Difference between revisions of "Fortune Hunter"

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This spot is dedicated to larger news announcements.
 
This spot is dedicated to larger news announcements.
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→ 12.16.09 - Rearranged the wiki page into sections and added a navigation to the top of the page
  
 
→ 12.07.09 - Created a working XO activity file. [http://groups.google.com/group/fortune-hunter/files File can be found here]
 
→ 12.07.09 - Created a working XO activity file. [http://groups.google.com/group/fortune-hunter/files File can be found here]

Revision as of 20:05, 16 December 2009

Home | Developer's Corner | Game Mechanics | Game Elements | Game Features | Fortune Maker™ | Dungeon Guide | Education | Media

Today is November 21, 2024.

mafh_splash.gif

News Feed

This spot is dedicated to larger news announcements.

→ 12.16.09 - Rearranged the wiki page into sections and added a navigation to the top of the page

→ 12.07.09 - Created a working XO activity file. File can be found here

→ 12.04.09 - Watch game demos on our youtube channel

→ 11.12.09 - MPG has become Mathematical Adventure: Fortune Hunter (MAFH)! This name change is permanent.

→ 11.12.09 - Fortune Hunter now has a blog!

→ 11.12.09 - Join the Fortune Hunter mailing list via Google Groups and stay up to date with our progress and news info!

→ 09.22.09 - Current GIT repository can be found here.

Navigation / Important Links


Introduction

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.

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.

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.

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.

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.”

Arith entered the chilly, dark structure alone; unaware of what lay in wait…


Objectives

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 Curriculum Elements for incorporated curriculum topics and Lesson Plan for a lesson plan to use in the classroom.


Terminology

There are many vocabulary terms used in this wiki and the game. They are listed here for clarification and understanding.

  • Dungeon: The game world that the player is exploring which covers the lesson the student is currently on.
  • PC Mode: PC Mode is when you are using the laptop with the keyboard.
  • GB Mode: GB Mode is when you are using the laptop with the buttons on the monitor piece and not using the keyboard.
  • HP: This represents the player's health within the game world. When it reaches 0 the player loses and their character dies.
  • 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.
  • Damage/Dmg.: this is how much HP a character or the character's opponent loses when an attack is successful.
  • Hit: This is a successful attack.
  • 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.
  • Miss: This occurs when an attack is not successful and means the attack does 0 damage.
  • Attack: This is how the player does damage, and defeats an opponent.
  • 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.
  • Fraction Attack: This is an attack which requires the player to solve a problem using fractions to perform a successful attack.
  • 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.
  • Shop: This is where the player can purchase new equipment, and items to use in battle, in the game using the in-game currency.
  • Boss: This is an especially powerful enemy which requires completion of specialized problems based around the entire lesson.
  • As we get farther into development we will name different pieces of the GUI and such and define those.

Developer's Section

Meet the Team

Eric Kenvin (3rd Year @ RIT)

email: eric.kenvin@mail.rit.edu

Preston Johnson (3rd Year @ RIT)

email: ppj4700@g.rit.edu

David Silverman (3rd Year @ RIT)

email: drs5669@g.rit.edu

Kevin Hockey (4th Year @ RIT)

email: kdh7733@g.rit.edu

Justin Lewis (4th Year @ RIT)

email: jtl1728@rit.edu


Interested in helping with Fortune Hunter, please contact us? We are always seeking programmers, testers, and anyone else to join our team.

Download the current version of the game here to play and check out the code!


Consultants

Red Hat, Sugarlabs

Sugar on a Stick


We appreciate all of your help and suggestions. Thank you!

Meetings

Developer meetings:

Where: Game Design Labs - Building/Room No. 70-2500 @ RIT

When: 5-7pm Wednesdays, 11:30am-1pm and 4-7pm Fridays

Also note that we continue to work Monday through Friday regularly, usually @ RIT. This will continue until March 2010.

Meeting times and locations are subject to change as needed. For more information, contact someone on the Team.


Milestones

Today is November 21, 2024.

  • denotes topic

→ denotes subtopic of above-listed topic


Precursor → Weeks 1 - 2 (September 6 - September 26, 2009)

  • familiarize with OLPC XOs
  • familiarize with open source community
  • familiarize with git versioning
  • familiarize with python


Week 3 (September 27 - October 3)

  • mess with GB mode
  • set up and familiarize new git repository
  • class structure
  • review python
  • familiarize with pygame
  • cannibalize!


Week 4 (October 4 - October 10)

  • work on prototyping of tougher game elements
  • create class structure
  • begin coding world (map)


Week 5 (October 11 - October 17)

  • begin coding travel system

ability to move from room to room

  • begin coding combat system

get the 'combat stage' set up for functionality

  • work on placeholder graphics to be loaded into game


Week 6 - 7 (October 18 - October 31)

  • finish travel system

debug any issues or conflicts

text notifications of choices

polish it off to fully working

  • finish combat system

have exchange of turns

menu that works for choices

text notification for choices

→ basic battle is functional from start to finish

  • switch between travel and combat system from main world


Week 8 (November 1 - November 7)

  • begin working on GUI and Menu systems

set up in game

make functional


Week 9 (November 8 - November 14)

  • game design documentation!

extremely detailed account of current project and future goals/ directions.

  • additional features:

student vs class progress, class vs class progress - data analysis - moved to future

multiple graphic sets (region based) - moved to future


Week 10+ (November 14 - November 28)

  • catch up to milestones
  • test copy of game thus far

improve elements

  • KEEP TESTING AND ADDING CONTENT!
  • more time granted!


Week 11 (November 29 - December 5)

  • finish implementing Battle Menus.

→ add in final graphics for battle menus.

add division and geometry attacks

  • finish alpha version of the Battle Engine

integrate and test the Battle Engine with the Battle Menus and Main game.

  • begin level designing


Week 12 (December 6 - December 12)

  • fix bugs in Battle Engine.
  • add equipment, items, enemies, and bosses into Battle System
  • improve enemy battle AI.
  • add more special attacks.
  • begin Advanced testing of beta Battle Engine.
  • polish level design
  • make more dungeons


Week 13+ (December 13 - January 2, 2010)

  • finish fixing bugs in Battle Engine.
  • design door locks/puzzles
  • rapid prototyping of door locks and puzzles
  • design puzzle rooms
  • allow for a play through with multiple dungeons
  • Usability Testing
  • user group meeting @ RIT's Innovation Center, thursday 7-9pm


Week 14 (January 3 - January 9)

  • redesign based on user tests

→ code to reflect design changes

  • add more puzzles and levels
  • test new puzzles and levels.
  • begin work on Shop feature


Week 15 (January 10 - January 16)

  • finish shop feature
  • integrate Shop with main game
  • complete Beta version of game
  • user testing
  • start designing/scripting storyline
  • start designing teacher side tools


Week 16 (January 17 - January 23)

  • begin coding Teacher Level Creator
  • begin coding student stat system
  • add more art assets (music, sound effects, art)


Week 17 (January 24 - January 30)

  • finalize all official level designs, and implement in game
  • continue coding level editor
  • continue coding stats system
  • finalize storyline
  • create and implement story and cut scenes
  • user group meeting @ RIT's Innovation Center, thursday 7-9pm
  • retest levels and add in updated art work as needed


Week 18 (January 31 - February 6)

  • add in additional sounds/cut scenes
  • add in stats or re design stages if needed
  • finish Stat System
  • finish Level editor
  • integrate into one teacher GUI


Week 19 (February 7 - February 13)

  • user tests of teacher GUI
  • re-design/re-code phase
  • compile game into xo activity
  • compile teacher gui into xo activity
  • make different story/art assets available based on locale


Week 20+ (February 14 - March 7)

  • final debugging/design/coding
  • packaging and advertisement
  • run final user test and globailzition checks
  • finalize localization options
  • release activity for XO


Future+ (March 8+)

  • pending


Future Development

updating...


Progression

- Input read from handheld mode

- Preliminary GUI coding:

 Full GUI with placeholder images
 Text field with scrolling text
 Image swapping for traversal with placeholder images

- Dungeon

 Reads list of rooms from text file
 Forms dungeon using this list

- Traversal

 Player can traverse a dungeon set up from the text file
 Placeholder graphics used
 Player's viewpoint changes when they enter a room

- Battle

 Basic class hierarchy finished

- Shop

 Conceptual stage

- Graphics

 Placeholder images for rooms

- Sound

 'Door opening' SFX.


Bugs/ Fixes

Not yet. Will release a working version upon completion.


Game Suggestions

- Have the players defeat monsters and solve puzzles by solving math questions

- Have a small on-screen map to help players navigate through the dungeon