1 00:00:00,070 --> 00:00:02,500 The following content is provided under a Creative 2 00:00:02,500 --> 00:00:04,019 Commons license. 3 00:00:04,019 --> 00:00:06,360 Your support will help MIT OpenCourseWare 4 00:00:06,360 --> 00:00:10,730 continue to offer high-quality educational resources for free. 5 00:00:10,730 --> 00:00:13,330 To make a donation or view additional materials 6 00:00:13,330 --> 00:00:17,236 from hundreds of MIT courses, visit MIT OpenCourseWare 7 00:00:17,236 --> 00:00:17,861 at ocw.mit.edu. 8 00:00:20,990 --> 00:00:24,780 PROFESSOR 1: So we want to maximize time today, 9 00:00:24,780 --> 00:00:26,370 both to make sure that we're doing-- 10 00:00:26,370 --> 00:00:31,140 all of the presentations get good feedback, 11 00:00:31,140 --> 00:00:32,916 but also so you have time afterwards 12 00:00:32,916 --> 00:00:33,790 to make some changes. 13 00:00:36,710 --> 00:00:39,710 So, if you haven't signed in yet, 14 00:00:39,710 --> 00:00:41,170 come on down sign up while I talk. 15 00:00:41,170 --> 00:00:42,920 Just get that out of the way really quick. 16 00:00:45,480 --> 00:00:48,310 Schedule for today is, we're going to probably be 17 00:00:48,310 --> 00:00:52,650 done with rehearsals by 2:30. 18 00:00:52,650 --> 00:00:57,950 After 2:30 we are going to have Luke from OpenCourseWare 19 00:00:57,950 --> 00:01:01,990 interviewing teams and producers from teams about the class. 20 00:01:01,990 --> 00:01:05,489 So, we're thinking about how many minutes per team? 21 00:01:05,489 --> 00:01:06,397 LUKE: Not too long. 22 00:01:06,397 --> 00:01:08,213 10 to 15, casual chat. 23 00:01:08,213 --> 00:01:10,920 PROFESSOR 1: Yep, casual chat is optional, 24 00:01:10,920 --> 00:01:13,350 but I would appreciate it if at least people 25 00:01:13,350 --> 00:01:17,500 who did production and Scrum Master roles would talk to him. 26 00:01:17,500 --> 00:01:19,940 But it could be the entire team talking with him, 27 00:01:19,940 --> 00:01:23,040 and maybe one or two people dominating the conversation. 28 00:01:23,040 --> 00:01:24,690 That's OK. 29 00:01:24,690 --> 00:01:26,590 The goal for this is for people who 30 00:01:26,590 --> 00:01:28,910 are looking at the OpenCourseWare site, 31 00:01:28,910 --> 00:01:31,170 particularly teachers who might want 32 00:01:31,170 --> 00:01:33,270 to use these materials in their classes, 33 00:01:33,270 --> 00:01:36,800 to find out from the student perspective what students got 34 00:01:36,800 --> 00:01:38,374 out of the class. 35 00:01:38,374 --> 00:01:40,290 Because it's kind of like student evaluations. 36 00:01:40,290 --> 00:01:43,010 We're going to be out of the room for that period of time. 37 00:01:43,010 --> 00:01:46,380 So that means after 2:30 we're out of the room, 38 00:01:46,380 --> 00:01:48,070 Luke's doing interviews, and your teams 39 00:01:48,070 --> 00:01:49,570 are doing whatever teamwork you need 40 00:01:49,570 --> 00:01:53,060 to do to get ready for the demonstrations 41 00:01:53,060 --> 00:01:55,536 and presentations on Wednesday. 42 00:01:55,536 --> 00:01:57,810 PROFESSOR 2: Whatever you say to the camera, 43 00:01:57,810 --> 00:01:59,677 we will not even get a chance to see it 44 00:01:59,677 --> 00:02:00,760 before we give you grades. 45 00:02:00,760 --> 00:02:04,005 So you can whale on if you'd like. 46 00:02:04,005 --> 00:02:07,040 PROFESSOR 1: Please do. 47 00:02:07,040 --> 00:02:12,280 Or at least, please be honest-- let's try for that. 48 00:02:12,280 --> 00:02:14,180 I should also note, student evaluations 49 00:02:14,180 --> 00:02:15,330 are available online. 50 00:02:15,330 --> 00:02:16,805 Please fill those out. 51 00:02:16,805 --> 00:02:18,680 We're going to-- actually it's a great period 52 00:02:18,680 --> 00:02:20,550 of time from 3:00 to 4:00 in class 53 00:02:20,550 --> 00:02:22,370 today to just open up your browser 54 00:02:22,370 --> 00:02:24,420 and fill out your student evaluation, 55 00:02:24,420 --> 00:02:28,009 right here and now so that you get that out of the way. 56 00:02:28,009 --> 00:02:30,550 And again, that feedback's going to be really helpful for us. 57 00:02:30,550 --> 00:02:31,924 It's going to change how we teach 58 00:02:31,924 --> 00:02:33,600 the course in the next year. 59 00:02:33,600 --> 00:02:36,430 We change it every year based on feedback we get from students. 60 00:02:36,430 --> 00:02:38,675 So topics you thought you wanted to hear more about, 61 00:02:38,675 --> 00:02:40,300 topics you thought we covered too much, 62 00:02:40,300 --> 00:02:44,690 whatever feedback you have for us, do let us know. 63 00:02:44,690 --> 00:02:48,370 Last announcement we have a guest here, [? Leigh, ?] 64 00:02:48,370 --> 00:02:49,730 from Odyssey magazine. 65 00:02:49,730 --> 00:02:51,706 GUEST SPEAKER: It's a kid's science magazine 66 00:02:51,706 --> 00:02:53,188 for kids aged 9 to 14. 67 00:02:53,188 --> 00:02:56,152 And we're doing an issue devoted to gaming. 68 00:02:56,152 --> 00:03:00,104 And [INAUDIBLE] graciously allowed me 69 00:03:00,104 --> 00:03:02,080 to come and observe you guys as you 70 00:03:02,080 --> 00:03:03,336 rehearse your presentations. 71 00:03:03,336 --> 00:03:05,044 And I'm going to be taking some pictures, 72 00:03:05,044 --> 00:03:06,526 and I may ask some questions. 73 00:03:06,526 --> 00:03:08,666 I have some photo releases I'm going to need you 74 00:03:08,666 --> 00:03:09,889 to sign if I use your photos. 75 00:03:09,889 --> 00:03:10,972 So I'll pass those around. 76 00:03:10,972 --> 00:03:14,430 The good news is, if you don't want me to use a photo of you, 77 00:03:14,430 --> 00:03:15,418 don't sign it. 78 00:03:15,418 --> 00:03:17,888 Because I can't use your picture without it. 79 00:03:17,888 --> 00:03:20,358 So that's just an easy way to handle that. 80 00:03:20,358 --> 00:03:22,828 So, I'm just going to pass a pile of these around. 81 00:03:22,828 --> 00:03:25,298 And if you're willing to let me use your photograph, 82 00:03:25,298 --> 00:03:26,774 fill one out. 83 00:03:26,774 --> 00:03:27,274 Thank you. 84 00:03:27,274 --> 00:03:29,120 PROFESSOR 1: OK. 85 00:03:29,120 --> 00:03:36,030 All right, so for our order of presentations just for today, 86 00:03:36,030 --> 00:03:37,780 not necessarily for Wednesday-- we'll 87 00:03:37,780 --> 00:03:40,255 figure out the actual order by the end the class today. 88 00:03:40,255 --> 00:03:42,210 We're going to start with Heat Wave, 89 00:03:42,210 --> 00:03:46,830 then Hello Waves, then SNAP!, then saving Gora Gora, then 90 00:03:46,830 --> 00:03:49,200 Cholera Control. 91 00:03:49,200 --> 00:03:51,305 What we're asking you to do is come up, 92 00:03:51,305 --> 00:03:52,680 plug-in the computer that's going 93 00:03:52,680 --> 00:03:54,721 to be used to demonstrate your game and make sure 94 00:03:54,721 --> 00:03:56,760 your game works on the projector. 95 00:03:56,760 --> 00:03:59,070 The display resolution the native display resolution 96 00:03:59,070 --> 00:04:01,100 is 1280 by 1024. 97 00:04:01,100 --> 00:04:05,050 If you're doing a 4 3, or 1280 by 768 if you're doing 98 00:04:05,050 --> 00:04:05,984 widescreen. 99 00:04:05,984 --> 00:04:08,150 It shouldn't make a huge difference for your slides, 100 00:04:08,150 --> 00:04:11,670 but it might be a problem for your game. 101 00:04:11,670 --> 00:04:13,220 So, make sure you're coming up, doing 102 00:04:13,220 --> 00:04:14,636 a quick two- or three-minute check 103 00:04:14,636 --> 00:04:16,170 to make sure the game works. 104 00:04:16,170 --> 00:04:20,589 Afterwards, plug-in your slide presentation, 105 00:04:20,589 --> 00:04:23,440 and we'll just go step by step. 106 00:04:23,440 --> 00:04:26,300 One thing I'd like to know from each team 107 00:04:26,300 --> 00:04:27,675 is how many speakers do you think 108 00:04:27,675 --> 00:04:29,716 you're going to have-- how many main speakers you 109 00:04:29,716 --> 00:04:30,920 have in your presentations. 110 00:04:30,920 --> 00:04:35,200 So, starting with Heat Wave, how many speakers do you have? 111 00:04:35,200 --> 00:04:35,700 One. 112 00:04:38,690 --> 00:04:40,210 Hello Waves? 113 00:04:40,210 --> 00:04:42,111 Two. 114 00:04:42,111 --> 00:04:42,610 SNAP!? 115 00:04:42,610 --> 00:04:44,511 AUDIENCE: Two. 116 00:04:44,511 --> 00:04:45,760 PROFESSOR 1: Saving Gora Gora? 117 00:04:45,760 --> 00:04:46,515 AUDIENCE: Five. 118 00:04:46,515 --> 00:04:49,310 PROFESSOR 1: Five. 119 00:04:49,310 --> 00:04:50,815 And Cholera Control? 120 00:04:50,815 --> 00:04:53,252 AUDIENCE: One for now, maybe two. 121 00:04:53,252 --> 00:04:55,742 Not sure. 122 00:04:55,742 --> 00:04:59,180 PROFESSOR 1: So, for Heat Waves, Hello Waves, SNAP! 123 00:04:59,180 --> 00:05:01,530 And Cholera Control-- actually for all of you, 124 00:05:01,530 --> 00:05:03,720 whoever is doing the most speaking, 125 00:05:03,720 --> 00:05:05,560 strap this little thing on. 126 00:05:05,560 --> 00:05:07,170 For everybody else, when you speak, 127 00:05:07,170 --> 00:05:10,390 make sure you are standing on the normal spot in front 128 00:05:10,390 --> 00:05:15,110 of this, so that the microphone can capture you. 129 00:05:15,110 --> 00:05:20,010 If you have-- for volume control, it is over here. 130 00:05:20,010 --> 00:05:22,510 Hopefully you've used this before. 131 00:05:22,510 --> 00:05:26,012 It's set at about midway. 132 00:05:26,012 --> 00:05:27,720 Take a note of all the different settings 133 00:05:27,720 --> 00:05:29,719 you are using when you're plugging in your stuff 134 00:05:29,719 --> 00:05:34,480 to the projector, so we can make things go fast on Wednesday. 135 00:05:34,480 --> 00:05:36,974 Any questions? 136 00:05:36,974 --> 00:05:38,890 All right take four more minutes in your teams 137 00:05:38,890 --> 00:05:41,770 to get yourself ready, and Heat Wave, 138 00:05:41,770 --> 00:05:44,775 please come up at 1:15 to plug-in your game. 139 00:05:44,775 --> 00:05:45,650 AUDIENCE: [INAUDIBLE] 140 00:05:45,650 --> 00:05:48,780 PROFESSOR 1: No, so time yourself with the clock. 141 00:05:48,780 --> 00:05:50,150 Take a note of your own time. 142 00:05:50,150 --> 00:05:53,010 We're not enforcing time limit right now. 143 00:05:53,010 --> 00:05:56,270 We're concentrating on content. 144 00:05:56,270 --> 00:05:58,009 GUEST SPEAKER: Well, hello, my name 145 00:05:58,009 --> 00:05:59,800 is Mary [? from Providence ?] and today I'm 146 00:05:59,800 --> 00:06:01,550 representing team Heat Wave. 147 00:06:01,550 --> 00:06:04,650 We made a game about heat waves, not surprisingly. 148 00:06:04,650 --> 00:06:06,480 And these are the people on our team. 149 00:06:06,480 --> 00:06:09,080 I'll talk a little bit more about that in a minute. 150 00:06:09,080 --> 00:06:11,300 So, first of all, our game was about heat waves, 151 00:06:11,300 --> 00:06:15,470 and the main goal our game was to educate Red Cross workers 152 00:06:15,470 --> 00:06:18,830 about what to do when a heat wave was upcoming or was 153 00:06:18,830 --> 00:06:19,910 currently in progress. 154 00:06:19,910 --> 00:06:21,962 How do you prepare for it, and also what 155 00:06:21,962 --> 00:06:23,730 do you do to deal with it. 156 00:06:23,730 --> 00:06:25,690 And while we focused on these goals, 157 00:06:25,690 --> 00:06:29,380 our design goals were more specifically usability, play-- 158 00:06:29,380 --> 00:06:30,255 AUDIENCE: [INAUDIBLE] 159 00:06:30,255 --> 00:06:31,005 GUEST SPEAKER: OK. 160 00:06:34,290 --> 00:06:35,960 How did I get that far without someone 161 00:06:35,960 --> 00:06:37,027 pointing that out to me? 162 00:06:37,027 --> 00:06:37,961 AUDIENCE: [INAUDIBLE] 163 00:06:40,763 --> 00:06:43,890 GUEST SPEAKER: OK, we're going to start over if that's OK. 164 00:06:43,890 --> 00:06:44,980 Do you mind? 165 00:06:44,980 --> 00:06:47,920 I really didn't get that far in, so that's OK. 166 00:06:47,920 --> 00:06:49,920 Heat waves-- oh, but now I can't see the slides. 167 00:06:49,920 --> 00:06:51,460 OK. 168 00:06:51,460 --> 00:06:55,890 Heat Waves, this is our team. 169 00:06:55,890 --> 00:06:59,730 Heat Waves is a game to talk and explain to Red Cross workers 170 00:06:59,730 --> 00:07:02,630 what to do in order to both prepare for heat waves, 171 00:07:02,630 --> 00:07:05,730 and also what to do once you're in a heat wave. 172 00:07:05,730 --> 00:07:08,280 And that was the purpose of our game. 173 00:07:08,280 --> 00:07:11,300 And while we had those goals for our game educationally, 174 00:07:11,300 --> 00:07:13,740 our goals overall for the design process 175 00:07:13,740 --> 00:07:17,100 were playability, usability, and education. 176 00:07:17,100 --> 00:07:19,649 Usability was first, because if the game isn't usable, 177 00:07:19,649 --> 00:07:20,690 no one's going to use it. 178 00:07:20,690 --> 00:07:23,730 Same with playability, if you can't play through the game, 179 00:07:23,730 --> 00:07:25,700 then it's kind of useless. 180 00:07:25,700 --> 00:07:28,510 And finally, our main goal was education, 181 00:07:28,510 --> 00:07:30,170 because we really wanted this game 182 00:07:30,170 --> 00:07:34,900 to serve a purpose, which was to educate people. 183 00:07:34,900 --> 00:07:38,201 For our design process, we did the same process 184 00:07:38,201 --> 00:07:39,950 that most of the people in this class did. 185 00:07:39,950 --> 00:07:42,430 We started off with brainstorming. 186 00:07:42,430 --> 00:07:44,790 Then we went into team formation, responsibilities 187 00:07:44,790 --> 00:07:46,330 breakdown, and then just constantly 188 00:07:46,330 --> 00:07:48,720 updating, using Trello and different Scrum features. 189 00:07:48,720 --> 00:07:50,219 I'm going to talk about all of these 190 00:07:50,219 --> 00:07:51,550 in a little bit more depth. 191 00:07:51,550 --> 00:07:54,040 So first of all, brainstorming, we 192 00:07:54,040 --> 00:07:56,290 started off right on the get-go, drawing on the board. 193 00:07:56,290 --> 00:07:57,914 What do we want this game to look like? 194 00:07:57,914 --> 00:08:00,765 What are going to be the main parts of it? 195 00:08:00,765 --> 00:08:04,290 And we actually settled on a somewhat complicated design, 196 00:08:04,290 --> 00:08:07,690 with the main screen a dialogue system, 197 00:08:07,690 --> 00:08:11,280 and then kind of an options menu. 198 00:08:11,280 --> 00:08:14,141 And once we had this, we actually formed our team. 199 00:08:14,141 --> 00:08:16,640 This is our team minus-- I don't think Joe's in this picture 200 00:08:16,640 --> 00:08:18,450 because he was sick that day. 201 00:08:18,450 --> 00:08:21,210 And one thing you notice is we had a team of nine people. 202 00:08:21,210 --> 00:08:23,380 So it was a lot of people doing a lot of stuff. 203 00:08:23,380 --> 00:08:25,450 So we had to really deal with that. 204 00:08:25,450 --> 00:08:29,080 And one way we dealt with that was using Scrum. 205 00:08:29,080 --> 00:08:30,610 We had a lot of emails. 206 00:08:30,610 --> 00:08:34,250 But the way we managed that is, we learned from previous times 207 00:08:34,250 --> 00:08:37,020 that if you have one giant email thread it gets overwhelming, 208 00:08:37,020 --> 00:08:38,150 you don't see everything. 209 00:08:38,150 --> 00:08:42,809 So we separated it, had a couple different email threads 210 00:08:42,809 --> 00:08:44,920 based on different topics and subgroups. 211 00:08:44,920 --> 00:08:47,740 And then also we updated our Trello. 212 00:08:47,740 --> 00:08:49,580 One thing we realized really quickly 213 00:08:49,580 --> 00:08:52,440 is that Trello is not so good for listing every single Scrum. 214 00:08:52,440 --> 00:08:55,910 So you kind of have to have a to-do, a done, 215 00:08:55,910 --> 00:08:59,370 and a working on right now, just for future reference. 216 00:08:59,370 --> 00:09:02,530 And that's kind of how we organized ourselves later on. 217 00:09:02,530 --> 00:09:04,280 And then just because it's Scrum, 218 00:09:04,280 --> 00:09:07,690 it's an iterative process, which is the picture. 219 00:09:07,690 --> 00:09:09,590 Next, we had a lot of group meetings. 220 00:09:09,590 --> 00:09:13,060 And something we spent not as much time in class 221 00:09:13,060 --> 00:09:15,240 because we spent a lot of time outside of class. 222 00:09:15,240 --> 00:09:17,850 We had a bunch of meetings where we had snacks, 223 00:09:17,850 --> 00:09:21,050 and we would all just sit around for like three, four hours, 224 00:09:21,050 --> 00:09:22,184 and work. 225 00:09:22,184 --> 00:09:24,100 And those were really productive times for us, 226 00:09:24,100 --> 00:09:26,270 because it was a time where everyone who was there 227 00:09:26,270 --> 00:09:27,840 was really dedicated to fixing bug 228 00:09:27,840 --> 00:09:30,710 after bug, issue after issue, getting things done. 229 00:09:30,710 --> 00:09:33,780 And they were really what made our game come together 230 00:09:33,780 --> 00:09:34,670 as much as it did. 231 00:09:38,140 --> 00:09:40,570 So, focus test, we ran four focus tests. 232 00:09:40,570 --> 00:09:43,420 And each of our focus tests had a different theme. 233 00:09:43,420 --> 00:09:46,160 So once we had our team together and we were building the game, 234 00:09:46,160 --> 00:09:48,540 there were different things working at different times. 235 00:09:48,540 --> 00:09:51,810 So for the first focus test, we had a low-fidelity prototype 236 00:09:51,810 --> 00:09:54,730 that with digital, and it was a Python game. 237 00:09:54,730 --> 00:09:57,570 And we've tested concept-- I'll talk a little bit more 238 00:09:57,570 --> 00:09:58,740 about that in a second. 239 00:09:58,740 --> 00:10:01,820 The second one we tested our initial unity game, 240 00:10:01,820 --> 00:10:03,850 and we looked for over-arching issues. 241 00:10:03,850 --> 00:10:07,090 The third test, we worked on visuals, just how can 242 00:10:07,090 --> 00:10:09,190 we emotionally resonate with our audience. 243 00:10:09,190 --> 00:10:11,170 And the fourth test was game balancing, 244 00:10:11,170 --> 00:10:13,980 because at the end of the day, once you have everything 245 00:10:13,980 --> 00:10:16,870 together, it's really easy to ignore if the game is balanced 246 00:10:16,870 --> 00:10:18,760 or not. 247 00:10:18,760 --> 00:10:23,310 So the first test we ran was a concept of general mechanics. 248 00:10:23,310 --> 00:10:26,670 So as I said earlier, our general focus was education. 249 00:10:26,670 --> 00:10:28,310 It was our big goal, and we wanted 250 00:10:28,310 --> 00:10:30,360 to make sure the type of game we were building 251 00:10:30,360 --> 00:10:32,460 could really convey information and teach 252 00:10:32,460 --> 00:10:34,260 the audience about something. 253 00:10:34,260 --> 00:10:38,560 So if any of you played our Python test game, 254 00:10:38,560 --> 00:10:40,567 you would remember that you basically 255 00:10:40,567 --> 00:10:42,650 had a bunch of people you could choose to talk to. 256 00:10:42,650 --> 00:10:45,450 And if you talked to them, you could offer them water, tell 257 00:10:45,450 --> 00:10:46,340 them to go inside. 258 00:10:46,340 --> 00:10:48,550 And they'd either listen to you or ignore you. 259 00:10:48,550 --> 00:10:50,980 And you just went that way in loops 260 00:10:50,980 --> 00:10:54,280 until either everyone fainted or everyone went inside. 261 00:10:54,280 --> 00:10:57,770 And what we learned from that was, first of all, it worked. 262 00:10:57,770 --> 00:10:59,450 People were noticing, OK, I'm going 263 00:10:59,450 --> 00:11:00,960 to focus on the drunk guy, I'm going 264 00:11:00,960 --> 00:11:05,440 to focus on the older person, try to get them water first. 265 00:11:05,440 --> 00:11:06,970 Because they faint more quickly. 266 00:11:06,970 --> 00:11:08,335 And the other thing we noticed right away 267 00:11:08,335 --> 00:11:10,876 is something we did try to try to make this game more lively, 268 00:11:10,876 --> 00:11:12,450 is we had fun dialogue. 269 00:11:12,450 --> 00:11:15,100 So for example, the first quote up there 270 00:11:15,100 --> 00:11:17,320 was like a more factual, drinking water 271 00:11:17,320 --> 00:11:18,930 even when you're not too thirsty is 272 00:11:18,930 --> 00:11:20,402 important in this type of heat. 273 00:11:20,402 --> 00:11:22,110 That's a very true fact about heat waves. 274 00:11:22,110 --> 00:11:24,800 You're just supposed to drink more water than you need to. 275 00:11:24,800 --> 00:11:26,610 And then the second one is just more fun 276 00:11:26,610 --> 00:11:28,920 trying to make it more lively, hide your wife, 277 00:11:28,920 --> 00:11:31,300 hide your [? kill, ?] it's heat wave. 278 00:11:31,300 --> 00:11:34,310 So that's something we experimented with early-on, 279 00:11:34,310 --> 00:11:37,260 having fun or dialogue to kind of increase 280 00:11:37,260 --> 00:11:39,220 the excitingness of the game. 281 00:11:39,220 --> 00:11:41,650 So, the second focus task we really 282 00:11:41,650 --> 00:11:44,240 were looking for overarching issues, 283 00:11:44,240 --> 00:11:48,330 and it was our first unity-based game, 284 00:11:48,330 --> 00:11:52,040 so we are working with issues with our dialogue system, 285 00:11:52,040 --> 00:11:55,080 issues with how is the playability. 286 00:11:55,080 --> 00:11:58,400 Does this concept of interacting and thinking about education 287 00:11:58,400 --> 00:12:01,430 still work in this unity-based game, where it's 288 00:12:01,430 --> 00:12:04,220 less of like a, oh, there's just these old person 289 00:12:04,220 --> 00:12:06,247 or young person, which one do I choose? 290 00:12:06,247 --> 00:12:07,705 Instead now you have these figures. 291 00:12:07,705 --> 00:12:09,480 And we tested this out a little bit. 292 00:12:09,480 --> 00:12:12,580 We found the educational aspect was still coming through, 293 00:12:12,580 --> 00:12:15,670 but we had a lot of playability and usability issues. 294 00:12:15,670 --> 00:12:17,770 So, we needed to majorly revamp that. 295 00:12:22,560 --> 00:12:25,100 So then we got our focus test three, 296 00:12:25,100 --> 00:12:27,850 where we focused on the visuals. 297 00:12:27,850 --> 00:12:29,870 So once we went through play test two, 298 00:12:29,870 --> 00:12:33,100 we realized, OK, we can fix a lot of this usability stuff. 299 00:12:33,100 --> 00:12:36,400 And now we want to see, can we make this game emotionally 300 00:12:36,400 --> 00:12:37,800 resonate with the players. 301 00:12:37,800 --> 00:12:40,690 And make it feel like less of just kind of like, 302 00:12:40,690 --> 00:12:43,230 I'm sitting there looking at this red screen and it's like, 303 00:12:43,230 --> 00:12:44,630 argh. 304 00:12:44,630 --> 00:12:47,480 So we had this, and what we were looking 305 00:12:47,480 --> 00:12:50,860 to talk to people about was the different characters, 306 00:12:50,860 --> 00:12:52,950 were they still prioritizing in this scene. 307 00:12:52,950 --> 00:12:55,640 And it turns out they weren't, because those labels didn't 308 00:12:55,640 --> 00:12:56,860 move with the people. 309 00:12:56,860 --> 00:12:58,484 And even if the labels had moved, 310 00:12:58,484 --> 00:13:00,400 people said the labels were too small to read, 311 00:13:00,400 --> 00:13:03,010 they were confusing-- really should just get rid of them, 312 00:13:03,010 --> 00:13:07,540 and instead either add little icons or caricatures 313 00:13:07,540 --> 00:13:10,554 of different types of people in order to choose who to help. 314 00:13:10,554 --> 00:13:12,470 So those were the kinds of questions we asked. 315 00:13:12,470 --> 00:13:14,400 And we actually showed them a sample artwork 316 00:13:14,400 --> 00:13:17,040 of a redone homeless person drawing. 317 00:13:17,040 --> 00:13:19,310 And people said that, that was a lot more informative 318 00:13:19,310 --> 00:13:21,910 and that way we didn't have to have like little text 319 00:13:21,910 --> 00:13:23,340 that no one could read. 320 00:13:23,340 --> 00:13:27,380 So focus test 3 was really about the visuals, 321 00:13:27,380 --> 00:13:32,910 and we really re-did a lot of our visuals based on that. 322 00:13:32,910 --> 00:13:36,840 Sorry, this mouse is a little non-responsive. 323 00:13:36,840 --> 00:13:38,330 Finally, focus test four-- I think 324 00:13:38,330 --> 00:13:39,890 you all probably had one of these-- 325 00:13:39,890 --> 00:13:42,910 was just game balancing. 326 00:13:42,910 --> 00:13:44,890 The end condition of our game is basically 327 00:13:44,890 --> 00:13:48,410 when people faint, how many people have fainted. 328 00:13:48,410 --> 00:13:50,610 And if a certain number of people have fainted, 329 00:13:50,610 --> 00:13:51,890 then we stop the game. 330 00:13:51,890 --> 00:13:56,800 And the problems with that was that it was, at first, there 331 00:13:56,800 --> 00:13:59,250 was too many people, and everybody was dying right away. 332 00:13:59,250 --> 00:14:02,330 And then we instead of ramped up the number of people, 333 00:14:02,330 --> 00:14:04,460 and then there was an issue where, you were fine, 334 00:14:04,460 --> 00:14:05,490 you were fine, you were fine, and then 335 00:14:05,490 --> 00:14:07,362 suddenly everyone died on the fourth day. 336 00:14:07,362 --> 00:14:09,320 Because there were suddenly 100 people, and you 337 00:14:09,320 --> 00:14:11,060 could not help them all. 338 00:14:11,060 --> 00:14:13,760 So focus test four really focused on that, 339 00:14:13,760 --> 00:14:15,420 and trying to balance the game out. 340 00:14:18,020 --> 00:14:20,660 Along the way, we made some bad choices. 341 00:14:20,660 --> 00:14:21,860 Every team does. 342 00:14:21,860 --> 00:14:24,740 And the main ones we made was, we decided 343 00:14:24,740 --> 00:14:26,600 to depend on external code. 344 00:14:26,600 --> 00:14:28,140 And while we thought it would allow 345 00:14:28,140 --> 00:14:29,770 us to make a more complicated game, 346 00:14:29,770 --> 00:14:32,550 we didn't really foresee how much 347 00:14:32,550 --> 00:14:34,730 we would have to adjust ourselves 348 00:14:34,730 --> 00:14:36,630 around the external code. 349 00:14:36,630 --> 00:14:37,570 It's a two-way street. 350 00:14:37,570 --> 00:14:41,030 And so it kind of impeded our progress sometimes. 351 00:14:41,030 --> 00:14:43,410 It added a lot more complexity, things 352 00:14:43,410 --> 00:14:45,460 that we weren't expecting. 353 00:14:45,460 --> 00:14:47,410 And then the other thing we made a mistake on, 354 00:14:47,410 --> 00:14:48,920 which I'd like to emphasize, is we 355 00:14:48,920 --> 00:14:52,200 focused on education, which was a great thing to do, 356 00:14:52,200 --> 00:14:54,540 but we forgot to focus on fun. 357 00:14:54,540 --> 00:14:56,350 And one thing we did to compensate for it, 358 00:14:56,350 --> 00:14:59,360 as I mentioned, is add that dialogue, that banter, 359 00:14:59,360 --> 00:15:01,540 that makes something that's kind of dull 360 00:15:01,540 --> 00:15:03,120 a little more interesting. 361 00:15:03,120 --> 00:15:06,252 But even so, I think one thing that if we went back 362 00:15:06,252 --> 00:15:07,710 and we did things differently, we'd 363 00:15:07,710 --> 00:15:09,810 focus on fun as a number-one priority, 364 00:15:09,810 --> 00:15:13,220 along with playability, usability, and education. 365 00:15:13,220 --> 00:15:15,915 So ours became a pretty standard learning game, 366 00:15:15,915 --> 00:15:17,787 as we talked about them. 367 00:15:17,787 --> 00:15:19,620 Good choices, we had a lot of group meetings 368 00:15:19,620 --> 00:15:21,560 with snacks, great idea. 369 00:15:21,560 --> 00:15:23,920 Turns out people come if you have snacks. 370 00:15:23,920 --> 00:15:25,680 Just if you were wondering. 371 00:15:25,680 --> 00:15:27,130 And then we prioritize. 372 00:15:27,130 --> 00:15:28,305 So everybody prioritized. 373 00:15:28,305 --> 00:15:30,180 But one thing we had to deal with, because we 374 00:15:30,180 --> 00:15:32,490 had such a large team, was not everyone 375 00:15:32,490 --> 00:15:34,290 was available at the same time. 376 00:15:34,290 --> 00:15:36,000 So it was really prioritizing not only 377 00:15:36,000 --> 00:15:37,740 based on what needed to be done but even 378 00:15:37,740 --> 00:15:40,970 if something kind of had already been assigned who can actually 379 00:15:40,970 --> 00:15:43,201 work on this right now and get it done, and like when 380 00:15:43,201 --> 00:15:44,450 are they going to get it done. 381 00:15:44,450 --> 00:15:46,230 So we really worked with that and kept 382 00:15:46,230 --> 00:15:48,580 iterating and figuring out, based 383 00:15:48,580 --> 00:15:51,570 on what needed to get done right now, who was going to do it. 384 00:15:55,170 --> 00:15:59,632 So the game itself is composed of really three screens 385 00:15:59,632 --> 00:16:01,340 but a couple of them have sub-components. 386 00:16:01,340 --> 00:16:04,780 So, the Start screen with an instruction screen; 387 00:16:04,780 --> 00:16:08,080 the main game, which has the daytime screen and a newspaper 388 00:16:08,080 --> 00:16:11,250 scene in it, which is like the end of each day you see that; 389 00:16:11,250 --> 00:16:12,650 and then the end screen, just you 390 00:16:12,650 --> 00:16:14,190 can take a look at all of these. 391 00:16:14,190 --> 00:16:17,290 So originally, this was our start screen. 392 00:16:17,290 --> 00:16:19,720 Main feedback with that was, it was not pretty, 393 00:16:19,720 --> 00:16:20,920 and it was not informative. 394 00:16:20,920 --> 00:16:24,855 So when we redid it, we added an instruction screen, 395 00:16:24,855 --> 00:16:26,980 which is actually still having a little bit of bugs 396 00:16:26,980 --> 00:16:28,790 with the readability. 397 00:16:28,790 --> 00:16:31,610 But what we did was we added a way 398 00:16:31,610 --> 00:16:34,690 for players who didn't play the game before to find out what 399 00:16:34,690 --> 00:16:37,430 they actually needed to do. 400 00:16:37,430 --> 00:16:42,365 And then the actual game, the original, we had-- I showed you 401 00:16:42,365 --> 00:16:44,250 on our focus test two and then our focus 402 00:16:44,250 --> 00:16:46,880 test three with the people moving, but the labels not 403 00:16:46,880 --> 00:16:47,380 moving. 404 00:16:47,380 --> 00:16:49,260 We really iterated the main game to make 405 00:16:49,260 --> 00:16:51,410 that as usable as possible. 406 00:16:51,410 --> 00:16:54,750 And our final result-- well this is actually in progress. 407 00:16:54,750 --> 00:16:57,770 So one thing we updated in progress that I almost 408 00:16:57,770 --> 00:17:02,220 forgot to mention, was that we saw in focus test two 409 00:17:02,220 --> 00:17:04,442 and focus test three that visuals really important. 410 00:17:04,442 --> 00:17:05,900 And one thing we weren't displaying 411 00:17:05,900 --> 00:17:07,800 at all that was very educationally 412 00:17:07,800 --> 00:17:10,079 important, that Pablo actually mentioned, 413 00:17:10,079 --> 00:17:14,190 was that as people are about to faint, they usually get sick. 414 00:17:14,190 --> 00:17:16,186 If you see somebody who's about to faint, 415 00:17:16,186 --> 00:17:19,450 they'll like start sweating, and turn red, and all this stuff. 416 00:17:19,450 --> 00:17:23,180 And in our game, they just kind of keeled over and died. 417 00:17:23,180 --> 00:17:25,375 So, we needed a way to implement that. 418 00:17:25,375 --> 00:17:27,750 But we couldn't necessarily like draw a million different 419 00:17:27,750 --> 00:17:28,369 character art. 420 00:17:28,369 --> 00:17:30,080 So, we decided on the simple solution 421 00:17:30,080 --> 00:17:33,784 was just to add a little-- that little circle, like the thing 422 00:17:33,784 --> 00:17:36,200 above their heads, you can all see it with the exclamation 423 00:17:36,200 --> 00:17:37,160 point. 424 00:17:37,160 --> 00:17:39,320 And that was something we did in progress. 425 00:17:39,320 --> 00:17:42,890 And finally we integrated that with the new character art, 426 00:17:42,890 --> 00:17:45,642 and this is the final game-- I don't 427 00:17:45,642 --> 00:17:47,850 know what those squares are, they're not in our game. 428 00:17:47,850 --> 00:17:51,180 But you can see the people are a lot more descriptive. 429 00:17:51,180 --> 00:17:53,760 I think that's pretty obviously that's an old person, 430 00:17:53,760 --> 00:17:55,850 they have a walker. 431 00:17:55,850 --> 00:17:59,780 And we had to rely on these caricatures of people, which 432 00:17:59,780 --> 00:18:02,459 really worked out in terms of like getting visual feedback 433 00:18:02,459 --> 00:18:03,500 when we talked to people. 434 00:18:03,500 --> 00:18:06,280 They were much more responsive to this than like labels 435 00:18:06,280 --> 00:18:07,620 or even like little symbols. 436 00:18:07,620 --> 00:18:08,705 They really liked the art. 437 00:18:15,570 --> 00:18:18,110 And finally-- not finally, but the other part of our main 438 00:18:18,110 --> 00:18:19,350 game was the newspaper scene. 439 00:18:19,350 --> 00:18:21,990 And initially we just had a lot of information displayed, 440 00:18:21,990 --> 00:18:23,720 and no one actually read it, because they didn't think they 441 00:18:23,720 --> 00:18:25,250 could do anything about it. 442 00:18:25,250 --> 00:18:27,490 And they also just didn't like looking at it. 443 00:18:27,490 --> 00:18:28,440 It was confusing. 444 00:18:28,440 --> 00:18:32,510 So we re-did that, and so made it a little more visually 445 00:18:32,510 --> 00:18:33,070 appealing. 446 00:18:33,070 --> 00:18:35,130 And something we did that I didn't mention 447 00:18:35,130 --> 00:18:37,650 on the previous side about the main scene, 448 00:18:37,650 --> 00:18:39,940 is that we actually added more longer-term options. 449 00:18:39,940 --> 00:18:42,050 So this was more relevant as you were playing. 450 00:18:42,050 --> 00:18:43,610 Because if it was cooler on a day, 451 00:18:43,610 --> 00:18:46,080 you could start installing umbrellas. 452 00:18:46,080 --> 00:18:48,470 And then you would actually be like, OK, well, 453 00:18:48,470 --> 00:18:50,452 it's actually 115 today, so I'm not 454 00:18:50,452 --> 00:18:51,910 going to install any umbrellas, I'm 455 00:18:51,910 --> 00:18:53,534 just going to try to give people water. 456 00:18:58,740 --> 00:19:15,080 And then finally-- so originally at the end 457 00:19:15,080 --> 00:19:18,650 of our game, as you can see, there was no end scene. 458 00:19:18,650 --> 00:19:20,470 And that's kind of important. 459 00:19:20,470 --> 00:19:21,947 So, people really wanted feedback 460 00:19:21,947 --> 00:19:24,030 as to-- they didn't just want the game to restart, 461 00:19:24,030 --> 00:19:25,920 they wanted to know how they did. 462 00:19:25,920 --> 00:19:28,350 Even if it's educational, part of that fun that 463 00:19:28,350 --> 00:19:30,370 was something we obviously didn't focus on, 464 00:19:30,370 --> 00:19:34,150 was just knowing, oh, I actually did pretty well. 465 00:19:34,150 --> 00:19:36,580 This many people-- like I lasted this many days, 466 00:19:36,580 --> 00:19:39,894 or this many people like went inside because of me. 467 00:19:39,894 --> 00:19:41,810 And that's because we weren't focusing on fun, 468 00:19:41,810 --> 00:19:44,590 we didn't even think about the importance of an end screen. 469 00:19:44,590 --> 00:19:45,280 Right? 470 00:19:45,280 --> 00:19:49,780 So, when we re-did it, we added this end screen, 471 00:19:49,780 --> 00:19:51,910 and it tells you how long you survived. 472 00:19:51,910 --> 00:19:56,140 So, two hours, five days, you can get a sense of how long 473 00:19:56,140 --> 00:20:01,660 can I keep it up and make sure everybody was working out well. 474 00:20:01,660 --> 00:20:03,840 So that's our whole game. 475 00:20:03,840 --> 00:20:05,980 And looking back at this whole process, something 476 00:20:05,980 --> 00:20:08,710 we've discussed as a team that we would do differently, 477 00:20:08,710 --> 00:20:10,430 is passion. 478 00:20:10,430 --> 00:20:13,460 So one thing about heat waves we all thought initially, oh, it's 479 00:20:13,460 --> 00:20:16,640 such cool topic, heat waves, it gets hot. 480 00:20:16,640 --> 00:20:18,730 And then we read about it, and it was actually 481 00:20:18,730 --> 00:20:20,620 a surprisingly simple phenomenon. 482 00:20:20,620 --> 00:20:25,560 It gets hot, people drink water, go inside, and that's about it. 483 00:20:25,560 --> 00:20:28,260 There's not really a lot of complexity to the issue. 484 00:20:28,260 --> 00:20:31,014 And so a lot of us lost our passion very early on. 485 00:20:31,014 --> 00:20:32,930 And I think if we were going to do this again, 486 00:20:32,930 --> 00:20:35,711 we'd somehow incorporate something in addition 487 00:20:35,711 --> 00:20:37,210 to the heat waves that would make us 488 00:20:37,210 --> 00:20:40,180 more passionate about the game. 489 00:20:40,180 --> 00:20:44,900 The other thing we'd do differently is accountability. 490 00:20:44,900 --> 00:20:48,500 Just making sure that-- with such a large team 491 00:20:48,500 --> 00:20:51,190 you have to really keep track of everyone doing everything. 492 00:20:51,190 --> 00:20:53,010 We really focused on prioritizing 493 00:20:53,010 --> 00:20:54,640 who was like actually had time to give 494 00:20:54,640 --> 00:20:57,070 and making sure they got tasked on-- which worked out really 495 00:20:57,070 --> 00:20:57,370 well. 496 00:20:57,370 --> 00:20:59,060 But at the same time, there were people 497 00:20:59,060 --> 00:21:01,240 who sometimes were kind of lost and didn't 498 00:21:01,240 --> 00:21:03,061 know where the game was going. 499 00:21:03,061 --> 00:21:04,810 Because we weren't always on the same page 500 00:21:04,810 --> 00:21:07,210 with such a large team, nine people's a lot. 501 00:21:07,210 --> 00:21:08,790 But it still worked out really well. 502 00:21:08,790 --> 00:21:15,170 And I'd say that given everything, we 503 00:21:15,170 --> 00:21:16,172 did pretty well with it. 504 00:21:16,172 --> 00:21:17,880 And if we were going to do more features, 505 00:21:17,880 --> 00:21:21,070 something we talked about was more long-term options, 506 00:21:21,070 --> 00:21:22,130 people like those. 507 00:21:22,130 --> 00:21:24,090 They made it more fun, because you 508 00:21:24,090 --> 00:21:25,750 had more of an optimization problem 509 00:21:25,750 --> 00:21:27,840 if you had more long-term choices. 510 00:21:27,840 --> 00:21:30,340 Those were kind of hard to think of, because in heat waves 511 00:21:30,340 --> 00:21:31,310 there aren't that many. 512 00:21:31,310 --> 00:21:34,700 Like you can install an AC unit, and then maybe 513 00:21:34,700 --> 00:21:35,810 a water fountain. 514 00:21:35,810 --> 00:21:38,260 But we were thinking maybe we can make this a bigger scope 515 00:21:38,260 --> 00:21:40,350 game, add multiple environments so you 516 00:21:40,350 --> 00:21:41,900 have more long-term options. 517 00:21:41,900 --> 00:21:44,420 And really build up the complexity over time, 518 00:21:44,420 --> 00:21:46,760 so this game can be more realistic of a community 519 00:21:46,760 --> 00:21:49,000 as a whole instead of a single environment. 520 00:21:49,000 --> 00:21:51,650 And that's really what we wanted to do. 521 00:21:51,650 --> 00:21:52,800 Thank you so much. 522 00:21:52,800 --> 00:21:54,020 Are there any questions? 523 00:21:54,020 --> 00:21:59,498 [APPLAUSE] 524 00:21:59,498 --> 00:22:05,012 PROFESSOR 1: Oh, so comments about presentation. 525 00:22:05,012 --> 00:22:05,720 Anybody up there? 526 00:22:08,561 --> 00:22:11,060 Yes, so can you load up your game make sure your game works? 527 00:22:14,580 --> 00:22:17,850 Can somebody come down here from the team and do that? 528 00:22:17,850 --> 00:22:21,420 And you can answer questions while we-- so feedback from us 529 00:22:21,420 --> 00:22:24,804 then about the presentation. 530 00:22:24,804 --> 00:22:26,220 The main question I had-- like you 531 00:22:26,220 --> 00:22:27,800 covered a whole bunch of stuff, which 532 00:22:27,800 --> 00:22:31,610 is really good-- the things we're asking for, 533 00:22:31,610 --> 00:22:33,431 what went right, what went wrong, 534 00:22:33,431 --> 00:22:35,472 you did in a different format, but you got to it, 535 00:22:35,472 --> 00:22:37,800 and that was fine, that was good. 536 00:22:37,800 --> 00:22:40,240 The one thing I would have loved more information on, 537 00:22:40,240 --> 00:22:43,020 if you can fit it, is the external code issue. 538 00:22:43,020 --> 00:22:45,540 Specifically, what was the external code, 539 00:22:45,540 --> 00:22:47,250 why was it in there, what did you think 540 00:22:47,250 --> 00:22:48,500 it was going to help you with? 541 00:22:48,500 --> 00:22:51,180 And then what did end up like-- just a couple lines 542 00:22:51,180 --> 00:22:52,522 of those details about 543 00:22:52,522 --> 00:22:53,730 GUEST SPEAKER: More specific. 544 00:22:53,730 --> 00:22:54,855 PROFESSOR 1: More specific. 545 00:22:54,855 --> 00:22:56,840 GUEST SPEAKER: Yes, definitely. [INAUDIBLE] 546 00:22:56,840 --> 00:22:59,970 PROFESSOR 1: And really what is it giving you 547 00:22:59,970 --> 00:23:01,972 that basic unity wasn't giving you. 548 00:23:01,972 --> 00:23:05,828 GUEST SPEAKER: OK, absolutely. [INAUDIBLE] 549 00:23:05,828 --> 00:23:07,840 PROFESSOR 2: Let's see, I like the structure, 550 00:23:07,840 --> 00:23:09,622 as [? Rick ?] said, you got to everything. 551 00:23:09,622 --> 00:23:11,580 But actually the way how you structured it also 552 00:23:11,580 --> 00:23:13,080 works really well for all the points 553 00:23:13,080 --> 00:23:15,019 that you intended to hit. 554 00:23:15,019 --> 00:23:16,727 If we are following this particular order 555 00:23:16,727 --> 00:23:17,832 of presentation-- 556 00:23:17,832 --> 00:23:19,290 PROFESSOR 1: We're not necessarily, 557 00:23:19,290 --> 00:23:20,380 we're going to figure out what the order is 558 00:23:20,380 --> 00:23:21,540 after we do the all. 559 00:23:21,540 --> 00:23:24,020 PROFESSOR 2: Whoever goes first will probably 560 00:23:24,020 --> 00:23:26,637 need to explain who Pablo is to the audience. 561 00:23:26,637 --> 00:23:27,720 GUEST SPEAKER: Oh, sorry-- 562 00:23:27,720 --> 00:23:29,680 PROFESSOR 2: No, no, no, it's not something 563 00:23:29,680 --> 00:23:31,388 that you would necessarily have expected. 564 00:23:31,388 --> 00:23:34,090 But whoever goes first on Wednesday, 565 00:23:34,090 --> 00:23:36,066 if you talk about any of the clients, 566 00:23:36,066 --> 00:23:37,940 you have to assume that your audience doesn't 567 00:23:37,940 --> 00:23:39,540 know who the clients are. 568 00:23:39,540 --> 00:23:41,359 And different teams had different clients 569 00:23:41,359 --> 00:23:42,650 that they were talking to, too. 570 00:23:42,650 --> 00:23:44,902 So do just explain [INAUDIBLE] 571 00:23:44,902 --> 00:23:47,360 PROFESSOR 1: We'll introduce-- basically we're making games 572 00:23:47,360 --> 00:23:49,330 about the topic, but your specific topic-- 573 00:23:49,330 --> 00:23:51,080 GUEST SPEAKER: If I have to mention Pablo, 574 00:23:51,080 --> 00:23:52,000 I should say who it is, or I shouldn't mention him directly. 575 00:23:52,000 --> 00:23:52,920 PROFESSOR 1: Yes. 576 00:23:52,920 --> 00:23:56,700 PROFESSOR 2: Yes, or just give his name and who he is, 577 00:23:56,700 --> 00:24:00,290 that will do wonders. 578 00:24:00,290 --> 00:24:04,997 Something for anybody who's using Google Presentations, 579 00:24:04,997 --> 00:24:06,955 Google Slides or whatever that thing is called, 580 00:24:06,955 --> 00:24:09,860 I think the Ask button brings up your notes. 581 00:24:09,860 --> 00:24:12,767 So if you have notes-- I wasn't sure if you were relying on-- 582 00:24:12,767 --> 00:24:15,350 GUEST SPEAKER: No, I just wanted to be able to see the slides. 583 00:24:15,350 --> 00:24:16,805 That's why [INAUDIBLE] 584 00:24:16,805 --> 00:24:19,710 PROFESSOR 2: You also get a little preview slide. 585 00:24:19,710 --> 00:24:22,870 So if you hit the Ask button, you bring that up. 586 00:24:22,870 --> 00:24:25,030 Also it automatically brings up the, 587 00:24:25,030 --> 00:24:26,690 "Google Drive is using full screen, 588 00:24:26,690 --> 00:24:29,750 click this to make it disappear." 589 00:24:29,750 --> 00:24:31,000 And that's really distracting. 590 00:24:31,000 --> 00:24:33,869 So whoever is using Google drives, make sure you do that. 591 00:24:33,869 --> 00:24:35,410 And you may want to use the keyboard, 592 00:24:35,410 --> 00:24:36,680 because the mouse was not-- 593 00:24:36,680 --> 00:24:37,606 GUEST SPEAKER: It was flipping out. 594 00:24:37,606 --> 00:24:39,390 PROFESSOR 2: Yes, it was there was not cooperating. 595 00:24:39,390 --> 00:24:41,354 GUEST SPEAKER: I brought it for the actual game play, 596 00:24:41,354 --> 00:24:42,895 but we're not playing the game today. 597 00:24:42,895 --> 00:24:45,915 PROFESSOR 2: OK, so recharge, and if it 598 00:24:45,915 --> 00:24:48,120 starts to give you that same problem, for the slides 599 00:24:48,120 --> 00:24:50,210 at least, you may want to just avoid using the mouse. 600 00:24:50,210 --> 00:24:52,251 PROFESSOR 1: Actually, putting it in mirror mode, 601 00:24:52,251 --> 00:24:54,290 too, instead of two screens, would at least 602 00:24:54,290 --> 00:24:56,980 give you a full-screen version of the slides. 603 00:24:56,980 --> 00:24:58,937 The speaker notes give you a very tiny version 604 00:24:58,937 --> 00:24:59,200 of the slides. 605 00:24:59,200 --> 00:25:00,800 PROFESSOR 2: Yes, it was very hard to see, actually. 606 00:25:00,800 --> 00:25:02,900 So mirroring your screen back and forth 607 00:25:02,900 --> 00:25:05,316 will also make it so that you don't every have to do that. 608 00:25:05,316 --> 00:25:06,950 GUEST SPEAKER: Can you write that down? 609 00:25:06,950 --> 00:25:11,430 PROFESSOR 2: I can email this actually, at least these notes. 610 00:25:11,430 --> 00:25:14,480 At the beginning of your presentation. 611 00:25:14,480 --> 00:25:16,710 If you can just-- when you introduce 612 00:25:16,710 --> 00:25:18,880 that your game's about heat waves, 613 00:25:18,880 --> 00:25:21,810 before you go into the things that you 614 00:25:21,810 --> 00:25:24,400 did, if you can just very briefly talk 615 00:25:24,400 --> 00:25:27,111 about what Red Cross workers have to do in heat waves. 616 00:25:27,111 --> 00:25:28,110 GUEST SPEAKER: OK, yeah. 617 00:25:28,110 --> 00:25:29,840 PROFESSOR 2: Yeah, of course, if that's 618 00:25:29,840 --> 00:25:31,410 after you demonstrate your game, then 619 00:25:31,410 --> 00:25:32,790 that may not be so necessary. 620 00:25:32,790 --> 00:25:35,072 But just to give people an-- just 621 00:25:35,072 --> 00:25:37,280 to make sure that before you start talking about this 622 00:25:37,280 --> 00:25:40,721 is what your team did, just give people an idea of this 623 00:25:40,721 --> 00:25:42,345 is what you're going to do in the game. 624 00:25:42,345 --> 00:25:44,680 PROFESSOR 1: And you all have a choice 625 00:25:44,680 --> 00:25:46,952 of demoing the game before the presentation or after. 626 00:25:46,952 --> 00:25:48,910 It's whatever works best for your presentation. 627 00:25:48,910 --> 00:25:50,230 PROFESSOR 2: So if you're showing the game first 628 00:25:50,230 --> 00:25:51,620 you may not need to describe this, 629 00:25:51,620 --> 00:25:53,869 but it if you're showing the game after your talk then 630 00:25:53,869 --> 00:25:56,790 you definitely need to explain that. 631 00:25:56,790 --> 00:25:59,360 When you say, "over-arching issues," as a bullet point, 632 00:25:59,360 --> 00:26:00,910 that tells me nothing. 633 00:26:00,910 --> 00:26:03,780 It's like, you had a big issue. 634 00:26:03,780 --> 00:26:05,780 But then later on of course you went into detail 635 00:26:05,780 --> 00:26:07,405 and talked-- oh, it was about dialogue, 636 00:26:07,405 --> 00:26:09,200 it was about learning, and stuff like that. 637 00:26:09,200 --> 00:26:11,366 I think the first time you introduce a bullet point, 638 00:26:11,366 --> 00:26:13,480 say over-arching issues, and you say, 639 00:26:13,480 --> 00:26:17,270 such as, the dialogue, bugs, and the learning, very quickly, 640 00:26:17,270 --> 00:26:19,890 just so that bullet point means something. 641 00:26:22,490 --> 00:26:26,640 [? Rick ?] had already mentioned the thing about external code. 642 00:26:26,640 --> 00:26:29,660 When you talked about how you swapped your art assets, 643 00:26:29,660 --> 00:26:32,010 and you said, we talked to people about the art. 644 00:26:32,010 --> 00:26:34,934 Did you the mean play testers, or did you mean your client, 645 00:26:34,934 --> 00:26:36,350 or did you mean your team members? 646 00:26:36,350 --> 00:26:36,940 Right? 647 00:26:36,940 --> 00:26:39,740 They're all people, so which people? 648 00:26:39,740 --> 00:26:40,430 Yeah. 649 00:26:40,430 --> 00:26:42,520 I was assuming play testers based on the context. 650 00:26:42,520 --> 00:26:47,040 And finally, this has nothing to do the presentation. 651 00:26:47,040 --> 00:26:49,756 Does the game still use Fahrenheit? 652 00:26:49,756 --> 00:26:51,699 GUEST SPEAKER: Can we change that? 653 00:26:51,699 --> 00:26:53,074 PROFESSOR: What was the question? 654 00:26:53,074 --> 00:26:53,548 GUEST SPEAKER: Fahrenheit? 655 00:26:53,548 --> 00:26:54,980 I don't think we have changed-- 656 00:26:54,980 --> 00:26:56,910 PROFESSOR: The game is still on Fahrenheit. 657 00:26:56,910 --> 00:26:58,620 GUEST SPEAKER: It's still on Fahrenheit. 658 00:26:58,620 --> 00:26:59,203 PROFESSOR: OK. 659 00:26:59,203 --> 00:27:01,990 GUEST SPEAKER: We can change that today. 660 00:27:01,990 --> 00:27:06,280 PROFESSOR: It's a bit risky to change it at this point. 661 00:27:06,280 --> 00:27:08,240 You might want to list that on your things 662 00:27:08,240 --> 00:27:10,410 to change in the future maybe, just add [INAUDIBLE]. 663 00:27:10,410 --> 00:27:11,410 PROFESSOR: That's enough. 664 00:27:11,410 --> 00:27:12,470 PROFESSOR: Yeah, that's enough. 665 00:27:12,470 --> 00:27:13,500 I wouldn't touch the code. 666 00:27:13,500 --> 00:27:14,833 PROFESSOR: Don't touch the code. 667 00:27:14,833 --> 00:27:17,187 Please don't touch the code. 668 00:27:17,187 --> 00:27:18,220 PROFESSOR: Yeah. 669 00:27:18,220 --> 00:27:20,257 Just acknowledge that, because that 670 00:27:20,257 --> 00:27:21,840 was one of the big pieces of feedback, 671 00:27:21,840 --> 00:27:23,960 is that only the US uses Fahrenheit. 672 00:27:23,960 --> 00:27:26,400 GUEST SPEAKER: Yeah. 673 00:27:26,400 --> 00:27:26,900 [INAUDIBLE]? 674 00:27:26,900 --> 00:27:27,400 PROFESSOR: 675 00:27:27,400 --> 00:27:30,330 PROFESSOR: I'm not following, so he got [INAUDIBLE]. 676 00:27:30,330 --> 00:27:31,217 PROFESSOR: Sorry. 677 00:27:31,217 --> 00:27:31,800 PROFESSOR: No. 678 00:27:34,740 --> 00:27:36,610 PROFESSOR: So make sure it actually plays. 679 00:27:36,610 --> 00:27:39,250 So you're going to demonstrate it in unity rather than 680 00:27:39,250 --> 00:27:40,771 as a web hosted version? 681 00:27:40,771 --> 00:27:42,812 GUEST SPEAKER: We might do a [INAUDIBLE] version, 682 00:27:42,812 --> 00:27:43,680 but we haven't had luck yet. 683 00:27:43,680 --> 00:27:44,450 PROFESSOR: OK, cool. 684 00:27:44,450 --> 00:27:45,380 GUEST SPEAKER: We're meeting after class. 685 00:27:45,380 --> 00:27:45,850 PROFESSOR: Great. 686 00:27:45,850 --> 00:27:48,058 But it looks like whatever you're going to run it in, 687 00:27:48,058 --> 00:27:50,390 it's going to work at that resolution. 688 00:27:50,390 --> 00:27:51,620 And is there audio for it? 689 00:27:51,620 --> 00:27:52,453 GUEST SPEAKER: Yeah. 690 00:27:52,453 --> 00:27:54,386 There is. 691 00:27:54,386 --> 00:27:57,160 But it's not playing right now. 692 00:27:57,160 --> 00:28:00,100 PROFESSOR: OK. 693 00:28:00,100 --> 00:28:02,023 Oh, there's some. 694 00:28:02,023 --> 00:28:04,440 GUEST SPEAKER: One of the things got lost, apparently. 695 00:28:04,440 --> 00:28:06,820 PROFESSOR: So at least it's not muted. 696 00:28:06,820 --> 00:28:09,020 GUEST SPEAKER: I'm sorry. 697 00:28:09,020 --> 00:28:10,974 PROFESSOR: It looks like heartburn. 698 00:28:10,974 --> 00:28:13,505 It looks like it ate something bad. 699 00:28:13,505 --> 00:28:14,880 GUEST SPEAKER: Thank you so much. 700 00:28:14,880 --> 00:28:16,628 PROFESSOR: Thank you. 701 00:28:16,628 --> 00:28:18,352 [APPLAUSE] 702 00:28:18,352 --> 00:28:20,060 PROFESSOR: And thank you for being first. 703 00:28:20,060 --> 00:28:20,726 PROFESSOR: Yeah. 704 00:28:20,726 --> 00:28:23,010 PROFESSOR: I'll email you the notes. 705 00:28:23,010 --> 00:28:25,730 PROFESSOR: "Hello Waves," come on down. 706 00:28:25,730 --> 00:28:28,560 GUEST SPEAKER: So it's a little light on there, 707 00:28:28,560 --> 00:28:30,440 but our game is "Hello Waves." 708 00:28:30,440 --> 00:28:32,820 It's a game about forecast based financing that we're 709 00:28:32,820 --> 00:28:34,800 developing for the Red Cross. 710 00:28:34,800 --> 00:28:36,530 The idea of forecast based financing 711 00:28:36,530 --> 00:28:39,340 is using the idea of a forecast about the future in order 712 00:28:39,340 --> 00:28:43,230 to make decisions that are more effective than just reacting 713 00:28:43,230 --> 00:28:46,160 to disasters when they happen. 714 00:28:46,160 --> 00:28:50,865 So I'd like to show you a play through of our game. 715 00:28:54,786 --> 00:28:56,160 It should open up. 716 00:28:56,160 --> 00:28:56,745 Great. 717 00:28:56,745 --> 00:28:59,211 And let me turn on the sound. 718 00:28:59,211 --> 00:29:02,480 [CLASSICAL MUSIC PLAYING] 719 00:29:03,420 --> 00:29:06,300 So this is "Hello Waves." 720 00:29:06,300 --> 00:29:08,790 Here are the instructions. 721 00:29:08,790 --> 00:29:11,290 We would have done a tutorial if we had enough time, 722 00:29:11,290 --> 00:29:16,939 but this gets the idea across, and designing a good tutorial 723 00:29:16,939 --> 00:29:18,480 that actually teaches the player well 724 00:29:18,480 --> 00:29:21,570 is hard to do in a logical flow. 725 00:29:21,570 --> 00:29:24,420 So we have these instructions that explain how to play, 726 00:29:24,420 --> 00:29:28,030 what the point of the game is, and a couple of tips 727 00:29:28,030 --> 00:29:30,840 about how the game works. 728 00:29:30,840 --> 00:29:33,020 So if we go into the play screen, 729 00:29:33,020 --> 00:29:36,110 you see something similar to what we showed you 730 00:29:36,110 --> 00:29:39,600 a couple weeks ago, where you have all these different toys 731 00:29:39,600 --> 00:29:40,980 out there, castles. 732 00:29:40,980 --> 00:29:43,720 And as you go through the days, you'll 733 00:29:43,720 --> 00:29:45,790 see a forecast of what the water level's 734 00:29:45,790 --> 00:29:47,870 going to be at over time. 735 00:29:47,870 --> 00:29:49,560 And so you can see that right now. 736 00:29:49,560 --> 00:29:50,560 They're gathering candy. 737 00:29:50,560 --> 00:29:52,450 The water level changed. 738 00:29:52,450 --> 00:29:55,210 This character is underwater, and so he takes damage. 739 00:29:55,210 --> 00:29:57,000 And so what you actually want to do 740 00:29:57,000 --> 00:30:00,110 is you want to move toys out of the water 741 00:30:00,110 --> 00:30:01,780 so that they don't get damaged. 742 00:30:01,780 --> 00:30:04,310 However, they can only move one castle over at a time. 743 00:30:04,310 --> 00:30:06,495 So because we didn't think ahead well enough, 744 00:30:06,495 --> 00:30:08,120 we'll see that this truck will actually 745 00:30:08,120 --> 00:30:11,989 take damage on the next term, because he's underwater. 746 00:30:11,989 --> 00:30:13,530 Actually, he ended up not underwater. 747 00:30:13,530 --> 00:30:14,840 We got lucky there. 748 00:30:14,840 --> 00:30:18,200 But theoretically, he would have. 749 00:30:18,200 --> 00:30:20,740 And so as you go through it, the end goal of the game 750 00:30:20,740 --> 00:30:23,950 is to build a castle. 751 00:30:23,950 --> 00:30:25,580 And so every toy when they're home 752 00:30:25,580 --> 00:30:27,370 can either choose between gathering candy 753 00:30:27,370 --> 00:30:30,880 to feed evacuated toys or building the castle 754 00:30:30,880 --> 00:30:32,780 to reach your end goal of the game. 755 00:30:32,780 --> 00:30:34,440 And then the idea of the forecast 756 00:30:34,440 --> 00:30:36,460 is that you want to use the forecast in order 757 00:30:36,460 --> 00:30:38,460 to know how much candy you're going to need over 758 00:30:38,460 --> 00:30:41,680 the next couple of days and to use it to know when you're 759 00:30:41,680 --> 00:30:43,720 going to need to evaporate various toys 760 00:30:43,720 --> 00:30:45,885 from their variously hidden homes. 761 00:30:48,730 --> 00:30:51,805 So back to the presentation. 762 00:30:51,805 --> 00:30:54,810 Full screen. 763 00:30:54,810 --> 00:30:58,280 So we had a couple of challenges in the design process. 764 00:30:58,280 --> 00:31:00,890 The first and the major one is really 765 00:31:00,890 --> 00:31:04,720 that we were trying to teach about forecast based financing, 766 00:31:04,720 --> 00:31:07,600 which was a bit of an abstract topic. 767 00:31:07,600 --> 00:31:10,240 It's a little different than just thinking long term, 768 00:31:10,240 --> 00:31:12,940 because you have to use the idea of there's some information we 769 00:31:12,940 --> 00:31:14,210 know about the future that we want 770 00:31:14,210 --> 00:31:15,585 to use to make optimal decisions, 771 00:31:15,585 --> 00:31:19,790 or at least decisions based on some idea of the risk that's 772 00:31:19,790 --> 00:31:21,170 out there. 773 00:31:21,170 --> 00:31:23,234 But we also wanted to avoid things 774 00:31:23,234 --> 00:31:24,650 like just pushing a button to win, 775 00:31:24,650 --> 00:31:26,190 where you have all the information 776 00:31:26,190 --> 00:31:27,990 you ever need, and there's just one option 777 00:31:27,990 --> 00:31:30,090 that you know you're going to pick every time. 778 00:31:30,090 --> 00:31:32,609 And the game has no thought whatsoever. 779 00:31:32,609 --> 00:31:34,150 And we also needed to think about how 780 00:31:34,150 --> 00:31:36,510 we were going to communicate the forecast to the player 781 00:31:36,510 --> 00:31:40,680 so that they could then use that to make decisions. 782 00:31:40,680 --> 00:31:43,740 One of the problems that we also ran into related to this 783 00:31:43,740 --> 00:31:47,240 was that we focused a lot on the idea forecast based financing 784 00:31:47,240 --> 00:31:50,180 as the topic, and then tried to build a game built 785 00:31:50,180 --> 00:31:52,680 on top of that topic instead of building a game that 786 00:31:52,680 --> 00:31:53,930 used forecast based financing. 787 00:31:53,930 --> 00:31:56,320 So that held us back a lot in the beginning 788 00:31:56,320 --> 00:31:58,670 when we were trying to come up with ideas. 789 00:31:58,670 --> 00:32:00,960 We also had a really difficult initial target audience 790 00:32:00,960 --> 00:32:05,310 of policymakers-- 50, 60-year-old government 791 00:32:05,310 --> 00:32:09,490 officials, or people at NGOs who were going to be using forecast 792 00:32:09,490 --> 00:32:10,970 to make decisions of some sort. 793 00:32:10,970 --> 00:32:12,345 And it was supposed to teach them 794 00:32:12,345 --> 00:32:14,957 about how they can use forecast to make these decisions, 795 00:32:14,957 --> 00:32:16,790 except this was a really difficult audience, 796 00:32:16,790 --> 00:32:18,780 because they don't generally play games. 797 00:32:18,780 --> 00:32:21,134 And they don't have a lot of time 798 00:32:21,134 --> 00:32:22,550 to learn about this kind of thing. 799 00:32:22,550 --> 00:32:24,670 And so we couldn't really expect to get 800 00:32:24,670 --> 00:32:26,420 them to sit down for a long period of time 801 00:32:26,420 --> 00:32:29,380 and play around with our game. 802 00:32:29,380 --> 00:32:31,072 In order to deal with these problems, 803 00:32:31,072 --> 00:32:32,530 we came up with a couple solutions. 804 00:32:32,530 --> 00:32:35,310 The first thing was that we had no idea what kind of game 805 00:32:35,310 --> 00:32:37,890 would work, or would make sense, or anything like that. 806 00:32:37,890 --> 00:32:40,720 So what we did is we just broke our team up 807 00:32:40,720 --> 00:32:43,110 into multiple groups and came up with a bunch 808 00:32:43,110 --> 00:32:44,720 of different prototypes. 809 00:32:44,720 --> 00:32:46,720 On paper, we had two different prototypes. 810 00:32:46,720 --> 00:32:48,770 One that focused on the idea of managing 811 00:32:48,770 --> 00:32:52,000 a city, and its resources, and its response to disasters, 812 00:32:52,000 --> 00:32:53,860 versus focusing on individual people, 813 00:32:53,860 --> 00:32:55,860 and how you're going to move them around to keep 814 00:32:55,860 --> 00:32:57,070 them safe from the disasters. 815 00:32:57,070 --> 00:32:58,936 And then we went into a whole bunch 816 00:32:58,936 --> 00:33:00,310 of different digital prototypes-- 817 00:33:00,310 --> 00:33:03,270 one that was a text based game about managing a city. 818 00:33:03,270 --> 00:33:07,720 We had one that looked like this, where 819 00:33:07,720 --> 00:33:09,270 you had two different cities, and you 820 00:33:09,270 --> 00:33:11,320 were specifying what workers were going to do, 821 00:33:11,320 --> 00:33:14,610 or when they would leave the city in order to stay safe. 822 00:33:14,610 --> 00:33:16,360 And then we would take the different ideas 823 00:33:16,360 --> 00:33:17,980 that we were learning from both of these prototypes, 824 00:33:17,980 --> 00:33:19,990 combine them together, take things out. 825 00:33:19,990 --> 00:33:25,880 And our final prototype actually uses ideas from all of these. 826 00:33:25,880 --> 00:33:28,880 Another solution that we got lucky with 827 00:33:28,880 --> 00:33:31,759 is when Pablo came to play our game, 828 00:33:31,759 --> 00:33:33,300 he told us that we actually shouldn't 829 00:33:33,300 --> 00:33:35,549 focus on the policymakers, because he wasn't confident 830 00:33:35,549 --> 00:33:38,450 that he could actually get them to play the game. 831 00:33:38,450 --> 00:33:41,160 And so we switched our target to being grade schoolers, which 832 00:33:41,160 --> 00:33:46,060 is why you saw the cutesy art with the beach and the toys. 833 00:33:46,060 --> 00:33:48,430 This actually made it a lot easier for us, 834 00:33:48,430 --> 00:33:50,727 because we could target people who probably 835 00:33:50,727 --> 00:33:52,810 had some experience with games, or at least wanted 836 00:33:52,810 --> 00:33:56,510 to do something fun, and would be curious to learn 837 00:33:56,510 --> 00:33:58,200 about our topic. 838 00:34:01,260 --> 00:34:04,020 GUEST SPEAKER: So for our development 839 00:34:04,020 --> 00:34:07,462 process-- or I can just speak here, right? 840 00:34:07,462 --> 00:34:07,961 Yeah. 841 00:34:07,961 --> 00:34:09,252 You can speak right from there. 842 00:34:09,252 --> 00:34:10,270 That's fine. 843 00:34:10,270 --> 00:34:12,560 GUEST SPEAKER: So another big issue, 844 00:34:12,560 --> 00:34:15,250 another set of challenges that we ran into 845 00:34:15,250 --> 00:34:17,510 was through our development process. 846 00:34:17,510 --> 00:34:21,874 And so we had initially issues with communication 847 00:34:21,874 --> 00:34:23,110 and facilitation. 848 00:34:23,110 --> 00:34:27,510 Our team had a wide variety of experiences and backgrounds. 849 00:34:27,510 --> 00:34:31,310 Some were hardcore gamers, some mostly mobile gamers. 850 00:34:31,310 --> 00:34:33,929 And so there were initially a lot of disagreements 851 00:34:33,929 --> 00:34:37,499 on what level of game we wanted to create, 852 00:34:37,499 --> 00:34:40,400 and what sort of game, casual versus 853 00:34:40,400 --> 00:34:42,330 hardcore that we wanted to create. 854 00:34:42,330 --> 00:34:44,719 And so we needed to overcome challenges 855 00:34:44,719 --> 00:34:47,699 of facilitation and communication within our team. 856 00:34:47,699 --> 00:34:50,530 Another major challenge in our development process 857 00:34:50,530 --> 00:34:54,960 that we had to face came from our design issues, 858 00:34:54,960 --> 00:34:58,170 where for a very long time, we had 859 00:34:58,170 --> 00:35:00,380 a vague vision of what to do. 860 00:35:00,380 --> 00:35:02,890 We didn't know what kind of game we wanted to make, 861 00:35:02,890 --> 00:35:06,160 and so we purposely tried to keep our game ideas vague 862 00:35:06,160 --> 00:35:08,230 as we built prototypes. 863 00:35:08,230 --> 00:35:13,340 But then we ran into issues where we would have solutions. 864 00:35:13,340 --> 00:35:16,360 But no consensus on which solution was best, 865 00:35:16,360 --> 00:35:20,340 and where we went for long periods of time 866 00:35:20,340 --> 00:35:22,050 without having a clear direction of where 867 00:35:22,050 --> 00:35:24,830 we wanted our final game to be. 868 00:35:24,830 --> 00:35:30,560 So our solutions for the challenges 869 00:35:30,560 --> 00:35:35,140 proposed by development were a team structure. 870 00:35:35,140 --> 00:35:39,350 And so we structured our team loosely 871 00:35:39,350 --> 00:35:41,680 into three subteams-- a production subteam, which 872 00:35:41,680 --> 00:35:47,230 would take care of production, like the deliverables, 873 00:35:47,230 --> 00:35:50,790 and making sure that all the game ideas are 874 00:35:50,790 --> 00:35:53,670 being communicated properly. 875 00:35:53,670 --> 00:35:58,270 A technical team, which worked primarily with the code 876 00:35:58,270 --> 00:35:59,980 and making sure the game got done, 877 00:35:59,980 --> 00:36:01,790 and then a user experience team, which 878 00:36:01,790 --> 00:36:05,520 handled art, UI, and sound. 879 00:36:05,520 --> 00:36:11,050 And so we kept our responsibilities flexible. 880 00:36:11,050 --> 00:36:15,430 So as team members got busy over the semester, 881 00:36:15,430 --> 00:36:18,170 or as changing conditions, lots of different people 882 00:36:18,170 --> 00:36:22,910 contributing, responsibilities were 883 00:36:22,910 --> 00:36:26,780 able to easily flow between teams and team members. 884 00:36:26,780 --> 00:36:30,219 And additionally, another idea we 885 00:36:30,219 --> 00:36:32,010 started with in the beginning with the idea 886 00:36:32,010 --> 00:36:34,640 of sub-team leaders. 887 00:36:34,640 --> 00:36:36,760 [INAUDIBLE] the two people marked with the l's. 888 00:36:36,760 --> 00:36:39,080 But that was an idea we later abandoned 889 00:36:39,080 --> 00:36:41,830 in favor of just having a more flexible team structure, 890 00:36:41,830 --> 00:36:45,490 or a flat team structure. 891 00:36:45,490 --> 00:36:49,310 Another solution for helping our development process 892 00:36:49,310 --> 00:36:52,030 was the use of good code practices. 893 00:36:52,030 --> 00:36:55,330 And I cannot emphasize enough that this really helped speed 894 00:36:55,330 --> 00:36:59,330 up our development, because we didn't run into trouble with 895 00:36:59,330 --> 00:36:59,830 code. 896 00:36:59,830 --> 00:37:01,510 It was mostly with design. 897 00:37:01,510 --> 00:37:08,750 So we used Yeoman, which is a JavaScript module system. 898 00:37:08,750 --> 00:37:12,350 And basically, it allowed our code to be interoperable. 899 00:37:12,350 --> 00:37:15,920 We can write one module separately from another module. 900 00:37:15,920 --> 00:37:22,110 So that solved a lot of issues with dependencies, or people 901 00:37:22,110 --> 00:37:24,420 working in parallel, because it allowed people 902 00:37:24,420 --> 00:37:28,960 to work in parallel without overriding each other's code. 903 00:37:28,960 --> 00:37:33,420 We also used good code practice with state machines and NBC, 904 00:37:33,420 --> 00:37:35,280 which is motor vehicle control. 905 00:37:35,280 --> 00:37:39,460 And so we had a very object oriented code, very modular. 906 00:37:39,460 --> 00:37:43,710 And when we did need to change our code, rip it all out 907 00:37:43,710 --> 00:37:45,710 and put it back in, it actually didn't turn out 908 00:37:45,710 --> 00:37:48,310 to be too painful, because we just had to switch a couple 909 00:37:48,310 --> 00:37:49,030 objects around. 910 00:37:52,320 --> 00:37:58,850 And then one final solution that we used for our development 911 00:37:58,850 --> 00:38:02,050 processes were Slack and Scrum. 912 00:38:02,050 --> 00:38:06,200 So Slack is like a modernized IRC chat room, 913 00:38:06,200 --> 00:38:07,400 and it's very feature rich. 914 00:38:07,400 --> 00:38:11,040 It has a lot of integrations with GitHub, and Google Drive, 915 00:38:11,040 --> 00:38:13,260 and things like that. 916 00:38:13,260 --> 00:38:16,370 And so that real time communication actually 917 00:38:16,370 --> 00:38:18,500 made it so that we didn't really have to meet 918 00:38:18,500 --> 00:38:20,880 outside of class too often. 919 00:38:20,880 --> 00:38:23,940 If someone was working, we would just email out saying, 920 00:38:23,940 --> 00:38:25,530 I'm on the Slack. 921 00:38:25,530 --> 00:38:27,510 And then people could meet on the slack. 922 00:38:27,510 --> 00:38:29,330 And it was full featured enough. 923 00:38:29,330 --> 00:38:33,320 We could send attachments and things like that. 924 00:38:33,320 --> 00:38:36,400 Most of our communication in person communication 925 00:38:36,400 --> 00:38:38,390 could be done in class. 926 00:38:38,390 --> 00:38:45,710 And in class, we adopted a daily Scrum format, where we simply 927 00:38:45,710 --> 00:38:49,160 said what we had done since the previous class 928 00:38:49,160 --> 00:38:54,220 and what our goals were until next class. 929 00:38:54,220 --> 00:38:56,920 So in the end though, we did have to cut some features. 930 00:38:59,790 --> 00:39:03,940 These features mainly were the idea of again, 931 00:39:03,940 --> 00:39:08,080 a tutorial, or multiple levels, simply because they'd just 932 00:39:08,080 --> 00:39:10,970 be too much content that we need to play test in order 933 00:39:10,970 --> 00:39:14,660 to make sure that it was a consistent quality got 934 00:39:14,660 --> 00:39:19,090 our message across, and also, trying 935 00:39:19,090 --> 00:39:24,170 to add more individuality to the toys that you saw. 936 00:39:24,170 --> 00:39:26,770 They have different graphics, but that's as much 937 00:39:26,770 --> 00:39:28,750 as we could do, given the time constraints. 938 00:39:31,560 --> 00:39:35,400 So kindly just bring it back. 939 00:39:35,400 --> 00:39:41,380 And our three worst decisions were first, 940 00:39:41,380 --> 00:39:44,340 we did end up spending a lot of time 941 00:39:44,340 --> 00:39:47,850 on code and assets that never got used. 942 00:39:47,850 --> 00:39:53,160 We maybe used 10% to 20% of our final work 943 00:39:53,160 --> 00:39:54,900 in our final project. 944 00:39:54,900 --> 00:39:58,120 Actually, maybe that is a bit overkill. 945 00:39:58,120 --> 00:40:01,970 But maybe 30% of our final code and assets 946 00:40:01,970 --> 00:40:04,770 in our final project. 947 00:40:04,770 --> 00:40:08,590 This really was due to this second bad decision, 948 00:40:08,590 --> 00:40:11,480 that we kept the game and its direction 949 00:40:11,480 --> 00:40:13,200 too vague for too long. 950 00:40:13,200 --> 00:40:15,490 We always were holding out that oh, maybe we'll 951 00:40:15,490 --> 00:40:17,590 be able to come up with a better game idea. 952 00:40:17,590 --> 00:40:20,280 Or maybe we'll find some magic solution 953 00:40:20,280 --> 00:40:24,900 to how we can make forecast based financing into a game. 954 00:40:24,900 --> 00:40:27,180 And because of this mindset, we'd 955 00:40:27,180 --> 00:40:31,830 spent probably the first half of the project just staying 956 00:40:31,830 --> 00:40:34,320 too vague, and that hurt us in the end, 957 00:40:34,320 --> 00:40:36,620 because we spent so much time going in all 958 00:40:36,620 --> 00:40:38,430 these different directions. 959 00:40:38,430 --> 00:40:45,240 And really, the decision that captured those first two though 960 00:40:45,240 --> 00:40:50,010 is the fact that we tried to make a game on top 961 00:40:50,010 --> 00:40:51,440 of forecast based financing. 962 00:40:51,440 --> 00:40:53,110 So we had forecast based financing. 963 00:40:53,110 --> 00:40:56,020 And we were like, how can we scan this as a game? 964 00:40:56,020 --> 00:40:59,030 Whereas once we switched that mindset and thought, 965 00:40:59,030 --> 00:41:00,970 let's have a game, and how can we 966 00:41:00,970 --> 00:41:03,150 put forecast based financing into it? 967 00:41:03,150 --> 00:41:07,380 I think that was the moment that we then came together as a team 968 00:41:07,380 --> 00:41:12,830 and really started making the final game that we wanted. 969 00:41:12,830 --> 00:41:14,040 So our best decision. 970 00:41:16,660 --> 00:41:18,738 GUEST SPEAKER: So one of our best decisions 971 00:41:18,738 --> 00:41:21,897 was that we chose good tools at the beginning, which 972 00:41:21,897 --> 00:41:25,120 meant that as we went through all these different prototypes, 973 00:41:25,120 --> 00:41:28,150 we actually didn't have to completely rewrite our game. 974 00:41:28,150 --> 00:41:30,086 We could pull out the way that workers worked. 975 00:41:30,086 --> 00:41:31,710 In one game, we could pull out the view 976 00:41:31,710 --> 00:41:33,246 that we were using in another game. 977 00:41:33,246 --> 00:41:35,120 And then we could just combine them together, 978 00:41:35,120 --> 00:41:37,078 and that allowed us to move quickly whenever we 979 00:41:37,078 --> 00:41:39,920 were changing our prototype. 980 00:41:39,920 --> 00:41:43,472 We also weren't afraid to trust each other, both, in terms 981 00:41:43,472 --> 00:41:45,314 of what everyone was working on, but also, 982 00:41:45,314 --> 00:41:47,230 in terms of the decisions that we were making. 983 00:41:47,230 --> 00:41:49,660 And so when we said that we had to throw something out, 984 00:41:49,660 --> 00:41:53,906 we all understood that it was for the good of the project. 985 00:41:53,906 --> 00:41:55,530 And we didn't have a lot of complaining 986 00:41:55,530 --> 00:41:58,232 or hurt feelings when something didn't get put in, 987 00:41:58,232 --> 00:42:02,494 or when we decided to throw out our assets or code. 988 00:42:02,494 --> 00:42:04,730 And when we got to the end, we had 989 00:42:04,730 --> 00:42:07,410 been through enough of this vagueness 990 00:42:07,410 --> 00:42:09,200 that we were all frustrated with it. 991 00:42:09,200 --> 00:42:11,921 And we realized that we had an idea that we all liked, 992 00:42:11,921 --> 00:42:14,170 and we really got on board with it and made it happen. 993 00:42:14,170 --> 00:42:16,420 Once we started working on our final idea, 994 00:42:16,420 --> 00:42:18,397 we saw that it worked. 995 00:42:18,397 --> 00:42:20,105 Basically, every decision from that point 996 00:42:20,105 --> 00:42:22,530 on was how do we make this game better? 997 00:42:22,530 --> 00:42:24,788 And we were all on board with that vision. 998 00:42:28,770 --> 00:42:29,270 Thank you. 999 00:42:29,270 --> 00:42:30,764 Any questions? 1000 00:42:30,764 --> 00:42:34,250 [APPLAUSE] 1001 00:42:35,246 --> 00:42:38,732 [? PROFESSOR: Anyone in the ?] audience have [INAUDIBLE] first 1002 00:42:38,732 --> 00:42:39,806 before-- 1003 00:42:39,806 --> 00:42:41,222 AUDIENCE: We can't see [INAUDIBLE] 1004 00:42:41,222 --> 00:42:42,879 across the [? room. ?] 1005 00:42:42,879 --> 00:42:43,712 GUEST SPEAKER: Yeah. 1006 00:42:43,712 --> 00:42:45,660 We'll have to make all of our slides darker. 1007 00:42:45,660 --> 00:42:46,326 PROFESSOR: Yeah. 1008 00:42:46,326 --> 00:42:47,164 Yellow and white. 1009 00:42:47,164 --> 00:42:47,830 PROFESSOR: Yeah. 1010 00:42:47,830 --> 00:42:50,790 Like the yellow and white on your early screen, 1011 00:42:50,790 --> 00:42:53,790 I was doing this on [INAUDIBLE]. 1012 00:42:53,790 --> 00:42:57,900 I realize that's the game, not the presentation. 1013 00:42:57,900 --> 00:42:58,899 But wow. 1014 00:42:58,899 --> 00:43:01,190 PROFESSOR: It's also a little faded in the game itself. 1015 00:43:01,190 --> 00:43:03,190 It could be the display resolution you're using, 1016 00:43:03,190 --> 00:43:05,950 so after class, after we're done with everything, 1017 00:43:05,950 --> 00:43:07,050 try different resolutions. 1018 00:43:07,050 --> 00:43:07,765 See if it makes a difference. 1019 00:43:07,765 --> 00:43:08,100 GUEST SPEAKER: Yeah. 1020 00:43:08,100 --> 00:43:08,766 That's be great. 1021 00:43:11,284 --> 00:43:13,700 PROFESSOR: The music in the game development was too high. 1022 00:43:13,700 --> 00:43:16,110 It was overpowering your voice. 1023 00:43:16,110 --> 00:43:18,610 So I think you were almost hollering just 1024 00:43:18,610 --> 00:43:19,815 to be able to be heard. 1025 00:43:19,815 --> 00:43:21,380 It doesn't need to be that loud. 1026 00:43:21,380 --> 00:43:23,380 So you can just crank down the volume right down 1027 00:43:23,380 --> 00:43:27,680 on the computer or on the controls over there. 1028 00:43:27,680 --> 00:43:30,400 Something that I had a question for. 1029 00:43:30,400 --> 00:43:32,180 You don't have to answer it today. 1030 00:43:32,180 --> 00:43:34,290 But you might want to put it in your presentation. 1031 00:43:34,290 --> 00:43:39,330 How long was the design of what you eventually 1032 00:43:39,330 --> 00:43:42,740 established on the table before you decided that this was 1033 00:43:42,740 --> 00:43:44,410 the thing you were going for? 1034 00:43:44,410 --> 00:43:46,690 Because I'm assuming it was one of your vague-- 1035 00:43:46,690 --> 00:43:49,170 it came up during your vague idea phase. 1036 00:43:49,170 --> 00:43:52,930 And you're implying that you were in that mode for too long. 1037 00:43:52,930 --> 00:43:55,950 But I don't know how long it was on the table, 1038 00:43:55,950 --> 00:43:58,030 or was it only something you figured out 1039 00:43:58,030 --> 00:44:00,470 at the end of the vague idea phase? 1040 00:44:00,470 --> 00:44:01,970 Because otherwise, you wouldn't have 1041 00:44:01,970 --> 00:44:04,060 been able to switch to this idea if it was not 1042 00:44:04,060 --> 00:44:05,393 on the table in the first place. 1043 00:44:07,560 --> 00:44:11,740 And how did you decide this was it, that the same household 1044 00:44:11,740 --> 00:44:13,820 game was going to be-- I understand-- 1045 00:44:13,820 --> 00:44:17,020 I think you very clearly explained the benefits 1046 00:44:17,020 --> 00:44:18,500 of deciding this was it. 1047 00:44:18,500 --> 00:44:21,652 But how did you come to the conclusion that it was? 1048 00:44:21,652 --> 00:44:23,360 That's stuff I wanted to hear more about. 1049 00:44:23,360 --> 00:44:26,124 But you don't have to answer it now. 1050 00:44:26,124 --> 00:44:26,790 PROFESSOR: Yeah. 1051 00:44:26,790 --> 00:44:29,290 And just a little bit of specificity. 1052 00:44:29,290 --> 00:44:31,755 You mentioned you spent too long on that design phase. 1053 00:44:31,755 --> 00:44:33,636 I wonder how long that was. 1054 00:44:33,636 --> 00:44:35,719 GUEST SPEAKER: OK. 1055 00:44:35,719 --> 00:44:38,010 PROFESSOR: You said Pablo switched your target audience 1056 00:44:38,010 --> 00:44:41,080 for you, telling us whether that was 1057 00:44:41,080 --> 00:44:44,350 because of the game that he saw, or because of something else. 1058 00:44:44,350 --> 00:44:46,550 If you know that information, throw it in there. 1059 00:44:46,550 --> 00:44:49,880 If you don't know that information, that's fine. 1060 00:44:49,880 --> 00:44:51,994 Knowing why you dropped the team lead-- 1061 00:44:51,994 --> 00:44:54,160 you mentioned you dropped it, but you didn't exactly 1062 00:44:54,160 --> 00:44:55,100 say why again. 1063 00:44:55,100 --> 00:44:59,030 Really quick, we weren't getting [? blah ?] out of it, 1064 00:44:59,030 --> 00:45:01,810 or the flexibility was more, whatever. 1065 00:45:01,810 --> 00:45:04,720 And defining your terms. 1066 00:45:04,720 --> 00:45:07,280 You were saying things like casual versus hardcore. 1067 00:45:07,280 --> 00:45:09,950 Give a little bit a definition of what you mean by that. 1068 00:45:09,950 --> 00:45:11,820 It means different things for everybody. 1069 00:45:11,820 --> 00:45:13,184 So what is your use of that? 1070 00:45:13,184 --> 00:45:14,600 PROFESSOR: I think he specifically 1071 00:45:14,600 --> 00:45:16,700 said hardcore and mobile. 1072 00:45:16,700 --> 00:45:19,446 But there are hardcore mobile players out there. 1073 00:45:19,446 --> 00:45:21,070 PROFESSOR: And casual can be considered 1074 00:45:21,070 --> 00:45:23,180 a version of hardcore, just in a different way. 1075 00:45:23,180 --> 00:45:25,249 So just be a little more clear, because I 1076 00:45:25,249 --> 00:45:27,290 think you were talking about the target audience, 1077 00:45:27,290 --> 00:45:29,914 and the kind of players, and the kind of games they might play. 1078 00:45:29,914 --> 00:45:32,800 So just be a little bit more focused on what exactly 1079 00:45:32,800 --> 00:45:34,152 you mean by that. 1080 00:45:34,152 --> 00:45:36,198 GUEST SPEAKER: OK. 1081 00:45:36,198 --> 00:45:37,466 PROFESSOR: That's it for me. 1082 00:45:37,466 --> 00:45:38,882 PROFESSOR: So we can start testing 1083 00:45:38,882 --> 00:45:40,590 for observations in the young man who's 1084 00:45:40,590 --> 00:45:43,518 not relaying [INAUDIBLE] module frame [INAUDIBLE]. 1085 00:45:43,518 --> 00:45:45,958 It's just a system to generate the project, 1086 00:45:45,958 --> 00:45:48,398 and it posts in the front [INAUDIBLE]. 1087 00:45:48,398 --> 00:45:50,110 So again, just show that. 1088 00:45:50,110 --> 00:45:50,860 GUEST SPEAKER: OK. 1089 00:45:50,860 --> 00:45:52,930 PROFESSOR: So that's a terminology issue then. 1090 00:45:52,930 --> 00:45:54,166 PROFESSOR: Yeah. 1091 00:45:54,166 --> 00:45:55,540 PROFESSOR: Clearly, it worked out 1092 00:45:55,540 --> 00:45:57,780 for your team, so we're not saying, don't mention Yeoman. 1093 00:45:57,780 --> 00:45:58,950 It was clearly a good thing. 1094 00:45:58,950 --> 00:46:00,770 But just check your definition of what 1095 00:46:00,770 --> 00:46:04,310 it is, because it'll be more helpful for other people 1096 00:46:04,310 --> 00:46:06,650 to understand what it is so that they can think about 1097 00:46:06,650 --> 00:46:09,250 whether the want to use it in the future. 1098 00:46:09,250 --> 00:46:11,850 PROFESSOR: So your demo-- you spent about three minutes 1099 00:46:11,850 --> 00:46:12,890 doing it. 1100 00:46:12,890 --> 00:46:15,720 We are going to have a player from [INAUDIBLE] play 1101 00:46:15,720 --> 00:46:20,220 your game live, without getting a lot of help. 1102 00:46:20,220 --> 00:46:21,760 You can talk over it. 1103 00:46:21,760 --> 00:46:23,895 You can, after a while, start helping them. 1104 00:46:23,895 --> 00:46:25,270 We want to see them at least just 1105 00:46:25,270 --> 00:46:26,810 start playing it on their own. 1106 00:46:26,810 --> 00:46:28,710 Decide when you're going to put that demo in. 1107 00:46:28,710 --> 00:46:30,700 You could actually combine them both together 1108 00:46:30,700 --> 00:46:33,290 if you do it at the beginning or end. 1109 00:46:33,290 --> 00:46:36,720 But if you do that, give the player a little bit of time 1110 00:46:36,720 --> 00:46:38,370 before you start talking. 1111 00:46:38,370 --> 00:46:39,190 GUEST SPEAKER: OK. 1112 00:46:39,190 --> 00:46:40,524 Sure. 1113 00:46:40,524 --> 00:46:41,690 PROFESSOR: That's all I got. 1114 00:46:41,690 --> 00:46:42,440 PROFESSOR: Great. 1115 00:46:42,440 --> 00:46:42,960 Thanks. 1116 00:46:42,960 --> 00:46:46,840 [APPLAUSE] 1117 00:46:46,840 --> 00:46:49,300 PROFESSOR: Snap, come on down. 1118 00:46:49,300 --> 00:46:50,670 GUEST SPEAKER: Hi everyone. 1119 00:46:50,670 --> 00:46:53,840 I'm part of the Snap team, and this Sabrina, 1120 00:46:53,840 --> 00:46:56,640 who will talk about the front end aspects. 1121 00:46:56,640 --> 00:46:59,925 I'll talk about the back end aspects. 1122 00:46:59,925 --> 00:47:02,550 So I think we actually wanted to start with a demo of the game, 1123 00:47:02,550 --> 00:47:06,110 and we'll do a real demo right now. 1124 00:47:06,110 --> 00:47:10,498 So could everybody go to snapgame.org? 1125 00:47:10,498 --> 00:47:13,956 GUEST SPEAKER: You should turn on your volume, as well. 1126 00:47:13,956 --> 00:47:15,940 It'll be interesting to see [INAUDIBLE]. 1127 00:47:23,200 --> 00:47:24,200 GUEST SPEAKER: Oh, nice. 1128 00:47:24,200 --> 00:47:27,220 My screen's hidden. 1129 00:47:27,220 --> 00:47:30,722 And I will also play the game. 1130 00:47:47,850 --> 00:47:51,040 Everybody ready who wants to play? 1131 00:47:51,040 --> 00:47:54,810 So the way this game works is I'll explain it again, 1132 00:47:54,810 --> 00:47:57,380 in case anybody hasn't heard this before. 1133 00:47:57,380 --> 00:47:59,400 We're going to give you a topic, and then you're 1134 00:47:59,400 --> 00:48:01,950 going to enter words related to that topic. 1135 00:48:01,950 --> 00:48:04,460 Whenever you enter the same word that somebody else entered, 1136 00:48:04,460 --> 00:48:06,580 you'll get a point, which we call a snap. 1137 00:48:09,300 --> 00:48:11,590 And the topic is algorithms. 1138 00:48:24,850 --> 00:48:27,730 And you can cheat by looking at my screen, but please don't. 1139 00:48:32,950 --> 00:48:34,480 I have no idea how I'm doing. 1140 00:48:47,002 --> 00:48:47,710 AUDIENCE: Oh, no. 1141 00:48:47,710 --> 00:48:49,190 What happened? 1142 00:48:49,190 --> 00:48:51,200 GUEST SPEAKER: What happened? 1143 00:48:51,200 --> 00:48:51,883 Oh. 1144 00:48:51,883 --> 00:48:52,383 Oops. 1145 00:48:52,383 --> 00:48:55,840 AUDIENCE: We found a UI bug. 1146 00:48:55,840 --> 00:48:58,790 GUEST SPEAKER: I think it's this resolution. 1147 00:48:58,790 --> 00:49:01,194 Probably. 1148 00:49:01,194 --> 00:49:02,190 I did test this. 1149 00:49:05,191 --> 00:49:05,690 I'm sorry. 1150 00:49:14,387 --> 00:49:15,720 I never entered this many words. 1151 00:49:21,120 --> 00:49:22,900 I can't scroll. 1152 00:49:22,900 --> 00:49:24,441 I think we're going to stop this one. 1153 00:49:28,770 --> 00:49:30,353 Wow. 1154 00:49:30,353 --> 00:49:31,186 That was impressive. 1155 00:49:36,660 --> 00:49:44,350 Justin won, followed by Rodrigo, and Rachel. 1156 00:49:44,350 --> 00:49:46,310 [APPLAUSE] 1157 00:49:47,780 --> 00:49:50,790 This is what you guys submitted. 1158 00:49:54,269 --> 00:49:56,257 [LAUGHTER] 1159 00:50:07,700 --> 00:50:09,525 This is a very MIT heavy. 1160 00:50:16,951 --> 00:50:17,450 Domain. 1161 00:50:21,982 --> 00:50:23,606 GUEST SPEAKER: Someone put [? socks. ?] 1162 00:50:27,520 --> 00:50:28,936 GUEST SPEAKER: So that's our game. 1163 00:50:35,100 --> 00:50:37,640 So the way we did this project was we 1164 00:50:37,640 --> 00:50:39,460 split up into back end and front end teams 1165 00:50:39,460 --> 00:50:41,340 from the very beginning. 1166 00:50:41,340 --> 00:50:44,480 This was a bit of a challenge for new features, 1167 00:50:44,480 --> 00:50:47,750 because initially, we both were really highly interdependent. 1168 00:50:47,750 --> 00:50:50,200 But eventually, it became really nice, 1169 00:50:50,200 --> 00:50:53,270 because it was simpler to manage a front end and a back end team 1170 00:50:53,270 --> 00:50:55,065 individually, and they generally didn't 1171 00:50:55,065 --> 00:50:57,666 need to talk to each other once the back end was 1172 00:50:57,666 --> 00:50:58,290 off the ground. 1173 00:51:01,680 --> 00:51:03,610 I think that structuring our team 1174 00:51:03,610 --> 00:51:06,240 with more individual roles, besides just having 1175 00:51:06,240 --> 00:51:09,470 generally back end and front end people would have been helpful. 1176 00:51:09,470 --> 00:51:11,840 UI design was something that we didn't think about early 1177 00:51:11,840 --> 00:51:15,870 on enough, and that's why the UI is not as polished 1178 00:51:15,870 --> 00:51:17,130 as it could have been. 1179 00:51:17,130 --> 00:51:18,880 We could have had somebody just dedicated 1180 00:51:18,880 --> 00:51:21,819 to taking information between the back end and front end, 1181 00:51:21,819 --> 00:51:24,110 say, documenting the back end and making sure everybody 1182 00:51:24,110 --> 00:51:25,950 knew how it worked. 1183 00:51:25,950 --> 00:51:28,900 We also definitely had problems with paperwork, 1184 00:51:28,900 --> 00:51:31,430 which would have been nice to have somebody 1185 00:51:31,430 --> 00:51:32,959 who was really on top of that. 1186 00:51:32,959 --> 00:51:35,000 And then the game design, as well, was something. 1187 00:51:35,000 --> 00:51:36,810 In addition to UI design, we also 1188 00:51:36,810 --> 00:51:39,000 could have had somebody just looking at the game 1189 00:51:39,000 --> 00:51:43,139 and thinking about the core game concepts, things like scoring 1190 00:51:43,139 --> 00:51:44,930 and what we're going to display to players. 1191 00:51:47,396 --> 00:51:49,020 We did a pretty good job with planning. 1192 00:51:49,020 --> 00:51:51,870 We used Asana and Asana worked really well for us. 1193 00:51:51,870 --> 00:51:54,880 It was quite flexible, let us manage independent task 1194 00:51:54,880 --> 00:51:56,460 lists for front end and back end, 1195 00:51:56,460 --> 00:51:59,060 which we think worked well all the way from the beginning 1196 00:51:59,060 --> 00:51:59,560 to the end. 1197 00:52:03,100 --> 00:52:06,220 So separating out the task lists we liked, Asana we liked. 1198 00:52:06,220 --> 00:52:07,920 Our project had a lot of dependencies, 1199 00:52:07,920 --> 00:52:09,340 and this was something that Scrum inherently 1200 00:52:09,340 --> 00:52:12,050 had a problem with, and our tools also had a problem with. 1201 00:52:12,050 --> 00:52:13,530 It was hard to know, for example, 1202 00:52:13,530 --> 00:52:16,834 when a task on the front end and back end were dependent. 1203 00:52:16,834 --> 00:52:18,750 There wasn't a good way to encode that and see 1204 00:52:18,750 --> 00:52:21,010 that the back end needed to get something 1205 00:52:21,010 --> 00:52:25,490 done more quickly, because the front end could use it. 1206 00:52:25,490 --> 00:52:27,940 We also had trouble just creating tasks. 1207 00:52:27,940 --> 00:52:31,130 I think that there was a diffusion of responsibility 1208 00:52:31,130 --> 00:52:32,680 as to who would be creating tasks 1209 00:52:32,680 --> 00:52:34,582 and who would be assigning them. 1210 00:52:34,582 --> 00:52:36,790 Once the task got assigned, then it went pretty well. 1211 00:52:36,790 --> 00:52:41,690 But we had trouble just getting all our tasks listed out. 1212 00:52:41,690 --> 00:52:43,820 I think the core of all these problems 1213 00:52:43,820 --> 00:52:46,150 was really getting people invested in the project 1214 00:52:46,150 --> 00:52:48,710 and making sure that they treated it as a priority 1215 00:52:48,710 --> 00:52:53,040 and really spent some effort on it. 1216 00:52:57,270 --> 00:52:58,490 Want to talk about this? 1217 00:52:58,490 --> 00:52:59,323 GUEST SPEAKER: Sure. 1218 00:52:59,323 --> 00:53:02,660 So we also used Slack for communicating as a team. 1219 00:53:02,660 --> 00:53:04,602 And I think it was really helpful. 1220 00:53:04,602 --> 00:53:06,810 I liked the fact that we could have multiple channels 1221 00:53:06,810 --> 00:53:09,095 so that people working mainly on the front end 1222 00:53:09,095 --> 00:53:11,740 didn't have to get all the communication going on 1223 00:53:11,740 --> 00:53:12,630 with the back end. 1224 00:53:12,630 --> 00:53:16,700 And then we also had channels for our Asana and GitHub 1225 00:53:16,700 --> 00:53:20,100 so we could see what was going on with that. 1226 00:53:20,100 --> 00:53:22,710 Some problems though where I feel like people weren't 1227 00:53:22,710 --> 00:53:24,359 as active as they could have been-- 1228 00:53:24,359 --> 00:53:26,400 I feel like maybe everyone should have downloaded 1229 00:53:26,400 --> 00:53:30,125 the mobile app, or at least signed up for notifications 1230 00:53:30,125 --> 00:53:31,583 so that everyone's aware constantly 1231 00:53:31,583 --> 00:53:32,740 of what was going on. 1232 00:53:32,740 --> 00:53:35,340 And if someone mentioned them in a post. 1233 00:53:35,340 --> 00:53:38,780 They were quickly able to respond and get back to them. 1234 00:53:38,780 --> 00:53:42,300 And that's the main thing that I think we could improve upon 1235 00:53:42,300 --> 00:53:43,860 if we use this in the future. 1236 00:53:47,800 --> 00:53:49,997 GUEST SPEAKER: So going a little bit specifically 1237 00:53:49,997 --> 00:53:52,330 into the back end, what went right for us was definitely 1238 00:53:52,330 --> 00:53:53,660 our technology. 1239 00:53:53,660 --> 00:53:56,900 We used node.js as the server and socket.io 1240 00:53:56,900 --> 00:54:00,150 to do the two way communication so that you could receive snaps 1241 00:54:00,150 --> 00:54:01,430 from other players. 1242 00:54:01,430 --> 00:54:02,750 And we deployed on heroku. 1243 00:54:02,750 --> 00:54:04,500 All those three things worked really well. 1244 00:54:04,500 --> 00:54:06,542 We had no problems with them. 1245 00:54:06,542 --> 00:54:08,750 And the design of the back end also went pretty well. 1246 00:54:08,750 --> 00:54:11,429 It's a pretty simple server to implement, 1247 00:54:11,429 --> 00:54:12,970 and we did a good job of figuring out 1248 00:54:12,970 --> 00:54:14,807 what it needed to support. 1249 00:54:14,807 --> 00:54:16,640 We didn't document as well as we could have, 1250 00:54:16,640 --> 00:54:18,660 in terms of what is the published 1251 00:54:18,660 --> 00:54:21,290 API that the front end should be using. 1252 00:54:21,290 --> 00:54:23,710 So in socket.io, you send all these events, 1253 00:54:23,710 --> 00:54:25,580 and the names and the formats of the events 1254 00:54:25,580 --> 00:54:28,897 were not well documented for a long time. 1255 00:54:28,897 --> 00:54:31,480 There wasn't a lot that I would change on how the back end was 1256 00:54:31,480 --> 00:54:33,110 structured and how it went. 1257 00:54:33,110 --> 00:54:35,160 But I think maybe we had too many people working 1258 00:54:35,160 --> 00:54:37,734 on it for the small amount of work that it was, 1259 00:54:37,734 --> 00:54:39,650 and it would have helped if people more people 1260 00:54:39,650 --> 00:54:42,530 had worked on the front end. 1261 00:54:42,530 --> 00:54:44,689 That's also part of finalizing and freezing. 1262 00:54:44,689 --> 00:54:46,730 If we had just finalized and frozen the back end, 1263 00:54:46,730 --> 00:54:48,510 then we could've stopped worrying about it 1264 00:54:48,510 --> 00:54:50,890 and just moved on. 1265 00:54:50,890 --> 00:54:52,610 Networking was explicitly forbidden 1266 00:54:52,610 --> 00:54:55,140 in the rules of the class, which we did break, 1267 00:54:55,140 --> 00:54:57,800 and we intentionally broke it quite early on. 1268 00:54:57,800 --> 00:55:00,010 Networking really didn't give us very many problems. 1269 00:55:00,010 --> 00:55:01,680 We had a couple heroku issues, where 1270 00:55:01,680 --> 00:55:04,350 we had to quickly do a deploy, or there was a bug, 1271 00:55:04,350 --> 00:55:06,490 such as the one you just saw. 1272 00:55:06,490 --> 00:55:09,650 But really, heroku went really well for us, 1273 00:55:09,650 --> 00:55:11,526 and you could easily roll back. 1274 00:55:11,526 --> 00:55:13,150 And heroku gives you good documentation 1275 00:55:13,150 --> 00:55:18,310 on what code exactly ran every single time. 1276 00:55:18,310 --> 00:55:21,150 We actually have been deploying to the client. 1277 00:55:21,150 --> 00:55:24,620 The client has been using this for a while now. 1278 00:55:24,620 --> 00:55:26,560 These are some of the tests they've run. 1279 00:55:26,560 --> 00:55:28,870 And you can see that they're quite 1280 00:55:28,870 --> 00:55:31,110 different, in terms of how many teams there were, 1281 00:55:31,110 --> 00:55:32,440 how long they went. 1282 00:55:32,440 --> 00:55:35,270 I'm not really sure what the really long games were like. 1283 00:55:35,270 --> 00:55:38,567 We still need to talk to Pablo about his feedback for those. 1284 00:55:38,567 --> 00:55:40,400 But indeed, there were words being submitted 1285 00:55:40,400 --> 00:55:43,606 for those entire three hours. 1286 00:55:43,606 --> 00:55:44,980 And just to give you a sense, I'd 1287 00:55:44,980 --> 00:55:46,949 actually like to show one of these word clouds. 1288 00:55:46,949 --> 00:55:48,490 So these are much more serious topics 1289 00:55:48,490 --> 00:55:51,190 than algorithms, where actually, looking at the words 1290 00:55:51,190 --> 00:55:52,690 will give you a sense of what people 1291 00:55:52,690 --> 00:55:55,330 are thinking about a topic that you care about. 1292 00:55:58,300 --> 00:56:02,013 So for example, I think I'll just 1293 00:56:02,013 --> 00:56:03,762 include screenshots of those, because that 1294 00:56:03,762 --> 00:56:06,850 doesn't work very well. 1295 00:56:06,850 --> 00:56:08,770 So here, the topic of this conference 1296 00:56:08,770 --> 00:56:11,950 is zero poverty, zero emissions within a generation. 1297 00:56:11,950 --> 00:56:13,740 And you can see, education seems to be 1298 00:56:13,740 --> 00:56:15,780 a big theme in this conference. 1299 00:56:15,780 --> 00:56:20,360 I can tell that just by looking at the word clouds, of several 1300 00:56:20,360 --> 00:56:21,110 of them, actually. 1301 00:56:27,684 --> 00:56:30,350 And a lot of our effort ended up being focused on the client, as 1302 00:56:30,350 --> 00:56:31,210 opposed to the class. 1303 00:56:31,210 --> 00:56:33,668 I think that's part of what made our paperwork fall behind, 1304 00:56:33,668 --> 00:56:37,760 is that I've been working a lot on supporting these runs that 1305 00:56:37,760 --> 00:56:40,700 happened in the past four days, as 1306 00:56:40,700 --> 00:56:42,470 opposed to the deliverables of the class, 1307 00:56:42,470 --> 00:56:45,586 because I thought that this was important. 1308 00:56:45,586 --> 00:56:47,190 It's part of why we have snapgame.org. 1309 00:56:51,735 --> 00:56:53,360 GUEST SPEAKER: Developing the back end, 1310 00:56:53,360 --> 00:56:54,730 we were really successful. 1311 00:56:54,730 --> 00:56:56,750 But I felt when it came to the front end, 1312 00:56:56,750 --> 00:56:58,110 we struggled a little bit. 1313 00:56:58,110 --> 00:57:00,860 I think a main challenge was the game 1314 00:57:00,860 --> 00:57:05,205 is game that was intentionally made to play person to person, 1315 00:57:05,205 --> 00:57:06,800 and have that communication. 1316 00:57:06,800 --> 00:57:10,480 And representing that in a digital game 1317 00:57:10,480 --> 00:57:12,510 was a big challenge that we had to do. 1318 00:57:12,510 --> 00:57:14,160 So in our first design, we decided 1319 00:57:14,160 --> 00:57:17,610 we were going to use Phaser, and it looked something like this. 1320 00:57:17,610 --> 00:57:20,100 And obviously, Phaser wasn't even really being used, 1321 00:57:20,100 --> 00:57:21,900 so what was the point? 1322 00:57:21,900 --> 00:57:23,890 So we dropped Phaser, and then we 1323 00:57:23,890 --> 00:57:28,170 went to just using Bootstrap. 1324 00:57:28,170 --> 00:57:32,633 Here, we're just using Bootstrap in JavaScript 1325 00:57:32,633 --> 00:57:36,740 to handle all the input from the users. 1326 00:57:36,740 --> 00:57:41,250 And then in our final design with as you saw, 1327 00:57:41,250 --> 00:57:44,850 the dots and the drawing, we're using a JavaScript library 1328 00:57:44,850 --> 00:57:45,350 called 2JS. 1329 00:57:48,850 --> 00:57:53,590 So what went right was I think we had really good people 1330 00:57:53,590 --> 00:57:55,400 to do UI design. 1331 00:57:55,400 --> 00:57:58,030 But we didn't really begin thinking about that 1332 00:57:58,030 --> 00:57:59,380 until later. 1333 00:57:59,380 --> 00:58:01,920 And it took us a really long time 1334 00:58:01,920 --> 00:58:05,060 to be able to represent the game in a really 1335 00:58:05,060 --> 00:58:06,930 good way to the user. 1336 00:58:06,930 --> 00:58:10,070 There were a lot of challenges we faced in doing that. 1337 00:58:10,070 --> 00:58:14,040 So I will come back to this. 1338 00:58:14,040 --> 00:58:16,700 Some of the first ideas that we had 1339 00:58:16,700 --> 00:58:20,110 for how we're going to represent the information to the player 1340 00:58:20,110 --> 00:58:22,540 was by using a word cloud that we used on the end, 1341 00:58:22,540 --> 00:58:27,640 but blurring out the words until they actually submitted a word. 1342 00:58:27,640 --> 00:58:28,960 Then we would display it. 1343 00:58:28,960 --> 00:58:31,330 But this is actually really, really challenging, 1344 00:58:31,330 --> 00:58:33,630 and so we didn't want to spend our time doing something 1345 00:58:33,630 --> 00:58:34,670 like that. 1346 00:58:34,670 --> 00:58:36,730 Then we considered having some sort of line 1347 00:58:36,730 --> 00:58:39,760 where you're racing against the other players 1348 00:58:39,760 --> 00:58:41,380 to get to the top. 1349 00:58:41,380 --> 00:58:43,790 But this isn't entirely interesting, 1350 00:58:43,790 --> 00:58:46,580 so we considered including both of them. 1351 00:58:46,580 --> 00:58:48,440 But then again, the word cloud, we 1352 00:58:48,440 --> 00:58:51,150 ended up deciding that was too difficult. 1353 00:58:51,150 --> 00:58:54,410 So we came up with the idea of everyone's a dot, 1354 00:58:54,410 --> 00:58:56,240 and your score would be represented 1355 00:58:56,240 --> 00:58:57,920 by how big your dot is. 1356 00:58:57,920 --> 00:59:00,030 But if you're playing with 100 people, 1357 00:59:00,030 --> 00:59:02,310 this is just unreasonable. 1358 00:59:02,310 --> 00:59:05,700 And so then we finally came up with this last idea, 1359 00:59:05,700 --> 00:59:09,970 which is nearly complete, where the height of your dot 1360 00:59:09,970 --> 00:59:14,280 represents where you are in relation to the max score. 1361 00:59:14,280 --> 00:59:17,260 And the lines are representing snap connections 1362 00:59:17,260 --> 00:59:19,640 that are going along with the other players. 1363 00:59:19,640 --> 00:59:28,530 So basically, I think for future projects for the front end, 1364 00:59:28,530 --> 00:59:31,100 we definitely need to think about design sooner. 1365 00:59:31,100 --> 00:59:34,380 This process happened really slowly and really close 1366 00:59:34,380 --> 00:59:35,340 to the end. 1367 00:59:35,340 --> 00:59:38,245 We were very focused on the functionality 1368 00:59:38,245 --> 00:59:40,090 of our game and the mechanics, and not 1369 00:59:40,090 --> 00:59:43,080 a lot about the player's interaction with the game. 1370 00:59:43,080 --> 00:59:46,000 It would have been awesome if we did some prototyping early on, 1371 00:59:46,000 --> 00:59:47,660 because we had some other ideas. 1372 00:59:47,660 --> 00:59:49,710 And we just never put them into fruition, 1373 00:59:49,710 --> 00:59:51,110 and we never tested them out. 1374 00:59:51,110 --> 00:59:52,950 So it would have been interesting to make 1375 00:59:52,950 --> 00:59:55,134 those and see what users thought of them. 1376 01:00:01,856 --> 01:00:03,230 GUEST SPEAKER: So I think working 1377 01:00:03,230 --> 01:00:05,430 with a large group was definitely difficult. 1378 01:00:05,430 --> 01:00:07,050 And splitting it up was a good idea. 1379 01:00:07,050 --> 01:00:09,750 But I think that having more responsibility and roles 1380 01:00:09,750 --> 01:00:12,390 within those people would have been very helpful. 1381 01:00:12,390 --> 01:00:14,390 We also should have thought about design sooner. 1382 01:00:14,390 --> 01:00:18,460 I think also, from Miriam's presentation, the idea that we 1383 01:00:18,460 --> 01:00:20,530 should have thought about the game and making it 1384 01:00:20,530 --> 01:00:22,390 fun was something we should have focused on, 1385 01:00:22,390 --> 01:00:24,400 as opposed to just thinking about porting a game 1386 01:00:24,400 --> 01:00:25,700 that we had seen. 1387 01:00:25,700 --> 01:00:28,280 We really should have focused on what makes this a fun game, 1388 01:00:28,280 --> 01:00:30,100 and what could we do to improve it? 1389 01:00:30,100 --> 01:00:32,151 Because the core game can be done 1390 01:00:32,151 --> 01:00:34,150 very quickly, and within the first couple weeks, 1391 01:00:34,150 --> 01:00:36,196 we had the core concept done. 1392 01:00:36,196 --> 01:00:38,320 So I think more quickly, we could have figured out, 1393 01:00:38,320 --> 01:00:41,701 what feedback should we give to players? 1394 01:00:41,701 --> 01:00:43,200 How can we make it more competitive, 1395 01:00:43,200 --> 01:00:45,880 which I think it makes it more interesting as a game, 1396 01:00:45,880 --> 01:00:48,110 as opposed to as a tool to collect data? 1397 01:00:50,790 --> 01:00:51,920 That's all we have. 1398 01:00:51,920 --> 01:00:54,006 Are there any questions? 1399 01:00:54,006 --> 01:00:57,338 [APPLAUSE] 1400 01:01:00,680 --> 01:01:02,956 PROFESSOR: Anybody else from the class? 1401 01:01:02,956 --> 01:01:04,835 Any suggestions? 1402 01:01:07,820 --> 01:01:10,080 No? 1403 01:01:10,080 --> 01:01:10,991 Well, we've got some. 1404 01:01:10,991 --> 01:01:11,866 You want to go first? 1405 01:01:17,060 --> 01:01:20,210 PROFESSOR: So one thing that I noticed 1406 01:01:20,210 --> 01:01:24,750 was there was a screen where you had the [INAUDIBLE] 1407 01:01:24,750 --> 01:01:26,370 didn't future. 1408 01:01:26,370 --> 01:01:28,080 That made no sense to me at all. 1409 01:01:28,080 --> 01:01:29,635 I stared at that slide for a while. 1410 01:01:29,635 --> 01:01:31,510 And then I heard what you were talking about, 1411 01:01:31,510 --> 01:01:34,140 and then ah--what worked, what didn't, what are we going to do 1412 01:01:34,140 --> 01:01:35,652 in the future. 1413 01:01:35,652 --> 01:01:37,360 I can see how you might do it, because it 1414 01:01:37,360 --> 01:01:40,580 fits with the snap theme of having just a single word. 1415 01:01:40,580 --> 01:01:43,612 But wow, that was really confusing. 1416 01:01:43,612 --> 01:01:45,320 PROFESSOR: Oh, that's why all [INAUDIBLE] 1417 01:01:45,320 --> 01:01:46,344 are in small letters. 1418 01:01:46,344 --> 01:01:47,010 PROFESSOR: Yeah. 1419 01:01:47,010 --> 01:01:48,660 It took me a while to realize what was going on. 1420 01:01:48,660 --> 01:01:49,550 I'm guessing that. 1421 01:01:49,550 --> 01:01:50,530 I don't know for sure. 1422 01:01:50,530 --> 01:01:52,175 PROFESSOR: Is that what you were going for? 1423 01:01:52,175 --> 01:01:53,165 GUEST SPEAKER: Not really. 1424 01:01:53,165 --> 01:01:54,331 It was just for consistency. 1425 01:01:54,331 --> 01:01:56,182 PROFESSOR: OK. 1426 01:01:56,182 --> 01:02:00,250 PROFESSOR: Slightly more clarity would be helpful. 1427 01:02:00,250 --> 01:02:02,130 You talked about the task diffusion, 1428 01:02:02,130 --> 01:02:05,710 having a hard time getting tasks assigned. 1429 01:02:05,710 --> 01:02:09,045 But when you talked about dividing your team into groups, 1430 01:02:09,045 --> 01:02:13,209 you didn't talk about what the structure was running 1431 01:02:13,209 --> 01:02:14,250 those groups or anything. 1432 01:02:14,250 --> 01:02:16,537 You didn't have any of that was what was going on. 1433 01:02:16,537 --> 01:02:18,870 But you might want to be maybe more explicit about that. 1434 01:02:18,870 --> 01:02:19,680 PROFESSOR: Yeah, like how did somebody take 1435 01:02:19,680 --> 01:02:21,704 a task from Asana, by the way. 1436 01:02:21,704 --> 01:02:22,370 PROFESSOR: Yeah. 1437 01:02:22,370 --> 01:02:23,550 PROFESSOR: Was there a process for that? 1438 01:02:23,550 --> 01:02:24,966 Did that actually happen that way? 1439 01:02:24,966 --> 01:02:26,010 Or was it an assignment? 1440 01:02:26,010 --> 01:02:26,370 PROFESSOR: Yeah. 1441 01:02:26,370 --> 01:02:27,953 Was there one person generating tasks? 1442 01:02:27,953 --> 01:02:31,333 Or did the groups generate tasks collectively? 1443 01:02:31,333 --> 01:02:32,722 That sort of thing. 1444 01:02:32,722 --> 01:02:36,850 I think that's most of what I have. 1445 01:02:36,850 --> 01:02:39,995 PROFESSOR: So first of all, the demo for the game probably 1446 01:02:39,995 --> 01:02:42,370 is what we're going to have to do on the real day itself, 1447 01:02:42,370 --> 01:02:44,220 because it's such a large scale game. 1448 01:02:44,220 --> 01:02:46,870 So it's not going to be like two people playing the game. 1449 01:02:46,870 --> 01:02:49,422 So we can probably run the demo pretty much 1450 01:02:49,422 --> 01:02:50,297 the way that you did. 1451 01:02:50,297 --> 01:02:50,868 GUEST SPEAKER: [INAUDIBLE] that's 1452 01:02:50,868 --> 01:02:51,909 what we were [INAUDIBLE]. 1453 01:02:51,909 --> 01:02:55,997 PROFESSOR: Is that the way that they do it when they run it? 1454 01:02:55,997 --> 01:02:57,080 GUEST SPEAKER: It depends. 1455 01:02:57,080 --> 01:03:01,580 So Pablo has been actually doing a limited number of words. 1456 01:03:01,580 --> 01:03:06,060 And only at the World Bank are they doing it like the way 1457 01:03:06,060 --> 01:03:08,190 we are doing it, where everybody's submitting. 1458 01:03:08,190 --> 01:03:09,523 And that, they haven't done yet. 1459 01:03:09,523 --> 01:03:11,480 That's actually this afternoon. 1460 01:03:11,480 --> 01:03:14,279 PROFESSOR: You might want to talk a little bit 1461 01:03:14,279 --> 01:03:15,570 about the history of this game. 1462 01:03:15,570 --> 01:03:18,210 Everyone in this room right now has played the original game. 1463 01:03:18,210 --> 01:03:19,126 PROFESSOR: Absolutely. 1464 01:03:19,126 --> 01:03:20,510 PROFESSOR: Yeah. 1465 01:03:20,510 --> 01:03:22,440 Similar to some of the things. 1466 01:03:22,440 --> 01:03:24,880 I have it-- why are all your subheadings in small letters? 1467 01:03:24,880 --> 01:03:28,110 Because it really, really threw me. 1468 01:03:28,110 --> 01:03:31,860 Now, maybe it was unintended to make it look 1469 01:03:31,860 --> 01:03:33,900 like your game [? snap, ?] but it actually 1470 01:03:33,900 --> 01:03:36,565 does make it hard to read, your slides. 1471 01:03:36,565 --> 01:03:41,566 All caps would be even easier than all small letters. 1472 01:03:41,566 --> 01:03:43,690 There's one slide where you talk about adding roles 1473 01:03:43,690 --> 01:03:46,550 for specific game design, UI, and everything. 1474 01:03:46,550 --> 01:03:49,780 But the heading just says, future. 1475 01:03:49,780 --> 01:03:52,290 The big takeaway is more specific roles. 1476 01:03:52,290 --> 01:03:53,690 You'll see it. 1477 01:03:53,690 --> 01:03:56,412 So that should be on your slide. 1478 01:03:56,412 --> 01:04:01,050 Your slides move really fast on average. 1479 01:04:01,050 --> 01:04:03,810 And some of your slides are more word-heavy than others. 1480 01:04:03,810 --> 01:04:04,560 GUEST SPEAKER: OK. 1481 01:04:04,560 --> 01:04:06,518 PROFESSOR: So for the ones that are word heavy, 1482 01:04:06,518 --> 01:04:10,730 them up a little longer, or make them less wordy. 1483 01:04:10,730 --> 01:04:11,540 One or the other. 1484 01:04:11,540 --> 01:04:13,110 Otherwise, I'm trying to read everything, 1485 01:04:13,110 --> 01:04:14,900 and I can't even listen to what you're saying 1486 01:04:14,900 --> 01:04:16,149 before the next slide changes. 1487 01:04:19,610 --> 01:04:22,000 When you described the mobile app, 1488 01:04:22,000 --> 01:04:24,250 I'm assuming you meant an Asana mobile app? 1489 01:04:24,250 --> 01:04:26,440 GUEST SPEAKER: The slack mobile app, yeah. 1490 01:04:26,440 --> 01:04:28,300 PROFESSOR: The slack mobile app, OK. 1491 01:04:28,300 --> 01:04:30,770 Just be specific, because it wasn't entirely clear 1492 01:04:30,770 --> 01:04:35,000 what you meant by that. 1493 01:04:35,000 --> 01:04:37,517 So yes, put screenshots into your presentation 1494 01:04:37,517 --> 01:04:38,725 instead of switching windows. 1495 01:04:38,725 --> 01:04:41,710 That will just make things easier. 1496 01:04:41,710 --> 01:04:43,330 There are maybe people in the audience 1497 01:04:43,330 --> 01:04:47,080 who actually haven't used Phaser or know what Phaser is. 1498 01:04:47,080 --> 01:04:50,810 So when you say, Phaser clearly isn't doing anything useful, 1499 01:04:50,810 --> 01:04:52,440 well, they don't know what Phaser does. 1500 01:04:52,440 --> 01:04:54,430 So just explain. 1501 01:04:54,430 --> 01:04:56,370 Phaser's a sprite-based game engine. 1502 01:04:56,370 --> 01:04:58,611 We have no sprites, something like that. 1503 01:05:02,270 --> 01:05:05,780 Two points about the game itself. 1504 01:05:05,780 --> 01:05:09,255 First of all, how do you tell which dart is yours? 1505 01:05:09,255 --> 01:05:11,397 GUEST SPEAKER: It's the green one. 1506 01:05:11,397 --> 01:05:11,980 PROFESSOR: OK. 1507 01:05:11,980 --> 01:05:14,140 I think because of the peripheral vision, 1508 01:05:14,140 --> 01:05:17,067 I really did not even notice there was a green dot. 1509 01:05:17,067 --> 01:05:17,900 GUEST SPEAKER: Yeah. 1510 01:05:17,900 --> 01:05:20,140 PROFESSOR: So maybe it's just my eyes or something. 1511 01:05:20,140 --> 01:05:22,030 PROFESSOR: I didn't see it either. 1512 01:05:22,030 --> 01:05:22,613 PROFESSOR: OK. 1513 01:05:22,613 --> 01:05:24,880 How many people actually noticed a green dot? 1514 01:05:24,880 --> 01:05:25,990 PROFESSOR: [INAUDIBLE] mine was so small. 1515 01:05:25,990 --> 01:05:28,198 AUDIENCE: There was a random green dot in the screen, 1516 01:05:28,198 --> 01:05:32,141 and I couldn't do anything to it, so I kept [INAUDIBLE]. 1517 01:05:32,141 --> 01:05:33,890 PROFESSOR: There is a green dot on screen, 1518 01:05:33,890 --> 01:05:35,940 and it's really hard to see a green dot. 1519 01:05:35,940 --> 01:05:37,630 There's something about the way how 1520 01:05:37,630 --> 01:05:40,650 the human vision works on that. 1521 01:05:40,650 --> 01:05:43,070 GUEST SPEAKER: I think it's also because there are so 1522 01:05:43,070 --> 01:05:43,900 many people. 1523 01:05:43,900 --> 01:05:44,876 PROFESSOR: Yeah. 1524 01:05:44,876 --> 01:05:46,250 GUEST SPEAKER: We've never tested 1525 01:05:46,250 --> 01:05:50,165 with more than five people, and there 1526 01:05:50,165 --> 01:05:52,810 are a lot of dots on screen when I 1527 01:05:52,810 --> 01:05:55,180 don't know how many people were in that game-- 1528 01:05:55,180 --> 01:05:56,804 PROFESSOR: I think it's cool that there 1529 01:05:56,804 --> 01:05:59,460 is a dot that is yours, and that it has a meaning to it. 1530 01:05:59,460 --> 01:06:02,400 But just being aware that that dot even 1531 01:06:02,400 --> 01:06:04,720 exists and is different from the dots 1532 01:06:04,720 --> 01:06:07,760 is more challenging than you might have realized. 1533 01:06:07,760 --> 01:06:09,400 GUEST SPEAKER: Yeah. 1534 01:06:09,400 --> 01:06:13,664 PROFESSOR: And then finally, one thing about the networking 1535 01:06:13,664 --> 01:06:15,330 thing. it's actually really, really neat 1536 01:06:15,330 --> 01:06:16,705 that [? Heroku ?] and [INAUDIBLE] 1537 01:06:16,705 --> 01:06:18,310 seems to have solved problems that we 1538 01:06:18,310 --> 01:06:20,890 traditionally, in this class, have just 1539 01:06:20,890 --> 01:06:22,330 derailed entire teams. 1540 01:06:22,330 --> 01:06:26,437 So it's a possibility that you just have an awesome team. 1541 01:06:26,437 --> 01:06:27,270 GUEST SPEAKER: Yeah. 1542 01:06:27,270 --> 01:06:28,811 I think one thing I forgot to mention 1543 01:06:28,811 --> 01:06:30,620 is that we have a lot of experience 1544 01:06:30,620 --> 01:06:32,740 in all of these technologies. 1545 01:06:32,740 --> 01:06:34,262 And so that helped. 1546 01:06:34,262 --> 01:06:35,720 PROFESSOR: What happens if somebody 1547 01:06:35,720 --> 01:06:38,510 who doesn't know anything about node.js or hiroku decides, 1548 01:06:38,510 --> 01:06:40,176 they're going to make a networking game? 1549 01:06:40,176 --> 01:06:41,670 GUEST SPEAKER: I have no idea. 1550 01:06:41,670 --> 01:06:43,670 PROFESSOR: So you might want to talk about that. 1551 01:06:45,800 --> 01:06:49,870 PROFESSOR: Mine, to reiterate-- client support versus class 1552 01:06:49,870 --> 01:06:52,230 deliverables was a good point. 1553 01:06:52,230 --> 01:06:55,690 Speak more about the client, and what you did for them, 1554 01:06:55,690 --> 01:06:58,200 and what their role was on the team. 1555 01:06:58,200 --> 01:07:01,347 It sounds like they had a more active role. 1556 01:07:01,347 --> 01:07:03,930 And dependencies-- when you talk about dependencies and scrum, 1557 01:07:03,930 --> 01:07:06,350 having difficulty with that, absolutely true. 1558 01:07:06,350 --> 01:07:08,380 What did you do to get past it? 1559 01:07:08,380 --> 01:07:09,090 Explain that. 1560 01:07:09,090 --> 01:07:12,280 Or if you didn't do anything to get past it, say that. 1561 01:07:12,280 --> 01:07:15,140 But say whatever it is, rather than-- you do 1562 01:07:15,140 --> 01:07:18,130 a lot of [INAUDIBLE] does this. 1563 01:07:18,130 --> 01:07:19,380 But you don't go into the how. 1564 01:07:19,380 --> 01:07:24,660 So go a little bit into the how for at least that point. 1565 01:07:24,660 --> 01:07:26,420 Thank you. 1566 01:07:26,420 --> 01:07:28,504 [APPLAUSE] 1567 01:07:28,504 --> 01:07:29,920 PROFESSOR: Would you need a break? 1568 01:07:29,920 --> 01:07:31,630 Or are we good on time? 1569 01:07:31,630 --> 01:07:33,556 PROFESSOR: No, let's just hammer through them. 1570 01:07:33,556 --> 01:07:34,710 PROFESSOR: All right. 1571 01:07:34,710 --> 01:07:35,580 "Saving Gora Gora?" 1572 01:07:35,580 --> 01:07:37,560 PROFESSOR: "Saving Gora Gora," come on down. 1573 01:07:37,560 --> 01:07:41,410 GUEST SPEAKER: So we're the "Saving Gora Gora" team, us 1574 01:07:41,410 --> 01:07:45,450 plus some devs in the audience. 1575 01:07:45,450 --> 01:07:50,240 And I'm Liz, and I'll be starting you guys off. 1576 01:07:50,240 --> 01:07:55,200 So quick overview of our game's goals coming into the project. 1577 01:07:55,200 --> 01:07:59,270 We wanted to inform players about a cholera, 1578 01:07:59,270 --> 01:08:01,990 and specifically, the causes, and the systems, 1579 01:08:01,990 --> 01:08:04,260 and the prevention of the disease. 1580 01:08:04,260 --> 01:08:08,140 And our audience, we wanted to narrow that down really early. 1581 01:08:08,140 --> 01:08:11,060 Specifically, we were more interested in targeting 1582 01:08:11,060 --> 01:08:16,250 the younger age range of 8 to 13. 1583 01:08:16,250 --> 01:08:19,830 And we had specific issues of that, which 1584 01:08:19,830 --> 01:08:20,930 we'll talk about later on. 1585 01:08:20,930 --> 01:08:24,930 And mainly, we wanted to have all these education goals 1586 01:08:24,930 --> 01:08:30,830 and audience goals; be a part of a fun game, 1587 01:08:30,830 --> 01:08:32,769 basically, like we wanted our game to be fun, 1588 01:08:32,769 --> 01:08:34,810 and not one of those educational games they play, 1589 01:08:34,810 --> 01:08:38,706 and then you fall asleep, and it's basically a poster. 1590 01:08:38,706 --> 01:08:43,920 A quick overview of what the game ended up looking like. 1591 01:08:43,920 --> 01:08:45,530 This is "Saving Gora Gora." 1592 01:08:45,530 --> 01:08:49,210 It's a children's game, and you are 1593 01:08:49,210 --> 01:08:53,550 visiting a village of animals which is falling ill. 1594 01:08:53,550 --> 01:08:56,750 And as a player, your goal is to help figure 1595 01:08:56,750 --> 01:08:59,529 out what is causing the illness and trying 1596 01:08:59,529 --> 01:09:03,800 to defend the character in the game, which 1597 01:09:03,800 --> 01:09:05,186 we'll talk about now. 1598 01:09:05,186 --> 01:09:08,149 A big part of our game is narrative, 1599 01:09:08,149 --> 01:09:10,609 which is why we're going to do the demo later, 1600 01:09:10,609 --> 01:09:12,609 because we wanted to ease you into the narrative 1601 01:09:12,609 --> 01:09:14,990 without having you read all the text. 1602 01:09:14,990 --> 01:09:16,370 Everyone in Gora Gora is sick. 1603 01:09:16,370 --> 01:09:19,315 We have this monster that is being blamed for it. 1604 01:09:19,315 --> 01:09:21,950 He is totally a cool guy though, and he 1605 01:09:21,950 --> 01:09:24,790 wants you to help you prove his innocence. 1606 01:09:24,790 --> 01:09:25,300 You're Kojo. 1607 01:09:25,300 --> 01:09:28,029 You're a little bunny kid, and you 1608 01:09:28,029 --> 01:09:34,250 need to work with the town to prove to the town 1609 01:09:34,250 --> 01:09:37,319 that it's not Sal that's making everybody sick. 1610 01:09:37,319 --> 01:09:38,414 It's actually cholera. 1611 01:09:41,290 --> 01:09:45,020 Basic gameplay is you're the main character. 1612 01:09:45,020 --> 01:09:46,500 This is Kojo. 1613 01:09:46,500 --> 01:09:50,754 And you'll unlock minigames by exploring the map. 1614 01:09:50,754 --> 01:09:52,170 Each minigame will give you a clue 1615 01:09:52,170 --> 01:09:56,700 to prove that Sal is innocent, and your ultimate goal 1616 01:09:56,700 --> 01:09:59,860 is to convince the mayor that Sal is a cool guy, 1617 01:09:59,860 --> 01:10:03,247 and he shouldn't be in that cage that you see in the background. 1618 01:10:06,230 --> 01:10:08,780 GUEST SPEAKER: So our first minigame 1619 01:10:08,780 --> 01:10:10,160 was about water filtration. 1620 01:10:10,160 --> 01:10:13,650 And the basis of the minigame is that friends and neighbors 1621 01:10:13,650 --> 01:10:15,794 in the village are bringing water to Kojo's mom, 1622 01:10:15,794 --> 01:10:18,210 because they don't know whether it's safe to drink or not. 1623 01:10:18,210 --> 01:10:20,880 So the goal of the game is to have 1624 01:10:20,880 --> 01:10:23,500 the player decide whether each water 1625 01:10:23,500 --> 01:10:26,010 source is safe to drink from. 1626 01:10:26,010 --> 01:10:27,605 And along the process of developing 1627 01:10:27,605 --> 01:10:30,270 that minigame, we had to actually iterate over 1628 01:10:30,270 --> 01:10:33,690 the physical design of the minigame quite a bit, 1629 01:10:33,690 --> 01:10:37,380 because our first idea was since it's water filtration, 1630 01:10:37,380 --> 01:10:40,180 we wanted to make it perhaps a facility. 1631 01:10:40,180 --> 01:10:42,230 But we realized that wasn't relatable. 1632 01:10:42,230 --> 01:10:45,070 It wasn't culturally relevant to all the kids 1633 01:10:45,070 --> 01:10:48,889 who would be playing this game, so then our final design 1634 01:10:48,889 --> 01:10:50,430 ended up being outside a home, as you 1635 01:10:50,430 --> 01:10:53,575 can see in the background. 1636 01:10:53,575 --> 01:10:55,620 So a couple other challenges we had. 1637 01:10:55,620 --> 01:10:58,980 First, we had it working in real time, where 1638 01:10:58,980 --> 01:11:01,900 the player had to rush to get things done in the minigame. 1639 01:11:01,900 --> 01:11:04,570 But we thought that that took away 1640 01:11:04,570 --> 01:11:07,070 from the overall purpose of teaching the kids, 1641 01:11:07,070 --> 01:11:09,310 so we made it a lot more relaxed, 1642 01:11:09,310 --> 01:11:12,093 a lot less time constrained, and allowed player 1643 01:11:12,093 --> 01:11:14,020 to play at their own pace. 1644 01:11:14,020 --> 01:11:17,590 And lastly, we wanted to make sure that the game was clear. 1645 01:11:17,590 --> 01:11:18,620 The game plan was clear. 1646 01:11:18,620 --> 01:11:22,220 But we didn't want to make it too text heavy. 1647 01:11:22,220 --> 01:11:24,020 And we considered making a tutorial, 1648 01:11:24,020 --> 01:11:26,450 but we didn't have enough time to actually implement that, 1649 01:11:26,450 --> 01:11:30,320 so we added some instruction text boxes on an overlay 1650 01:11:30,320 --> 01:11:33,106 to just try to get the player a brief overview. 1651 01:11:33,106 --> 01:11:34,480 And then during the game, they're 1652 01:11:34,480 --> 01:11:36,690 also able to go back into these instructions 1653 01:11:36,690 --> 01:11:41,262 and reread it so it becomes more clear. 1654 01:11:41,262 --> 01:11:42,720 GUEST SPEAKER: So the next minigame 1655 01:11:42,720 --> 01:11:46,390 is a water collection game, where Kojo, the main player, 1656 01:11:46,390 --> 01:11:49,480 needs to help his friend find a safe water source, 1657 01:11:49,480 --> 01:11:51,310 since you have to go look for water 1658 01:11:51,310 --> 01:11:54,660 and figure out where to drink, or where to get it. 1659 01:11:54,660 --> 01:11:56,560 He basically helps his friend choose 1660 01:11:56,560 --> 01:11:58,800 where to get the water from. 1661 01:11:58,800 --> 01:12:00,860 So they basically show you a village map, 1662 01:12:00,860 --> 01:12:03,020 and you would choose which places on the village 1663 01:12:03,020 --> 01:12:05,340 map you would want to get the water from. 1664 01:12:05,340 --> 01:12:08,900 In terms of challenges and how I started developing the game, 1665 01:12:08,900 --> 01:12:11,030 we wanted to make sure it was "fail-safe" 1666 01:12:11,030 --> 01:12:14,550 so that even if the player chose the wrong choice, 1667 01:12:14,550 --> 01:12:16,590 then they would get feedback. 1668 01:12:16,590 --> 01:12:19,326 They would learn why that wasn't the right choice, 1669 01:12:19,326 --> 01:12:21,200 and then be able to continue playing the game 1670 01:12:21,200 --> 01:12:23,650 until they made the right choice. 1671 01:12:23,650 --> 01:12:26,206 Originally, we did have an excreter. 1672 01:12:26,206 --> 01:12:29,680 You had to find where you would also excrete. 1673 01:12:29,680 --> 01:12:31,709 But we cut that feature pretty early on, 1674 01:12:31,709 --> 01:12:33,250 since we thought it was less crucial, 1675 01:12:33,250 --> 01:12:36,150 and we wanted to focus on water. 1676 01:12:36,150 --> 01:12:38,730 And then other challenges were, as Kevin said, 1677 01:12:38,730 --> 01:12:42,470 we had some cultural issues, in terms of design, 1678 01:12:42,470 --> 01:12:44,906 so we revamped our images. 1679 01:12:44,906 --> 01:12:47,322 And also, we wanted to provide more feedback to the player 1680 01:12:47,322 --> 01:12:48,310 as they were playing. 1681 01:12:48,310 --> 01:12:51,730 So throughout our development process, 1682 01:12:51,730 --> 01:12:55,110 we added things like helper texts and more explanations 1683 01:12:55,110 --> 01:12:57,640 about why you did or didn't do things correctly. 1684 01:13:00,815 --> 01:13:02,190 GUEST SPEAKER: Our third minigame 1685 01:13:02,190 --> 01:13:05,320 is focused around understanding the symptoms of cholera 1686 01:13:05,320 --> 01:13:07,100 and understanding how important it is 1687 01:13:07,100 --> 01:13:08,770 to act early on these symptoms. 1688 01:13:08,770 --> 01:13:13,100 So in the game, the doctor of the village, Dr. Quasi, 1689 01:13:13,100 --> 01:13:16,026 is very busy, and he can't go out into the village 1690 01:13:16,026 --> 01:13:18,275 to help patients, because he has so many patients that 1691 01:13:18,275 --> 01:13:19,590 are coming to him already. 1692 01:13:19,590 --> 01:13:22,434 So he asks Kojo to go help him find sick patients to go talk 1693 01:13:22,434 --> 01:13:24,850 to his friends and see if they have any of these symptoms, 1694 01:13:24,850 --> 01:13:29,270 tell them to come to the clinic so that they can get treated. 1695 01:13:29,270 --> 01:13:30,840 During the development of this game, 1696 01:13:30,840 --> 01:13:32,423 we initially started off with the idea 1697 01:13:32,423 --> 01:13:34,690 that you'd be helping the doctor diagnose patients 1698 01:13:34,690 --> 01:13:35,600 at the hospital. 1699 01:13:35,600 --> 01:13:38,640 But then we realized that this would quickly turn into a quiz 1700 01:13:38,640 --> 01:13:40,600 and wouldn't be as engaging or as fun. 1701 01:13:40,600 --> 01:13:42,100 And it would essentially be the same 1702 01:13:42,100 --> 01:13:43,620 as reading off of a pamphlet. 1703 01:13:43,620 --> 01:13:45,390 So we wanted to add more of a game aspect 1704 01:13:45,390 --> 01:13:47,510 to it, so we decided to make it such 1705 01:13:47,510 --> 01:13:49,560 that you are going out and trying to find people, 1706 01:13:49,560 --> 01:13:54,090 and suggesting to them that they go to the doctor's office. 1707 01:13:54,090 --> 01:13:56,689 And then another one of the cultural things 1708 01:13:56,689 --> 01:13:58,980 that we ran into is initially, you're playing as a kid. 1709 01:13:58,980 --> 01:14:00,742 But we initially had it such that you're 1710 01:14:00,742 --> 01:14:02,700 going around and talking to some of the adults. 1711 01:14:02,700 --> 01:14:04,800 And as Pablo pointed out to us, there's 1712 01:14:04,800 --> 01:14:08,020 a much stricter social hierarchy in Ghana, 1713 01:14:08,020 --> 01:14:11,650 and it might seem appropriate that we are suggesting to kids 1714 01:14:11,650 --> 01:14:14,230 that they demand that their parents go to the doctor's 1715 01:14:14,230 --> 01:14:15,730 office, because that's not something 1716 01:14:15,730 --> 01:14:18,730 that would necessarily happen in the Ghana social structure. 1717 01:14:18,730 --> 01:14:21,450 So we decided to change that around to you're 1718 01:14:21,450 --> 01:14:23,970 talking to your friends, who are the same age as you. 1719 01:14:23,970 --> 01:14:25,940 And you're talking to your friends, 1720 01:14:25,940 --> 01:14:28,522 and you're having them go to the doctor's office. 1721 01:14:28,522 --> 01:14:29,980 Some of the challenges we ran into, 1722 01:14:29,980 --> 01:14:34,060 since this is a very conversation based game, 1723 01:14:34,060 --> 01:14:36,312 making sure that the dialogue UI was understandable, 1724 01:14:36,312 --> 01:14:39,199 and that you knew when you had choices available to you, 1725 01:14:39,199 --> 01:14:40,740 to choose, and when you were talking, 1726 01:14:40,740 --> 01:14:42,690 versus the other person was talking. 1727 01:14:42,690 --> 01:14:43,980 This was something that we had to integrate 1728 01:14:43,980 --> 01:14:44,860 over multiple times. 1729 01:14:44,860 --> 01:14:47,400 And finally, making sure that the dialogue was 1730 01:14:47,400 --> 01:14:48,140 age appropriate. 1731 01:14:48,140 --> 01:14:49,902 Since these kids don't speak English 1732 01:14:49,902 --> 01:14:51,860 as their primary language and they're children, 1733 01:14:51,860 --> 01:14:54,030 we wanted to make sure that the dialogue was simple enough 1734 01:14:54,030 --> 01:14:56,177 for the children to understand-- but also, still 1735 01:14:56,177 --> 01:14:57,760 had the meaning behind it so that they 1736 01:14:57,760 --> 01:15:03,120 realized what actions they were taking through their dialogue. 1737 01:15:03,120 --> 01:15:05,176 And now, we're going to start our demonstration. 1738 01:15:08,050 --> 01:15:10,980 GUEST SPEAKER: So it starts out with the monster hiding. 1739 01:15:10,980 --> 01:15:15,480 And the monster is hiding from Kojo. 1740 01:15:15,480 --> 01:15:17,980 And Kojo's like, why are you hiding? 1741 01:15:17,980 --> 01:15:20,070 And so you see, people are blaming him 1742 01:15:20,070 --> 01:15:22,610 for everyone's sickness. 1743 01:15:22,610 --> 01:15:26,802 And so you say you'll help and you know who to talk to. 1744 01:15:26,802 --> 01:15:28,510 But then when you bring him to the mayor, 1745 01:15:28,510 --> 01:15:30,600 he's locked up by the mayor. 1746 01:15:30,600 --> 01:15:33,740 And you're trying to convince the mayor that he's not 1747 01:15:33,740 --> 01:15:36,060 the actual monster. 1748 01:15:36,060 --> 01:15:39,990 So you can see the beginning dialogue really sets up 1749 01:15:39,990 --> 01:15:42,510 the scene for the story. 1750 01:15:42,510 --> 01:15:44,483 And now, as Kojo, I'll say, I don't know, 1751 01:15:44,483 --> 01:15:45,760 but I'll figure it out. 1752 01:15:45,760 --> 01:15:48,980 And so now that you're in the town, you can explore the town. 1753 01:15:48,980 --> 01:15:52,120 And you might be able to talk to some of the people. 1754 01:15:55,200 --> 01:15:57,430 And so the people around town will give you 1755 01:15:57,430 --> 01:15:58,990 things that will help you. 1756 01:15:58,990 --> 01:16:03,070 So this dog is giving you matches. 1757 01:16:03,070 --> 01:16:05,780 And you might figure out later, oh. 1758 01:16:05,780 --> 01:16:07,990 And now, you see of matches in your inventory, 1759 01:16:07,990 --> 01:16:10,360 and you might be able to use that later. 1760 01:16:10,360 --> 01:16:11,760 So for example, we can also click 1761 01:16:11,760 --> 01:16:13,740 on the different buildings. 1762 01:16:13,740 --> 01:16:17,780 And now, we realize that your friend is missing a bucket. 1763 01:16:17,780 --> 01:16:20,310 So you tell them you'll go look for it. 1764 01:16:20,310 --> 01:16:22,754 And we see that oh, the monkey has a bucket. 1765 01:16:29,010 --> 01:16:32,550 So then you can get the bucket from the monkey. 1766 01:16:32,550 --> 01:16:36,690 And then now, you can go back and tell your friend, oh. 1767 01:16:36,690 --> 01:16:37,677 You found the bucket. 1768 01:16:46,140 --> 01:16:48,220 And so this brings you to one of the minigames, 1769 01:16:48,220 --> 01:16:50,190 the collection minigame. 1770 01:16:50,190 --> 01:16:52,930 And you can see, you can drag the bowl 1771 01:16:52,930 --> 01:16:54,280 to different locations. 1772 01:16:54,280 --> 01:16:58,795 And you can also click on the locations to see what they are. 1773 01:16:58,795 --> 01:17:00,940 And you might say, I'm done. 1774 01:17:00,940 --> 01:17:04,900 But it looks like this water spot is rusty. 1775 01:17:04,900 --> 01:17:06,900 So that's where the fail safe part comes in. 1776 01:17:06,900 --> 01:17:10,310 And if you eventually drag it to a good source of water, 1777 01:17:10,310 --> 01:17:11,640 it'll say, thanks. 1778 01:17:11,640 --> 01:17:15,660 And you've acquired a clue. 1779 01:17:15,660 --> 01:17:19,190 So then the next minigame, as Kevin was talking about, 1780 01:17:19,190 --> 01:17:20,990 is you have to purify water. 1781 01:17:26,150 --> 01:17:30,980 And so as you see, there's a lot of help or text 1782 01:17:30,980 --> 01:17:32,840 to help you get started. 1783 01:17:32,840 --> 01:17:34,350 And you can just drag the water. 1784 01:17:34,350 --> 01:17:37,450 It says it's discolored, so I think we'll have to boil it. 1785 01:17:37,450 --> 01:17:39,990 And eventually, the game, you have 1786 01:17:39,990 --> 01:17:43,820 to figure out what to do with all the water 1787 01:17:43,820 --> 01:17:46,802 and collect enough water. 1788 01:17:46,802 --> 01:17:48,510 And so I think we'll just cut that short, 1789 01:17:48,510 --> 01:17:51,300 since we're a little short on time, 1790 01:17:51,300 --> 01:17:54,900 and then we'll show the rest of the game 1791 01:17:54,900 --> 01:17:56,196 for the final presentation. 1792 01:18:06,812 --> 01:18:09,270 GUEST SPEAKER: So in terms of like too technical challenges 1793 01:18:09,270 --> 01:18:13,280 we ran into first is like the states and stays there, 1794 01:18:13,280 --> 01:18:14,940 obviously, there are six of these are 1795 01:18:14,940 --> 01:18:17,940 and we have to find a way to work around 1796 01:18:17,940 --> 01:18:20,650 keeping a lot of paired data, in terms of clues 1797 01:18:20,650 --> 01:18:23,740 and which games you had completed, 1798 01:18:23,740 --> 01:18:26,720 what dialogues you were on, which dialogue should show up. 1799 01:18:26,720 --> 01:18:29,260 So that was something-- that was a little bit of a challenge 1800 01:18:29,260 --> 01:18:31,090 that we figured out. 1801 01:18:31,090 --> 01:18:33,820 And then additionally, balancing difficulty with accessibility. 1802 01:18:33,820 --> 01:18:37,690 So we mitigated that by using things like helper texts, 1803 01:18:37,690 --> 01:18:40,060 and using a hand cursor when you're 1804 01:18:40,060 --> 01:18:42,510 allowed to click on things-- stuff like that. 1805 01:18:44,854 --> 01:18:46,270 GUEST SPEAKER: So one of the other 1806 01:18:46,270 --> 01:18:48,234 biggest problems that we had, or I would say, 1807 01:18:48,234 --> 01:18:52,162 the biggest problem we had is that our target audience 1808 01:18:52,162 --> 01:18:55,600 and [INAUDIBLE] are completely two separate groups. 1809 01:18:55,600 --> 01:18:58,426 We're targetting 8 to 13-year-olds in Ghana. 1810 01:18:58,426 --> 01:19:00,322 We're college students in the United States. 1811 01:19:00,322 --> 01:19:02,218 There's this complete different culture. 1812 01:19:02,218 --> 01:19:04,566 And so we had to do a lot of research 1813 01:19:04,566 --> 01:19:08,220 to make sure that our game was connecting to this audience. 1814 01:19:08,220 --> 01:19:10,605 I think we did a good job. 1815 01:19:10,605 --> 01:19:11,980 I think we could do a better job. 1816 01:19:11,980 --> 01:19:13,480 We don't know. 1817 01:19:13,480 --> 01:19:15,700 We didn't get to play-test with our target audience. 1818 01:19:15,700 --> 01:19:19,493 So unfortunately, we aren't 100% sure 1819 01:19:19,493 --> 01:19:22,210 that this game's going to connect to these people. 1820 01:19:22,210 --> 01:19:25,615 And another challenge is playing meaningful-- again, 1821 01:19:25,615 --> 01:19:26,656 just because [INAUDIBLE]. 1822 01:19:30,114 --> 01:19:33,510 So things that went wrong. 1823 01:19:33,510 --> 01:19:35,196 Our communication was really good, 1824 01:19:35,196 --> 01:19:39,322 but we never talked about deadlines for things. 1825 01:19:39,322 --> 01:19:40,780 We would say, oh, we will have this 1826 01:19:40,780 --> 01:19:42,330 done by the end of the week. 1827 01:19:42,330 --> 01:19:44,330 But then somebody would need [INAUDIBLE] assets, 1828 01:19:44,330 --> 01:19:45,380 and it wouldn't be done. 1829 01:19:45,380 --> 01:19:46,560 Sorry. 1830 01:19:46,560 --> 01:19:51,190 Or we would want to play test the game at a certain date, 1831 01:19:51,190 --> 01:19:53,930 and there wasn't a running game at the time. 1832 01:19:53,930 --> 01:19:57,260 So I think one of the things that we had a problem with, 1833 01:19:57,260 --> 01:19:59,850 just making deadlines, making sure people were doing things 1834 01:19:59,850 --> 01:20:01,910 on a timely manner. 1835 01:20:01,910 --> 01:20:04,893 And then we were having good communication, just not 1836 01:20:04,893 --> 01:20:05,851 constant communication. 1837 01:20:05,851 --> 01:20:10,125 We were using several tools, but unfortunately, I 1838 01:20:10,125 --> 01:20:12,175 think that's the next slide. 1839 01:20:12,175 --> 01:20:15,836 We were using Trello, meeting weekly. 1840 01:20:15,836 --> 01:20:17,084 We did use Slack. 1841 01:20:17,084 --> 01:20:18,792 Unfortunately, not everyone was on Slack. 1842 01:20:18,792 --> 01:20:21,588 Not everyone was using Trello, and not 1843 01:20:21,588 --> 01:20:23,470 everyone was able to go to the meetings, 1844 01:20:23,470 --> 01:20:25,560 and so sometimes, we would communicate 1845 01:20:25,560 --> 01:20:27,869 with three fourths of the team, but there 1846 01:20:27,869 --> 01:20:32,310 would be people that were completely out of the loop. 1847 01:20:32,310 --> 01:20:33,850 So things that went right. 1848 01:20:33,850 --> 01:20:36,920 We did separate our team into basically two 1849 01:20:36,920 --> 01:20:38,260 different sub-teams. 1850 01:20:38,260 --> 01:20:42,590 There were four people coding, and then me and Liz 1851 01:20:42,590 --> 01:20:43,680 were doing the art. 1852 01:20:43,680 --> 01:20:45,592 She was doing character art. 1853 01:20:45,592 --> 01:20:48,460 I was doing background art and all of the other assets. 1854 01:20:48,460 --> 01:20:51,820 Then we'd have someone doing the [INAUDIBLE]. 1855 01:20:51,820 --> 01:20:53,400 And so just by separating the team, 1856 01:20:53,400 --> 01:20:55,799 it made things a little easier. 1857 01:20:55,799 --> 01:20:58,090 You didn't have eight people touching code and breaking 1858 01:20:58,090 --> 01:21:01,860 things or five different people making the art for something 1859 01:21:01,860 --> 01:21:03,740 and having completely different styles. 1860 01:21:06,260 --> 01:21:09,030 We had a meeting every week, pretty much. 1861 01:21:09,030 --> 01:21:10,580 Not everyone was always there, but it 1862 01:21:10,580 --> 01:21:13,300 was very useful to just get up to date 1863 01:21:13,300 --> 01:21:15,160 on what everyone was doing. 1864 01:21:15,160 --> 01:21:17,950 And then something that we did early was just 1865 01:21:17,950 --> 01:21:19,240 cut a few features. 1866 01:21:19,240 --> 01:21:23,460 We cut a fourth mini game that was picture matchmaking, which 1867 01:21:23,460 --> 01:21:27,180 didn't really make sense, so we just completely cut it. 1868 01:21:27,180 --> 01:21:31,340 Just cutting things like choosing 1869 01:21:31,340 --> 01:21:35,853 where to dispose of your waste, something that we did early 1870 01:21:35,853 --> 01:21:36,890 on that helped us. 1871 01:21:40,360 --> 01:21:44,210 So then moving forward, things that we would want to do 1872 01:21:44,210 --> 01:21:47,620 is just test the game more. 1873 01:21:47,620 --> 01:21:49,392 We would have loved to find someone 1874 01:21:49,392 --> 01:21:51,200 familiar with our target audience 1875 01:21:51,200 --> 01:21:53,380 or to play test with our target audience 1876 01:21:53,380 --> 01:21:55,790 just to make the game better. 1877 01:21:55,790 --> 01:21:58,330 Then changing things like difficulty and making sure 1878 01:21:58,330 --> 01:22:01,578 the game is culturally relevant. 1879 01:22:01,578 --> 01:22:05,010 I know I would want to play test more and then change 1880 01:22:05,010 --> 01:22:06,860 some of the elements that I don't 1881 01:22:06,860 --> 01:22:08,840 think are too great right now. 1882 01:22:08,840 --> 01:22:12,610 And then even going further, just expanding the game 1883 01:22:12,610 --> 01:22:14,895 and making it more interesting, having more mini games 1884 01:22:14,895 --> 01:22:19,072 and having more, an interesting mystery, rather 1885 01:22:19,072 --> 01:22:20,805 than little paragraphs. 1886 01:22:20,805 --> 01:22:24,270 That's all. 1887 01:22:24,270 --> 01:22:28,725 [APPLAUSE] 1888 01:22:28,725 --> 01:22:30,730 RICK EBERHARDT: Thanks. 1889 01:22:30,730 --> 01:22:32,588 Any questions? 1890 01:22:32,588 --> 01:22:33,496 Comments? 1891 01:22:33,496 --> 01:22:34,691 I didn't think so. 1892 01:22:34,691 --> 01:22:35,190 OK. 1893 01:22:38,800 --> 01:22:41,900 The demo that you did mid-presentation, 1894 01:22:41,900 --> 01:22:44,100 you might want to rethink how you do that. 1895 01:22:44,100 --> 01:22:45,110 Again, you're going to have somebody 1896 01:22:45,110 --> 01:22:46,110 playing the game anyway. 1897 01:22:46,110 --> 01:22:49,380 Maybe you could put some of that description 1898 01:22:49,380 --> 01:22:50,970 while they're playing the game. 1899 01:22:50,970 --> 01:22:55,512 Maybe you just demonstrate the map and say, 1900 01:22:55,512 --> 01:22:56,970 here's a mini game, and then you'll 1901 01:22:56,970 --> 01:22:59,370 see these mini games in play. 1902 01:22:59,370 --> 01:23:00,800 Or if what you're trying to do is 1903 01:23:00,800 --> 01:23:02,510 help us understand what the games are, 1904 01:23:02,510 --> 01:23:03,720 just give us a screenshot. 1905 01:23:03,720 --> 01:23:06,860 That's probably enough. 1906 01:23:06,860 --> 01:23:08,530 I don't think we needed it when we 1907 01:23:08,530 --> 01:23:10,464 were watching the presentation to understand 1908 01:23:10,464 --> 01:23:11,630 what you were talking about. 1909 01:23:11,630 --> 01:23:13,338 I think you did a pretty good job of that 1910 01:23:13,338 --> 01:23:17,180 when you were talking about individual things. 1911 01:23:17,180 --> 01:23:19,910 And then my big question, what I'd like to know more, 1912 01:23:19,910 --> 01:23:23,710 is you mentioned the big thing as being the research 1913 01:23:23,710 --> 01:23:27,630 you did for cultural appropriateness, what was it? 1914 01:23:27,630 --> 01:23:29,445 Tell us what you did in the presentation. 1915 01:23:32,540 --> 01:23:34,201 Maybe even give it its own slide. 1916 01:23:34,201 --> 01:23:35,450 I think it's pretty important. 1917 01:23:35,450 --> 01:23:37,250 ANDREW GRANT: The social hierarchy example 1918 01:23:37,250 --> 01:23:39,680 was a very good, specific example. 1919 01:23:39,680 --> 01:23:41,730 We need more of those. 1920 01:23:41,730 --> 01:23:44,050 So what changes you actually had to make once you 1921 01:23:44,050 --> 01:23:46,360 realized that was a problem. 1922 01:23:46,360 --> 01:23:49,530 You've got it in this umbrella category of cultural issues, 1923 01:23:49,530 --> 01:23:54,380 but the specific stuff is really cool. 1924 01:23:54,380 --> 01:23:55,919 RICK EBERHARDT: That's it for me. 1925 01:23:55,919 --> 01:23:56,710 ANDREW GRANT: Sara? 1926 01:23:56,710 --> 01:23:57,460 SARA VERNILLI: No. 1927 01:23:57,460 --> 01:23:59,464 I think Rick actually got most of what I was-- 1928 01:23:59,464 --> 01:24:01,380 ANDREW GRANT: You might want to move the Tools 1929 01:24:01,380 --> 01:24:04,510 slide before What Went Wrong because all the way things 1930 01:24:04,510 --> 01:24:06,950 worked out, you just covered that first. 1931 01:24:11,940 --> 01:24:14,670 The water filtration picture, where 1932 01:24:14,670 --> 01:24:16,640 you say you can see it in the background, no. 1933 01:24:16,640 --> 01:24:17,931 We can't see it the background. 1934 01:24:17,931 --> 01:24:20,340 The background for that particular slide 1935 01:24:20,340 --> 01:24:22,790 was totally invisible on this projector, 1936 01:24:22,790 --> 01:24:26,970 so increase the contrast on that image 1937 01:24:26,970 --> 01:24:28,920 or actually put it in as an inset. 1938 01:24:31,660 --> 01:24:33,940 You two need to warm up before you present. 1939 01:24:33,940 --> 01:24:35,960 Your voices get louder as you speak, 1940 01:24:35,960 --> 01:24:38,230 so practice outside of something. 1941 01:24:38,230 --> 01:24:40,260 Warm it up and you're more audible. 1942 01:24:44,260 --> 01:24:45,760 This is more of a game design thing. 1943 01:24:45,760 --> 01:24:48,300 There is a bucket right next to the well 1944 01:24:48,300 --> 01:24:50,270 while you are trying to find a bucket, 1945 01:24:50,270 --> 01:24:53,307 and every player is going to say, why isn't that bucket 1946 01:24:53,307 --> 01:24:54,015 just good enough? 1947 01:24:56,850 --> 01:25:00,810 Stick a hole in the bucket or something, whatever 1948 01:25:00,810 --> 01:25:03,200 is the easiest way to solve that problem. 1949 01:25:03,200 --> 01:25:04,735 That's pretty much all I had. 1950 01:25:07,659 --> 01:25:08,450 RICK EBERHARDT: OK. 1951 01:25:08,450 --> 01:25:09,416 Thank you. 1952 01:25:09,416 --> 01:25:11,360 [APPLAUSE] 1953 01:25:11,360 --> 01:25:12,332 All right. 1954 01:25:12,332 --> 01:25:13,999 Last up, Cholera Control. 1955 01:25:13,999 --> 01:25:15,040 STUDENT 2: Hi, everybody. 1956 01:25:15,040 --> 01:25:17,860 We're Cholera Control. 1957 01:25:17,860 --> 01:25:19,650 We're going to make this really simple. 1958 01:25:19,650 --> 01:25:23,980 Our game was about cholera and it is a strategy game. 1959 01:25:23,980 --> 01:25:26,330 You have to sort of manage many villages 1960 01:25:26,330 --> 01:25:29,550 and try to tell them what they should implement in order 1961 01:25:29,550 --> 01:25:32,650 to help prevent cholera within their village. 1962 01:25:32,650 --> 01:25:35,420 And so we're going to just go through what 1963 01:25:35,420 --> 01:25:37,790 went right, what went wrong, what we learned, 1964 01:25:37,790 --> 01:25:40,360 and any future changes we would make. 1965 01:25:40,360 --> 01:25:41,680 So firstly, what went right. 1966 01:25:45,600 --> 01:25:48,002 What happened over the course of the class 1967 01:25:48,002 --> 01:25:49,460 is we simplified the game, and that 1968 01:25:49,460 --> 01:25:52,076 was one of the best decisions we made 1969 01:25:52,076 --> 01:25:53,200 that was really hard to do. 1970 01:25:53,200 --> 01:25:55,326 Adjusting scope is really challenging 1971 01:25:55,326 --> 01:25:56,700 because there are a lot of things 1972 01:25:56,700 --> 01:25:59,710 you want to have in your game, you want to happen, 1973 01:25:59,710 --> 01:26:01,512 but when you realize you just can't do it, 1974 01:26:01,512 --> 01:26:02,970 it's like a load off your shoulders 1975 01:26:02,970 --> 01:26:05,996 and you can really focus on the things that are important. 1976 01:26:05,996 --> 01:26:07,370 One of the things we did simplify 1977 01:26:07,370 --> 01:26:09,226 is what the player can do. 1978 01:26:09,226 --> 01:26:10,600 They have less actions, and we'll 1979 01:26:10,600 --> 01:26:14,610 show that when we have some screenshots, 1980 01:26:14,610 --> 01:26:17,655 but they're more meaningful. 1981 01:26:17,655 --> 01:26:20,030 What the player is doing has a bigger effect on the game, 1982 01:26:20,030 --> 01:26:22,446 and so they don't feel like they're just clicking buttons. 1983 01:26:22,446 --> 01:26:23,650 They're actually thinking. 1984 01:26:23,650 --> 01:26:25,670 They're strategizing rather than just, 1985 01:26:25,670 --> 01:26:28,060 oh, I need to click these as fast as I can. 1986 01:26:28,060 --> 01:26:30,730 And it's also more fun for the player. 1987 01:26:30,730 --> 01:26:31,700 There's not too many. 1988 01:26:31,700 --> 01:26:34,780 There's just enough. 1989 01:26:34,780 --> 01:26:37,572 The iteration was really one of the other things 1990 01:26:37,572 --> 01:26:38,530 that went really right. 1991 01:26:38,530 --> 01:26:40,920 It was the best experience in the class 1992 01:26:40,920 --> 01:26:45,120 as a whole for changing the game is when you do that iteration, 1993 01:26:45,120 --> 01:26:48,330 it feels really good when you look back 1994 01:26:48,330 --> 01:26:51,200 and you see, wow, look how far our game has come. 1995 01:26:51,200 --> 01:26:53,990 Look at the changes we've made. 1996 01:26:53,990 --> 01:26:58,850 And comparing those really helps you realize the choices we made 1997 01:26:58,850 --> 01:26:59,610 are good. 1998 01:26:59,610 --> 01:27:01,750 Some of them are bad, but most of them are good. 1999 01:27:01,750 --> 01:27:05,482 And we also had design meetings that were occasionally 2000 01:27:05,482 --> 01:27:07,690 a struggle for everyone to attend, but when they did, 2001 01:27:07,690 --> 01:27:11,400 they were really productive and really helped the group 2002 01:27:11,400 --> 01:27:15,090 know what was going on, know what had to be done. 2003 01:27:15,090 --> 01:27:17,940 And lastly, the huge design change 2004 01:27:17,940 --> 01:27:22,724 we did halfway through the eight weeks, 2005 01:27:22,724 --> 01:27:24,640 this is what it originally looked like when we 2006 01:27:24,640 --> 01:27:27,990 had a full digital prototype. 2007 01:27:27,990 --> 01:27:30,070 It was really confusing. 2008 01:27:30,070 --> 01:27:31,510 There are four villages. 2009 01:27:31,510 --> 01:27:32,822 They had little bars over them. 2010 01:27:32,822 --> 01:27:34,280 People didn't know what that meant. 2011 01:27:34,280 --> 01:27:36,702 There's text in the top corner of the screen 2012 01:27:36,702 --> 01:27:38,410 that you can't read and you couldn't even 2013 01:27:38,410 --> 01:27:40,480 read when it was screen that told 2014 01:27:40,480 --> 01:27:42,900 you your money and the population of each village, 2015 01:27:42,900 --> 01:27:46,090 and then those two buttons that people weren't really sure 2016 01:27:46,090 --> 01:27:51,140 were buttons, so that was really difficult. 2017 01:27:51,140 --> 01:27:52,750 This is what it looks like now. 2018 01:27:52,750 --> 01:27:53,830 It's much clearer. 2019 01:27:53,830 --> 01:27:55,650 There's a nice bar at the top telling you 2020 01:27:55,650 --> 01:27:59,030 your money, how many days, and a nice little pause menu, 2021 01:27:59,030 --> 01:28:00,730 and then there are only four villages. 2022 01:28:00,730 --> 01:28:01,980 They take up the whole screen. 2023 01:28:01,980 --> 01:28:04,370 It's very obvious that you want to click those. 2024 01:28:04,370 --> 01:28:06,670 And also, there's a lot of indicators as to what's 2025 01:28:06,670 --> 01:28:08,240 going on in each one. 2026 01:28:08,240 --> 01:28:10,940 Before, you had to click on each village and then 2027 01:28:10,940 --> 01:28:12,480 up in the corner, that text would 2028 01:28:12,480 --> 01:28:15,730 change to tell you what's going on in that village, 2029 01:28:15,730 --> 01:28:17,620 and now, you can see it. 2030 01:28:17,620 --> 01:28:20,010 It was a quick overview when you're watching. 2031 01:28:20,010 --> 01:28:22,660 And so you have the population that's sick 2032 01:28:22,660 --> 01:28:26,990 and that's not sick, and the green bar is healthy and red 2033 01:28:26,990 --> 01:28:30,145 is infected, and then an arrow telling you 2034 01:28:30,145 --> 01:28:32,270 the direction in which the infection rate is going, 2035 01:28:32,270 --> 01:28:35,250 whether it's going towards more people getting 2036 01:28:35,250 --> 01:28:37,200 healthy or more people getting sick. 2037 01:28:37,200 --> 01:28:39,340 And then you also have those little circles 2038 01:28:39,340 --> 01:28:41,400 beneath each locality. 2039 01:28:41,400 --> 01:28:42,530 We call them localities. 2040 01:28:42,530 --> 01:28:44,500 It's a better term than "village." 2041 01:28:44,500 --> 01:28:46,790 We wanted it to be very neutral, and that's 2042 01:28:46,790 --> 01:28:48,950 what our clients told us we should use. 2043 01:28:48,950 --> 01:28:52,290 And so below each locality are those four little bubbles 2044 01:28:52,290 --> 01:28:55,810 that show what you've implemented there, 2045 01:28:55,810 --> 01:28:56,787 and they count down. 2046 01:28:56,787 --> 01:28:58,120 You might not be able to see it. 2047 01:28:58,120 --> 01:28:59,578 It's a little small on this screen, 2048 01:28:59,578 --> 01:29:03,040 but they count down and become less colored in 2049 01:29:03,040 --> 01:29:05,800 or a little bit darker so you know how much longer it'll 2050 01:29:05,800 --> 01:29:06,900 last. 2051 01:29:06,900 --> 01:29:09,590 And then for the menu of when you clicked a village, that's 2052 01:29:09,590 --> 01:29:10,881 what it originally looked like. 2053 01:29:10,881 --> 01:29:12,120 It was really hard to read. 2054 01:29:12,120 --> 01:29:15,250 There were a lot of choices that you could do. 2055 01:29:15,250 --> 01:29:18,582 We had eight, I think, is there, which at first, we 2056 01:29:18,582 --> 01:29:20,290 were like, yeah, this is a strategy game. 2057 01:29:20,290 --> 01:29:21,180 It's going to be really hard. 2058 01:29:21,180 --> 01:29:23,388 There's going to be a lot of choices, a lot of things 2059 01:29:23,388 --> 01:29:26,580 you can do, and this ended up being a very poor choice. 2060 01:29:26,580 --> 01:29:28,640 And so this is what it looks like now, where 2061 01:29:28,640 --> 01:29:30,890 it's much clearer, first of all, how to close it, 2062 01:29:30,890 --> 01:29:34,450 how to get back to the main screen, also what you can do. 2063 01:29:34,450 --> 01:29:37,340 When you hover over something, in the Description box, 2064 01:29:37,340 --> 01:29:40,952 its description pops up. 2065 01:29:40,952 --> 01:29:42,660 If something's implemented, which nothing 2066 01:29:42,660 --> 01:29:45,960 is in this locality, but if something was implemented, 2067 01:29:45,960 --> 01:29:48,820 that circle would also be colored in and counting down 2068 01:29:48,820 --> 01:29:53,500 to how long until you can implement it again. 2069 01:29:53,500 --> 01:29:55,720 So then what went wrong. 2070 01:29:55,720 --> 01:29:56,960 First thing was coding. 2071 01:29:56,960 --> 01:29:59,770 Working together is really hard. 2072 01:29:59,770 --> 01:30:02,420 We learned this over the project. 2073 01:30:02,420 --> 01:30:04,450 So we thought, OK, we'll divide everything up. 2074 01:30:04,450 --> 01:30:07,290 We'll make it so everyone can work independently and make 2075 01:30:07,290 --> 01:30:09,150 sure there aren't any real dependencies that 2076 01:30:09,150 --> 01:30:10,360 are going to be roadblocks. 2077 01:30:10,360 --> 01:30:12,480 But even doing that, it's still hard 2078 01:30:12,480 --> 01:30:14,540 when you have to bring everything back together 2079 01:30:14,540 --> 01:30:16,980 and there were just inconsistencies. 2080 01:30:16,980 --> 01:30:19,440 People had different coding styles and merging just 2081 01:30:19,440 --> 01:30:24,080 took a lot longer than it should have taken. 2082 01:30:24,080 --> 01:30:25,970 Motivation was also a really big problem. 2083 01:30:25,970 --> 01:30:27,840 At the beginning of this project, 2084 01:30:27,840 --> 01:30:31,510 people weren't really passionate about cholera or making 2085 01:30:31,510 --> 01:30:34,300 a game about cholera, and even as we came up 2086 01:30:34,300 --> 01:30:36,730 with designs and interesting choice and things 2087 01:30:36,730 --> 01:30:39,919 we thought would be fun, that passion just didn't grow. 2088 01:30:39,919 --> 01:30:41,460 It was always just like, I don't want 2089 01:30:41,460 --> 01:30:43,720 to do this, which is really hard. 2090 01:30:43,720 --> 01:30:46,390 I don't know how we could change that. 2091 01:30:46,390 --> 01:30:49,770 Also, the topic was really restrictive. 2092 01:30:49,770 --> 01:30:52,732 It's something that probably that I'm guessing 2093 01:30:52,732 --> 01:30:54,190 must happen a lot in the real world 2094 01:30:54,190 --> 01:30:56,398 that sometimes you work on things that you don't want 2095 01:30:56,398 --> 01:31:00,660 to work on, but you have to find a way to struggle through that. 2096 01:31:00,660 --> 01:31:03,170 We also had crunch problems. 2097 01:31:03,170 --> 01:31:05,750 Our team was just a lot of crunches. 2098 01:31:05,750 --> 01:31:06,914 There wasn't constant work. 2099 01:31:06,914 --> 01:31:08,080 There was a lot of crunches. 2100 01:31:08,080 --> 01:31:09,890 And so we had a lot of crunching right 2101 01:31:09,890 --> 01:31:11,790 before a play testing class. 2102 01:31:11,790 --> 01:31:16,210 We had a lot of crunching after Thanksgiving before now, 2103 01:31:16,210 --> 01:31:18,780 and the work on the game was really low priority 2104 01:31:18,780 --> 01:31:20,720 because everyone has other classes that they 2105 01:31:20,720 --> 01:31:22,740 need to do things for. 2106 01:31:22,740 --> 01:31:25,290 And so it is hard to tell people, no, you 2107 01:31:25,290 --> 01:31:28,050 need to do this because they're like, 2108 01:31:28,050 --> 01:31:29,750 I have a thesis project due. 2109 01:31:29,750 --> 01:31:33,640 That's way more important than a project for this class. 2110 01:31:33,640 --> 01:31:35,850 And another thing that happened over time 2111 01:31:35,850 --> 01:31:39,150 is that people weren't adhering to the communication we 2112 01:31:39,150 --> 01:31:39,680 agreed on. 2113 01:31:39,680 --> 01:31:41,720 We said, OK, we'll do emails and we'll 2114 01:31:41,720 --> 01:31:45,030 use Gitter, which is sort of tied in with GitHub, 2115 01:31:45,030 --> 01:31:47,860 and then people weren't on Gitter 2116 01:31:47,860 --> 01:31:49,326 or they didn't reply to emails. 2117 01:31:49,326 --> 01:31:50,950 And so whenever you sent out a message, 2118 01:31:50,950 --> 01:31:52,699 it was like throwing it out into the ether 2119 01:31:52,699 --> 01:31:54,370 and then hoping people would respond, 2120 01:31:54,370 --> 01:31:56,350 which is really challenging. 2121 01:31:56,350 --> 01:31:58,645 Sometimes you forget to log onto Gitter 2122 01:31:58,645 --> 01:32:00,200 or you forget to look at an email 2123 01:32:00,200 --> 01:32:03,550 until later, so it's difficult. It's something that happens, 2124 01:32:03,550 --> 01:32:06,590 but it's a hard thing to deal with. 2125 01:32:06,590 --> 01:32:08,270 So then what we learned. 2126 01:32:08,270 --> 01:32:10,020 Within game design, there's actually a lot 2127 01:32:10,020 --> 01:32:11,910 we learned from this project. 2128 01:32:11,910 --> 01:32:14,800 The biggest thing is that more complicated and more choices 2129 01:32:14,800 --> 01:32:16,450 does not equal more fun. 2130 01:32:16,450 --> 01:32:19,420 It can, and if you're making a really big strategy 2131 01:32:19,420 --> 01:32:22,250 game like Civilization, I could see 2132 01:32:22,250 --> 01:32:24,920 where you'd want to have the ability to do a lot of things, 2133 01:32:24,920 --> 01:32:27,600 but in something simpler, you don't 2134 01:32:27,600 --> 01:32:29,170 need to be able to do as many things. 2135 01:32:29,170 --> 01:32:31,960 But if those things have meaning, which our choices now 2136 01:32:31,960 --> 01:32:33,820 do, it's a lot more fun. 2137 01:32:33,820 --> 01:32:35,570 Play testing revealed that a lot of people 2138 01:32:35,570 --> 01:32:37,060 didn't like having so many choices. 2139 01:32:37,060 --> 01:32:39,160 They didn't know what to do. 2140 01:32:39,160 --> 01:32:42,410 It was real time, so people were dying 2141 01:32:42,410 --> 01:32:44,590 and they were like, I lost the game before I even 2142 01:32:44,590 --> 01:32:47,010 felt like I started. 2143 01:32:47,010 --> 01:32:48,910 Design is very restrictive. 2144 01:32:48,910 --> 01:32:51,265 You need to pay attention not only 2145 01:32:51,265 --> 01:32:53,290 to what the client wants, but also 2146 01:32:53,290 --> 01:32:54,700 who you're making this for. 2147 01:32:54,700 --> 01:32:57,030 How accessible does it need to be? 2148 01:32:57,030 --> 01:32:58,850 Who's the target audience? 2149 01:32:58,850 --> 01:33:01,620 And also, it's really hard as a designer 2150 01:33:01,620 --> 01:33:04,260 to realize you need to put both the player and the client's 2151 01:33:04,260 --> 01:33:05,620 needs before your own. 2152 01:33:05,620 --> 01:33:08,830 You as a designer know, I have this grand vision 2153 01:33:08,830 --> 01:33:12,380 of what our game should be, but then play testers say, 2154 01:33:12,380 --> 01:33:13,820 we don't like your vision. 2155 01:33:13,820 --> 01:33:14,810 You need to change it. 2156 01:33:14,810 --> 01:33:15,840 It needs to do this. 2157 01:33:15,840 --> 01:33:18,500 And your clients say, we don't like your vision either. 2158 01:33:18,500 --> 01:33:19,327 It needs to change. 2159 01:33:19,327 --> 01:33:20,160 You need to do this. 2160 01:33:20,160 --> 01:33:23,270 And so doing that is very hard as a designer, 2161 01:33:23,270 --> 01:33:25,740 but we learned to do it and the game 2162 01:33:25,740 --> 01:33:28,930 was better as a result of it. 2163 01:33:28,930 --> 01:33:30,917 Some other things is none of us knew anything 2164 01:33:30,917 --> 01:33:33,000 about cholera when we started, so we learned a lot 2165 01:33:33,000 --> 01:33:34,120 about cholera. 2166 01:33:34,120 --> 01:33:39,020 And it's surprising how easy it is if you just wash your hands. 2167 01:33:39,020 --> 01:33:40,060 That's it. 2168 01:33:40,060 --> 01:33:43,030 So if you're in Ghana, just wash your hands, guys. 2169 01:33:43,030 --> 01:33:45,270 And probably don't drink infected water sources, 2170 01:33:45,270 --> 01:33:47,010 but the big one is wash your hands. 2171 01:33:47,010 --> 01:33:50,310 And that also applies to a lot of other things. 2172 01:33:50,310 --> 01:33:51,950 Pablo actually asked us to emphasize 2173 01:33:51,950 --> 01:33:54,430 the washing your hands because Ebola also, 2174 01:33:54,430 --> 01:33:56,620 it benefits if people wash your hands. 2175 01:33:56,620 --> 01:33:58,970 It helps you so you don't catch other diseases. 2176 01:33:58,970 --> 01:34:01,400 And then about coding is tweening 2177 01:34:01,400 --> 01:34:04,730 and other animation APIs make a game look more polished 2178 01:34:04,730 --> 01:34:07,524 for little effort, which is something we didn't really 2179 01:34:07,524 --> 01:34:09,440 implement until the end, and then when we did, 2180 01:34:09,440 --> 01:34:13,150 we were like, wow, that looks a lot better. 2181 01:34:13,150 --> 01:34:14,740 And then future changes. 2182 01:34:14,740 --> 01:34:17,640 So for just within the game, things that we never 2183 01:34:17,640 --> 01:34:20,010 got to implement but we really would like to 2184 01:34:20,010 --> 01:34:22,750 are subtle effects that would force people 2185 01:34:22,750 --> 01:34:25,130 to change their strategy because sometimes it 2186 01:34:25,130 --> 01:34:27,840 can get really easy, and so we'd want to make it 2187 01:34:27,840 --> 01:34:30,520 so people who quickly figured out a strategy 2188 01:34:30,520 --> 01:34:34,430 and then think, oh, we can win is 2189 01:34:34,430 --> 01:34:36,850 we wanted to make some things that their strategy doesn't 2190 01:34:36,850 --> 01:34:37,550 work anymore. 2191 01:34:37,550 --> 01:34:40,910 So we originally we had the idea of a change in season, 2192 01:34:40,910 --> 01:34:44,460 which is something we would like to do, but time constraints, 2193 01:34:44,460 --> 01:34:49,640 or random events where there's maybe not a change in season, 2194 01:34:49,640 --> 01:34:52,280 but there happened to be really heavy rain 2195 01:34:52,280 --> 01:34:56,020 one day so everything flooded, so now all the water sources 2196 01:34:56,020 --> 01:34:58,020 are more infected. 2197 01:34:58,020 --> 01:35:00,120 Also, multiple levels of difficulty. 2198 01:35:00,120 --> 01:35:02,120 We did like simplifying it, but there are still 2199 01:35:02,120 --> 01:35:04,740 some things we'd like to add, at least one more action 2200 01:35:04,740 --> 01:35:07,260 and maybe a few more villages. 2201 01:35:07,260 --> 01:35:09,110 So that's something that we would like 2202 01:35:09,110 --> 01:35:11,000 to add if we had more time. 2203 01:35:11,000 --> 01:35:13,600 And also, more advanced infection models. 2204 01:35:13,600 --> 01:35:17,729 You can talk about the infection models if you want. 2205 01:35:17,729 --> 01:35:19,020 STUDENT 3: I'll chime in there. 2206 01:35:19,020 --> 01:35:21,430 It turns out to be really, really hard 2207 01:35:21,430 --> 01:35:24,740 to balance the spread of infection of a disease. 2208 01:35:24,740 --> 01:35:28,237 It's almost impossible to make the game relatively 2209 01:35:28,237 --> 01:35:30,820 simple at the beginning but then the right level of difficulty 2210 01:35:30,820 --> 01:35:32,985 at the end because the nature of infection 2211 01:35:32,985 --> 01:35:35,080 is that it's exponential. 2212 01:35:35,080 --> 01:35:36,485 You change a parameter by nothing 2213 01:35:36,485 --> 01:35:38,820 and it just swings the whole thing over 2214 01:35:38,820 --> 01:35:43,050 and makes the game go from very easy to completely impossible. 2215 01:35:43,050 --> 01:35:46,150 So that made it really, really hard to balance. 2216 01:35:46,150 --> 01:35:48,920 If I had more time, if I had a few more weeks to work on it, 2217 01:35:48,920 --> 01:35:50,590 probably the things I'd want to work on 2218 01:35:50,590 --> 01:35:52,790 would be work on something more advanced, 2219 01:35:52,790 --> 01:35:56,060 like some more advanced mathematical models, as opposed 2220 01:35:56,060 --> 01:35:59,190 to just a simple exponential model that we currently have, 2221 01:35:59,190 --> 01:36:01,420 because that could make game balancing much easier. 2222 01:36:01,420 --> 01:36:04,924 I had a really hard time balancing infection. 2223 01:36:04,924 --> 01:36:06,340 STUDENT 2: And lastly, some things 2224 01:36:06,340 --> 01:36:10,680 we'd change for the class is we wished 2225 01:36:10,680 --> 01:36:13,250 that we had something that enforced the sprint tasklist. 2226 01:36:13,250 --> 01:36:16,470 We submitted it every week but we were never 2227 01:36:16,470 --> 01:36:20,200 held to actually doing what we said we were going to do. 2228 01:36:20,200 --> 01:36:26,320 So it felt just like, oh, it's something we have to do. 2229 01:36:26,320 --> 01:36:28,450 We have to say we'll do things this week in order 2230 01:36:28,450 --> 01:36:29,650 to be working on the game. 2231 01:36:29,650 --> 01:36:32,900 So we wish there was something like the instructors asking, 2232 01:36:32,900 --> 01:36:36,280 OK, can we see your completed sprint tasklist? 2233 01:36:36,280 --> 01:36:38,080 The restriction to the Red Cross topics 2234 01:36:38,080 --> 01:36:40,510 was a huge constraint for the creative freedom, 2235 01:36:40,510 --> 01:36:42,450 especially for the last project. 2236 01:36:42,450 --> 01:36:44,980 So because all of us didn't really 2237 01:36:44,980 --> 01:36:48,430 like the topic to begin with, it was a really long eight weeks. 2238 01:36:48,430 --> 01:36:51,100 So we wish that we didn't have to do that, 2239 01:36:51,100 --> 01:36:54,860 but I understand for this semester of this class, that 2240 01:36:54,860 --> 01:36:55,980 was what happened. 2241 01:36:55,980 --> 01:36:58,170 And then another thing is that we wouldn't 2242 01:36:58,170 --> 01:36:59,865 work on an educational game regarding 2243 01:36:59,865 --> 01:37:01,770 an unknown culture for the final project 2244 01:37:01,770 --> 01:37:04,790 because it was just really hard to understand, OK, what 2245 01:37:04,790 --> 01:37:07,980 do people in Ghana find normal? 2246 01:37:07,980 --> 01:37:09,720 What would they want in a game? 2247 01:37:09,720 --> 01:37:11,630 Do they understand how this works? 2248 01:37:11,630 --> 01:37:14,170 It's something that's even hard because there 2249 01:37:14,170 --> 01:37:15,995 are a lot of assumptions people who 2250 01:37:15,995 --> 01:37:18,450 have played games make about games 2251 01:37:18,450 --> 01:37:20,220 that's really hard to get over. 2252 01:37:20,220 --> 01:37:23,110 And so doing that for the final project that 2253 01:37:23,110 --> 01:37:25,970 also has to be an educational game that also has 2254 01:37:25,970 --> 01:37:27,835 to be about cholera, it's just like there's 2255 01:37:27,835 --> 01:37:32,020 a lot of things piling up that made it really hard to do. 2256 01:37:32,020 --> 01:37:33,700 So any questions? 2257 01:37:33,700 --> 01:37:35,420 And we'll also show a demo of the game, 2258 01:37:35,420 --> 01:37:37,910 but if you guys want to ask any questions first. 2259 01:37:37,910 --> 01:37:40,400 [APPLAUSE] 2260 01:37:44,166 --> 01:37:45,957 Should we do demo first and then questions? 2261 01:37:45,957 --> 01:37:47,623 RICK EBERHARDT: Yeah, go ahead and demo. 2262 01:37:52,366 --> 01:37:53,740 ANDREW GRANT: Both on this screen 2263 01:37:53,740 --> 01:37:57,640 and with some of the earlier teams, 2264 01:37:57,640 --> 01:38:03,350 many of you are running off Mac and you are using a screen 2265 01:38:03,350 --> 01:38:05,640 resolution that's better for your screen 2266 01:38:05,640 --> 01:38:07,290 than for the projector. 2267 01:38:07,290 --> 01:38:11,570 So it's actually rescaling it to fit the projector, which 2268 01:38:11,570 --> 01:38:14,485 means actually, every pixel that you're drawing on screen 2269 01:38:14,485 --> 01:38:16,110 is actually too small for the projector 2270 01:38:16,110 --> 01:38:18,770 and things get blurred out. 2271 01:38:18,770 --> 01:38:21,270 In the Screen Resolution Settings in System Preferences, 2272 01:38:21,270 --> 01:38:26,750 you can actually select whether you are scaling it 2273 01:38:26,750 --> 01:38:28,187 optimized for either display. 2274 01:38:28,187 --> 01:38:30,520 I guess in this case, you are optimizing it for display. 2275 01:38:30,520 --> 01:38:31,820 RICK EBERHARDT: Which resolution are you using? 2276 01:38:31,820 --> 01:38:33,736 ANDREW GRANT: It looks like you're using 1600. 2277 01:38:33,736 --> 01:38:35,035 STUDENT 3: What's the best one? 2278 01:38:35,035 --> 01:38:37,160 RICK EBERHARDT: It's on the board right behind you. 2279 01:38:37,160 --> 01:38:39,590 There's a wide screen and a four three version. 2280 01:38:39,590 --> 01:38:41,340 ANDREW GRANT: So check that because you're 2281 01:38:41,340 --> 01:38:43,434 using a lot of visual detail when 2282 01:38:43,434 --> 01:38:44,600 you're scaling it like that. 2283 01:38:44,600 --> 01:38:46,890 It makes your games look worse. 2284 01:38:46,890 --> 01:38:48,580 That looks way better. 2285 01:38:48,580 --> 01:38:50,080 RICK EBERHARDT: And the color scheme 2286 01:38:50,080 --> 01:38:51,275 is going to be better, too. 2287 01:38:51,275 --> 01:38:52,066 ANDREW GRANT: Yeah. 2288 01:38:52,066 --> 01:38:56,040 Your colors do look better as a result. 2289 01:38:56,040 --> 01:38:56,990 STUDENT 3: Cool. 2290 01:38:56,990 --> 01:38:57,670 Awesome. 2291 01:38:57,670 --> 01:39:02,780 So we still have a little bit of things to iron out, 2292 01:39:02,780 --> 01:39:07,200 but the idea of the game is that you manage these villages. 2293 01:39:07,200 --> 01:39:08,740 Cholera is spreading and you have 2294 01:39:08,740 --> 01:39:11,350 to use various prevention measures to stop it 2295 01:39:11,350 --> 01:39:13,310 from spreading further. 2296 01:39:13,310 --> 01:39:15,681 So when the game starts out, there's just one village. 2297 01:39:15,681 --> 01:39:17,430 People were having difficulty figuring out 2298 01:39:17,430 --> 01:39:19,450 that you could actually click it, so we made it do like that 2299 01:39:19,450 --> 01:39:20,860 so you know you can click it. 2300 01:39:20,860 --> 01:39:23,200 So you click it and then there's various options 2301 01:39:23,200 --> 01:39:26,637 that you can use to stop the spread of cholera. 2302 01:39:26,637 --> 01:39:28,470 So it's just the first village, so I'll just 2303 01:39:28,470 --> 01:39:31,750 go with soap, which is the cheapest option, 2304 01:39:31,750 --> 01:39:32,942 and that usually stops. 2305 01:39:32,942 --> 01:39:33,900 I'll make it go faster. 2306 01:39:37,630 --> 01:39:39,500 The first village is sort of a tutorial. 2307 01:39:39,500 --> 01:39:41,791 Once you've figured out how everything works and you're 2308 01:39:41,791 --> 01:39:43,910 able to stop the infection there and you cure it, 2309 01:39:43,910 --> 01:39:46,250 then a second village pops up. 2310 01:39:46,250 --> 01:39:47,920 As the game goes on, more villages 2311 01:39:47,920 --> 01:39:50,720 pop up, up to a total of four villages. 2312 01:39:50,720 --> 01:39:53,490 Basically, at the beginning, it's quite easy. 2313 01:39:53,490 --> 01:39:55,240 You can't really lose on the first village 2314 01:39:55,240 --> 01:39:57,114 unless you sit and stare at it and do nothing 2315 01:39:57,114 --> 01:39:58,270 for three minutes. 2316 01:40:00,699 --> 01:40:02,490 But the second village comes up and now you 2317 01:40:02,490 --> 01:40:04,137 have to think about things, then you 2318 01:40:04,137 --> 01:40:06,095 get an idea of how the game is actually played. 2319 01:40:06,095 --> 01:40:07,770 By the time the third village comes up, 2320 01:40:07,770 --> 01:40:09,895 you really need a strategy or you're going to lose. 2321 01:40:09,895 --> 01:40:13,380 And the fourth village, it just gets really, really hard. 2322 01:40:13,380 --> 01:40:16,900 Generally, most people actually fail in the third village, 2323 01:40:16,900 --> 01:40:19,140 don't make it to the fourth one. 2324 01:40:19,140 --> 01:40:21,130 I guess if you guys want to see more game play. 2325 01:40:21,130 --> 01:40:22,700 RICK EBERHARDT: Is there sound? 2326 01:40:22,700 --> 01:40:24,533 STUDENT 3: So we don't have sound right now. 2327 01:40:24,533 --> 01:40:25,970 We're going to add that in today. 2328 01:40:25,970 --> 01:40:29,110 So the three different options, basically, soap 2329 01:40:29,110 --> 01:40:30,860 is the cheap, all around option because we 2330 01:40:30,860 --> 01:40:33,110 want the takeaway of the game is soap is overpowering. 2331 01:40:37,140 --> 01:40:39,010 These two options distinguish themselves in 2332 01:40:39,010 --> 01:40:41,400 that water containers are good for stopping an infection 2333 01:40:41,400 --> 01:40:44,280 from spreading but they don't cure anymore, 2334 01:40:44,280 --> 01:40:45,870 and electrolytes don't stop anything 2335 01:40:45,870 --> 01:40:47,328 from spreading but they immediately 2336 01:40:47,328 --> 01:40:50,060 cure just a percentage of the infected population. 2337 01:40:50,060 --> 01:40:53,069 What we found is that I thought electrolytes weren't actually 2338 01:40:53,069 --> 01:40:54,860 going to be fun, but then they are, because 2339 01:40:54,860 --> 01:40:56,860 at the end of the game when the infection is all 2340 01:40:56,860 --> 01:40:58,490 over the place and everyone's dying, 2341 01:40:58,490 --> 01:41:01,364 you just keep spanning electrolytes. 2342 01:41:01,364 --> 01:41:03,280 It has a cool down so you can't keep spanning, 2343 01:41:03,280 --> 01:41:07,470 but you span it as much as you can to desperately stay alive. 2344 01:41:07,470 --> 01:41:10,240 I don't know how far to actually take this. 2345 01:41:10,240 --> 01:41:11,880 RICK EBERHARDT: That's fine for us. 2346 01:41:11,880 --> 01:41:14,150 A live player is going to play it on their own, 2347 01:41:14,150 --> 01:41:15,730 so they'll be figuring stuff out. 2348 01:41:15,730 --> 01:41:17,146 Again, give them a couple minutes, 2349 01:41:17,146 --> 01:41:20,800 and then you can start talking if you'd like to talk over. 2350 01:41:20,800 --> 01:41:23,879 For the presentation itself, when you started out, 2351 01:41:23,879 --> 01:41:25,920 we could use a little bit more context about what 2352 01:41:25,920 --> 01:41:26,795 you're talking about. 2353 01:41:26,795 --> 01:41:28,400 You kind of just throw us into what 2354 01:41:28,400 --> 01:41:30,000 went right and one of the things that went right, 2355 01:41:30,000 --> 01:41:32,150 so maybe telling us what you're going to talk about 2356 01:41:32,150 --> 01:41:35,992 might be a way to give context for the full presentation. 2357 01:41:35,992 --> 01:41:40,710 STUDENT 2: Would starting with the game give a better idea? 2358 01:41:40,710 --> 01:41:42,410 RICK EBERHARDT: That would be good, 2359 01:41:42,410 --> 01:41:44,160 especially if you're talking over the game 2360 01:41:44,160 --> 01:41:45,890 and talking about some of the design. 2361 01:41:45,890 --> 01:41:48,460 Then we can kind of call back. 2362 01:41:48,460 --> 01:41:50,310 SARA VERNILLI: Another context related issue 2363 01:41:50,310 --> 01:41:52,990 is you refer to your client and you refer to the game 2364 01:41:52,990 --> 01:41:55,200 and you refer to making the game about cholera 2365 01:41:55,200 --> 01:41:57,010 but you don't actually explicitly state 2366 01:41:57,010 --> 01:42:00,800 who your client is, what your game is for, what the goal you 2367 01:42:00,800 --> 01:42:04,830 were trying to create your game for, what specifically it was. 2368 01:42:04,830 --> 01:42:06,330 You could gather it from context, 2369 01:42:06,330 --> 01:42:07,913 but it's a nice thing to have upfront. 2370 01:42:12,790 --> 01:42:17,100 ANDREW GRANT: So the early slides, they're pretty wordy. 2371 01:42:17,100 --> 01:42:19,150 Both of you are actually really good speakers, 2372 01:42:19,150 --> 01:42:22,630 so I feel like you can get a lot of those points 2373 01:42:22,630 --> 01:42:25,652 in your actual verbal-- you did, in fact, get all those points 2374 01:42:25,652 --> 01:42:26,860 across in your verbal things. 2375 01:42:26,860 --> 01:42:30,150 The slides don't need to also restate every single thing. 2376 01:42:30,150 --> 01:42:34,960 So stick to high level headers, but the way how you're actually 2377 01:42:34,960 --> 01:42:37,210 presenting these points are coming across very clearly 2378 01:42:37,210 --> 01:42:38,859 verbally and the words are starting 2379 01:42:38,859 --> 01:42:39,900 to distract a little bit. 2380 01:42:39,900 --> 01:42:40,500 RICK EBERHARDT: Yeah. 2381 01:42:40,500 --> 01:42:41,620 Each one of those could have been 2382 01:42:41,620 --> 01:42:43,055 just one slide plus an image. 2383 01:42:45,885 --> 01:42:48,010 ANDREW GRANT: That becomes a backdrop to the things 2384 01:42:48,010 --> 01:42:50,030 that you're actually saying, which are actually 2385 01:42:50,030 --> 01:42:52,238 coming across quite clearly and you don't really need 2386 01:42:52,238 --> 01:42:57,299 all of that additional visual noise, 2387 01:42:57,299 --> 01:42:58,840 especially when you have sub-bullets, 2388 01:42:58,840 --> 01:43:00,340 like you have a heading and then you 2389 01:43:00,340 --> 01:43:02,560 have tiny little sub-bullets underneath. 2390 01:43:02,560 --> 01:43:03,995 Those sub-bullets, just say them. 2391 01:43:03,995 --> 01:43:04,870 Don't represent them. 2392 01:43:08,130 --> 01:43:11,940 The image of selecting which updates 2393 01:43:11,940 --> 01:43:14,430 you have for each locality, right now 2394 01:43:14,430 --> 01:43:18,180 you have the blank rectangle with mouseover text in it. 2395 01:43:18,180 --> 01:43:19,499 Nothing is lit up. 2396 01:43:19,499 --> 01:43:22,040 If you just replace that with a screenshot of something's lit 2397 01:43:22,040 --> 01:43:24,149 up, something's not lit up with the mouseover 2398 01:43:24,149 --> 01:43:26,190 text, that will be way more informative, that one 2399 01:43:26,190 --> 01:43:28,860 slide alone. 2400 01:43:28,860 --> 01:43:31,810 When you talk about balancing the infection rate, 2401 01:43:31,810 --> 01:43:37,090 that's a really good detail case example. 2402 01:43:37,090 --> 01:43:38,429 I just want to call that out. 2403 01:43:38,429 --> 01:43:40,220 That level of detail is neat because you're 2404 01:43:40,220 --> 01:43:43,140 talking about really something very specific. 2405 01:43:43,140 --> 01:43:46,490 Other things that you can talk about-- I'm 2406 01:43:46,490 --> 01:43:52,310 trying to remember the way how you had set up a communication 2407 01:43:52,310 --> 01:43:54,770 system of using email and Gitter, 2408 01:43:54,770 --> 01:43:58,077 and this is what Gitter is, but people weren't responding. 2409 01:43:58,077 --> 01:43:58,660 That was good. 2410 01:43:58,660 --> 01:43:59,618 That was very specific. 2411 01:43:59,618 --> 01:44:03,230 That was like, this is the way how something 2412 01:44:03,230 --> 01:44:06,074 specifically broke down. 2413 01:44:06,074 --> 01:44:07,740 You can talk about how things eventually 2414 01:44:07,740 --> 01:44:11,320 got resolved would be nice, but maybe it didn't get resolved, 2415 01:44:11,320 --> 01:44:13,572 and you can say that, too. 2416 01:44:13,572 --> 01:44:15,030 That level of specificity was nice. 2417 01:44:18,600 --> 01:44:19,627 SARA VERNILLI: One more. 2418 01:44:19,627 --> 01:44:21,210 Specifically on the slides, you talked 2419 01:44:21,210 --> 01:44:24,590 about how you did iteration. 2420 01:44:24,590 --> 01:44:26,270 You talked about you made changes 2421 01:44:26,270 --> 01:44:28,720 and you stayed very generic there. 2422 01:44:28,720 --> 01:44:31,032 I think some actual specific examples 2423 01:44:31,032 --> 01:44:32,240 we really would like to hear. 2424 01:44:32,240 --> 01:44:33,823 What are some things that you dropped? 2425 01:44:33,823 --> 01:44:35,965 What are some things that you had in the beginning 2426 01:44:35,965 --> 01:44:37,720 but you changed a whole lot? 2427 01:44:37,720 --> 01:44:40,480 They're in your end game but we don't recognize it 2428 01:44:40,480 --> 01:44:42,170 from the beginning game because it 2429 01:44:42,170 --> 01:44:44,660 got changed [? in right now. ?] You don't need 2430 01:44:44,660 --> 01:44:48,000 a whole lot of examples, just one specific ones would tie it 2431 01:44:48,000 --> 01:44:48,720 back. 2432 01:44:48,720 --> 01:44:49,511 ANDREW GRANT: Yeah. 2433 01:44:49,511 --> 01:44:52,305 So if, in that particular section, you just added, 2434 01:44:52,305 --> 01:44:54,577 here's a specific feature that got changed 2435 01:44:54,577 --> 01:44:58,609 in this particular way, that's great because you clearly 2436 01:44:58,609 --> 01:44:59,525 have that information. 2437 01:45:05,067 --> 01:45:06,150 RICK EBERHARDT: All right. 2438 01:45:06,150 --> 01:45:06,650 Thank you. 2439 01:45:06,650 --> 01:45:09,238 [APPLAUSE] 2440 01:45:12,622 --> 01:45:13,330 So thank you all. 2441 01:45:13,330 --> 01:45:17,564 Everyone, sorry we ran a little bit late, but timing wise, 2442 01:45:17,564 --> 01:45:18,980 everything looks like it went out. 2443 01:45:18,980 --> 01:45:20,410 Tech wise, it looks like we've got 2444 01:45:20,410 --> 01:45:23,591 most of our stuff figured out. 2445 01:45:23,591 --> 01:45:26,252 A couple points of order. 2446 01:45:26,252 --> 01:45:26,960 This did go long. 2447 01:45:26,960 --> 01:45:29,929 It's probably going to go about full two hours on Wednesday. 2448 01:45:29,929 --> 01:45:31,720 Do you want to take a break midway through? 2449 01:45:31,720 --> 01:45:33,780 Would you like an intermission midway through? 2450 01:45:33,780 --> 01:45:35,390 I'm seeing some nods, so we're going 2451 01:45:35,390 --> 01:45:38,250 to put an intermission midway through. 2452 01:45:38,250 --> 01:45:42,854 Lastly, based on the number of speakers that we've got 2453 01:45:42,854 --> 01:45:44,770 and the topic matter that we're talking about, 2454 01:45:44,770 --> 01:45:46,400 I think what we're going to do is start 2455 01:45:46,400 --> 01:45:50,539 with Snap because everybody will have their computers out 2456 01:45:50,539 --> 01:45:52,580 from the get go and then we won't need that again 2457 01:45:52,580 --> 01:45:53,370 afterwards. 2458 01:45:53,370 --> 01:45:54,828 Just take care of that right there. 2459 01:45:54,828 --> 01:45:57,460 You're going to have people playing live in the audience. 2460 01:45:57,460 --> 01:45:59,634 Then we're going to go to Hello Wave. 2461 01:45:59,634 --> 01:46:01,300 Basically, we're going to swap Heat Wave 2462 01:46:01,300 --> 01:46:11,430 and Snap and Saving Gora Gora and Cholera, swap those two. 2463 01:46:11,430 --> 01:46:12,820 And for that, because we're going 2464 01:46:12,820 --> 01:46:14,639 to have lots of speakers at the so 2465 01:46:14,639 --> 01:46:16,180 that will just make it so that you're 2466 01:46:16,180 --> 01:46:18,184 doing all the moving around. 2467 01:46:18,184 --> 01:46:20,600 Cholera Control, you're going to have two people for that, 2468 01:46:20,600 --> 01:46:22,725 so we're going to make sure we have two microphones 2469 01:46:22,725 --> 01:46:24,130 for all of that. 2470 01:46:24,130 --> 01:46:27,020 We'll have the intermission right after Heat Wave. 2471 01:46:27,020 --> 01:46:29,140 So that's about an hour and a half, 2472 01:46:29,140 --> 01:46:31,105 and then we'll have another hour, 2473 01:46:31,105 --> 01:46:33,435 and then that's the end of the class on Wednesday. 2474 01:46:36,798 --> 01:46:38,839 ANDREW GRANT: So that's the order of presentation 2475 01:46:38,839 --> 01:46:39,316 right there. 2476 01:46:39,316 --> 01:46:40,191 RICK EBERHARDT: Yeah. 2477 01:46:40,191 --> 01:46:42,011 One, two, three, four, five. 2478 01:46:42,011 --> 01:46:42,510 There we go. 2479 01:46:42,510 --> 01:46:43,074 Cool. 2480 01:46:43,074 --> 01:46:45,490 I'm trying to think if there's anything else that I should 2481 01:46:45,490 --> 01:46:47,210 get to before we release you. 2482 01:46:47,210 --> 01:46:47,990 No. 2483 01:46:47,990 --> 01:46:53,690 Student evaluations, web.mit.edu/studentevaluations. 2484 01:46:53,690 --> 01:46:55,520 I'll write up the real URL right there. 2485 01:46:55,520 --> 01:46:58,141 Please do that in class today if you could. 2486 01:46:58,141 --> 01:46:58,890 Thank you so much. 2487 01:46:58,890 --> 01:46:59,970 You actually are doing a really good job. 2488 01:46:59,970 --> 01:47:01,180 I really like these presentations. 2489 01:47:01,180 --> 01:47:02,763 I'm really excited to see what they're 2490 01:47:02,763 --> 01:47:04,660 going to be like on Wednesday, and I 2491 01:47:04,660 --> 01:47:07,610 was really happy to see working games today, so aces on you 2492 01:47:07,610 --> 01:47:09,160 for that.