Difference between revisions of "Fortune Hunter"

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''Today is {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.''
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{{Fortune_Hunter/Navigation}}
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http://people.rit.edu/jam2707/media/image/OLPC/mafh_splash.gif
 
 
{{TOCright}}
 
{{TOCright}}
  
= Contacts =
+
http://fc00.deviantart.net/fs70/f/2010/179/b/9/Fortune_Hunter_logo_by_chouji2.png
 
 
[[User:KnightMearh| Jonathan Meschino]] (4th Year)
 
 
 
email: jmeschino@mail.rit.edu
 
 
 
 
 
[[User:esk7610| Eric Kenvin]] (3rd Year)
 
 
 
email: eric.kenvin@mail.rit.edu
 
 
 
 
 
[[User:prestonj| Preston Johnson]] (3rd Year)
 
 
 
email: ppj4700@g.rit.edu
 
 
 
 
 
[[User:DaveSilver| 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 [http://git.sugarlabs.org/git/project-xavier/mainline.git here].
 
 
 
 
 
→ 10.01.09 - Watch a brief demo of our [http://www.youtube.com/watch?v=SGt9UZZgE18 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 [http://mathFortuneHunter.blogspot.com blog]!
 
 
 
 
 
→ 11.12.09 - Join the Fortune Hunter [http://groups.google.com/group/fortune-hunter mailing list] via Google Groups and stay up to date with our progress and news info!
 
 
 
= 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 [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.
 
 
 
= 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 ===
 
 
 
The purpose of the pause menu is to allow the player to halt game play and save and/or exit the game.
 
 
 
• The save option saves the game’s current progress and continues game play.
 
 
 
• The save and quit option saves the game’s current progress and exits the game.
 
 
 
• The quit without save option exits the game without saving the game’s progress.
 
 
 
 
 
=== Continue ===
 
 
 
The purpose of the continue menu is to allow the player to choose whether or not they wish to restart from where they left off last time or begin a previously completed dungeon over again.
 
 
 
• The continue option begins a game from the most recent continue point.
 
 
 
• The level select option begins a game from the beginning of the selected level.
 
 
 
• The quit to title screen option will return the player to the game’s main title menu.
 
 
 
 
 
=== Game Over ===
 
 
 
The game over screen will merely inform the player that their game has ended, should they choose to quit after being asked whether or not to continue.
 
 
 
 
 
=== Stats / Inventory ===
 
 
 
The purpose of the stats / inventory menu is to view the player’s current game statistics. This includes items such as money, items equipped, inventory, health points, or any other stat tied to the character.
 
 
 
• The player may browse the inventory in order to use or equip items, armor, and weapons.
 
 
 
 
 
=== 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 ==
 
 
 
The game follows a traditional first person perspective in a two dimensional world. Graphics have limited animation, thus each scene is a 'still' screen. The player will be able to see the protagonists arm as well as the room and enemies that are currently present.
 
 
 
== 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'''''
 
 
 
http://people.rit.edu/jam2707/media/image/OLPC/Screen2.jpg
 
 
 
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'''''
 
 
 
http://people.rit.edu/jam2707/media/image/OLPC/concept_goblin.png
 
http://people.rit.edu/jam2707/media/image/OLPC/concept_orc.png
 
http://people.rit.edu/jam2707/media/image/OLPC/concept_wizard.png
 
 
 
=== 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 [http://wiki.sugarlabs.org/go/Fortune_Hunter/LessonPlan 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: [http://wiki.sugarlabs.org/go/Math4Team/Resources/Curriculum_Chart Full Curriculum Framework].
 
 
 
The following topics are covered in this game activity.
 
 
 
{| border="5"
 
|+ 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.
 
|}
 
 
 
= 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 ==
 
 
 
[[User:KnightMearh| Jonathan Meschino]] (4th Year Student @ RIT)
 
 
 
[[User:esk7610| Eric Kenvin]] (3rd Year Student @ RIT)
 
 
 
[[User:prestonj| Preston Johnson]] (3rd Year Student @ RIT)
 
 
 
[[User:DaveSilver| David Silverman]] (3rd Year Student @ RIT)
 
 
 
 
 
Interested in joining our development team? [http://wiki.sugarlabs.org/go/Fortune_Hunter#Contacts Contact us] for more information.
 
 
 
 
 
'''''Consultants'''''
 
 
 
[[User:Mchua| Mel Chua]] (Red Hat)
 
 
 
[[User:Sdz| 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 [http://wiki.sugarlabs.org/go/Fortune_Hunter#Meet_the_Team Team].
 
 
 
== Milestones ==
 
 
 
''Today is {{CURRENTMONTHNAME}} {{CURRENTDAY}}, {{CURRENTYEAR}}.''
 
 
 
* denotes topic
 
 
 
→ denotes subtopic of above-listed topic
 
 
 
 
 
'''Precursor → Weeks 1 - 2''' (September 6 - September 26, 2009)
 
 
 
* <s>familiarize with OLPC XOs</s>
 
 
 
* <s>familiarize with open source community</s>
 
 
 
* <s>familiarize with git versioning</s>
 
 
 
* <s>familiarize with python</s>
 
 
 
 
 
'''Week 3''' (September 27 - October 3)
 
 
 
* <s>mess with GB mode</s>
 
 
 
* <s>set up and familiarize new git repository</s>
 
 
 
* <s>class structure</s>
 
 
 
* <s>review python</s>
 
 
 
* <s>familiarize with pygame</s>
 
 
 
* <s>cannibalize!</s>
 
 
 
 
 
'''Week 4''' (October 4 - October 10)
 
 
 
* <s>work on prototyping of tougher game elements</s>
 
 
 
* <s>create class structure</s>
 
  
* <s>begin coding world (map)</s>
+
{{:Fortune Hunter/status}}
 +
== 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.
  
'''Week 5''' (October 11 - October 17)
+
== Getting Started ==
  
* <s>begin coding travel system</s>
+
: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.
  
&rarr; <s>ability to move from room to room</s>
+
: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.
  
* <s>begin coding combat system</s>
+
:Here is a brief outline of what to expect on each page of the Fortune Hunter wiki:
  
&rarr; <s>get the 'combat stage' set up for functionality</s>
 
  
* <s>work on placeholder graphics to be loaded into game</s>
+
:''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.
  
'''Week 6 - 7''' (October 18 - October 31)
+
:''Game Mechanics'' - Learn about the game play. Anything related to the game's functionality is located here.
  
* <s>finish travel system</s>
+
:''Game Elements'' - Learn about the characters, enemies, items, weapons, armor, etc. here!
  
&rarr; <s>debug any issues or conflicts</s>
+
:''Game Features'' - Here is the place to check out details on some unique Fortune Hunter™ game features.
  
&rarr; <s>text notifications of choices</s>
+
:''Fortune Maker'' - Learn everything there is to know about Fortune Maker™, the user custom level creator.
  
&rarr; <s>polish it off to fully working</s>
+
:''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.
  
* finish combat system
+
:''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.
  
&rarr; <s>have exchange of turns</s>
+
:''Media'' - Come here to see pictures, videos, and read articles showing others having fun with Fortune Hunter™ and Fortune Maker™!
  
&rarr; <s>menu that works for choices</s>
 
  
&rarr; <s>text notification for choices</s>
+
== Helping Out ==
  
&rarr; basic battle is functional from start to finish
+
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].
  
* <s>switch between travel and combat system from main world</s>
+
== News Feed ==
  
 +
:This spot is dedicated to news announcements regarding the project.
  
'''Week 8''' (November 1 - November 7)
+
:&rarr; 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.
  
* <s>begin working on GUI and Menu systems</s>
+
:&rarr; 10.10.10 - We are currently working on Fortune Hunter release 3.0!
  
&rarr; <s>set up in game</s>
+
:&rarr; 02.05.10 - New links added to MEDIA section.
  
&rarr; <s>make functional</s>
+
:&rarr; 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.
  
 +
:&rarr; 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.
  
'''Week 9''' (November 8 - November 14)
+
:&rarr; 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.
  
* <s>game design documentation!</s>
+
:&rarr; 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...
  
&rarr; <s>extremely detailed account of current project and future goals/ directions.</s>
+
:&rarr; 01.01.10 - Happy New Year!!
  
* <s>additional features:</s>
+
:&rarr; 12.16.09 - Rearranged the wiki into sections and added [http://wiki.sugarlabs.org/go/Fortune_Hunter navigation] at the top of the page.
  
&rarr; <s>student vs class progress, class vs class progress - data analysis</s> - moved to future
+
:&rarr; 12.07.09 - Created a working XO activity file. [http://groups.google.com/group/fortune-hunter/files File can be found here]
  
&rarr; <s>multiple graphic sets (region based)</s> - moved to future
+
:&rarr; 12.04.09 - Watch game demos on [http://www.youtube.com/user/maFortuneHunter our youtube channel]
  
 +
== Download ==
  
'''Week 10+''' (November 14 - November 28)
+
:Download the newest release of '''Fortune Hunter'''™ and '''Fortune Maker'''™!
  
* <s>catch up to milestones</s>
+
'''PYGAME Library''' is required for play. Should be already installed on XO.
 +
To install Pygame on other OS, visit the [http://www.pygame.org/download.shtml pygame download page].
  
* <s>test copy of game thus far</s>
 
  
&rarr: <s>improve elements</s>
+
:[http://activities.sugarlabs.org/en-US/sugar/addon/4272 Download Fortune Hunter™]
  
* <s>KEEP TESTING AND ADDING CONTENT!</s>
+
:[http://activities.sugarlabs.org/en-US/sugar/addon/4274 Download Fortune Maker™]
  
* <s>more time granted!</s>
 
  
 +
=== Release Notes ===
  
'''Week 11''' (November 29 - December 5)
+
<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>
  
* finish implementing Battle Menus.
+
&rarr; Coming soon! This release will see the game leave the experimental phase.
  
&rarr; add in final graphics for battle menus.
+
</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>
  
&rarr; add division and geometry attacks
+
&rarr; Alpha public release! Improved game stability. Game now public on activities site.
  
* finish alpha version of the Battle Engine
+
&rarr; Python Imaging Library no longer a requirement to run game.
  
&rarr; integrate and test the Battle Engine with the Battle Menus and Main game.
+
&rarr; Removed implemented FMCs for further testing/work efficiency.
  
* begin level designing
+
&rarr; Added / updated GUI graphics.
  
 +
&rarr; Minimap updated.
  
'''Week 12''' (December 6 - December 12)
+
&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).
  
* fix bugs in Battle Engine.
+
&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.
  
* add equipment, items, and bosses into Battle System
+
&rarr; Merchant graphics updated.
  
* improve enemy battle AI.
+
&rarr; Merchant shop screen updated for easier use.
  
* add more special attacks.
+
&rarr; Dungeons graphic types added! Ice, Astral, Sand dungeons now in game!
  
* begin Advanced testing of beta Battle Engine.
+
&rarr; Dungeons properly broken up into 5 levels.
  
* polish level design
+
&rarr; Added 3 more dungeons to content.
  
* make dungeons
+
&rarr; Added more enemy types! Cave Yeti and Bonesprout now in game!
  
 +
&rarr; Adjusted game difficulty. Should be easier to play.
  
'''Week 13+''' (December 13 - January 2, 2010)
+
&rarr; Added ice audio soundtrack to ice dungeon!
  
* finish fixing bugs in Battle Engine.
+
</div>
 +
</td><td valign="top">
  
* design door locks/puzzles
+
<div style="border: 1px solid black; width: 275px; padding: 5px;">
 +
<div style="border-bottom: 1px solid black">'''''Fortune Maker''™ - Release Version 2'''</div>
  
* rapid prototyping of door locks and puzzles
+
&rarr; In progress...
  
* design puzzle rooms
+
</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/4274 '''''Fortune Maker''™ - Release Version 1''']</div>
  
* allow for a play through with multiple dungeons
+
&rarr; Initial release for preview!
  
* Usability Testing
+
&rarr; Basic GUI implemented.
  
* user group meeting @ RIT's Innovation Center, thursday 7-9pm
+
</div>
 +
</td></tr>
 +
<tr><td>
  
 +
<div style="border: 1px solid black; width: 275px; padding: 5px;">
 +
<div style="border-bottom: 1px solid black">'''''Fortune Hunter''™ - Release Version 2'''</div>
  
'''Week 14''' (January 3 - January 9)
+
&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.
  
* redesign based on user tests
+
&rarr; Travel system working.
  
&rarr; code to reflect design changes
+
&rarr; Combat system working.
  
* add more puzzles and levels
+
&rarr; Inventory and menu system working.
  
* test new puzzles and levels.
+
&rarr; Merchant system working.
  
* begin work on Shop feature
+
&rarr; 7 implemented levels.
  
 +
&rarr; Initial graphics and audio in place.
  
'''Week 15''' (January 10 - January 16)
+
</div>
 +
</td></tr>
 +
<tr><td>
  
* finish shop feature
+
<div style="border: 1px solid black; width: 275px; padding: 5px;">
 +
<div style="border-bottom: 1px solid black">'''''Fortune Hunter''™ - Release Version 1'''</div>
  
* integrate Shop with main game
+
&rarr; Closed release.
  
* complete Beta version of game
+
</div>
 +
</td></tr>
 +
</table>
  
* user testing
+
=== License ===
  
* start designing/scripting storyline
+
[http://creativecommons.org/licenses/by-nc-sa/3.0/ http://i.creativecommons.org/l/by-nc-sa/3.0/88x31.png]
  
* start designing teacher side tools
+
'''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].'''
  
 +
Sugar Labs has our express permission to use this work for commercial purposes.
  
'''Week 16''' (January 17 - January 23)
+
== Navigation / Important Links ==
  
* begin coding Teacher Level Creator
+
:* [http://git.sugarlabs.org/projects/project-xavier Sugar Labs Git Repository - "Project XAVIER"] - Fortune Hunter & Fortune Maker
  
* begin coding student stat system
+
:* [http://mathFortuneHunter.blogspot.com Fortune Hunter Blog]
  
* add more art assets (music, sound effects, art)
+
:* [https://fedorahosted.org/mailman/listinfo/fortunehunter Fortune Hunter Mailing List]
  
 +
:* [http://webchat.freenode.net/?channels=MAFH Fortune Hunter IRC Channel] (#mafh)
  
'''Week 17''' (January 24 - January 30)
+
:* [http://www.youtube.com/user/maFortuneHunter Fortune Hunter Youtube Channel]
  
* finalize all official level designs, and implement in game
+
:* [https://fedorahosted.org/fortune_hunter/ Trac Bug Tracker]
  
* continue coding level editor
+
== Introduction ==
  
* continue coding stats system
+
: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.
  
* finalize 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. To them, it was just a blank piece of ancient material.
  
* create and implement story and cut scenes
+
: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.
  
* user group meeting @ RIT's Innovation Center, thursday 7-9pm
+
: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.
  
* retest levels and add in updated art work as needed
+
: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…
  
'''Week 18''' (January 31 - February 6)
 
  
* add in additional sounds/cut scenes
+
=== Objectives ===
  
* add in stats or re design stages if needed
+
: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.
  
* finish Stat System
 
  
* finish Level editor
+
== Terminology ==
  
* integrate into one teacher GUI
+
:There are many vocabulary terms used throughout this document and the game. They are listed here for clarification and understanding.
  
  
'''Week 19''' (February 7 - February 13)
+
:• '''Accessory''': An item that can be equipped for bonus affects.
  
* user tests of teacher GUI
+
:• '''Akhal''': The in-game currency units.
  
* re-design/re-code phase
+
:• '''Amulet Search''': A search executed by using the amulet to uncover hidden secrets.
  
* compile game into xo activity
+
:• '''Armor''': An item that can be equipped for additional defense.
  
* compile teacher gui into xo activity
+
:• '''Attack''': What the player uses to deal damage to enemies.
  
* make different story/art assets available based on locale
+
:• '''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.
  
'''Week 20+''' (February 14 - March 7)
+
:• '''Bonus Power''': Additional affects added to the basic statistics of the player.
  
* final debugging/design/coding
+
:• '''Boss''': This is a rather powerful enemy which requires completion of specialized problems found within the dungeon.
  
* packaging and advertisement
+
:• '''Combat''': A sequence in which the player must fight enemies.
  
* run final user test and globailzition checks
+
:• '''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.
  
* finalize localization options
+
:• '''Critical Attack''': An effective attack that gives the player the chance to deal additional damage to enemies providing the player solves a multiplication problem.
  
* release activity for XO
+
:• '''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.
  
'''Future+''' (March 8+)
+
:• '''Defense Power''': The ability to minimize damage dealt. The higher the defense, the less damage is received.
  
* pending
+
:• '''Dungeon''': A series of levels connected to one another following the same theme, ending with a boss fight.
  
== Future Development ==
+
:• '''Enemy''': A hostile opponent faced in the game.
  
updating...
+
:• '''Equipment''': Refers to items that are currently equipped to the player for use.
  
== Progression ==
+
:• '''FMC (Full Motion Comic)''': A video that interrupts game play to show story progression. This video is in the style of a motion comic.
  
- Input read from handheld mode
+
:• '''FMV (Full Motion Video)''': A video that interrupts game play to show story progression. This video is in the style of a typical movie.
  
- Preliminary GUI coding:
+
:• '''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.
  
  Full GUI with placeholder images
+
:• '''Health Meter''': This meter shows the current health status.
  Text field with scrolling text
 
  Image swapping for traversal with placeholder images
 
  
- Dungeon
+
:• '''HP''': Health points. The player’s game is over when their health points reach zero.
  
  Reads list of rooms from text file
+
:• '''HUD (Heads Up Display)''': Refers to the graphical elements presented on screen.
  Forms dungeon using this list
 
  
- Traversal
+
:• '''Inventory''': All of the items and equipment that the player is currently holding.
 
 
  Player can traverse a dungeon set up from the text file
 
  Placeholder graphics used
 
  Player's viewpoint changes when they enter a room
 
  
- Battle
+
:• '''Item''': Usable items that can be used at any time and have various affects.
  
  Basic class hierarchy finished
+
:• '''Key Item''': Important items found in the game required for progression.
  
- Shop
+
:• '''Level''': A map consisting of multiple rooms which the player must explore in order to find the exit.
  
  Conceptual stage
+
:• '''Macro Map''': A larger version of the mini map. It allows players to see a greater area.
  
- Graphics
+
:• '''Magic Attack''': This type of attack requires the player to solve geometry and graphing related problems.
  
  Placeholder images for rooms
+
:• '''Mini Map''': A small on-screen map used for navigational purposes.
  
- Sound
+
:• '''PC Mode''': Setup the XO monitor so it is open, with the keyboard to its front. Use the keyboard and touchpad for game input.
  
  'Door opening' SFX.
+
:• '''Shop''': In-game shop. The player can travel to the shop to purchase or sell items or equipment.
  
== Bugs/ Fixes ==
+
:• '''Special Attack''': This type of attack requires the player to solve fraction related problems.
  
Not yet. Will release a working version upon completion.
+
:• '''Weapon''': An item that can be equipped for additional attack power.
  
== 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
+
{{Fortune_Hunter/Navigation}}

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.


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