Planning "Naked on Pluto" 01 June til 01 November 2010


  • June - No
  • July: 1 - 18
  • August: 2 - 8 or 27 onwards
  • September: ok
  • October: ok except 5 - 7


  • June: -
  • July: -
  • August: -
  • September: -
  • October: -

Start up (01 June - 1st sprint)

  • Build infrastructure: set-up blog, server to host app, code repository
  • Make persistent (so people can see objects/places that other people

have added) [~1wk]

  • Add concept of users (and therefore ownership of the data created) [2


  • Read up properly on facebook app privacy policy, so we don't

immediately trip over something [1 day]

  • Integrate with facebook, add personal data to inventory - this would

mean you could 'drop' bits of you profile around the world (just an simple idea to start with) [1wk]

  • First sketch ready

Test workshop 1 Testing the first sketch with 5 (local) participants and gathering feedback for the first sprint (1 day)

Sprint 1: Piksel (June/July)

+-14 days

Test workshop 2

Sprint 2: NIMk (September)

+-14 days

Expert meeting: game developers

Test workshop 3

Sprint 3: BALTAN (October)

+-14 days

Expert meeting: remote collaboration and physical spaces/labs

  • Story writing
  1. Development of the game world
  2. Development of the game script (quests, characters, interactions with items, interactions with bots, possible interactions with other players)
  3. Development of a “storyboard” script
  • Research on Facebook and other social gaming platforms
  1. The APIs
  2. Research the policies and rules associated with these APIs
  • Document the research and development process
  1. Create and maintain a blog
  2. Maintaining a Code repository
  3. Maintaining a wiki for content development
  4. Maintaining communication channels for user feedback
  • Developing and researching the frameworks needed
  1. What languages/tools exist?
  2. Create our own FLOSS platform/toolkit - targeted at reuse by other artists/projects.
  • Visualisation of the information gathered inside the game:
  1. Realise, from the players perspective, a transparent view on what information is accessible to the game and which information it is using.
  • Bots
  1. Research the AI element
  2. Researching how we can create confusion about whether or not a player is dealing with a bot or a person (ELIZA effect1).
  • Fitting this into a game world
  1. Researching text games
  2. Building or reusing a text based game engine
  3. Playtesting2, making the feedback loop as short as possible: releasing often, collecting feedback, making sure it is easy to add new content, try out new ideas and change things.
  • planning.txt
  • Last modified: 2010-05-22 08:36
  • by marloes