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
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