The Dragons

Zookeeper: Homework
• How many sounds are there in Zookeeper’s
game mode?
– Do you think the sound feedback matters?
Why? Why not?
– Which one sound do you think is the most
important one?
1 20
Zookeeper Sounds
• I found some 15
•
•
•
•
•
•
•
•
•
•
2 20
Marking
Shifting places
Scoring
Cumulative scoring
All-of-a-kind scoring
Angry animal
No more move
Running out of time
Level done
Level up
• Animals fall down
onto new level
• Game over – animals
run away
• Mouse-over options
• Pause (actually the
same as ”angry
animal” – late fix?
• Background music
Group Project No. 1:
Dragon’s Gold
Sus Lundgren
3 20
In Short
• Task/problem: To create a GUI for an
online version of the board game
“Dragon’s Gold”.
• Aim: To practice visualization of objects
and their state. To practice on how to
transfer natural interaction to interaction
through a graphic user interface.
• Deliverables: A prototype, a project report
and an oral presentation
• Deadline: Project presentations on the
28/9, deadline for project report 30/9 at
12.00.
• Value: 60 points
4 20
The Game
• You play adventurers…
5 20
The Game
• Who kill dragons… …for their treasures
• Goal: To cooperate with others to kill
dragon’s but to negotiate well with them in
order to collect the most valuable treasure
for yourself!
6 20
Grading
• The project is worth 60 points
– Visualizing objects and their state: 20
– Logic in how the objects are placed and
colored, continuity: 15
Interaction; what interaction possibilities
are there? Are they easy to understand. Do
they feel natural?: 20
– Look & feel: 5
• The adaptation to the users affect the above
parts, take this into account when you
design!
• The project report and the oral presentation
aren’t worth any points per se, but will
affect the grading;
7 20
Focus
• Interface design
– Visualizing natural objects, showing state
• Solving not-so-usual interaction problems,
– Negotiation on time
• Interaction design
– Transferring the natural interaction with
physical objects to screen-based interaction
8 20
Demands
• The size of the application may not exceed
1024 x 768 pixels.
• The application should be made for users
having access to a screen, a keyboard, notso-good speakers and some kind of mouse
or other pointing device.
• The application language shall be English,
but the users may not be native English
speakers.
• The application should support anything
from three to six players.
• The application should support the original
rules; however small changes are allowed,
e.g. prolonging the negotiation time
9 20
The Users
• People who like playing games
• Aged 20 - 50, mostly men from all over the
industrialized world.
• Quite computer literate; they know their
ways around Windows and Word and Excel
and such programs pretty well.
• Some 20% of them have their own website.
• The online game will be played for
recreation, mostly at home in the evenings,
but also when taking a break at work.
• It is expected that almost 80% of the users
have played the board game before playing
the game online.
10 20
Don’t…
• Do not consider how to implement the
consequences of the special cards; just
consider how to show if a player has cards,
and which ones, and when and how to play
them.
• Do not consider any login procedures
• Do not consider how to implement the
Market card.
• Do not consider what a possible “Help”
and “Rules”-part should look like
• Do not consider the problems you can get
if different players have different
connections; ignore problems with lag,
disconnects etc.
11 20
Deliver
• An oral presentation made to the rest of
the class (28/9)
– Ten minutes + five for questions
• A partly interactive prototype showing
how your GUI works (30/9)
– Flash, Shockwave, HTML, any kind of
programming or whatever, as long as it’s
“clickable” and at least fakes functionality.
• A project report, written in Swedish or
English, not exceeding 5000 words (30/9)
• A “report” consisting of at least one
sentence, maximum one page explaining
the most important thing each group
member learned during the project (30/9)
12 20
Questions?
13 20
The Game
• You play adventurers…
14 20
The Game
• Who kill dragons… …for their treasures
• Goal: To cooperate with others to kill
dragon’s but to negotiate well with them in
order to collect the most valuable treasure
for yourself!
15 20
The Dragons
• Dragons have three properties
– Their strength (in this case 7)
– Their visible treasure
(in this case 4)
– Their hidden treasure
(in this case 3)
• Dragons are killed by a group of
adventurers whose combined strength
equal or exceed that of the dragon
16 20
On a Player’s Turn…
• There are always four
dragons in play
• On a player’s turn he or
she plays one of his or
her active adventurers
next to a dragon
• It is allowed to play more
than one adventurer onto
a dragon (however only
one per turn!)
17 20
On a Player’s Turn…
• A dragon dies as soon as
the combined strength of
a group of adventurers
equal or exceed that of
the dragon
• The hidden part of the
treasure is revealed
• It’s treasure must now be
divided!
– If only one players
adventureres took part,
that player gets it all
– Otherwise there is a
negotiation
18 20
Negotiation
• The only players who take part are those
who cooperated to kill that dragon
• If one and only one Magician has taken
part, that player gets all red stones prior to
negotiation
• Then negotiaton begins: turn the timer!
• If the time runs out without all players
agreeing on a deal the treasure vanishes
• The following applies
– All stones must be divided
– Randomization is not allowed
– Only the present stones may be included in
a deal, e.g. no promises like ”Next time…”
19 20
After Negotiation…
• Players who played magicians and
managed to get red stones, draw as many
special cards as they got red stones, and
keep the stones
• Thieves may steal one stone blindly from
any other player who took part
– Thieves steal in order; first played steals
first
– If a player has played both a thief and a
magician the thief steals openlyc
• A new dragon is placed on the table, and
the stones for his visible treasure are drawn
randomly
20 20
After Negotiation
• The players get their adventurers back, but
they are now inactive
– Placed face down
• A player may only play cards that are
– Active
– Home (i.e. in front of the player and not yet
played onto a dragon)
• Cards get activated again as soon as all
cards in front of a player are inactive
21 20
On Special Cards
• You get special cards when
your magician helps killing a
dragon and you manage to
get red stones;
– One card per stone and you
may keep the stones too
• On the card there’s a text
saying what effect it has and
when it is allowed to play it
• You might want to reconsider
playing with the card called
“The Invisible Hand…”
• Cards are played once; they
are not reusable
22 20
The Market
• The market card lies in the
middle of the pile of dragon
cards
• As soon as it is drawn, the
timer is turned
• Players may now trade stones
with each other if they like
23 20
Game End
• When there are no stones left in the bag, no
more dragons will be placed on the table
• Remaining dragons are killed, but no
hidden treasures are revealed; players
negotiate only about the visible treasure
• As soon as the last treasure has been
divided the game is over
24 20
Scoring
• Metals
– Gold 3 p
– Silver 1 p
– Red 1 p
• Gems
– White, Yellow, Blue, Green, Purple
– 8/10/12 p per majority in each color
– 5 point for a complete set of colors
• The black diamond
– Worth 15 points but the player gets no
points for gems
• Whoever has the most points wins – duuh!
25 20
Questions?
26 20
Group No 1
27 20