Difference between revisions of "Fortune Hunter"

From Sugar Labs
Jump to navigation Jump to search
 
(259 intermediate revisions by 7 users not shown)
Line 1: Line 1:
= Game Elements =
+
{{Fortune_Hunter/Navigation}}
  
Placeholder Splash Screen
 
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/MPGTitleScreenFinal.png
 
  
== Game Concept (description) ==
+
{{TOCright}}
  
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.
+
http://fc00.deviantart.net/fs70/f/2010/179/b/9/Fortune_Hunter_logo_by_chouji2.png
  
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.
+
{{:Fortune Hunter/status}}
 +
== Abstract ==
  
== Objectives ==
+
:Effective education is an important and serious issue in all regions of the world. The focus of Fortune Hunter is to provide and promote additional educational tools through technology to make knowledge more fun, interesting, free and available to students of the world and make recognizable this new means of future public service. Fortune Hunter provides supplemental educational mathematics material to its players. We are consulting the effectiveness of education through unconventional means, specifically video games. People learn easily through experience more than standard teaching methods. We stray away from standardized questioning and focus on inherent problem solving skills via various mathematical concepts. One of the highlights of this process is the ability to commit to an open community of users, developers, and interest groups and spread awareness. The project will not reach a finite state ever, which allows for continual growth and development, primarily based on constructivist feedback of students. It's hard to make useful software free and widely available. We will provide thousands of children with additional learning resources. MAFH players will learn in and out of the classroom while having fun simultaneously. Being available for an entire world of learners (on XO and PC), we provide statistic tracking and analytical models for teachers and students to easily follow and understand. There was a 20% increase in math scores for students who used educational math games in 2009. Education is a valuable tool and to provide a new free learning experience that catches on will alter the world.
  
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.
+
== Getting Started ==
  
== Story & Characters ==
+
:Welcome to the Fortune Hunter™ experience! Please use the '''[http://wiki.sugarlabs.org/go/Fortune_Hunter Navigation Panel]''' located at the top and bottom of each page to move around the wiki. A '''Table of Contents''' is located in the upper-right corner of each page as well.
  
=== Story ===
+
:Also note that in order to get the full extent of our efforts, we have divided the project into two separate XO activities. Fortune Hunter is a playable adventure game and Fortune Maker™ is a custom level / story creator. They are both available and work hand in hand.
  
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.
+
:Here is a brief outline of what to expect on each page of the Fortune Hunter wiki:
  
=== Protagonist ===
 
  
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.
+
:''Home'' - This is the central hub for Fortune Hunter™ and Fortune Maker™. Come here to check out the latest news, info, releases, to learn about the project, and to brush up on your Fortune Hunter™ vocabulary.  
  
=== Enemies ===
+
:''Developer's Corner'' - This is the developer's hub for Fortune Hunter™ and Fortune Maker™. Go there to contact / learn about the team, submit ideas and comments, join the team, and keep track of the milestones and objectives during production.
  
Enemies stand in the way of our hero.
+
:''Game Mechanics'' - Learn about the game play. Anything related to the game's functionality is located here.
  
 +
:''Game Elements'' - Learn about the characters, enemies, items, weapons, armor, etc. here!
  
So far we have two types of enemies:
+
:''Game Features'' - Here is the place to check out details on some unique Fortune Hunter™ game features.
  
Division Enemies: Enemies that must be fought by solving problems relating to division.
+
:''Fortune Maker'' - Learn everything there is to know about Fortune Maker™, the user custom level creator.
  
Geometry Enemies: Enemies that must be fought by solving problems relating to geometry and graphing.
+
:''Dungeon Guide'' - Follow the story arc of Fortune Hunter™, as well as view a detailed play through guide outlining each dungeon, level, cutscene, and FMC.
  
== Gameplay ==
+
:''Education'' - Interested in utilizing Fortune Hunter™ in the classroom? Learn about the educational material in the game and check out customizable lesson plan! Also learn how to use Fortune Hunter™ as reinforcement material outside of the classroom.
=== GUI ===
 
  
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.
+
:''Media'' - Come here to see pictures, videos, and read articles showing others having fun with Fortune Hunter™ and Fortune Maker™!
  
  
Conceptual First Person Perspective Model
+
== Helping Out ==
  
http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg
+
You can do your part! Would you like to help us? We are seeking people of all skills to help in any way possible. We would like some python programmers, artists, designers, testers, translators to name a few things. Nearly anything can and will be useful to us, so don't be shy about saying HEY! To get started, send an email to [mailto:jmeschino@mail.rit.edu jmeschino@mail.rit.edu].
  
 +
== News Feed ==
  
Conceptual Battle Screen Model
+
:This spot is dedicated to news announcements regarding the project.
  
http://s656.photobucket.com/albums/uu290/Vanilla_Shadow/sampleScreen.jpg
+
:→ 11.14.10 - We are currently out of active team members, so progress is expected to halt for a while. If you are interest, please contact [mailto:jmeschino@mail.rit.edu jmeschino@mail.rit.edu]; we would love to have you help out. Jon Meschino is always available for questions or help and you can keep an eye on his [http://knightmearh.blogspot.com/search/label/Fortune%20Hunter blog] for Fortune Hunter updates. If you want to jump into it, you can find a to-do list at our [https://fedorahosted.org/fortune_hunter/report/1 Trac page]! Thanks, and I'll update again when there is need.
  
=== Menus ===
+
:→ 10.10.10 - We are currently working on Fortune Hunter release 3.0!
  
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.
+
:→ 02.05.10 - New links added to MEDIA section.
===== Main Menu =====
 
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.
 
  
*Tutorial/instruction - Material to be covered before playing the game
+
:→ 02.02.10 - Our first public release of Fortune Mather™!! Please scroll down this page to the DOWNLOAD section to get a copy for yourself.
  
*New Game - The player can start a new game from the first level.
+
:→ 01.27.10 - Our first public release of Fortune Hunter™!! Please scroll down this page to the DOWNLOAD section to get a copy for yourself.
  
*Continue - This will bring the player to the Continue Menu.
+
:→ 01.15.10 - Yet another wiki reformat. We have spread the pages more thin to increase ease of access and use. The Navigation Bar has all of the pages listed.
  
** 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.
+
:→ 01.06.10 - User testing day! We held a preliminary user trial to work out game play elements at a school district in New Jersey. The game was played by fifth grade students, who provided us with constructive feedback. Pictures of the students playing will be posted shortly...
  
** 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.
+
:→ 01.01.10 - Happy New Year!!
  
*Close Game - This would simply close the game.
+
:→ 12.16.09 - Rearranged the wiki into sections and added [http://wiki.sugarlabs.org/go/Fortune_Hunter navigation] at the top of the page.
  
===== Continue Menu =====
+
:→ 12.07.09 - Created a working XO activity file. [http://groups.google.com/group/fortune-hunter/files File can be found here]
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.
 
  
*Continue - This would let the player start back up from the most recent Continue Point.
+
:→ 12.04.09 - Watch game demos on [http://www.youtube.com/user/maFortuneHunter our youtube channel]
  
*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.
+
== Download ==
  
*Back -This would take the player back to the Main Menu.
+
:Download the newest release of '''Fortune Hunter'''™ and '''Fortune Maker'''™!
  
===== Stats/Inventory =====
+
'''PYGAME Library''' is required for play. Should be already installed on XO.
This menu would allow the player to view their stats and health and stuff.
+
To install Pygame on other OS, visit the [http://www.pygame.org/download.shtml pygame download page].
  
*Item Equip Slots(x4) - These would be options that allow the player to switch what weapons, armor and equipment the have equipped.
 
  
*Return to Game - Exits the stats screen and returns to the game.
+
:[http://activities.sugarlabs.org/en-US/sugar/addon/4272 Download Fortune Hunter™]
  
===== Pause =====
+
:[http://activities.sugarlabs.org/en-US/sugar/addon/4274 Download Fortune Maker™]
This is the menu the player would find when they pause the game.
 
  
*Save - This would allow the player to save and continue playing.
 
  
*Save and Quit - This would allow the player to save and then return to the Main Menu.
+
=== Release Notes ===
  
*Quit without Save - This would allow the player to return to the Main Menu without saving their game.
+
<table>
 +
<tr><td>
 +
<div style="border: 1px solid black; width: 275px; padding: 5px;">
 +
<div style="border-bottom: 1px solid black">'''''Fortune Hunter''™ - Release Version 4'''</div>
  
===== Shop Screen =====
+
&rarr; Coming soon! This release will see the game leave the experimental phase.
This is the screen the player would encounter when they enter the shop.
 
  
*Buy Menu - This leads the player to the Buy Items Menu.
+
</div>
 +
<div style="border: 1px solid black; width: 275px; padding: 5px;">
 +
<div style="border-bottom: 1px solid black">[http://activities.sugarlabs.org/en-US/sugar/addon/4272 '''''Fortune Hunter''™ - Release Version 3''']</div>
  
*Sell Menu - This leads the player to the Sell Items Menu.
+
&rarr; Alpha public release! Improved game stability. Game now public on activities site.
  
*Exit - this exits the shop.
+
&rarr; Python Imaging Library no longer a requirement to run game.
  
===== Buy Items Menu =====
+
&rarr; Removed implemented FMCs for further testing/work efficiency.
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.
 
  
===== Sell Items Menu =====
+
&rarr; Added / updated GUI graphics.
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.
 
  
===== BATTLE - Main Battle Menu =====
+
&rarr; Minimap updated.
This menu is the main menu that is brought up when battle begins.
 
  
*Basic Attack - This performs a basic attack. If the player gets a critical hit it brings them to the Critical Hit Screen.
+
&rarr; Updated combat system. Removed item usage/equipment from combat. Added SEARCH option in combat. This allows players to obtain data on enemies. Can be viewed in Bestiary (coming soon).
  
*Division Attack Screen (Special attack)- This brings up the screen to perform a Division based attack.
+
&rarr; Inventory menu changed to Pause Menu. Press check and square with menu open to switch between on screens. This allows for more space/ readability.
  
*Geometry Attack Screen (Magic attack)- This brings up the screen to perform a Geometry based attack.
+
&rarr; Merchant graphics updated.
  
*Use Item Screen - This brings up the screen to use an item.
+
&rarr; Merchant shop screen updated for easier use.
  
*Flee Battle - This option gives the player a chance to flee battle.
+
&rarr; Dungeons graphic types added! Ice, Astral, Sand dungeons now in game!
  
===== BATTLE - Critical Hit Screen =====
+
&rarr; Dungeons properly broken up into 5 levels.
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.
 
  
*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.
+
&rarr; Added 3 more dungeons to content.
  
*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.
+
&rarr; Added more enemy types! Cave Yeti and Bonesprout now in game!
  
===== BATTLE - Use Item Screen =====
+
&rarr; Adjusted game difficulty. Should be easier to play.
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.
 
  
===== BATTLE - Fractions Attack Screen =====
+
&rarr; Added ice audio soundtrack to ice dungeon!
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
 
one fraction it will be replaced on screen with a new one.
 
  
*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.
+
</div>
 +
</td><td valign="top">
  
*Undo - This simply allows them to undo the last couple choices they made.
+
<div style="border: 1px solid black; width: 275px; padding: 5px;">
 +
<div style="border-bottom: 1px solid black">'''''Fortune Maker''™ - Release Version 2'''</div>
  
*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
+
&rarr; In progress...
chooses another fraction to add to their total the fraction will be added to the list in this dialog.
 
  
===== BATTLE - Geometry Attack Scren =====
+
</div>
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...
+
<div style="border: 1px solid black; width: 275px; padding: 5px;">
 +
<div style="border-bottom: 1px solid black">[http://activities.sugarlabs.org/en-US/sugar/addon/4274 '''''Fortune Maker''™ - Release Version 1''']</div>
  
*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.
+
&rarr; Initial release for preview!
  
*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.
+
&rarr; Basic GUI implemented.
The shape buttons will add the corresponding shape to the graph.
 
The Undo button will undo the addition of the most recent shape, it will not undo movements.
 
The Finish button will act as an Enter button and will perform the attack if the player answered the problem correctly.
 
The arrow keys will move the currently selected shape around the graph. There will be Up, Down, Left, and Right keys.
 
  
=== Controls ===
+
</div>
 +
</td></tr>
 +
<tr><td>
  
==== GB Mode Controls ====
+
<div style="border: 1px solid black; width: 275px; padding: 5px;">
 +
<div style="border-bottom: 1px solid black">'''''Fortune Hunter''™ - Release Version 2'''</div>
  
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 and four buttons (check,x,square,circle) for game play.
+
&rarr; Alpha public release! This release is a bit buggy. Noticeably the introductory animation. Game runs smoother with VM than it does on the XO.
  
The directional pad on the left moves the player's character. The check mark button on the right side acts as a select button. Circle, Square, and X will vary depending on the activity/ situation and will be defined during.
+
&rarr; Travel system working.
  
==== Movement ====
+
&rarr; Combat system working.
  
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.
+
&rarr; Inventory and menu system working.
  
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.
+
&rarr; Merchant system working.
  
==== Combat ====
+
&rarr; 7 implemented levels.
  
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.
+
&rarr; Initial graphics and audio in place.
  
==== Shop ====
+
</div>
 +
</td></tr>
 +
<tr><td>
  
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.
+
<div style="border: 1px solid black; width: 275px; padding: 5px;">
 +
<div style="border-bottom: 1px solid black">'''''Fortune Hunter''™ - Release Version 1'''</div>
  
== Critical Path ==
+
&rarr; Closed release.
=== Level Progression ===
 
  
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty. 
+
</div>
 +
</td></tr>
 +
</table>
  
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.
+
=== License ===
  
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.
+
[http://creativecommons.org/licenses/by-nc-sa/3.0/ http://i.creativecommons.org/l/by-nc-sa/3.0/88x31.png]
  
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.
+
'''Mathematical Adventure: Fortune Hunter™ by Jonathan Meschino, Eric Kenvin, Justin Lewis, Kevin Hockey, David Silverman, Preston Johnson, Mike DeVine is licensed under a [http://creativecommons.org/licenses/by-nc-sa/3.0/ Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License].'''
  
=== Game Completion ===
+
Sugar Labs has our express permission to use this work for commercial purposes.
  
updating...
+
== Navigation / Important Links ==
  
== Education ==
+
:* [http://git.sugarlabs.org/projects/project-xavier Sugar Labs Git Repository - "Project XAVIER"] - Fortune Hunter & Fortune Maker
=== Classroom Application ===
 
  
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.
+
:* [http://mathFortuneHunter.blogspot.com Fortune Hunter Blog]
  
Please visit our [[http://wiki.sugarlabs.org/go/MPG/LessonPlan Lesson Plan]] page to get a lesson plan to use in your classroom.
+
:* [https://fedorahosted.org/mailman/listinfo/fortunehunter Fortune Hunter Mailing List]
  
=== Curriculum Elements ===
+
:* [http://webchat.freenode.net/?channels=MAFH Fortune Hunter IRC Channel] (#mafh)
  
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]].
+
:* [http://www.youtube.com/user/maFortuneHunter Fortune Hunter Youtube Channel]
  
The following topics are covered in this game activity.
+
:* [https://fedorahosted.org/fortune_hunter/ Trac Bug Tracker]
  
{| border="5"
+
== Introduction ==
|+ Implemented Curriculum Framework
 
! NUMBER SENSE AND OPERATIONS
 
|-
 
! 4.N.3
 
| Demonstrate an understanding of fractions as parts of unit wholes, as parts of a collection, and as locations on the number line.
 
|-
 
! 4.N.4
 
| 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.
 
|-
 
! 4.N.5
 
| Identify and generate equivalent forms of common decimals and fractions less than one whole (halves, quarters, fifths, and tenths).
 
|-
 
! 4.N.6
 
| Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.
 
|-
 
! 4.N.9
 
| 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).
 
|-
 
! 4.N.11
 
| 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.
 
|-
 
! 4.N.12
 
| Add and subtract (up to five-digit numbers) and multiply (up to three digits by two digits) accurately and efficiently.
 
|-
 
! 4.N.14
 
| 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).
 
|-
 
! GEOMETRY
 
|-
 
! 4.G.1
 
| 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.
 
|-
 
! 4.G.3
 
| Recognize similar figures.
 
|-
 
! 4.G.4
 
| Identify angles as acute, right, or obtuse.
 
|-
 
! 4.G.7
 
| Describe and apply techniques such as reflections (flips), rotations (turns), and translations (slides) for determining if two shapes are congruent.
 
|-
 
! 4.G.9
 
| Predict and validate the results of partitioning, folding, and combining two- and three-dimensional shapes.
 
|-
 
! MEASUREMENT
 
|-
 
! 4.M.2
 
| Carry out simple unit conversions within a system of measurement, e.g., hours to minutes, cents to dollars, yards to feet or inches, etc.
 
|}
 
  
== Art ==
+
:Mathematical Adventure: Fortune Hunter draws on teaching children of a global scale fourth grade mathematics through the guise of a dungeon styled adventure game. Players will be able to explore dungeons and fight fearsome battles with various monsters, each requiring special attacks pertaining to unique mathematical concept to defeat. The player controls a protagonist that must progress through maze-like dungeons, solve puzzles / problems, and defeat enemies in a two dimensional world. It is a single player adventure with room for ad hoc cooperative play in the future.
=== Concept Art Information ===
 
  
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.
+
: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.
  
http://i8.photobucket.com/albums/a11/chouji2/RMXP%20Resources/Goblin.jpg
+
: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.
  
=== Reference Material Information ===
+
:Upon bringing this find to back to their living quarters, Lytic tossed it lightly on the table. It landed near the old blank papyrus that Arith had found months earlier. The amulet began to glow again. This time, the papyrus wasn't blank. The light appeared to be the key and filled the papyrus with teal characters and symbols. The two stared amazed at the sight. Nothing made sense. It was no language they’d ever come across before. Upon closer inspection, only one thing was certain. The image of a giant pile of treasure, larger than anything you could imagine. The other familiar image was of a human mind with mathematical symbols surrounding it. Apparently, those who desired this treasure must be intelligent and versed in the ways of mathematics. There was one other hint on the old Egyptian paper. It was extremely cold to the touch. The two agreed this meant it must be somewhere on Earth in a very cold or dark place. At last, a massive treasure hunt was underway.
  
Updating...
+
:Four days after, Arith and Lytic found themselves in a strange place face to face with a mysterious and ancient building, relics in hand. “You wait here. I’ll go take a look around,” Arith told Lytic. “Okay. Good luck.”
  
= Developer's Section =
+
:Arith entered the chilly, dark structure alone; unaware of what lay in wait…
== Meet the Team ==
 
  
[[User:KnightMearh| Jonathan Meschino]] (4th Year)
 
  
email: jmeschino@mail.rit.edu
+
=== 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 [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.
  
[[User:esk7610| Eric Kenvin]] (3rd Year)
 
  
email: eric.kenvin@mail.rit.edu
+
== Terminology ==
  
 +
:There are many vocabulary terms used throughout this document and the game. They are listed here for clarification and understanding.
  
[[User:prestonj| Preston Johnson]] (3rd Year)
 
  
email: ppj4700@g.rit.edu
+
:• '''Accessory''': An item that can be equipped for bonus affects.
  
 +
:• '''Akhal''': The in-game currency units.
  
[[User:DaveSilver| David Silverman]] (3rd Year)
+
:• '''Amulet Search''': A search executed by using the amulet to uncover hidden secrets.
  
email: drs5669@g.rit.edu
+
:• '''Armor''': An item that can be equipped for additional defense.
  
 +
:• '''Attack''': What the player uses to deal damage to enemies.
  
Interested in joining our development team? Contact us for more information.
+
:• '''Attack Power''': The strength of an attack. The higher the attack, the more damage dealt.
  
== Meetings ==
+
:• '''Basic Attack''': A very basic attack that deals a minimal amount of damage to enemies and is ineffective to most.
  
Developer meetings:
+
:• '''Bonus Power''': Additional affects added to the basic statistics of the player.
  
Where: Game Design Labs - Building 70-2500 @ RIT
+
:• '''Boss''': This is a rather powerful enemy which requires completion of specialized problems found within the dungeon.
  
When: 5-8pm Thursdays
+
:• '''Combat''': A sequence in which the player must fight enemies.
  
6-8pm Saturdays (TBA-only if needed that week)
+
:• '''Combat Timer''': This bar is found within battles and is a bonus effect timer for your current attack. It starts out full and slowly diminishes, decreasing the bonus effect over time.
  
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see section [[http://wiki.sugarlabs.org/go/MPG#Meet_the_Team Meet the Team]]).
+
:• '''Critical Attack''': An effective attack that gives the player the chance to deal additional damage to enemies providing the player solves a multiplication problem.
  
== Milestones ==
+
:• '''Cutscene''': A halt during game play to provide story elements and hints to the player.
  
We are currently engaged in Week 3.
+
:• '''Damage / dmg''': The amount of health points lost during a successful attack.
  
* denotes major item
+
:• '''Defense Power''': The ability to minimize damage dealt. The higher the defense, the less damage is received.
  
** denotes subtopic of above-listed item
+
:• '''Dungeon''': A series of levels connected to one another following the same theme, ending with a boss fight.
  
 +
:• '''Enemy''': A hostile opponent faced in the game.
  
Week 1
+
:• '''Equipment''': Refers to items that are currently equipped to the player for use.
  
* Mess with gameboy mode
+
:• '''FMC (Full Motion Comic)''': A video that interrupts game play to show story progression. This video is in the style of a motion comic.
  
* Set up and familiarize new git repo
+
:• '''FMV (Full Motion Video)''': A video that interrupts game play to show story progression. This video is in the style of a typical movie.
  
* Class structure
+
:• '''GB Mode''': Setup the XO monitor so it is raised and rotated 180* and fold it back down into the XO. Use the directional pad and four buttons located on either side of the monitor for game input.
  
* Review python
+
:• '''Health Meter''': This meter shows the current health status.
  
* familiarize with pygame
+
:• '''HP''': Health points. The player’s game is over when their health points reach zero.
  
* cannibalize!
+
:• '''HUD (Heads Up Display)''': Refers to the graphical elements presented on screen.
  
 +
:• '''Inventory''': All of the items and equipment that the player is currently holding.
  
Week 2
+
:• '''Item''': Usable items that can be used at any time and have various affects.
  
* work on prototyping of tougher game elements
+
:• '''Key Item''': Important items found in the game required for progression.
  
* create class structure
+
:• '''Level''': A map consisting of multiple rooms which the player must explore in order to find the exit.
  
* begin coding world (map)
+
:• '''Macro Map''': A larger version of the mini map. It allows players to see a greater area.
  
 +
:• '''Magic Attack''': This type of attack requires the player to solve geometry and graphing related problems.
  
Week 3
+
:• '''Mini Map''': A small on-screen map used for navigational purposes.
  
* finish basic world
+
:• '''PC Mode''': Setup the XO monitor so it is open, with the keyboard to its front. Use the keyboard and touchpad for game input.
  
* begin coding travel system
+
:• '''Shop''': In-game shop. The player can travel to the shop to purchase or sell items or equipment.
  
** ability to move from room to room
+
:• '''Special Attack''': This type of attack requires the player to solve fraction related problems.
  
* begin coding combat system
+
:• '''Weapon''': An item that can be equipped for additional attack power.
  
** get the 'stage' set up for functionality
 
  
 
+
{{Fortune_Hunter/Navigation}}
Week 4
 
 
 
* finish travel system
 
 
 
** debugged any issues or conflicts, text notifications of choices
 
 
 
* switch between travel and combat system
 
 
 
* work on combat system
 
 
 
** have exchange of turns, menu that works for choices, text notification for choices
 
 
 
* work on placeholder graphics to be loaded into game
 
 
 
 
 
Week 5
 
 
 
* continue combat system
 
 
 
** HP & PP update, basic battle is functional from start to finish
 
 
 
* begin working on GUI and Menus
 
 
 
** set up Store and menu systems, equipping gear (weapon, armor, items)
 
 
 
* 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.
 
 
 
 
 
Week 6
 
 
 
* finish off all primary projects to ensure one play through of one level can happen start to finish
 
 
 
* work on actual graphics and load them into game (replace placeholders)
 
 
 
* 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
 
 
 
** multiple levels
 
 
 
** multiple graphic sets (region based)
 
 
 
** possible alternate game modes
 
 
 
 
 
Week 7
 
 
 
* TESTING!
 
 
 
* KEEP TESTING AND ADDING CONTENT
 
 
 
== 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
 
 
 
Looking at the Dungeon class (dungeons of mongo) for dungeon generation here
 
  https://fedorahosted.org/dungeonsofmongo/browser/mongo.py
 
 
 
== Bugs/ Fixes ==
 
 
 
Not applicable yet.
 
 
 
== 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
 

Latest revision as of 03:03, 15 November 2010

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


Fortune_Hunter_logo_by_chouji2.png


Status: Released Prototype
In Rewrite Process (In Progress)
Group Members: Jonathan Meschino, Eric Kenvin, David Silverman, Kevin Hockey, Justin Lewis, Mike DeVine, JT Mengel, Travis Cole, Somara Atkinson
Fortune Hunter draws on teaching children of a global scale fourth grade mathematics through the guise of a dungeon styled adventure game. Players will be able to explore dungeons and fight fearsome battles with various monsters, each requiring special attacks pertaining to unique mathematical concept to defeat. The player controls a protagonist that must progress through maze-like dungeons, solve puzzles / problems, and defeat enemies in a two dimensional world.

For more information or to download, visit our wiki site.

Abstract

Effective education is an important and serious issue in all regions of the world. The focus of Fortune Hunter is to provide and promote additional educational tools through technology to make knowledge more fun, interesting, free and available to students of the world and make recognizable this new means of future public service. Fortune Hunter provides supplemental educational mathematics material to its players. We are consulting the effectiveness of education through unconventional means, specifically video games. People learn easily through experience more than standard teaching methods. We stray away from standardized questioning and focus on inherent problem solving skills via various mathematical concepts. One of the highlights of this process is the ability to commit to an open community of users, developers, and interest groups and spread awareness. The project will not reach a finite state ever, which allows for continual growth and development, primarily based on constructivist feedback of students. It's hard to make useful software free and widely available. We will provide thousands of children with additional learning resources. MAFH players will learn in and out of the classroom while having fun simultaneously. Being available for an entire world of learners (on XO and PC), we provide statistic tracking and analytical models for teachers and students to easily follow and understand. There was a 20% increase in math scores for students who used educational math games in 2009. Education is a valuable tool and to provide a new free learning experience that catches on will alter the world.

Getting Started

Welcome to the Fortune Hunter™ experience! Please use the Navigation Panel located at the top and bottom of each page to move around the wiki. A Table of Contents is located in the upper-right corner of each page as well.
Also note that in order to get the full extent of our efforts, we have divided the project into two separate XO activities. Fortune Hunter is a playable adventure game and Fortune Maker™ is a custom level / story creator. They are both available and work hand in hand.
Here is a brief outline of what to expect on each page of the Fortune Hunter wiki:


Home - This is the central hub for Fortune Hunter™ and Fortune Maker™. Come here to check out the latest news, info, releases, to learn about the project, and to brush up on your Fortune Hunter™ vocabulary.
Developer's Corner - This is the developer's hub for Fortune Hunter™ and Fortune Maker™. Go there to contact / learn about the team, submit ideas and comments, join the team, and keep track of the milestones and objectives during production.
Game Mechanics - Learn about the game play. Anything related to the game's functionality is located here.
Game Elements - Learn about the characters, enemies, items, weapons, armor, etc. here!
Game Features - Here is the place to check out details on some unique Fortune Hunter™ game features.
Fortune Maker - Learn everything there is to know about Fortune Maker™, the user custom level creator.
Dungeon Guide - Follow the story arc of Fortune Hunter™, as well as view a detailed play through guide outlining each dungeon, level, cutscene, and FMC.
Education - Interested in utilizing Fortune Hunter™ in the classroom? Learn about the educational material in the game and check out customizable lesson plan! Also learn how to use Fortune Hunter™ as reinforcement material outside of the classroom.
Media - Come here to see pictures, videos, and read articles showing others having fun with Fortune Hunter™ and Fortune Maker™!


Helping Out

You can do your part! Would you like to help us? We are seeking people of all skills to help in any way possible. We would like some python programmers, artists, designers, testers, translators to name a few things. Nearly anything can and will be useful to us, so don't be shy about saying HEY! To get started, send an email to jmeschino@mail.rit.edu.

News Feed

This spot is dedicated to news announcements regarding the project.
→ 11.14.10 - We are currently out of active team members, so progress is expected to halt for a while. If you are interest, please contact jmeschino@mail.rit.edu; we would love to have you help out. Jon Meschino is always available for questions or help and you can keep an eye on his blog for Fortune Hunter updates. If you want to jump into it, you can find a to-do list at our Trac page! Thanks, and I'll update again when there is need.
→ 10.10.10 - We are currently working on Fortune Hunter release 3.0!
→ 02.05.10 - New links added to MEDIA section.
→ 02.02.10 - Our first public release of Fortune Mather™!! Please scroll down this page to the DOWNLOAD section to get a copy for yourself.
→ 01.27.10 - Our first public release of Fortune Hunter™!! Please scroll down this page to the DOWNLOAD section to get a copy for yourself.
→ 01.15.10 - Yet another wiki reformat. We have spread the pages more thin to increase ease of access and use. The Navigation Bar has all of the pages listed.
→ 01.06.10 - User testing day! We held a preliminary user trial to work out game play elements at a school district in New Jersey. The game was played by fifth grade students, who provided us with constructive feedback. Pictures of the students playing will be posted shortly...
→ 01.01.10 - Happy New Year!!
→ 12.16.09 - Rearranged the wiki into sections and added navigation at 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

Download

Download the newest release of Fortune Hunter™ and Fortune Maker™!
PYGAME Library is required for play. Should be already installed on XO.
To install Pygame on other OS, visit the pygame download page.


Download Fortune Hunter™
Download Fortune Maker™


Release Notes

Fortune Hunter™ - Release Version 4

→ Coming soon! This release will see the game leave the experimental phase.

→ Alpha public release! Improved game stability. Game now public on activities site.

→ Python Imaging Library no longer a requirement to run game.

→ Removed implemented FMCs for further testing/work efficiency.

→ Added / updated GUI graphics.

→ Minimap updated.

→ Updated combat system. Removed item usage/equipment from combat. Added SEARCH option in combat. This allows players to obtain data on enemies. Can be viewed in Bestiary (coming soon).

→ Inventory menu changed to Pause Menu. Press check and square with menu open to switch between on screens. This allows for more space/ readability.

→ Merchant graphics updated.

→ Merchant shop screen updated for easier use.

→ Dungeons graphic types added! Ice, Astral, Sand dungeons now in game!

→ Dungeons properly broken up into 5 levels.

→ Added 3 more dungeons to content.

→ Added more enemy types! Cave Yeti and Bonesprout now in game!

→ Adjusted game difficulty. Should be easier to play.

→ Added ice audio soundtrack to ice dungeon!

Fortune Maker™ - Release Version 2

→ In progress...

→ Initial release for preview!

→ Basic GUI implemented.

Fortune Hunter™ - Release Version 2

→ Alpha public release! This release is a bit buggy. Noticeably the introductory animation. Game runs smoother with VM than it does on the XO.

→ Travel system working.

→ Combat system working.

→ Inventory and menu system working.

→ Merchant system working.

→ 7 implemented levels.

→ Initial graphics and audio in place.

Fortune Hunter™ - Release Version 1

→ Closed release.

License

88x31.png

Mathematical Adventure: Fortune Hunter™ by Jonathan Meschino, Eric Kenvin, Justin Lewis, Kevin Hockey, David Silverman, Preston Johnson, Mike DeVine is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.

Sugar Labs has our express permission to use this work for commercial purposes.

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 requiring special attacks pertaining to unique mathematical concept to defeat. The player controls a protagonist that must progress through maze-like dungeons, solve puzzles / problems, and defeat enemies in a two dimensional world. It is a single player adventure with room for ad hoc cooperative play in the future.
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 Arith had found months earlier. The amulet began to glow again. This time, the papyrus wasn't blank. The light appeared to be the key and filled the papyrus with teal characters and symbols. The two stared amazed at the sight. Nothing made sense. It was no language they’d ever come across before. Upon closer inspection, only one thing was certain. The image of a giant pile of treasure, larger than anything you could imagine. The other familiar image was of a human mind with mathematical symbols surrounding it. Apparently, those who desired this treasure must be intelligent and versed in the ways of mathematics. There was one other hint on the old Egyptian paper. It was extremely cold to the touch. The two agreed this meant it must be somewhere on Earth in a very cold or dark place. At last, a massive treasure hunt was underway.
Four days after, Arith and Lytic found themselves in a strange place face to face with a mysterious and ancient building, relics in hand. “You wait here. I’ll go take a look around,” Arith told Lytic. “Okay. Good luck.”
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 throughout this document and the game. They are listed here for clarification and understanding.


Accessory: An item that can be equipped for bonus affects.
Akhal: The in-game currency units.
Amulet Search: A search executed by using the amulet to uncover hidden secrets.
Armor: An item that can be equipped for additional defense.
Attack: What the player uses to deal damage to enemies.
Attack Power: The strength of an attack. The higher the attack, the more damage dealt.
Basic Attack: A very basic attack that deals a minimal amount of damage to enemies and is ineffective to most.
Bonus Power: Additional affects added to the basic statistics of the player.
Boss: This is a rather powerful enemy which requires completion of specialized problems found within the dungeon.
Combat: A sequence in which the player must fight enemies.
Combat Timer: This bar is found within battles and is a bonus effect timer for your current attack. It starts out full and slowly diminishes, decreasing the bonus effect over time.
Critical Attack: An effective attack that gives the player the chance to deal additional damage to enemies providing the player solves a multiplication problem.
Cutscene: A halt during game play to provide story elements and hints to the player.
Damage / dmg: The amount of health points lost during a successful attack.
Defense Power: The ability to minimize damage dealt. The higher the defense, the less damage is received.
Dungeon: A series of levels connected to one another following the same theme, ending with a boss fight.
Enemy: A hostile opponent faced in the game.
Equipment: Refers to items that are currently equipped to the player for use.
FMC (Full Motion Comic): A video that interrupts game play to show story progression. This video is in the style of a motion comic.
FMV (Full Motion Video): A video that interrupts game play to show story progression. This video is in the style of a typical movie.
GB Mode: Setup the XO monitor so it is raised and rotated 180* and fold it back down into the XO. Use the directional pad and four buttons located on either side of the monitor for game input.
Health Meter: This meter shows the current health status.
HP: Health points. The player’s game is over when their health points reach zero.
HUD (Heads Up Display): Refers to the graphical elements presented on screen.
Inventory: All of the items and equipment that the player is currently holding.
Item: Usable items that can be used at any time and have various affects.
Key Item: Important items found in the game required for progression.
Level: A map consisting of multiple rooms which the player must explore in order to find the exit.
Macro Map: A larger version of the mini map. It allows players to see a greater area.
Magic Attack: This type of attack requires the player to solve geometry and graphing related problems.
Mini Map: A small on-screen map used for navigational purposes.
PC Mode: Setup the XO monitor so it is open, with the keyboard to its front. Use the keyboard and touchpad for game input.
Shop: In-game shop. The player can travel to the shop to purchase or sell items or equipment.
Special Attack: This type of attack requires the player to solve fraction related problems.
Weapon: An item that can be equipped for additional attack power.


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