Show pageOld revisionsBacklinksBack to top You've loaded an old revision of the document! If you save it, you will create a new version with this data. Media Files====== Planning ====== 01 June til 01 November 2010 === 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 days] * 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** ===== Research and Development ===== * Story writing - Development of the game world - Development of the game script (quests, characters, interactions with items, interactions with bots, possible interactions with other players) - Development of a “storyboard” script * Research on Facebook and other social gaming platforms - The APIs - Research the policies and rules associated with these APIs * Document the research and development process - Create and maintain a blog - Maintaining a Code repository - Maintaining a wiki for content development - Maintaining communication channels for user feedback * Developing and researching the frameworks needed - What languages/tools exist? - Create our own FLOSS platform/toolkit - targeted at reuse by other artists/projects. * Visualisation of the information gathered inside the game: - Realise, from the players perspective, a transparent view on what information is accessible to the game and which information it is using. * Bots - Research the AI element - 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 - Researching text games - Building or reusing a text based game engine - 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.Please fill all the letters into the box to prove you're human. Please keep this field empty: SavePreviewCancel Edit summary Note: By editing this page you agree to license your content under the following license: CC Attribution-Share Alike 4.0 International planning.1274279567.txt.gz Last modified: 2010-05-19 14:32by marloes