />
<br />
=== Game Completion ===<br />
<br />
updating...<br />
<br />
== Education ==<br />
=== Classroom Application ===<br />
<br />
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.<br />
<br />
=== Curriculum Elements ===<br />
<br />
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The full curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].<br />
<br />
The following topics are covered in this game activity.<br />
<br />
{| border="5"<br />
|+ Implemented Curriculum Framework<br />
! NUMBER SENSE AND OPERATIONS<br />
|-<br />
! 4.N.3<br />
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.<br />
|-<br />
! 4.N.4<br />
| 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.<br />
|-<br />
! 4.N.5<br />
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).<br />
|-<br />
! 4.N.6<br />
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.<br />
|-<br />
! 4.N.9<br />
| 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).<br />
|-<br />
! 4.N.11<br />
| 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.<br />
|-<br />
! 4.N.12<br />
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.<br />
|-<br />
! 4.N.14<br />
| 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).<br />
|-<br />
! GEOMETRY<br />
|-<br />
! 4.G.1<br />
| 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.<br />
|-<br />
! 4.G.3<br />
| Recognize similar figures.<br />
|-<br />
! 4.G.4<br />
| Identify angles as acute, right, or obtuse.<br />
|-<br />
! 4.G.7<br />
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.<br />
|-<br />
! 4.G.9<br />
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.<br />
|-<br />
! MEASUREMENT<br />
|-<br />
! 4.M.2<br />
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.<br />
|}<br />
<br />
== Art ==<br />
=== Concept Art Information ===<br />
<br />
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.<br />
<br />
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg<br />
<br />
=== Reference Material Information ===<br />
<br />
Updating...<br />
<br />
= Developer's Section =<br />
== Meet the Team ==<br />
<br />
[[User:KnightMearh| Jonathan Meschino]] (4th Year)<br />
<br />
email: jmeschino@mail.rit.edu<br />
<br />
<br />
[[User:esk7610| Eric Kenvin]] (3rd Year)<br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year)<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
[[User:DaveSilver| David Silverman]] (3rd Year)<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
<br />
Interested in joining our development team? Contact us for more information.<br />
<br />
== Meetings ==<br />
<br />
Developer meetings:<br />
<br />
Where: Game Design Labs - Building 70-2500 @ RIT<br />
<br />
When: 5-8pm Thursdays<br />
<br />
6-8pm Saturdays (TBA-only if needed that week)<br />
<br />
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see section [[http://wiki.sugarlabs.org/go/TEXTadventure#Meet_the_Team Meet the Team]]).<br />
<br />
== Milestones ==<br />
<br />
Week 1<br />
<br />
- Mess with gameboy mode<br />
<br />
- Set up and familiarize new git repo<br />
<br />
- Milestones detailed<br />
<br />
- Class structure<br />
<br />
- Review python<br />
<br />
- familiarize with pygame<br />
<br />
- cannibalize!<br />
<br />
<br />
Week 2<br />
<br />
- prototyping }C<br />
<br />
- create classes<br />
<br />
- begin coding world and travel system<br />
<br />
<br />
Week 3<br />
<br />
- continue coding<br />
<br />
- begin coding battle system<br />
<br />
<br />
Week 4<br />
<br />
- Continue coding<br />
<br />
- Finish basic level<br />
<br />
<br />
Week 5<br />
<br />
- Improve level<br />
<br />
- add levels<br />
<br />
- TESTING<br />
<br />
- add features (blue sky stuff) if time<br />
<br />
==Progress==<br />
<br />
-input read from handheld mode<br />
<br />
-Preliminary GUI coding: <br />
<br />
full GUI with placeholder images<br />
Text field with scrolling text<br />
Image swapping for traversal with placeholder images<br />
<br />
== Future Development ==<br />
<br />
updating...<br />
<br />
== Bugs/ Fixes ==<br />
<br />
Not applicable yet.<br />
<br />
== Game Suggestions ==<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=38791Fortune Hunter2009-10-04T20:57:06Z<p>Esk7610: /* Progress */</p>
<hr />
<div>= Game Elements =<br />
<br />
Placeholder image ;D<br />
http://people.rit.edu/jam2707/media/image/OLPC/olpc_mutant.jpg<br />
<br />
== Game Concept (description) ==<br />
<br />
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.<br />
<br />
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.<br />
<br />
== Objectives ==<br />
<br />
updating... (goals of the project)<br />
<br />
== Story & Characters ==<br />
<br />
There is currently no developed storyline for TEXTadventure.<br />
<br />
== Gameplay ==<br />
=== GUI ===<br />
<br />
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)<br />
<br />
The second is to have the number pad as a part of battle graphics (attached to the player's first person perspective somehow). (Figure B)<br />
<br />
<br />
http://people.rit.edu/jam2707/media/image/OLPC/Screen1.jpg http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg<br />
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg<br />
<br />
In addition to these, there is a stats screen, an equipment screen, and a shop screen.<br />
<br />
=== Menus ===<br />
<br />
The menus will be accessible by pressing its associated buttons on the right side of the screen.<br />
<br />
=== Controls ===<br />
==== Movement ====<br />
<br />
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.<br />
<br />
In "gameboy mode" 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.<br />
<br />
==== Combat ====<br />
<br />
When the player moves into a room containing enemies, a battle will start. Battle will be carried out by means of "clashes." 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 "gameboy mode" 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.<br />
<br />
==== Shop ====<br />
<br />
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.<br />
<br />
== Critical Path ==<br />
=== Level Progression ===<br />
<br />
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty. <br />
<br />
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.<br />
<br />
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.<br />
<br />
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's concepts. There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.<br />
<br />
=== Game Completion ===<br />
<br />
updating...<br />
<br />
== Education ==<br />
=== Classroom Application ===<br />
<br />
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.<br />
<br />
=== Curriculum Elements ===<br />
<br />
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The full curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].<br />
<br />
The following topics are covered in this game activity.<br />
<br />
{| border="5"<br />
|+ Implemented Curriculum Framework<br />
! NUMBER SENSE AND OPERATIONS<br />
|-<br />
! 4.N.3<br />
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.<br />
|-<br />
! 4.N.4<br />
| 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.<br />
|-<br />
! 4.N.5<br />
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).<br />
|-<br />
! 4.N.6<br />
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.<br />
|-<br />
! 4.N.9<br />
| 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).<br />
|-<br />
! 4.N.11<br />
| 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.<br />
|-<br />
! 4.N.12<br />
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.<br />
|-<br />
! 4.N.14<br />
| 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).<br />
|-<br />
! GEOMETRY<br />
|-<br />
! 4.G.1<br />
| 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.<br />
|-<br />
! 4.G.3<br />
| Recognize similar figures.<br />
|-<br />
! 4.G.4<br />
| Identify angles as acute, right, or obtuse.<br />
|-<br />
! 4.G.7<br />
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.<br />
|-<br />
! 4.G.9<br />
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.<br />
|-<br />
! MEASUREMENT<br />
|-<br />
! 4.M.2<br />
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.<br />
|}<br />
<br />
== Art ==<br />
=== Concept Art Information ===<br />
<br />
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.<br />
<br />
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg<br />
<br />
=== Reference Material Information ===<br />
<br />
Updating...<br />
<br />
= Developer's Section =<br />
== Meet the Team ==<br />
<br />
[[User:KnightMearh| Jonathan Meschino]] (4th Year)<br />
<br />
email: jmeschino@mail.rit.edu<br />
<br />
<br />
[[User:esk7610| Eric Kenvin]] (3rd Year)<br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year)<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
[[User:DaveSilver| David Silverman]] (3rd Year)<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
<br />
Interested in joining our development team? Contact us for more information.<br />
<br />
== Meetings ==<br />
<br />
Developer meetings:<br />
<br />
Where: Game Design Labs - Building 70-2500 @ RIT<br />
<br />
When: 5-8pm Thursdays<br />
<br />
6-8pm Saturdays (TBA-only if needed that week)<br />
<br />
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see section [[http://wiki.sugarlabs.org/go/TEXTadventure#Meet_the_Team Meet the Team]]).<br />
<br />
== Milestones ==<br />
<br />
Week 1<br />
<br />
- Mess with gameboy mode<br />
<br />
- Set up and familiarize new git repo<br />
<br />
- Milestones detailed<br />
<br />
- Class structure<br />
<br />
- Review python<br />
<br />
- familiarize with pygame<br />
<br />
- cannibalize!<br />
<br />
<br />
Week 2<br />
<br />
- prototyping }C<br />
<br />
- create classes<br />
<br />
- begin coding world and travel system<br />
<br />
<br />
Week 3<br />
<br />
- continue coding<br />
<br />
- begin coding battle system<br />
<br />
<br />
Week 4<br />
<br />
- Continue coding<br />
<br />
- Finish basic level<br />
<br />
<br />
Week 5<br />
<br />
- Improve level<br />
<br />
- add levels<br />
<br />
- TESTING<br />
<br />
- add features (blue sky stuff) if time<br />
<br />
==Progress==<br />
<br />
-Preliminary GUI coding: Text field with scrolling text and input from buttons in handheld mode<br />
<br />
== Future Development ==<br />
<br />
updating...<br />
<br />
== Bugs/ Fixes ==<br />
<br />
Not applicable yet.<br />
<br />
== Game Suggestions ==<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=38790Fortune Hunter2009-10-04T20:56:19Z<p>Esk7610: /* Developer's Section */</p>
<hr />
<div>= Game Elements =<br />
<br />
Placeholder image ;D<br />
http://people.rit.edu/jam2707/media/image/OLPC/olpc_mutant.jpg<br />
<br />
== Game Concept (description) ==<br />
<br />
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.<br />
<br />
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.<br />
<br />
== Objectives ==<br />
<br />
updating... (goals of the project)<br />
<br />
== Story & Characters ==<br />
<br />
There is currently no developed storyline for TEXTadventure.<br />
<br />
== Gameplay ==<br />
=== GUI ===<br />
<br />
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)<br />
<br />
The second is to have the number pad as a part of battle graphics (attached to the player's first person perspective somehow). (Figure B)<br />
<br />
<br />
http://people.rit.edu/jam2707/media/image/OLPC/Screen1.jpg http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg<br />
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg<br />
<br />
In addition to these, there is a stats screen, an equipment screen, and a shop screen.<br />
<br />
=== Menus ===<br />
<br />
The menus will be accessible by pressing its associated buttons on the right side of the screen.<br />
<br />
=== Controls ===<br />
==== Movement ====<br />
<br />
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.<br />
<br />
In "gameboy mode" 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.<br />
<br />
==== Combat ====<br />
<br />
When the player moves into a room containing enemies, a battle will start. Battle will be carried out by means of "clashes." 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 "gameboy mode" 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.<br />
<br />
==== Shop ====<br />
<br />
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.<br />
<br />
== Critical Path ==<br />
=== Level Progression ===<br />
<br />
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty. <br />
<br />
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.<br />
<br />
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.<br />
<br />
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's concepts. There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.<br />
<br />
=== Game Completion ===<br />
<br />
updating...<br />
<br />
== Education ==<br />
=== Classroom Application ===<br />
<br />
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.<br />
<br />
=== Curriculum Elements ===<br />
<br />
This game covers elements of the fourth grade math curriculum currently in use at Boston, MA, USA. The full curriculum is available here: [[http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework]].<br />
<br />
The following topics are covered in this game activity.<br />
<br />
{| border="5"<br />
|+ Implemented Curriculum Framework<br />
! NUMBER SENSE AND OPERATIONS<br />
|-<br />
! 4.N.3<br />
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.<br />
|-<br />
! 4.N.4<br />
| 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.<br />
|-<br />
! 4.N.5<br />
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).<br />
|-<br />
! 4.N.6<br />
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.<br />
|-<br />
! 4.N.9<br />
| 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).<br />
|-<br />
! 4.N.11<br />
| 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.<br />
|-<br />
! 4.N.12<br />
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.<br />
|-<br />
! 4.N.14<br />
| 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).<br />
|-<br />
! GEOMETRY<br />
|-<br />
! 4.G.1<br />
| 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.<br />
|-<br />
! 4.G.3<br />
| Recognize similar figures.<br />
|-<br />
! 4.G.4<br />
| Identify angles as acute, right, or obtuse.<br />
|-<br />
! 4.G.7<br />
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.<br />
|-<br />
! 4.G.9<br />
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.<br />
|-<br />
! MEASUREMENT<br />
|-<br />
! 4.M.2<br />
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.<br />
|}<br />
<br />
== Art ==<br />
=== Concept Art Information ===<br />
<br />
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.<br />
<br />
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg<br />
<br />
=== Reference Material Information ===<br />
<br />
Updating...<br />
<br />
= Developer's Section =<br />
== Meet the Team ==<br />
<br />
[[User:KnightMearh| Jonathan Meschino]] (4th Year)<br />
<br />
email: jmeschino@mail.rit.edu<br />
<br />
<br />
[[User:esk7610| Eric Kenvin]] (3rd Year)<br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year)<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
[[User:DaveSilver| David Silverman]] (3rd Year)<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
<br />
Interested in joining our development team? Contact us for more information.<br />
<br />
== Meetings ==<br />
<br />
Developer meetings:<br />
<br />
Where: Game Design Labs - Building 70-2500 @ RIT<br />
<br />
When: 5-8pm Thursdays<br />
<br />
6-8pm Saturdays (TBA-only if needed that week)<br />
<br />
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see section [[http://wiki.sugarlabs.org/go/TEXTadventure#Meet_the_Team Meet the Team]]).<br />
<br />
== Milestones ==<br />
<br />
Week 1<br />
<br />
- Mess with gameboy mode<br />
<br />
- Set up and familiarize new git repo<br />
<br />
- Milestones detailed<br />
<br />
- Class structure<br />
<br />
- Review python<br />
<br />
- familiarize with pygame<br />
<br />
- cannibalize!<br />
<br />
<br />
Week 2<br />
<br />
- prototyping }C<br />
<br />
- create classes<br />
<br />
- begin coding world and travel system<br />
<br />
<br />
Week 3<br />
<br />
- continue coding<br />
<br />
- begin coding battle system<br />
<br />
<br />
Week 4<br />
<br />
- Continue coding<br />
<br />
- Finish basic level<br />
<br />
<br />
Week 5<br />
<br />
- Improve level<br />
<br />
- add levels<br />
<br />
- TESTING<br />
<br />
- add features (blue sky stuff) if time<br />
<br />
==Progress==<br />
<br />
-Preliminary GUI coding<br />
--Text field with scrolling text<br />
<br />
== Future Development ==<br />
<br />
updating...<br />
<br />
== Bugs/ Fixes ==<br />
<br />
Not applicable yet.<br />
<br />
== Game Suggestions ==<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=38472Fortune Hunter2009-09-29T14:50:37Z<p>Esk7610: /* GUI */</p>
<hr />
<div>== T.E.X.T. Adventure ==<br />
<br />
Placeholder image ;D<br />
http://people.rit.edu/jam2707/media/image/OLPC/olpc_mutant.jpg<br />
<br />
=== Game Concept ===<br />
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.<br />
<br />
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.<br />
<br />
== Story & Characters ==<br />
There is currently no developed storyline for TEXTadventure.<br />
<br />
== GUI ==<br />
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)<br />
<br />
The second is to have the number pad as a part of battle graphics (attached to the player's first person perspective somehow). (Figure B)<br />
<br />
<br />
http://people.rit.edu/jam2707/media/image/OLPC/Screen1.jpg http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg<br />
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg<br />
<br />
<br />
<br />
In addition to these, there is a stats screen, an equipment screen, and a shop screen.<br />
<br />
== Gameplay ==<br />
<br />
=== Controls ===<br />
<br />
==== Movement ====<br />
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.<br />
<br />
In "gameboy mode" 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.<br />
<br />
==== Menu Access ====<br />
The menus will be accessible by pressing its associated buttons on the right side of the screen.<br />
<br />
==== Combat ====<br />
When the player moves into a room containing enemies, a battle will start. Battle will be carried out by means of "clashes." 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 "gameboy mode" 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.<br />
<br />
==== Shop (optional) ====<br />
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.<br />
<br />
== Critical Path/ Game Progression ==<br />
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty. <br />
<br />
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.<br />
<br />
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.<br />
<br />
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's concepts. There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.<br />
<br />
== Curriculum/ Classroom Value ==<br />
This game covers elements of the fourth grade math curriculum currently used in Boston, MA, USA.<br />
<br />
== Team Information ==<br />
[[User:esk7610| Eric Kenvin]] (3rd Year)<br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
[[User:KnightMearh| Jonathan Meschino]] (4th Year)<br />
<br />
email: jmeschino@mail.rit.edu<br />
<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year)<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
David Silverman<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
<br />
Interested in joining our development team? Contact us for more information.<br />
<br />
== Ideas ==<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon<br />
<br />
== Developer's Section ==<br />
Developer meetings:<br />
<br />
Where: Game Design Labs - Building 70-2500 @ RIT<br />
<br />
When: 5-7pm Thursdays<br />
<br />
6-8pm Saturdays (TBA-only if needed that week)<br />
<br />
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see [[http://wiki.sugarlabs.org/go/TEXTadventure#Team_Information 7 Team Information]] section).</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=38224Fortune Hunter2009-09-27T00:18:58Z<p>Esk7610: /* Game Progression */</p>
<hr />
<div>== T.E.X.T. Adventure ==<br />
<br />
=== Game Concept ===<br />
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.<br />
<br />
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.<br />
<br />
== Story & Characters ==<br />
There is currently no developed storyline for TEXTadventure.<br />
<br />
== GUI ==<br />
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.<br />
<br />
The second is to have the number pad as a part of battle graphics (attached to the player's first person perspective somehow). It is shown below.<br />
<br />
In addition to these, there is a stats screen, an equipment screen, and a shop screen.<br />
<br />
== Gameplay ==<br />
<br />
===Controls:===<br />
<br />
====Movement:====<br />
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.<br />
<br />
In "gameboy mode" 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.<br />
<br />
====Menu Access:====<br />
The menus will be accessible by pressing its associated buttons on the right side of the screen.<br />
<br />
====Combat:====<br />
When the player moves into a room containing enemies, a battle will start. Battle will be carried out by means of "clashes." 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 "gameboy mode" 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.<br />
<br />
====Shop(optional):====<br />
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.<br />
<br />
== Game Progression ==<br />
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty. <br />
<br />
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.<br />
<br />
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.<br />
<br />
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's concepts. There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.<br />
<br />
== Curriculum/ Classroom Value ==<br />
This game covers elements of the fourth grade math curriculum used in Boston, MA, USA.<br />
<br />
== Team Information ==<br />
[[User:esk7610| Eric Kenvin]] (3rd Year)<br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
[[User:KnightMearh| Jonathan Meschino]] (4th Year)<br />
<br />
email: jmeschino@mail.rit.edu<br />
<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year)<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
David Silverman<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
==Ideas ==<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon<br />
<br />
== Developer's Section ==<br />
Developer meetings:<br />
<br />
Where: Game Design Labs - Building 70-2500 @ RIT<br />
<br />
When: 5-7pm Thursdays<br />
<br />
Saturdays 6-8pm (TBA-only if needed that week)<br />
<br />
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see TEAM MEMBERS section).</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=38221Fortune Hunter2009-09-27T00:15:34Z<p>Esk7610: /* Game Progression */</p>
<hr />
<div>== T.E.X.T. Adventure ==<br />
<br />
=== Game Concept ===<br />
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.<br />
<br />
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.<br />
<br />
== GUI ==<br />
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.<br />
<br />
The second is to have the number pad as a part of battle graphics (attached to the player's first person perspective somehow). It is shown below.<br />
<br />
In addition to these, there is a stats screen, an equipment screen, and a shop screen.<br />
<br />
== Story ==<br />
There is currently no developed storyline for TEXTadventure.<br />
<br />
== Gameplay ==<br />
<br />
===Controls:===<br />
<br />
====Movement:====<br />
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.<br />
<br />
In "gameboy mode" 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.<br />
<br />
====Menu Access:====<br />
The menus will be accessible by pressing its associated buttons on the right side of the screen.<br />
<br />
====Combat:====<br />
When the player moves into a room containing enemies, a battle will start. Battle will be carried out by means of "clashes." 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 "gameboy mode" 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.<br />
<br />
====Shop(optional):====<br />
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.<br />
<br />
== Game Progression ==<br />
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty. <br />
<br />
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.<br />
<br />
As the player moves through the dungeon, they will face enemies which the player will have to fight enemies encountered 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.<br />
<br />
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's concepts. There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.<br />
<br />
== Curriculum/ Classroom Value ==<br />
This game covers elements of the fourth grade math curriculum used in Boston, MA, USA.<br />
<br />
== Team Information ==<br />
[[User:esk7610| Eric Kenvin]] (3rd Year)<br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
[[User:KnightMearh| Jonathan Meschino]] (4th Year)<br />
<br />
email: jmeschino@mail.rit.edu<br />
<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year)<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
David Silverman<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
==Ideas ==<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon<br />
<br />
== Developer's Section ==<br />
Developer meetings:<br />
<br />
Where: Game Design Labs - Building 70-2500 @ RIT<br />
<br />
When: 5-7pm Thursdays<br />
<br />
Saturdays 6-8pm (TBA-only if needed that week)<br />
<br />
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see TEAM MEMBERS section).</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=38220Fortune Hunter2009-09-27T00:03:25Z<p>Esk7610: </p>
<hr />
<div>== T.E.X.T. Adventure ==<br />
<br />
=== Game Concept ===<br />
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.<br />
<br />
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.<br />
<br />
== GUI ==<br />
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.<br />
<br />
The second is to have the number pad as a part of battle graphics (attached to the player's first person perspective somehow). It is shown below.<br />
<br />
In addition to these, there is a stats screen, an equipment screen, and a shop screen.<br />
<br />
== Story ==<br />
There is currently no developed storyline for TEXTadventure.<br />
<br />
== Gameplay ==<br />
<br />
===Controls:===<br />
<br />
====Movement:====<br />
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.<br />
<br />
In "gameboy mode" 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.<br />
<br />
====Menu Access:====<br />
The menus will be accessible by pressing its associated buttons on the right side of the screen.<br />
<br />
====Combat:====<br />
When the player moves into a room containing enemies, a battle will start. Battle will be carried out by means of "clashes." 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 "gameboy mode" 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.<br />
<br />
====Shop(optional):====<br />
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.<br />
<br />
== Game Progression ==<br />
//How to get from level to level<br />
<br />
== Curriculum/ Classroom Value ==<br />
This game covers elements of the fourth grade math curriculum used in Boston, MA, USA.<br />
<br />
== Team Information ==<br />
[[User:esk7610| Eric Kenvin]] (3rd Year)<br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
[[User:KnightMearh| Jonathan Meschino]] (4th Year)<br />
<br />
email: jmeschino@mail.rit.edu<br />
<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year)<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
David Silverman<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
==Ideas ==<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon<br />
<br />
== Developer's Section ==<br />
Developer meetings:<br />
<br />
Where: Game Design Labs - Building 70-2500 @ RIT<br />
<br />
When: 5-7pm Thursdays<br />
<br />
Saturdays 6-8pm (TBA-only if needed that week)<br />
<br />
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see TEAM MEMBERS section).</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=38205Fortune Hunter2009-09-26T23:35:03Z<p>Esk7610: </p>
<hr />
<div>== T.E.X.T. Adventure ==<br />
<br />
=== About the Game ===<br />
<br />
This game is being made to help 4th graders understand math concepts including: Basic Algebra, <br />
operations with Fractions, and operations with decimals.<br />
<br />
==GUI==<br />
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.<br />
<br />
The second is to have the number pad as a part of battle graphics (attached to the player's first person perspective somehow). It is shown below.<br />
<br />
In addition to these, there is a stats screen, an equipment screen, and a shop screen.<br />
== How to Play ==<br />
===Movement:===<br />
<br />
<br />
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.<br />
<br />
<br />
In "gameboy mode" 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.<br />
<br />
===Menu Access:===<br />
<br />
The menus will be accessible by pressing its associated buttons on the right side of the screen.<br />
===Combat:===<br />
<br />
<br />
When the player moves into a room containing enemies, a battle will start. Battle will be carried out by means of "clashes." 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 "gameboy mode" 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.<br />
<br />
===Shop(optional):===<br />
<br />
<br />
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.<br />
<br />
= Team Information =<br />
[[User:esk7610| Eric Kenvin]] (3rd Year)<br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
[[User:KnightMearh| Jonathan Meschino]] (4th Year)<br />
<br />
email: jmeschino@mail.rit.edu<br />
<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year)<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
David Silverman<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
= Ideas =<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon<br />
<br />
= Developer's Section =<br />
Developer meetings:<br />
<br />
Where: Game Design Labs - Building 70-2500 @ RIT<br />
<br />
When: 5-7pm Thursdays<br />
<br />
Saturdays 6-8pm (TBA-only if needed that week)<br />
<br />
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see TEAM MEMBERS section).</div>Esk7610https://wiki.sugarlabs.org/index.php?title=User:Esk7610&diff=38201User:Esk76102009-09-26T23:09:20Z<p>Esk7610: /* Skills */</p>
<hr />
<div>==Basic Info==<br />
<br />
Name: Eric Kenvin<br />
<br />
Year: 3rd<br />
<br />
Major: Game Design and Development<br />
<br />
Field related interests: Educational gaming, story-driven games, experimental games, <br />
<br />
==Skills==<br />
Started programming freshman year in high school. Experience with 8+ programming languages as well as 2 foreign languages. Can pick up syntax and concepts quickly. Punctual for meetings and class, and dedicated to any and all projects currently being worked on.<br />
<br />
==Interests==<br />
<br />
==Projects==<br />
[[TEXTadventure|TEXTadventure]]</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=38194Fortune Hunter2009-09-26T22:54:29Z<p>Esk7610: /* Developer's Section */</p>
<hr />
<div>== T.E.X.T. Adventure ==<br />
<br />
=== About the Game ===<br />
<br />
This game is being made to help 4th graders understand math concepts including: Basic Algebra, <br />
operations with Fractions, and operations with decimals.<br />
<br />
= How to Play =<br />
==Movement:==<br />
<br />
<br />
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.<br />
<br />
<br />
In "gameboy mode" 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.<br />
<br />
==Combat:==<br />
<br />
<br />
When the player moves into a room containing enemies, a battle will start. Battle will be carried out by means of "clashes." 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 "gameboy mode" 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.<br />
<br />
==Shop(optional):==<br />
<br />
<br />
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.<br />
<br />
= Creators and Contact Info =<br />
Eric Kenvin <br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
Jonathan Meschino<br />
<br />
email: jam2707@rit.edu<br />
<br />
<br />
Preston Johnson<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
David Silverman<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
<br />
<br />
= Ideas =<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon<br />
<br />
= Developer's Section =<br />
Group meetings:<br />
<br />
At Game Design Lab<br />
<br />
Saturday at 6pm - 8pm<br />
<br />
5-7pm every Thursday.<br />
<br />
All meetings are there unless you hear something different.</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=38193Fortune Hunter2009-09-26T22:53:59Z<p>Esk7610: /* Developer's Section */</p>
<hr />
<div>== T.E.X.T. Adventure ==<br />
<br />
=== About the Game ===<br />
<br />
This game is being made to help 4th graders understand math concepts including: Basic Algebra, <br />
operations with Fractions, and operations with decimals.<br />
<br />
= How to Play =<br />
==Movement:==<br />
<br />
<br />
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.<br />
<br />
<br />
In "gameboy mode" 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.<br />
<br />
==Combat:==<br />
<br />
<br />
When the player moves into a room containing enemies, a battle will start. Battle will be carried out by means of "clashes." 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 "gameboy mode" 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.<br />
<br />
==Shop(optional):==<br />
<br />
<br />
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.<br />
<br />
= Creators and Contact Info =<br />
Eric Kenvin <br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
Jonathan Meschino<br />
<br />
email: jam2707@rit.edu<br />
<br />
<br />
Preston Johnson<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
David Silverman<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
<br />
<br />
= Ideas =<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon<br />
<br />
= Developer's Section =<br />
Group meeting at Game Design Lab on Saturday at 6pm - 8pm<br />
<br />
Weekly meetings same place 5-7pm every Thursday.<br />
<br />
All meetings are there unless you hear something different.</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=38192Fortune Hunter2009-09-26T22:53:46Z<p>Esk7610: /* Developer's Section */</p>
<hr />
<div>== T.E.X.T. Adventure ==<br />
<br />
=== About the Game ===<br />
<br />
This game is being made to help 4th graders understand math concepts including: Basic Algebra, <br />
operations with Fractions, and operations with decimals.<br />
<br />
= How to Play =<br />
==Movement:==<br />
<br />
<br />
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.<br />
<br />
<br />
In "gameboy mode" 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.<br />
<br />
==Combat:==<br />
<br />
<br />
When the player moves into a room containing enemies, a battle will start. Battle will be carried out by means of "clashes." 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 "gameboy mode" 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.<br />
<br />
==Shop(optional):==<br />
<br />
<br />
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.<br />
<br />
= Creators and Contact Info =<br />
Eric Kenvin <br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
Jonathan Meschino<br />
<br />
email: jam2707@rit.edu<br />
<br />
<br />
Preston Johnson<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
David Silverman<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
<br />
<br />
= Ideas =<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon<br />
<br />
= Developer's Section =<br />
Group meeting at Game Design Lab on Saturday at 6pm - 8pm (i'm guessing. im a retard and forgot when we agreed)<br />
<br />
Weekly meetings same place 5-7pm every Thursday.<br />
<br />
All meetings are there unless you hear something different.</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=38191Fortune Hunter2009-09-26T22:50:18Z<p>Esk7610: /* How to Play */</p>
<hr />
<div>== T.E.X.T. Adventure ==<br />
<br />
=== About the Game ===<br />
<br />
This game is being made to help 4th graders understand math concepts including: Basic Algebra, <br />
operations with Fractions, and operations with decimals.<br />
<br />
= How to Play =<br />
==Movement:==<br />
<br />
<br />
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.<br />
<br />
<br />
In "gameboy mode" 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.<br />
<br />
==Combat:==<br />
<br />
<br />
When the player moves into a room containing enemies, a battle will start. Battle will be carried out by means of "clashes." 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 "gameboy mode" 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.<br />
<br />
==Shop(optional):==<br />
<br />
<br />
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.<br />
<br />
= Creators and Contact Info =<br />
Eric Kenvin <br />
<br />
email: eric.kenvin@mail.rit.edu<br />
<br />
<br />
Jonathan Meschino<br />
<br />
email: jam2707@rit.edu<br />
<br />
<br />
Preston Johnson<br />
<br />
email: ppj4700@g.rit.edu<br />
<br />
<br />
David Silverman<br />
<br />
email: drs5669@g.rit.edu<br />
<br />
<br />
<br />
= Ideas =<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon<br />
<br />
= Developer's Section =</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Fortune_Hunter&diff=38190Fortune Hunter2009-09-26T22:41:49Z<p>Esk7610: /* How to Play */</p>
<hr />
<div>== T.E.X.T. Adventure ==<br />
<br />
=== About the Game ===<br />
<br />
This game is being made to help 4th graders understand math concepts including: Basic Algebra, <br />
operations with Fractions, and operations with decimals.<br />
<br />
= How to Play =<br />
==Movement:==<br />
<br />
<br />
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.<br />
<br />
<br />
In "gameboy mode" 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.<br />
<br />
==Combat:==<br />
<br />
<br />
When the player moves into a room containing enemies, a battle will start. Battle will be carried out by means of "clashes." 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 "gameboy mode" 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.<br />
<br />
==Shop(optional):==<br />
<br />
<br />
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.<br />
<br />
=== Creators and Contact Info ===<br />
<br />
=== Ideas ===<br />
<br />
- Have the players defeat monsters and solve puzzles by solving math questions<br />
<br />
- Have a small on-screen map to help players navigate through the dungeon<br />
<br />
=== Developer's Section ===</div>Esk7610https://wiki.sugarlabs.org/index.php?title=User:Esk7610&diff=38037User:Esk76102009-09-24T17:52:35Z<p>Esk7610: </p>
<hr />
<div>==Basic Info==<br />
<br />
Name: Eric Kenvin<br />
<br />
Year: 3rd<br />
<br />
Major: Game Design and Development<br />
<br />
Field related interests: Educational gaming, story-driven games, experimental games, <br />
<br />
==Skills==<br />
<br />
==Interests==<br />
<br />
==Projects==<br />
[[TEXTadventure|TEXTadventure]]</div>Esk7610https://wiki.sugarlabs.org/index.php?title=User:Esk7610&diff=38026User:Esk76102009-09-24T16:32:43Z<p>Esk7610: Created page with '==Basic Info== Name: Eric Kenvin Year: 3rd Major: Game Design and Development Field related interests: Educational gaming, story-driven games, experimental games, ==Skills…'</p>
<hr />
<div>==Basic Info==<br />
<br />
Name: Eric Kenvin<br />
<br />
Year: 3rd<br />
<br />
Major: Game Design and Development<br />
<br />
Field related interests: Educational gaming, story-driven games, experimental games, <br />
<br />
==Skills==<br />
<br />
==Interests==</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Math4Team/RIT/Students&diff=38003Math4Team/RIT/Students2009-09-24T16:26:55Z<p>Esk7610: /* Game Development and Design */</p>
<hr />
<div>{{TOCright}}<br />
<big><big><big>Fall 2009</big></big></big><br />
<br />
==Game Development and Design==<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year)<br />
<br />
[[User:esk7610| Eric Kenvin]] (3rd Year)<br />
<br />
David Silverman(3rd Year)<br />
<br />
Spence Thompson (4th Year)<br />
<br />
[[User:Acj3840| Alex Jones]] (3rd Year)<br />
<br />
==Computer Science==<br />
[[User:Jlew|Justin Lewis]] (4th Year)<br />
<br />
==Information Technology==<br />
<br />
Rohn Huntone(4th year)<br />
<br />
==New Media: Interactive Development==<br />
Forrest Marvez<br />
<br />
[[User:TS1593| Tom Sekovski]] (3rd year)<br />
<br />
==Networking==<br />
<br />
[[User:Fapryce| Fatima Pryce]] (2nd year)<br />
<br />
==Information Security and Forensics==<br />
<br />
[[User:rnolette| Ryan Nolette]] (4th year)<br />
<br />
==Software Engineering==<br />
<br />
==Game Design & Development==</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Math4Team/RIT/Students&diff=37999Math4Team/RIT/Students2009-09-24T16:26:00Z<p>Esk7610: </p>
<hr />
<div>{{TOCright}}<br />
<big><big><big>Fall 2009</big></big></big><br />
<br />
==Game Development and Design==<br />
<br />
[[User:prestonj| Preston Johnson]] (3rd Year)<br />
<br />
[[User:esk7610]| Eric Kenvin] (3rd Year)<br />
<br />
David Silverman(3rd Year)<br />
<br />
Spence Thompson (4th Year)<br />
<br />
[[User:Acj3840| Alex Jones]] (3rd Year)<br />
<br />
==Computer Science==<br />
[[User:Jlew|Justin Lewis]] (4th Year)<br />
<br />
==Information Technology==<br />
<br />
Rohn Huntone(4th year)<br />
<br />
==New Media: Interactive Development==<br />
Forrest Marvez<br />
<br />
[[User:TS1593| Tom Sekovski]] (3rd year)<br />
<br />
==Networking==<br />
<br />
[[User:Fapryce| Fatima Pryce]] (2nd year)<br />
<br />
[[User:rnolette| Ryan Nolette]] (4th year Information Security and Forensics)<br />
<br />
==Software Engineering==</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Math4Team/RIT/Students&diff=37928Math4Team/RIT/Students2009-09-22T16:51:27Z<p>Esk7610: /* Game Development and Design */</p>
<hr />
<div>{{TOCright}}<br />
==Game Development and Design==<br />
<br />
Preston Johnson (3rd Year)<br />
<br />
Eric Kenvin (3rd Year)<br />
<br />
==Computer Science==<br />
<br />
==Information Technology==<br />
<br />
==New Media: Interactive Development==<br />
Forrest Marvez<br />
<br />
==Networking==<br />
<br />
===[[User:Fapryce| Fatima Pryce]]===<br />
2nd Year (Wireless Networking)<br />
<br />
==Software Engineering==</div>Esk7610https://wiki.sugarlabs.org/index.php?title=Math4Team/RIT/Students&diff=37927Math4Team/RIT/Students2009-09-22T16:51:14Z<p>Esk7610: /* Game Development and Design */</p>
<hr />
<div>{{TOCright}}<br />
==Game Development and Design==<br />
<br />
Preston Johnson (3rd Year)<br />
Eric Kenvin (3rd Year)<br />
<br />
==Computer Science==<br />
<br />
==Information Technology==<br />
<br />
==New Media: Interactive Development==<br />
Forrest Marvez<br />
<br />
==Networking==<br />
<br />
===[[User:Fapryce| Fatima Pryce]]===<br />
2nd Year (Wireless Networking)<br />
<br />
==Software Engineering==</div>Esk7610