Download - Zookeeper: Homework

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Page 1: Zookeeper: Homework

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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?

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Zookeeper Sounds

• 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

• I found some 15

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Group Project No. 1:Dragon’s Gold

Sus Lundgren

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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

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The Game• You play adventurers…

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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!

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Grading• The project is worth 60 points

– Visualizing objects and their state: 20

– Logic in how the objects are placed and colored, continuity: 15Interaction; 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;

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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

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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, not-so-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

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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.

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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.

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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)

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Questions?

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The Game• You play adventurers…

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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!

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• 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

The Dragons

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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!)

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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

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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…”

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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

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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

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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

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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

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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

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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!

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Questions?

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Group No 1