This week was the PROGRESS demonstration week. aahhhhhh... it was scary but overall i think the demonstration went well. The whole group contributed well to the tasks assigned to them. It took a while for me to complete the progress document but we finished it! We all decided to speak all together at the presentation. We wrote a speech and demonstrated the application as well as we could.
This week, we discussed our part B assignment and what had to be finished to get the assignment done. We decided on the final dates for our project and what had to be done by when.
We collected everyone tasks that had been implemented for the final application and finalised on all the changes that have been made to the initial concept.
Interactivity
From the feedback given, there are many changes that have been put in
place to benefit the finial application. To properly describe the changes, we
have broken the application down into a number of steps to show how the changes
have occurred.
In the initial concept, we discussed how the game would open with an article
of the Great Barrier Reef that describes the damaging effects of human
interaction with the reef. This was done to take the user through
a basic timeline of the reef; showing the effects that the Great Barrier Reef
has had due to the effects of human interaction. After much thought and feedback we decided to remove the article and
put in an instructions page. After receiving feedback from the paper prototype,
this was changed to an interactive tutorial instead.
When the tutorial page is displayed, the user will have the option to
click the “PLAY NOW” button or the option to go through the tutorial. When the
user has finished the tutorial or alternatively clicked the “PLAY NOW” button,
there will be a page prompting the user for their name. This has to been
incorporated to make the game feel more personal for the user. A high scores leaderboard
will be displayed at the end of the game. If the user scores in the top 5,
their name and score will replace another’s in the leaderboard.
In the application, the game will generate a
fish that can be manipulated by the user; the game will also generate many
other marine species from the Great Barrier Reef that cannot be manipulated by
the user. In the initial idea we did not arrange a specific number of fish
species to be displayed in each level, but through the progress we have made of
the application, we have decided to arrange 5 different species of marine
species to be displayed in each level; meaning that there will be a total of 25
types of marine species displayed throughout the application. This was done to
show the user variation between the marine species and to make sure the user
doesn’t get bored with the same species of fish displayed; although the
specific player-controlled fish will stay the same throughout the entire game.
This was done to create an aspect of consistency throughout. In the final
implementation of the application, the fish will be animated to look as though
they are swimming
The game interface will show a checklist of fish species listed on
the left hand side of the screen. This checklist shows the aim of the game very
clearly, that is, to collect all the fish in the level. ‘Undiscovered’ fish
will appear grey on the checklist, whereas ‘discovered’ fish will be shown in
green, as seen in the image on the right. We decided to show the difference in
this visual manner to appeal to our target audience.
We have decided against ranking fish species based on rarity
throughout the application. This decision was made as it is unnecessary to the scoring
functionality, as we have offered other ways for users to finish the game with
varying scores.
Obstacles have
been included in our final game concept. We are now only including one obstacle
to be used, which will be a plastic bag. This will show the user the effects
the Great Barrier Reef is suffering due to human interaction and the effects of
pollution. There will no longer be any “surprises” in the game, for example a
“rare” fish displayed within the interface as it makes the game overly
complicated for the target market. If the player swims into an obstacle they
will lose 50 points on the scoreboard. The “obstacle” was added to add
variation to the scoring system and to facilitate the needs of the feedback
given.
From the
feedback given, the lecturer vocalized how the game did not incorporate enough
Trove data throughout the game. To facilitate this, we incorporated a Star Box
to be displayed within the game. The player is able to swim into the Star Box
to gain 100 points on their score. The game will then pause and have a new
window or tab open which displays articles and images that are related to harsh
effects of human interaction on the reef. The topics we have chosen include
tourism, mining, climate change, fishing and oil drilling. After viewing the
content, the user is then able to return to the game and continue with their
current progress. The trove information
received from the Star Box is shown below.
In the initial application, our idea was for each level to be set
in a different area of the reef. For example, the first level is set at the
northern part of the reef and each progressive level will be further south. The
location changes were intended to inform the user of the different species that
inhabit that area of the reef, as well as the difference in the issues that
have affected various areas of the reef. We have decided against including this
in our final concept as we found that Trove had very little reef-specific
information. We have still decided to change the background image of each
level; however these images will be pre-selected from Trove and will not be
determined by a specific area of the reef. This decision was made so that the
audience will be ‘rewarded’ with a different background image as they progress
through the game.
The background images will show various corals and marine life. In
our initial concept the background was designed to show the name of the coral
besides where it appears; however we have decided against this as it makes the
screen interface too “busy” giving it a congested feel.
When the user loses health, a protective shield will be generated
to protect the fish for 3 seconds. We will show this visually in the form of a
light glow surrounding the player-controlled fish for the 3 seconds that the
“protective field” is used; this action is additionally used when the user returns from the Star Box page.
As mentioned
previously, when a user completes a level, they will be taken to a page showing
articles and images relating to each fish. If the user loses all health before
successfully completing a level, the page displayed to them will only show
articles and images relating to each fish they were able to collect.
Small changes have been made to ensure the scoring system is more
efficient and encourages competition.
When the player eats a fish, they will gain 100 points. In order
to encourage the educational side of the game, swimming into the Star Box will
gain the user 200 points. A 50 point reduction will occur when a user contacts
a larger fish, or when the user hits an obstacle. Furthermore, the game
interface will no longer display a progress bar displayed on the top of the
screen. Instead the user will rely solely on the points to indicate how they
are progressing through the game.
Feedback From Progress Report
Before our group demonstration, our group decided on three feedback
questions we would ask to our peers and tutors. The questions were constructed
to get the vital feedback needed for the development of our application and too
see what further changes should be made.
The questions and feedback are listed below.
Question:
Should we allow users to manipulate the Trove
pages in the application by allowing them to type their own search terms? Do
you think adding this would functionality would encourage the users to access
more Trove content?
Response:
No, what you have provided is
suitable enough, given that you have pre-selected topics that you want the user
to learn about.
Question:
Do you think that having a points bonus for
Star Boxes gives users enough incentive to click them?
Response:
Yes; if there is a competitive element to the
game, anything with a points bonus will be quite appealing.
Question:
Do you think the articles are suitable for
primary school kids or should we switch zone type to something more appealing
such as pictures?
Response:
No, providing articles and images
is fine.
This week, we focused decomposition/modularity which meant the
"Real design/software problems are too big, need to break into manageable pieces.
Modularisation is the decomposition of a product into building blocks (modules) with specified interfaces."
Modularisation is the decomposition of a product into building blocks (modules) with specified interfaces."
To be completely honest, i didn't really understand this lecture that well but I'm trying to break it down a little to find out the really depth of it.
So for understandings sake within designing an application, there are many problems that you may acquire within performing the code; this lecture helped us understand how to break down the problem and the easiest ways to solve it.
Overall this week i was very pleased with the report and the demonstration that presented. The lecturers seemed to really enjoy the animation of the application and everything seems to flow very easily.
This next week i will be focusing on developing the tutorial of the application.
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