Project Goals

Our goal is to provide first and second year University students with a simple game that allows them to build the intuition and understanding of pointers as used in high level languages like C/C++. An educational game online could help motivate and engage these students to participate in a meaningful and educational activity and to explore key concepts outside of the classroom. Putting their theory into practice reinforces the theoretical elements and aids in their retention.

Friday, June 13, 2008

Tileset Resource

Since the software does not offer certain graphics we wish to include in our game, here is a great resource that will allow us to customize our own tilesets to create the worlds we've envisioned.

Week 6

We took a bit of a step back this week as Bruce brought us some textbooks he's planning to use for his summer game design class. Elyse has been reading about level design, while I've been working on game design and balance.

We've also been working more with RPGMaker, reading tutorials and playing around with the scripting/event interface. Some of the things we were worried about (such as being able to switch between characters) are actually ridiculously easy to do.

We've also added a new section to the site. We are planning to start scripting out the dialog in the game to help us work on tightening up the story and deciding the order of some of our events.

We've still been updating the design document with our other accomplishments, including adding our own tilesets to the game.

Monday, June 9, 2008

Week 5

Everything we did this week was recorded in the Storyline and Game Design Document parts of this page.

Design Document


We modified the "Key Features" section to include "Possible Features". On Wednesday we looked at a series of RPGs for the PS2/PS3 and recorded the features we liked of each game. We will probably be unable to use everything in this list, but it's a good record and has reminded us of some features we would like to add (the ability to be reminded of your current 'mission', the possibility of 'summoning' your skills instead of adding party characters). Highlights in this area are from Folklore. Most of their plot scenes are in a cartoon format where it looks like you're reading a comic, and many of their dialog makes it very clear which character is talking. We definitely believe that we can incorporate some of these methods, and that by doing so we can make our characters more interesting/compelling.

We also modified the "software" section to include the challenges we have solved with RPGMaker. Since we are now confident that we will be using this software, any time we come up with a slightly more complicated visual idea, we make sure that we will be able to code it. This is simply a list of things that we've managed to do, and how we've hacked some of them together if it didn't seem like we would be able to do it.

Storyline


We've fleshed out our characters a bit more. We now know exactly who our main characters are, and have made a couple more decisions on the main supporting roles.

We've been working on giving each "world" its own flavour and set of supporting characters. Each of our worlds now has some information on the mini-world quest inside it, and what the player will have to do to solve it.