Difference between revisions of "Fortune Hunter"
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− | → student vs class progress, class vs class progress - data analysis | + | → <s>student vs class progress, class vs class progress - data analysis</s> - moved to future |
− | → | + | → <s>multiple graphic sets (region based)</s> - moved to future |
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Revision as of 01:44, 14 November 2009
Today is October 31, 2024.
Contacts
Jonathan Meschino (4th Year)
email: jmeschino@mail.rit.edu
Eric Kenvin (3rd Year)
email: eric.kenvin@mail.rit.edu
Preston Johnson (3rd Year)
email: ppj4700@g.rit.edu
David Silverman (3rd Year)
email: drs5669@g.rit.edu
News Feed
This spot is dedicated to larger news announcements.
→ 09.22.09 - Current GIT repository can be found here.
→ 10.01.09 - Watch a brief demo of our game on youtube.
→ 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!
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.
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.
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.
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.”
Arith entered the dark and dank structure alone, not knowing what lays 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.
Game Mechanics
Controls / Input (default)
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.
Controls / Input (optional)
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.
Menu Systems
This game is primarily menu driven. As such there are many different available options.
Main Menu
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.
The new game option starts a new game from the first level.
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.
The options menu will allow the player to change various game options.
The close game option will exit the activity on the XO, returning the user to their home screen.
Finally, the credits option will roll the credits for the game.
Pause
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.
• Quit without Save - This would allow the player to return to the Main Menu without saving their game.
Continue
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.
• 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.
• Back -This would take the player back to the Main Menu.
Game Over
The game over menu is merely a screen that will tell the player their game has ended, should they choose to quit after being asked whether or not to continue.
Stats / Inventory
This menu would allow the player to view their stats and health and stuff.
• 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.
Combat Menu
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.
• Division Attack Screen (Special attack)- This brings up the screen to perform a Division based attack.
• Geometry Attack Screen (Magic attack)- This brings up the screen to perform a Geometry based attack.
• Use Item Screen - This brings up the screen to use an item.
• Flee Battle - This option gives the player a chance to flee battle.
BATTLE - Critical Hit Screen
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.
• 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.
BATTLE - Use Item Screen
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
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.
• Undo - This simply allows them to undo the last couple choices they made.
• 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 chooses another fraction to add to their total the fraction will be added to the list in this dialog.
BATTLE - Geometry Attack Scren
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...
• 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.
• 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.
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.
Shop Menu
This is the screen the player would encounter when they enter the shop.
• Buy Menu - This leads the player to the Buy Items Menu.
• Sell Menu - This leads the player to the Sell Items Menu.
• Exit - this exits the shop.
Buy Items Menu
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
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.
Player Movement / Traveling
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.
Player Perspective
being updated...
Environment Interaction
Dialogue Box
being updated...
Enemies
being updated...
Items
being updated...
Shop
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.
Inventory
Equipping / Using Items
being updated...
Equipping a Weapon / Armor
being updated...
HUD - Heads Up Display
Conceptual First Person Perspective Model
being updated...
Solving Puzzles
being updated...
Combat
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.
Game Elements
Main Characters
Arith
Arith is the protagonist of the game. Her name comes from the root of the word arithmetic.
Lytic
Lytic is the protagonist’s friend and partner. His name is derived from the word analytic.
Feren
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.
Merchant
The merchant has no allegiance to anything. The only thing he cares about is increasing the weight of his pockets.
Enemies
Goblin, Orc, and Wizard Concepts
Division Enemy
An enemy that requires use of division attacks to defeat.
Geometry Enemy
An enemy that requires use of geometry attacks to defeat.
Boss Enemies
being updated...
Items
being updated...
User Creation Feature
This 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 difficulty.
being updated... a more detailed design document for this feature is underway!
Education
Classroom Application
This game will be used to assist with math topics taught in the classroom and will be excellent reinforcement material.
Please visit our Lesson Plan page to get a lesson plan to use in your classroom.
Curriculum Elements
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: Full Curriculum Framework.
The following topics are covered in this game activity.
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. |
Storyline
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.
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.
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.
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.”
Arith entered the dark and dank structure alone, not knowing what lays in wait…
Game Progression
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty.
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.
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.
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.
A player's game is completed when they find all of the fortune hidden within the dungeon.
Dungeons
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty.
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.
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.
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.
Critical Path
Main Menu
Once the title screen appears, scroll down to the 'NEW GAME' option and push the select button to begin your quest.
Dungeon 1
being updated...
Developer's Section
Meet the Team
Jonathan Meschino (4th Year Student @ RIT)
Eric Kenvin (3rd Year Student @ RIT)
Preston Johnson (3rd Year Student @ RIT)
David Silverman (3rd Year Student @ RIT)
Interested in joining our development team? Contact us for more information.
Consultants
Mel Chua (Red Hat)
Sebastian Dziallas (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: 5-8pm Thursdays
6-8pm Saturdays (TBA - only if needed that week)
Meeting times and locations are subject to change as needed. For more information, contact someone on the Team.
Milestones
Today is October 31, 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
&rarr: 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, and bosses into Battle System
- improve enemy battle AI.
- add more special attacks.
- begin Advanced testing of beta Battle Engine.
- polish level design
- make 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