IF


10
Mar 12

Proving Pupil Progress

Proving Pupil Progress is a key focus at our school, especially within lessons. So this is how Quest can prove it, for you, in your lessons, within the game itself.

Quest has a whole host of ways to display status updates. Setting questions, tasks and puzzles that require specialist knowledge has already been demonstrated by Tom Cole’s, in fact, this is how many IF titles operate. Another way to measure progress in a game is through player attributes.

Create a player attribute ‘Progress,’ set it to integer. Next display ‘Progress’ as a player status attribute.

Now when ever you wish to award progress points or XPs, go ahead and do so, adding these points to the player ‘Progress’ attribute. To reward desired game play add points to the attribute.

Here you can see points being added for picking up the mobile and taken off for dropping it.

You will be pleased to know that health and score already feature in the web editor – as the web editor already runs on 5.2 (out in a few months Alex expects).

Progress is right there in the game for anyone, and everyone to see.

Levelling Up

Levelling up is a little trickier but again it can be done. In this instance you need two player attributes, the player.progress points and player.level . Points are awarded for positive game player and we all know what points make. When the player reaches a certain number of points you level up. One last bit of explanation, at the moment you can do permanently display the icon. So I added an achievement attribute, and that achievement attribute just displays a description. Good news, Alex is reviewing this aspect of IF design in the web editor. Here you can see the process of two levelling up opportunities with icons and sounds and the associated achievement in text – RED STAR followed by YELLOW STAR.

<changedProgress type=”script”><![CDATA[
if (player.Progress>=3) {
if (player.level=0) {
player.level = 1
picture ("LVL_UP.png")
play sound ("LVL_UP.mp3", false, false)
picture ("01red.png")
msg ("CONGRATULATIONS. You have been awarded your first achievement badge")
player.Achievement = "RED STAR"
}
}
if (player.Progress>=8) {
if (player.Progress>=3) {
if (player.level=1) {
player.level = 2
picture ("LVL_UP.png")
play sound ("LVL_UP.mp3", false, false)
msg ("CONGRATULATIONS. You have been awarded your second achievement badge")
player.Achievement = "YELLOW STAR"
picture ("02yellow.png")
}
}
}

Now you hacve seen the code, one attribute tracks the players progress and the other sets the progress required to level up.

Notice that the file names are coded / numbered. This certainly helps when you are scheduling the rewards. Also, once levelling or achievements have been introduced to your game, it can be used them as criteria but which the game develops. Very much like keys to unlock a box. In TIMESLIDE I have ensured that the scanner access pad will only allow access if the player has reached the YELLOW STAR engineer rating. I may only allow them to operate machinery if they are a PURPLE STAR engineer. Of course, you can also set random awards for smart game play with icons, say problem solver, or creative thinker. It is not so much that these rewards are then stored and revisited, the endorphin hit has already made the player smile.

Certainly, it was the one features the student games designers wanted to explore at the Perins School workshops.

qr code

Popularity: 64% [?]


5
Mar 12

IF – Interview with Aaron Reed

Witnessing the return of Interactive Fiction (IF) to the gaming world has felt a little bit like waking up to find a Dodo on my front porch. I feel a simultaneous urge to inform to world about the discovery while also coming up with a proper breeding program. But I’m far too busy to be bothered. Instead, I’ve been enjoying the best of what modern Interactive Fiction has to offer.

Want an insight into an IF games designers thinking? Then take a look at this interview with Aaron Reed. Who, I should add, is so very supportive of the IF community.

One point I have taken from the interview, or point I questioned myself on is, why did I decide the gender for my player. In TIMESLIDE? I am going to head over to the file and leave an androgenous name and allow you to decided who they are?

Interview conducted by Jonathan Stark – thank you.

qr code

Popularity: 73% [?]


29
Feb 12

My Animoto Video

For the last few weeks I have been thinking through how we can make text adventures feedback to the players and make the games a platform for learning. Taking a few ideas I had experimented with in ‘LiL Red,’ I added a count down timer and room access dependant on the engineer colour or achievement rating, achieved by the player. Finally, I add my first video, taking Quest from textadventure to transmedia. Here I had the idea that part of one of the clues would be related to an old company advert released some 50 years early. The irony being that clue solution is hidden within a technology used to track and lock-in the player.

Atomic8 were never one to keep their tech up to date. This old style, dual function biometric and RFID security pass could be hacked in minutes if you knew the right humanoid. Funny, when this tech was originally released they thought it would be help us locate and track packages, keep us safe. They even thought RFID would help us avoid queueing at the supermarket. The RFID reader we locate the items, scan the items, scan the customer and automatical charge their account. Well, I suppose we are the ones being locate and tracked now. Funny, I came across this old RFID advert the other day, its worth watching.

Sent with IFTTT

Popularity: 63% [?]


29
Feb 12

Year 8 taste Interactive Fiction

I have been chatting through the potential of Quest in schools, particularly Key Stage 3, to develop both ICT and literacy curriculum interest. Allen Heard, a self confessed old skool adventurer, and took up the challenge with gusto. Not just playing, but writing interactive fiction as well. His zombie horrow ’Escape from Byron Bay,’ was certinaly popular with a few test groups in my Year 7 class. With games easily played online at  www.textadventures.co.uk these games make for excellent extension activities. Activities the students are keen to do.

Yesterday I asked Allen if he would write up his experiences so it was not only me harping on about how accessible Quest is and here it is….

My Digital Life - Year 8 taste Interactive Fiction http://t.co/q02VwLB8
@MrAHeard
 Allen Heard
qr code

Popularity: 62% [?]


26
Feb 12

Hat Tip to Dannii

Every once in a while you will see a blog post entitle ‘Why I blog.’ Reflection and conversation feature highly in these types of posts. Today, I replied to Dannii’s 2nd comment on Quest Rapid Fire. Dannii has been fantastically supportive and informative as well as challenging and opening up lines of investigation. This is the first time I have summarised a blog conversation as its own post, so Hat Tip to Dannii.

We have tried all kinds of playing modes – I like the mini groups in classroom with a forum mode best. Alabaster

The fun is to be had in the playing, not in the completing.

Now, that was not the case with the younger learners on Friday playing Escape from Byrons Bay. They were looking for in-game progress and feedback, and it is mostly certainly personal. They wanted most definitely wanted to beat the game and this is why I have been seeking an in game scorer and badging mode in Quest developer from Alex Warren. At Perins School (Year 7 11 yr olds), ‘Player progress’ was the one feature that really perked the students interest. Education really has taken adopted competition hasn’t it?

Anyone else care to chip in?

qr code

Popularity: 57% [?]