1 00:00:00,060 --> 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 --> 00:00:17,217 from hundreds of MIT courses, visit MIT OpenCourseWare 7 00:00:17,217 --> 00:00:17,842 at ocw.mit.edu. 8 00:00:20,795 --> 00:00:22,170 PROFESSOR: All right, so it looks 9 00:00:22,170 --> 00:00:23,419 like we've got everybody here. 10 00:00:23,419 --> 00:00:24,760 It's about 1:11. 11 00:00:24,760 --> 00:00:29,180 Today in class, we are going to end our project twos. 12 00:00:29,180 --> 00:00:30,230 Yay. 13 00:00:30,230 --> 00:00:32,420 We feeling good about this? 14 00:00:32,420 --> 00:00:33,644 Kinda? 15 00:00:33,644 --> 00:00:34,810 I'm feeling good about this. 16 00:00:34,810 --> 00:00:36,435 And we're going to start project three. 17 00:00:36,435 --> 00:00:39,317 So we're going to start off with our project two presentations. 18 00:00:39,317 --> 00:00:40,900 Again, we're going to go through here. 19 00:00:40,900 --> 00:00:45,560 Each team has five minutes to give their presentation. 20 00:00:45,560 --> 00:00:46,230 Slides. 21 00:00:46,230 --> 00:00:48,400 You can set up your slides up here. 22 00:00:48,400 --> 00:00:51,270 We've carved out enough time for today 23 00:00:51,270 --> 00:00:54,520 to be able to swap out between computers and for us 24 00:00:54,520 --> 00:00:58,420 to ask a couple of questions after each presentation. 25 00:00:58,420 --> 00:01:00,470 After all the presentations are done, 26 00:01:00,470 --> 00:01:01,820 we're going to take a break. 27 00:01:01,820 --> 00:01:03,640 Instructors will kind of talk to each other 28 00:01:03,640 --> 00:01:05,110 about what we saw in the presentations, 29 00:01:05,110 --> 00:01:07,318 and we'll address some of the feedback that we heard, 30 00:01:07,318 --> 00:01:10,070 some of the things that we saw in the presentations. 31 00:01:10,070 --> 00:01:11,960 As a reminder, presentations, we want 32 00:01:11,960 --> 00:01:15,290 to hear about what went right, what went wrong, 33 00:01:15,290 --> 00:01:17,834 and also what would you do differently? 34 00:01:17,834 --> 00:01:19,500 Then we're going to start project three. 35 00:01:19,500 --> 00:01:21,430 And we're going to do brainstorming in class. 36 00:01:21,430 --> 00:01:23,870 Basically, the first week of class 37 00:01:23,870 --> 00:01:27,557 we're going to compress into about 30 minutes of this class. 38 00:01:27,557 --> 00:01:29,140 We're going to brainstorm, we're going 39 00:01:29,140 --> 00:01:31,932 to do our elevator pitches, and then we're going to form teams. 40 00:01:31,932 --> 00:01:33,890 So we're going to do that really, really quick. 41 00:01:33,890 --> 00:01:36,580 And it might require rolling the die again. 42 00:01:36,580 --> 00:01:39,180 It might require moving you from project to project. 43 00:01:39,180 --> 00:01:40,350 And that's going to be OK. 44 00:01:40,350 --> 00:01:43,250 We'll talk about why we're doing that when we go. 45 00:01:43,250 --> 00:01:45,290 So I think that's everything from me. 46 00:01:45,290 --> 00:01:48,130 Any questions? 47 00:01:48,130 --> 00:01:52,320 And if not, Sparkly Redemption, come on down. 48 00:01:52,320 --> 00:01:55,100 PRESENTER 1: So what went right? 49 00:01:55,100 --> 00:01:56,170 The game got made. 50 00:01:56,170 --> 00:01:59,507 It isn't broken or sad or dead. 51 00:01:59,507 --> 00:02:01,090 Even though we had to cut some things, 52 00:02:01,090 --> 00:02:04,382 I feel like the general idea of you are a player 53 00:02:04,382 --> 00:02:06,840 and you pick up sparklies and your sparklies change monster 54 00:02:06,840 --> 00:02:09,400 behavior slash your power-up slash whatever 55 00:02:09,400 --> 00:02:12,325 got implemented pretty well in a way that carried 56 00:02:12,325 --> 00:02:13,900 across our original idea. 57 00:02:17,310 --> 00:02:19,970 What went wrong? 58 00:02:19,970 --> 00:02:22,160 I guess we had to drop some things. 59 00:02:22,160 --> 00:02:25,960 We had a person on our team not get hit by a bus, 60 00:02:25,960 --> 00:02:29,236 but they did basically not have as much time 61 00:02:29,236 --> 00:02:31,110 to work on the project as much as we thought. 62 00:02:31,110 --> 00:02:32,360 So we had to adapt to that. 63 00:02:32,360 --> 00:02:35,270 On the other hand, I feel like we adapted to that pretty well. 64 00:02:35,270 --> 00:02:39,765 So not good, but still good, I think, personally. 65 00:02:43,720 --> 00:02:46,220 We were told to test early and test often, 66 00:02:46,220 --> 00:02:48,970 which I think we actually kind of did-- maybe not as early 67 00:02:48,970 --> 00:02:50,320 or as often as we could have. 68 00:02:50,320 --> 00:02:52,530 But we still tested even when we had something 69 00:02:52,530 --> 00:02:54,320 that we felt wasn't really testable 70 00:02:54,320 --> 00:02:56,220 but was still touchable. 71 00:02:56,220 --> 00:02:58,930 And I feel like that was kind of interesting to do 72 00:02:58,930 --> 00:03:00,405 because people kept telling us, you 73 00:03:00,405 --> 00:03:01,360 should totally be able to die. 74 00:03:01,360 --> 00:03:02,790 And we were like, yes, we do think 75 00:03:02,790 --> 00:03:05,160 you should be able to die, but we haven't implemented that. 76 00:03:05,160 --> 00:03:06,150 And so on and so forth. 77 00:03:06,150 --> 00:03:07,565 But on the other hand, that meant 78 00:03:07,565 --> 00:03:09,900 we still got lots and lots of good feedback and things 79 00:03:09,900 --> 00:03:12,910 to think about, like stuff that we probably 80 00:03:12,910 --> 00:03:15,700 wouldn't have thought to have implemented but still 81 00:03:15,700 --> 00:03:18,790 implemented because we caught that early on. 82 00:03:18,790 --> 00:03:22,540 So yes, test early and test often, even if it's annoying, 83 00:03:22,540 --> 00:03:27,236 is what I learned, and I feel we all learned. 84 00:03:27,236 --> 00:03:30,396 And that might be all I can think of. 85 00:03:30,396 --> 00:03:32,520 PROFESSOR: What would you do differently next time? 86 00:03:32,520 --> 00:03:34,645 PRESENTER 1: What would I do differently next time? 87 00:03:34,645 --> 00:03:36,000 Meet up with people. 88 00:03:36,000 --> 00:03:37,560 Well, not necessarily physically, 89 00:03:37,560 --> 00:03:39,899 because we scheduled meetings but then we 90 00:03:39,899 --> 00:03:41,940 decided maybe we don't need to physically meet up 91 00:03:41,940 --> 00:03:43,856 because it's a pain getting people onto campus 92 00:03:43,856 --> 00:03:46,280 if they don't live on campus, which would have been fine. 93 00:03:46,280 --> 00:03:48,405 But then there were still times we were like, well, 94 00:03:48,405 --> 00:03:50,550 we meant to meet up but then we got iffy 95 00:03:50,550 --> 00:03:53,060 about scheduling a time, and everyone got confused. 96 00:03:53,060 --> 00:03:55,946 And I feel like we managed to work our way through it. 97 00:03:55,946 --> 00:03:57,320 But it was still more of a hassle 98 00:03:57,320 --> 00:04:01,610 than it probably needed to be if we just sat down and scheduled 99 00:04:01,610 --> 00:04:03,570 out a chunk of time and listed things 100 00:04:03,570 --> 00:04:05,180 that we were going to get done. 101 00:04:05,180 --> 00:04:10,110 So differently would be better about meeting 102 00:04:10,110 --> 00:04:12,199 with each other, either physically 103 00:04:12,199 --> 00:04:13,240 or through the interwebs. 104 00:04:16,004 --> 00:04:17,587 PROFESSOR: Any questions from anybody? 105 00:04:22,400 --> 00:04:22,900 OK. 106 00:04:22,900 --> 00:04:24,847 Which game engine was that again? 107 00:04:24,847 --> 00:04:26,180 PRESENTER 1: Sparkly Redemption. 108 00:04:26,180 --> 00:04:27,835 It's the one-armed lady. 109 00:04:27,835 --> 00:04:29,580 PROFESSOR: What game engine did you use? 110 00:04:29,580 --> 00:04:30,576 PRESENTER 1: Oh. 111 00:04:30,576 --> 00:04:32,162 Phaser. 112 00:04:32,162 --> 00:04:34,467 AUDIENCE: Anything to say about the experience 113 00:04:34,467 --> 00:04:36,320 of working with Phaser? 114 00:04:36,320 --> 00:04:40,580 PRESENTER 1: So you do the thing where you have a bug 115 00:04:40,580 --> 00:04:42,420 and you think it's Phaser related, 116 00:04:42,420 --> 00:04:44,420 so you Google vague terms. 117 00:04:44,420 --> 00:04:46,360 And I've worked with Flixel and Unity, 118 00:04:46,360 --> 00:04:50,667 so I know personally I'm used to having long form posts pop up 119 00:04:50,667 --> 00:04:51,750 that you then dig through. 120 00:04:51,750 --> 00:04:54,190 But I feel like with Phaser it was a bit of a mixed bag. 121 00:04:54,190 --> 00:04:57,129 And sometimes you got relevant posts. 122 00:04:57,129 --> 00:04:59,170 Or sometimes you just went to the Phaser examples 123 00:04:59,170 --> 00:05:01,470 and kept digging through it until you found something 124 00:05:01,470 --> 00:05:02,640 vaguely relevant. 125 00:05:02,640 --> 00:05:05,350 So it wasn't terrible, but it was still 126 00:05:05,350 --> 00:05:10,720 not quite what I was used to in terms of figuring things out. 127 00:05:10,720 --> 00:05:14,180 PRESENTER 2: So we're Lost Underground. 128 00:05:14,180 --> 00:05:16,680 One of the biggest things I felt our team had a problem with 129 00:05:16,680 --> 00:05:18,150 was communication. 130 00:05:18,150 --> 00:05:20,470 Because at the very beginning, we were really good. 131 00:05:20,470 --> 00:05:22,220 We all got really pumped for this project, 132 00:05:22,220 --> 00:05:23,230 and we got together. 133 00:05:23,230 --> 00:05:26,250 We had the paper prototype. 134 00:05:26,250 --> 00:05:27,690 We edited it a bunch. 135 00:05:27,690 --> 00:05:30,360 We quickly got that over to a digital prototype. 136 00:05:30,360 --> 00:05:32,500 And then it kind of stagnated. 137 00:05:32,500 --> 00:05:38,464 We had the play testing, and we learned a lot from that. 138 00:05:38,464 --> 00:05:39,880 One of the most interesting things 139 00:05:39,880 --> 00:05:42,590 is we added the darkness mechanic, where you can only 140 00:05:42,590 --> 00:05:44,885 see a certain zone around you. 141 00:05:44,885 --> 00:05:47,980 And some people felt like you shouldn't 142 00:05:47,980 --> 00:05:49,100 be able to see as much. 143 00:05:49,100 --> 00:05:52,087 People felt you should be able to see more or less. 144 00:05:52,087 --> 00:05:53,420 Everyone had different opinions. 145 00:05:53,420 --> 00:05:55,170 But we liked the way it worked. 146 00:05:55,170 --> 00:05:57,870 But it didn't work the way we wanted it to. 147 00:05:57,870 --> 00:06:01,600 People weren't concerned about walking around at all. 148 00:06:01,600 --> 00:06:04,780 The whole point of the dark is to be afraid of it, like oh, 149 00:06:04,780 --> 00:06:06,600 is there a monster over there, but there 150 00:06:06,600 --> 00:06:08,340 could be something to collect, and people 151 00:06:08,340 --> 00:06:09,790 weren't feeling that. 152 00:06:09,790 --> 00:06:12,145 And so we found out from the play testing 153 00:06:12,145 --> 00:06:13,870 we needed to change it. 154 00:06:13,870 --> 00:06:16,130 And the best way to do this was to shrink it 155 00:06:16,130 --> 00:06:18,900 so you could see even less, to zoom out the camera so you 156 00:06:18,900 --> 00:06:21,920 feel really claustrophobic and far away from everything. 157 00:06:21,920 --> 00:06:24,140 And I think that really helped us. 158 00:06:24,140 --> 00:06:25,520 We also learned-- what was really 159 00:06:25,520 --> 00:06:28,480 funny is we had just a placeholder, 160 00:06:28,480 --> 00:06:31,319 a little coffee cup, instead of a coin, which 161 00:06:31,319 --> 00:06:32,610 is what we originally went for. 162 00:06:32,610 --> 00:06:35,865 But every play tester was like, oh, coffee. 163 00:06:35,865 --> 00:06:37,412 That's the coolest thing. 164 00:06:37,412 --> 00:06:39,713 I love the idea of collecting coffee. 165 00:06:39,713 --> 00:06:41,713 And so one of the cool things about play testing 166 00:06:41,713 --> 00:06:44,260 is if you don't say anything, they will give you 167 00:06:44,260 --> 00:06:46,880 really useful information, even though that's not 168 00:06:46,880 --> 00:06:48,630 what you intended at all, which was really 169 00:06:48,630 --> 00:06:49,906 cool to experience firsthand. 170 00:06:49,906 --> 00:06:52,770 And so we decided to stick with the coffee mechanic, 171 00:06:52,770 --> 00:06:54,990 and it ended up being a little more silly than what 172 00:06:54,990 --> 00:06:58,020 we originally planned for. 173 00:06:58,020 --> 00:07:00,780 But like I said, communication was really hard. 174 00:07:00,780 --> 00:07:03,940 Planning out who was going to do what with a digital prototype 175 00:07:03,940 --> 00:07:07,640 was much more difficult than with a paper prototype, 176 00:07:07,640 --> 00:07:09,550 I personally feel. 177 00:07:09,550 --> 00:07:13,534 Because code intermingles in a way that paper doesn't. 178 00:07:13,534 --> 00:07:14,950 And so it becomes really difficult 179 00:07:14,950 --> 00:07:17,200 when people are pushing things and pulling things 180 00:07:17,200 --> 00:07:18,290 and then things break. 181 00:07:18,290 --> 00:07:22,770 And so that was really hard. 182 00:07:22,770 --> 00:07:24,250 A way to change this, I feel like, 183 00:07:24,250 --> 00:07:27,810 would be to just make sure everyone replies 184 00:07:27,810 --> 00:07:30,570 to their emails, and make sure people are talking 185 00:07:30,570 --> 00:07:32,950 and everyone knows what's going on. 186 00:07:32,950 --> 00:07:34,700 And I don't know the best way to do this. 187 00:07:34,700 --> 00:07:38,160 Maybe an IRC chat, where they constantly 188 00:07:38,160 --> 00:07:40,195 have that chat channel there and people 189 00:07:40,195 --> 00:07:42,540 can look at it when they want to. 190 00:07:42,540 --> 00:07:44,300 Because emails kind of get lost. 191 00:07:44,300 --> 00:07:47,500 And text messages people forget to reply to. 192 00:07:47,500 --> 00:07:49,640 So something like that, where it's constantly there 193 00:07:49,640 --> 00:07:51,950 and you can go look at it and hopefully 194 00:07:51,950 --> 00:07:53,267 reply to it in a timely manner. 195 00:07:53,267 --> 00:07:54,850 Or maybe just have-- one of the things 196 00:07:54,850 --> 00:07:57,020 I did in my other classes is the very beginning, 197 00:07:57,020 --> 00:07:59,670 everyone had to write up a contract of when 198 00:07:59,670 --> 00:08:02,460 you'd be working on things, when you reply to things. 199 00:08:02,460 --> 00:08:04,520 And so we had to sign and say, I will 200 00:08:04,520 --> 00:08:09,030 reply to any emails about this at 9:00 PM every day. 201 00:08:09,030 --> 00:08:11,856 And so you can expect a reply by my by 10:00 PM. 202 00:08:11,856 --> 00:08:13,355 And so because we had this contract, 203 00:08:13,355 --> 00:08:17,280 we knew-- if I send an email to this person before 9:00 PM, 204 00:08:17,280 --> 00:08:19,620 I will get a reply an hour later, which 205 00:08:19,620 --> 00:08:22,800 was really useful when people were a little hectic 206 00:08:22,800 --> 00:08:24,330 and they had other things to do. 207 00:08:24,330 --> 00:08:26,163 At least I knew I would get that email back. 208 00:08:28,544 --> 00:08:29,488 So any questions? 209 00:08:32,466 --> 00:08:34,049 PROFESSOR: So same question as before. 210 00:08:34,049 --> 00:08:35,480 What game engine did you use? 211 00:08:35,480 --> 00:08:36,771 PRESENTER 2: So we used Phaser. 212 00:08:36,771 --> 00:08:38,465 And any coding questions, I'm going 213 00:08:38,465 --> 00:08:41,290 to direct to another team member who was more heavily invested 214 00:08:41,290 --> 00:08:42,559 in it than I was. 215 00:08:42,559 --> 00:08:44,600 PROFESSOR: Anybody want to speak up about coding? 216 00:08:44,600 --> 00:08:46,391 AUDIENCE: [INAUDIBLE] curious about Phaser. 217 00:09:01,339 --> 00:09:03,630 PRESENTER 3: I thought Phaser was an interesting engine 218 00:09:03,630 --> 00:09:04,820 to use. 219 00:09:04,820 --> 00:09:07,330 I think in terms of the organization of the code, 220 00:09:07,330 --> 00:09:09,750 you have to do a lot of thinking beforehand if you 221 00:09:09,750 --> 00:09:10,925 want to make it work well. 222 00:09:13,680 --> 00:09:16,450 I guess it could be a little finicky when you just 223 00:09:16,450 --> 00:09:18,676 start building, because we thought, OK, well, we'll 224 00:09:18,676 --> 00:09:20,550 add code, and then we'll sort of architect it 225 00:09:20,550 --> 00:09:22,520 based on what we see happening. 226 00:09:22,520 --> 00:09:25,420 But then we came to realize that our code wasn't 227 00:09:25,420 --> 00:09:28,660 going to be as separable as we thought it might be. 228 00:09:28,660 --> 00:09:32,580 I also ran into a couple of bugs that were in Phaser itself 229 00:09:32,580 --> 00:09:35,880 that I had to sort of dance around. 230 00:09:35,880 --> 00:09:39,360 So I would say watch out for the fact 231 00:09:39,360 --> 00:09:41,680 that there are still some bugs in it. 232 00:09:41,680 --> 00:09:45,860 PRESENTER 4: Yeah, just callback nastiness 233 00:09:45,860 --> 00:09:50,220 and having to think about something will happen now-ish. 234 00:09:50,220 --> 00:09:52,605 Time isn't really now-now. 235 00:09:52,605 --> 00:09:56,570 It's like, now kind of now, then kind of then, 236 00:09:56,570 --> 00:09:58,532 floating point numbers that are somehow always 237 00:09:58,532 --> 00:09:59,990 floats and nothing is ever actually 238 00:09:59,990 --> 00:10:01,596 equal to anything else. 239 00:10:01,596 --> 00:10:03,800 PROFESSOR: Is any of that documented? 240 00:10:03,800 --> 00:10:05,380 PRESENTER 4: This is just found out. 241 00:10:05,380 --> 00:10:08,320 That's JavaScript. 242 00:10:08,320 --> 00:10:11,150 But I thought we could get away from JavaScript by wrapping 243 00:10:11,150 --> 00:10:13,285 that all in an engine, but no. 244 00:10:22,850 --> 00:10:24,050 PROFESSOR: Thank you. 245 00:10:24,050 --> 00:10:24,841 PRESENTER 5: Hello. 246 00:10:24,841 --> 00:10:26,020 We were Plunder Winds. 247 00:10:26,020 --> 00:10:28,150 So starting off with the good. 248 00:10:28,150 --> 00:10:31,080 I think our team was actually pretty well organized, 249 00:10:31,080 --> 00:10:34,170 and our roles were well-defined. 250 00:10:34,170 --> 00:10:38,700 So from the very beginning, we set up task lists and lines 251 00:10:38,700 --> 00:10:39,500 of communication. 252 00:10:39,500 --> 00:10:41,130 We set up a mailing list and then 253 00:10:41,130 --> 00:10:43,060 assigned everybody specific roles. 254 00:10:43,060 --> 00:10:47,690 And then from that, we were able to-- none of us 255 00:10:47,690 --> 00:10:49,130 duplicated work. 256 00:10:49,130 --> 00:10:53,550 And we set up a good architecture early on. 257 00:10:53,550 --> 00:10:55,630 And so we used Phaser. 258 00:10:55,630 --> 00:10:57,890 And unfortunately, there's this one part of Phaser 259 00:10:57,890 --> 00:10:59,365 that's not really well documented 260 00:10:59,365 --> 00:11:02,000 in any of the examples and tutorials which is the state 261 00:11:02,000 --> 00:11:03,757 machine that Phaser has. 262 00:11:03,757 --> 00:11:05,590 Surprise, there's a state machine in Phaser. 263 00:11:05,590 --> 00:11:08,740 And then once we discovered that-- we discovered 264 00:11:08,740 --> 00:11:10,800 that early on and used it. 265 00:11:10,800 --> 00:11:15,120 And so that allowed us to really architect our code well 266 00:11:15,120 --> 00:11:17,120 and separate out modules. 267 00:11:17,120 --> 00:11:21,360 And we also used a JavaScript module thing, which basically 268 00:11:21,360 --> 00:11:25,470 made it so that all of our coding efforts were really-- 269 00:11:25,470 --> 00:11:27,327 were really efficient, I think. 270 00:11:27,327 --> 00:11:32,060 And as for the bad, five out of six, 271 00:11:32,060 --> 00:11:34,630 or basically our entire team, came down 272 00:11:34,630 --> 00:11:37,650 with the flu the first week, or over the first weekend. 273 00:11:37,650 --> 00:11:40,060 And that really impacted our schedule. 274 00:11:40,060 --> 00:11:43,360 So originally we had wanted to get a playable prototype 275 00:11:43,360 --> 00:11:47,620 by the first weekend so we could get people touching it 276 00:11:47,620 --> 00:11:49,630 and start getting feedback. 277 00:11:49,630 --> 00:11:53,740 But the plans best laid, it doesn't 278 00:11:53,740 --> 00:11:55,050 help if everyone gets sick. 279 00:11:55,050 --> 00:11:57,470 So we had a large schedule impact. 280 00:11:57,470 --> 00:12:00,960 And the way we had to deal with that was, like, there's 281 00:12:00,960 --> 00:12:03,512 one guy who was able to code throughout the entire first 282 00:12:03,512 --> 00:12:04,060 week. 283 00:12:04,060 --> 00:12:06,660 And then the rest of us were playing catch up. 284 00:12:06,660 --> 00:12:08,470 And so we didn't get anything playable 285 00:12:08,470 --> 00:12:12,740 until the in-class workshop on Wednesday. 286 00:12:12,740 --> 00:12:15,010 And I think that really hurt us because we weren't 287 00:12:15,010 --> 00:12:17,680 able to get a lot of important feedback 288 00:12:17,680 --> 00:12:19,790 until very late in the process. 289 00:12:19,790 --> 00:12:23,731 And so there were some features that we kind of added. 290 00:12:23,731 --> 00:12:27,090 And we were like, this may address player concerns. 291 00:12:27,090 --> 00:12:29,340 But we just didn't get enough feedback or data 292 00:12:29,340 --> 00:12:32,555 to figure out whether or not those concerns were actually 293 00:12:32,555 --> 00:12:34,375 really addressed. 294 00:12:34,375 --> 00:12:38,570 PROFESSOR: And anything you'd do differently? 295 00:12:38,570 --> 00:12:41,960 PRESENTER 5: I think we would not get sick. 296 00:12:41,960 --> 00:12:49,646 But also, we set up Asana and everything on Monday. 297 00:12:49,646 --> 00:12:51,020 But then we learned, like, oh, we 298 00:12:51,020 --> 00:12:53,230 have to do a sprint task list and a product backlog 299 00:12:53,230 --> 00:12:54,560 on Wednesday. 300 00:12:54,560 --> 00:12:57,590 So I think there was a bit of a weird issue 301 00:12:57,590 --> 00:13:00,900 there, where we already had one task management system, 302 00:13:00,900 --> 00:13:02,610 and then we introduced another one. 303 00:13:02,610 --> 00:13:05,950 And then we introduced scrum boards and we were like, well, 304 00:13:05,950 --> 00:13:06,979 which one do we use? 305 00:13:06,979 --> 00:13:09,020 And then we just didn't end up using any of them. 306 00:13:13,724 --> 00:13:14,765 PROFESSOR: Any questions? 307 00:13:17,570 --> 00:13:21,790 So my question, I think, is you had the flu. 308 00:13:21,790 --> 00:13:23,660 A bunch of people were out. 309 00:13:23,660 --> 00:13:24,850 You didn't cut features. 310 00:13:24,850 --> 00:13:26,044 You tried to just catch up. 311 00:13:26,044 --> 00:13:27,585 Did you think about cutting features? 312 00:13:27,585 --> 00:13:30,530 Do you feel like you ended up cutting anything at all? 313 00:13:30,530 --> 00:13:34,680 PRESENTER 5: So I think our core game was actually, like-- it 314 00:13:34,680 --> 00:13:38,110 was pretty simple to implement. 315 00:13:38,110 --> 00:13:41,870 And I just want to give a shout-out to our team. 316 00:13:41,870 --> 00:13:43,380 You guys pulled off an awesome job 317 00:13:43,380 --> 00:13:47,020 and implemented everything by Wednesday. 318 00:13:47,020 --> 00:13:50,810 And so we did actually manage to get a feature 319 00:13:50,810 --> 00:13:54,250 complete game by Wednesday. 320 00:13:54,250 --> 00:13:57,790 And then we started adding tweaks, like interface tweaks 321 00:13:57,790 --> 00:14:01,590 and maybe a visual cue here and there throughout the rest 322 00:14:01,590 --> 00:14:02,530 of the week. 323 00:14:02,530 --> 00:14:07,370 But in terms of cutting features, 324 00:14:07,370 --> 00:14:10,490 we didn't really have any complex time-intensive features 325 00:14:10,490 --> 00:14:15,440 that we would have benefited from cutting, I don't think. 326 00:14:15,440 --> 00:14:16,430 PROFESSOR: Thank you. 327 00:14:16,430 --> 00:14:19,400 PRESENTER 6: So our project was Beaver Evolution. 328 00:14:19,400 --> 00:14:23,607 And so I guess I'll first go through three of the bigger 329 00:14:23,607 --> 00:14:25,587 design challenges we came up with 330 00:14:25,587 --> 00:14:28,805 or that we encountered during these two weeks. 331 00:14:28,805 --> 00:14:31,280 And our [? system ?] was working with Phaser, 332 00:14:31,280 --> 00:14:35,735 which is kind of design, kind of the project challenge. 333 00:14:35,735 --> 00:14:37,962 And so one thing we ran into is we 334 00:14:37,962 --> 00:14:40,190 didn't realize there was this thing called stages, 335 00:14:40,190 --> 00:14:42,190 and I think you guys just mentioned that. 336 00:14:42,190 --> 00:14:45,390 But since everything is turn-based, and in each turn 337 00:14:45,390 --> 00:14:47,600 you can make a choice between building, populating, 338 00:14:47,600 --> 00:14:51,340 and evolving, and then disaster might strike. 339 00:14:51,340 --> 00:14:53,205 So there was different things that happen. 340 00:14:53,205 --> 00:14:54,788 So we thought it could be very modular 341 00:14:54,788 --> 00:14:56,214 and we could use stages. 342 00:14:56,214 --> 00:14:59,390 But then we learned that stages really start and stop 343 00:14:59,390 --> 00:15:02,475 every time you switch stages. 344 00:15:02,475 --> 00:15:06,400 So it doesn't take the info about what 345 00:15:06,400 --> 00:15:08,508 happened in a previous stage, which was 346 00:15:08,508 --> 00:15:09,732 really important to our game. 347 00:15:09,732 --> 00:15:11,898 So then we ended up having to switch everything over 348 00:15:11,898 --> 00:15:14,934 to Phaser groups, so we could hide groups and show groups. 349 00:15:14,934 --> 00:15:16,649 So that was one of our first challenges, 350 00:15:16,649 --> 00:15:18,440 just kind of figuring out how Phaser worked 351 00:15:18,440 --> 00:15:21,365 and what would be best for our code. 352 00:15:21,365 --> 00:15:23,326 It turned out our code was very modular 353 00:15:23,326 --> 00:15:25,200 because there were so many different elements 354 00:15:25,200 --> 00:15:25,930 to each turn. 355 00:15:25,930 --> 00:15:28,655 So it was very easy to split up the work. 356 00:15:28,655 --> 00:15:30,220 And that was helpful. 357 00:15:30,220 --> 00:15:32,530 Overall, we really liked Phaser. 358 00:15:32,530 --> 00:15:34,940 Our second challenge is balancing the game, 359 00:15:34,940 --> 00:15:43,252 so making it not too easy to win and not too hard to win. 360 00:15:43,252 --> 00:15:48,225 And we kind of changed that by changing some of the winning 361 00:15:48,225 --> 00:15:51,906 conditions and then also adding a few mechanics here 362 00:15:51,906 --> 00:15:54,650 and there to make the game harder. 363 00:15:54,650 --> 00:15:56,530 Because often it was just too easy. 364 00:15:56,530 --> 00:15:59,530 So for example, you could just keep evolving. 365 00:15:59,530 --> 00:16:01,630 Or you could keep populating your beavers. 366 00:16:01,630 --> 00:16:04,420 And then once you reached the number of beavers you needed, 367 00:16:04,420 --> 00:16:05,350 you'd win. 368 00:16:05,350 --> 00:16:07,520 But we kind of changed that by implementing 369 00:16:07,520 --> 00:16:12,076 a rule where you can't populate every turn because you 370 00:16:12,076 --> 00:16:15,410 have to [INAUDIBLE]. 371 00:16:15,410 --> 00:16:17,202 So I guess the slide is not really working. 372 00:16:17,202 --> 00:16:17,951 PRESENTER 7: Yeah. 373 00:16:17,951 --> 00:16:20,170 So I'm not sure why the screen won't show our slides, 374 00:16:20,170 --> 00:16:22,630 but we can keep talking about the game. 375 00:16:22,630 --> 00:16:24,630 So Rachel talked a lot about the design 376 00:16:24,630 --> 00:16:27,540 challenges we ran into for the game. 377 00:16:27,540 --> 00:16:30,260 And so I'll talk about some of the project challenges 378 00:16:30,260 --> 00:16:32,000 that we ran into. 379 00:16:32,000 --> 00:16:36,880 I was assigned the role of the product manager. 380 00:16:36,880 --> 00:16:40,170 So you remember the product manager in the scrum roles 381 00:16:40,170 --> 00:16:43,830 is the person who's supposed to sort of lead where the game is 382 00:16:43,830 --> 00:16:46,654 going and make sure that all the design implementations are 383 00:16:46,654 --> 00:16:48,570 the way that they're supposed to be and handle 384 00:16:48,570 --> 00:16:51,330 any changes that we need to make to the code. 385 00:16:51,330 --> 00:16:54,300 So unfortunately, we didn't explicitly 386 00:16:54,300 --> 00:16:55,870 assign a scrum master. 387 00:16:55,870 --> 00:16:58,930 So by taking on the role of being the product manager, 388 00:16:58,930 --> 00:17:01,496 I also assumed some of the roles of the scrum master. 389 00:17:01,496 --> 00:17:04,380 And I know that this was stated to us 390 00:17:04,380 --> 00:17:07,560 in the lecture about scrum, how we should definitely not 391 00:17:07,560 --> 00:17:08,060 do that. 392 00:17:08,060 --> 00:17:10,069 And we now see why. 393 00:17:10,069 --> 00:17:12,609 I unfortunately had to run some of the meeting-- I 394 00:17:12,609 --> 00:17:14,650 unfortunately had to focus on running the meeting 395 00:17:14,650 --> 00:17:16,630 as well as on making sure that the design was 396 00:17:16,630 --> 00:17:18,510 going in the direction it was supposed to go. 397 00:17:18,510 --> 00:17:21,619 So I definitely lost some efficiency there. 398 00:17:21,619 --> 00:17:24,050 And we started off very efficient. 399 00:17:24,050 --> 00:17:27,214 We were able to assign tasks, and our product backlog, 400 00:17:27,214 --> 00:17:29,130 our sprint task lists, were all very laid out. 401 00:17:29,130 --> 00:17:30,480 We had an early meeting to make sure 402 00:17:30,480 --> 00:17:31,771 that everything was going well. 403 00:17:31,771 --> 00:17:35,480 But then by the end, I just sort of started running out of time. 404 00:17:35,480 --> 00:17:38,330 We were unable to schedule a meeting after the play testing 405 00:17:38,330 --> 00:17:41,250 session due to everybody's schedules being very tight. 406 00:17:41,250 --> 00:17:43,140 And so some of the changes that we 407 00:17:43,140 --> 00:17:45,690 wanted to implement after the feedback from the testing 408 00:17:45,690 --> 00:17:47,535 session we were unable to implement. 409 00:17:47,535 --> 00:17:49,660 But we were still able to get a good game together. 410 00:17:49,660 --> 00:17:52,920 Our organization just sort of fell apart towards the end. 411 00:17:52,920 --> 00:17:55,980 So those were probably some of the biggest design 412 00:17:55,980 --> 00:17:57,220 problems we ran into. 413 00:17:57,220 --> 00:18:00,300 I would definitely next time, for our next project, 414 00:18:00,300 --> 00:18:02,260 make sure that there's a clear product 415 00:18:02,260 --> 00:18:06,430 manager and a clear scrum master so that those two 416 00:18:06,430 --> 00:18:08,720 roles can be done very efficiently and not overlap. 417 00:18:08,720 --> 00:18:09,608 PRESENTER 6: Yeah. 418 00:18:09,608 --> 00:18:11,841 And I'll just add on, so our testing 419 00:18:11,841 --> 00:18:14,096 we really realized that user experience could 420 00:18:14,096 --> 00:18:17,450 be improved between having all the players know all the game 421 00:18:17,450 --> 00:18:19,450 mechanics and rules coming into the game. 422 00:18:19,450 --> 00:18:23,100 So yeah, in addition to not being able to meet up, 423 00:18:23,100 --> 00:18:24,780 not being able to play all the features, 424 00:18:24,780 --> 00:18:29,660 we really just focused on improving game experience 425 00:18:29,660 --> 00:18:32,830 by adding audio and by adding smaller things. 426 00:18:32,830 --> 00:18:36,159 But I think earlier in the game, we 427 00:18:36,159 --> 00:18:38,075 should have thought more about user experience 428 00:18:38,075 --> 00:18:41,879 and making sure that was a good flow. 429 00:18:41,879 --> 00:18:43,340 PROFESSOR: Are there any questions? 430 00:18:46,919 --> 00:18:48,210 I think you covered everything. 431 00:18:48,210 --> 00:18:49,042 Thank you. 432 00:18:49,042 --> 00:18:50,000 PRESENTER 8: All right. 433 00:18:50,000 --> 00:18:51,050 We're Comcastic. 434 00:18:51,050 --> 00:18:53,320 So as you'll recall, our game involves 435 00:18:53,320 --> 00:18:55,480 placing service centers on a map and trying 436 00:18:55,480 --> 00:18:57,656 to cover all of the houses. 437 00:18:57,656 --> 00:19:00,645 So what went wrong-- setting up Phaser took a long time. 438 00:19:00,645 --> 00:19:04,055 It was really hard for us to actually start writing code. 439 00:19:04,055 --> 00:19:06,360 We were using TypeScript, which was important, 440 00:19:06,360 --> 00:19:09,420 I think, for us, especially as a documentation. 441 00:19:09,420 --> 00:19:12,245 But it took some time to get a good set-up where 442 00:19:12,245 --> 00:19:14,570 you had a posted Phaser where everybody could develop 443 00:19:14,570 --> 00:19:16,585 and you had TypeScript integrated. 444 00:19:16,585 --> 00:19:19,215 And it would be nice if-- future projects, I think, 445 00:19:19,215 --> 00:19:20,215 will be set up for that. 446 00:19:20,215 --> 00:19:22,940 But for the first project, that was hard. 447 00:19:22,940 --> 00:19:25,106 Meetings-- it was really hard to schedule meetings. 448 00:19:25,106 --> 00:19:26,605 We had seven people when we started, 449 00:19:26,605 --> 00:19:28,130 and we went down to six. 450 00:19:28,130 --> 00:19:31,520 And even at six, it was still hard to schedule meetings, 451 00:19:31,520 --> 00:19:33,720 mostly because of PSETs. 452 00:19:33,720 --> 00:19:36,940 I had one PSET, but everybody else had a lot of PSETs, 453 00:19:36,940 --> 00:19:42,030 and it was a lot of conflicting times. 454 00:19:42,030 --> 00:19:44,620 What went right-- so Phaser itself, I think, 455 00:19:44,620 --> 00:19:46,050 really helped us develop fast. 456 00:19:46,050 --> 00:19:48,990 Once we got the hang of Phaser, it was a lot easier to develop. 457 00:19:48,990 --> 00:19:50,445 It was pretty consistent. 458 00:19:50,445 --> 00:19:52,210 The code is pretty good. 459 00:19:52,210 --> 00:19:58,540 It was not hard to debug by just looking at Phaser code for us. 460 00:19:58,540 --> 00:20:01,237 Also, I think we got the synchronous communication down, 461 00:20:01,237 --> 00:20:03,403 because we really didn't meet that often, especially 462 00:20:03,403 --> 00:20:05,490 as a whole group. 463 00:20:05,490 --> 00:20:07,290 So we were using Trello, and it was 464 00:20:07,290 --> 00:20:10,190 really nice to just sort of bounce an idea 465 00:20:10,190 --> 00:20:13,020 off Trello, just put in [INAUDIBLE] feature, 466 00:20:13,020 --> 00:20:17,320 and then we would sort of discuss it via Trello. 467 00:20:17,320 --> 00:20:21,050 I think that that's something that we want to keep doing. 468 00:20:21,050 --> 00:20:23,150 Also balance-- I think our balance is actually 469 00:20:23,150 --> 00:20:23,680 pretty good. 470 00:20:23,680 --> 00:20:25,950 It was sort of a coincidence that our pieces-- 471 00:20:25,950 --> 00:20:29,070 so the components of our balance are basically 472 00:20:29,070 --> 00:20:31,100 how the map looks, where the houses are, 473 00:20:31,100 --> 00:20:33,495 and then also the service centers you can place are. 474 00:20:33,495 --> 00:20:36,120 And you can imagine it'd be kind of difficult to make these two 475 00:20:36,120 --> 00:20:39,390 match up, but I think our first random attempts ended up 476 00:20:39,390 --> 00:20:41,430 working pretty well. 477 00:20:41,430 --> 00:20:44,047 What we would do differently-- we would definitely 478 00:20:44,047 --> 00:20:46,630 stick to one communication tool and stick to something simple. 479 00:20:46,630 --> 00:20:49,530 I think Trello was fine, [? but even ?] GitHub issues 480 00:20:49,530 --> 00:20:53,961 would be good, and they would integrate with the code. 481 00:20:53,961 --> 00:20:56,210 Definitely we want to keep scheduling partial meetings 482 00:20:56,210 --> 00:20:58,830 with some of the group, just the programmers, just 483 00:20:58,830 --> 00:21:01,280 a handful of people, whoever can make it to one meeting. 484 00:21:01,280 --> 00:21:05,020 I think with students that ends up being the best thing to do. 485 00:21:05,020 --> 00:21:08,090 And getting a [INAUDIBLE] viable product out early on-- I 486 00:21:08,090 --> 00:21:12,320 think we underestimated how important that was, even just 487 00:21:12,320 --> 00:21:15,490 getting a Phaser set up where you have an empty game running 488 00:21:15,490 --> 00:21:16,360 quickly. 489 00:21:16,360 --> 00:21:18,940 Even that, if you get that done in two hours versus two days, 490 00:21:18,940 --> 00:21:22,484 it makes a huge difference. 491 00:21:22,484 --> 00:21:24,388 PROFESSOR: Any questions from anybody? 492 00:21:24,388 --> 00:21:27,720 AUDIENCE: [INAUDIBLE]. 493 00:21:27,720 --> 00:21:30,790 PRESENTER 8: Yes, face-to-face meetings. 494 00:21:30,790 --> 00:21:32,337 Even Google Hangouts actually weren't 495 00:21:32,337 --> 00:21:34,540 easy to get everybody at one time. 496 00:21:38,860 --> 00:21:40,324 PROFESSOR: All right, thank you. 497 00:21:40,324 --> 00:21:40,990 PRESENTER 9: Hi. 498 00:21:40,990 --> 00:21:42,630 We're Modudice. 499 00:21:42,630 --> 00:21:43,690 That is our game. 500 00:21:43,690 --> 00:21:46,515 For those of you that played it, it's sort of 501 00:21:46,515 --> 00:21:48,076 like a number-puzzle type game. 502 00:21:48,076 --> 00:21:49,330 You move around a dice. 503 00:21:49,330 --> 00:21:52,140 You add numbers, a module of seven. 504 00:21:52,140 --> 00:21:54,933 And you want to make as many sevens on the board as you can, 505 00:21:54,933 --> 00:21:57,660 and you get points. 506 00:21:57,660 --> 00:22:02,050 And so what went well for us is our design meetings 507 00:22:02,050 --> 00:22:02,730 went quite well. 508 00:22:02,730 --> 00:22:04,350 We had two or three of these that 509 00:22:04,350 --> 00:22:06,190 were basically dedicated to figuring out, 510 00:22:06,190 --> 00:22:07,332 how do we do this better? 511 00:22:07,332 --> 00:22:09,290 And how do we answer some of the questions that 512 00:22:09,290 --> 00:22:10,570 came up during testing? 513 00:22:10,570 --> 00:22:12,400 And I feel like those went really well. 514 00:22:12,400 --> 00:22:13,930 We were able to get good discussion. 515 00:22:13,930 --> 00:22:15,875 We actually came up with, like, solid answers. 516 00:22:15,875 --> 00:22:17,740 And we were convinced, like, OK. 517 00:22:17,740 --> 00:22:20,110 This may not be the best way to go, 518 00:22:20,110 --> 00:22:24,220 but it's definitely comparably good to anything else. 519 00:22:24,220 --> 00:22:26,350 So we're going to just stick with this. 520 00:22:26,350 --> 00:22:29,070 And we were able to make task lists as a result of that. 521 00:22:29,070 --> 00:22:30,990 So we decide on something and then say, OK, 522 00:22:30,990 --> 00:22:33,000 what do we need to do to actually do this? 523 00:22:33,000 --> 00:22:35,963 And I think that went across fairly well. 524 00:22:35,963 --> 00:22:39,020 And we did a lot of good testing, especially the testing 525 00:22:39,020 --> 00:22:40,520 we did in class. 526 00:22:40,520 --> 00:22:41,992 And on top of that, like, all of us 527 00:22:41,992 --> 00:22:43,575 just tested the game with our friends, 528 00:22:43,575 --> 00:22:47,540 since it's, like, fairly easy to play and sort of fun. 529 00:22:47,540 --> 00:22:49,320 So yeah, the testing was really useful. 530 00:22:49,320 --> 00:22:52,099 And we actually did change a lot as a cause of it. 531 00:22:52,099 --> 00:22:54,015 PRESENTER 10: I'd like to add to the task list 532 00:22:54,015 --> 00:22:56,056 that I think we also did a very good job in terms 533 00:22:56,056 --> 00:22:58,640 of prioritizing what tasks were important. 534 00:22:58,640 --> 00:23:01,920 I'd like to say that we cut two features-- the dice rolling 535 00:23:01,920 --> 00:23:03,192 animation and sound. 536 00:23:03,192 --> 00:23:05,150 And I think those were really good feature cuts 537 00:23:05,150 --> 00:23:07,180 because they weren't central to our game-play 538 00:23:07,180 --> 00:23:09,360 as a very fast-paced browser game. 539 00:23:09,360 --> 00:23:13,120 And cutting them actually saved us a lot of work 540 00:23:13,120 --> 00:23:15,314 and let us have the time to spend on other features 541 00:23:15,314 --> 00:23:15,814 and stuff. 542 00:23:22,130 --> 00:23:24,490 PRESENTER 9: And Phaser was good in the sense 543 00:23:24,490 --> 00:23:26,060 that it was something that went well, 544 00:23:26,060 --> 00:23:27,700 because it was easy to start with 545 00:23:27,700 --> 00:23:29,060 and it was fairly easy to use. 546 00:23:29,060 --> 00:23:31,310 Like, once you knew what you needed to do with Phaser, 547 00:23:31,310 --> 00:23:33,400 it was pretty simple to get it going. 548 00:23:33,400 --> 00:23:36,450 But it was also a bad thing because it's Java. 549 00:23:36,450 --> 00:23:37,850 At least we did it in JavaScript. 550 00:23:37,850 --> 00:23:40,640 So JavaScript is hard to work with, 551 00:23:40,640 --> 00:23:42,920 hard to fix bugs and stuff. 552 00:23:42,920 --> 00:23:45,003 And I could see-- like, Phaser was fine because it 553 00:23:45,003 --> 00:23:46,150 was a fairly small project. 554 00:23:46,150 --> 00:23:48,210 I could see Phaser being absolutely horrible 555 00:23:48,210 --> 00:23:48,625 for large projects. 556 00:23:48,625 --> 00:23:50,291 Like, I would never want to use it ever. 557 00:23:52,219 --> 00:23:54,260 PRESENTER 11: I actually thought that it actually 558 00:23:54,260 --> 00:23:56,219 did not have a lot of good documentation 559 00:23:56,219 --> 00:23:57,344 when we were trying things. 560 00:23:57,344 --> 00:24:01,120 I thought the community was not the best for Phaser. 561 00:24:01,120 --> 00:24:04,445 PRESENTER 9: And so Git, I think, is awesome. 562 00:24:04,445 --> 00:24:06,490 But a lot of people weren't familiar with Git. 563 00:24:06,490 --> 00:24:08,770 And so the branching was confusing. 564 00:24:08,770 --> 00:24:10,620 And that became an issue. 565 00:24:10,620 --> 00:24:13,694 So if you're going to use a [? version control ?] like Git, 566 00:24:13,694 --> 00:24:15,110 make sure everyone understands it. 567 00:24:15,110 --> 00:24:16,470 That's something we learned. 568 00:24:16,470 --> 00:24:19,494 And getting tasks done separately-- 569 00:24:19,494 --> 00:24:21,660 we thought that would be most efficient, since we're 570 00:24:21,660 --> 00:24:24,035 everywhere across campus, it's hard to meet up and stuff. 571 00:24:24,035 --> 00:24:26,602 But I think it's actually better to just at least start 572 00:24:26,602 --> 00:24:27,310 working together. 573 00:24:27,310 --> 00:24:30,040 When you have a set of tasks, begin the work together, 574 00:24:30,040 --> 00:24:32,350 do as much as you can, and make sure everyone's 575 00:24:32,350 --> 00:24:34,260 clear on how to do what they need to do 576 00:24:34,260 --> 00:24:39,180 and what exactly they need to do so that everyone feels 577 00:24:39,180 --> 00:24:41,534 like they are actually contributing and working 578 00:24:41,534 --> 00:24:42,770 together on this. 579 00:24:42,770 --> 00:24:44,978 PRESENTER 12: I want to add one more point on Phaser, 580 00:24:44,978 --> 00:24:47,877 in the sense that-- I feel like Phaser-- we're trash-talking it 581 00:24:47,877 --> 00:24:50,460 right now, but I think Phaser is good for a one-person project 582 00:24:50,460 --> 00:24:53,190 because it's very easy to manage the stuff on your own. 583 00:24:53,190 --> 00:24:55,850 But with larger groups, I just don't 584 00:24:55,850 --> 00:24:59,885 like reading through JavaScript spaghetti code. 585 00:24:59,885 --> 00:25:02,010 So maybe we needed to find a better way to organize 586 00:25:02,010 --> 00:25:03,400 our code with more people. 587 00:25:03,400 --> 00:25:06,647 But I just didn't like-- like, I edited a piece of code, 588 00:25:06,647 --> 00:25:08,480 someone else edited it, and I was like, wow, 589 00:25:08,480 --> 00:25:11,450 it's totally different from what I expected it to be. 590 00:25:11,450 --> 00:25:13,470 PRESENTER 9: And so yeah, next time 591 00:25:13,470 --> 00:25:15,670 it would definitely help to have scrum meeting 592 00:25:15,670 --> 00:25:18,680 and work physically together, so basically just spend 593 00:25:18,680 --> 00:25:22,410 more time together as opposed to messaging on email and stuff. 594 00:25:22,410 --> 00:25:24,760 Make sure everyone understands the source control 595 00:25:24,760 --> 00:25:25,925 and the engine. 596 00:25:25,925 --> 00:25:30,320 And like, have more people really think about-- like, 597 00:25:30,320 --> 00:25:33,250 have everyone on the team really think about design decisions. 598 00:25:33,250 --> 00:25:35,892 And then communicate, communicate. 599 00:25:35,892 --> 00:25:37,600 More communication definitely would hurt. 600 00:25:37,600 --> 00:25:39,420 PRESENTER 10: I would like to add to that 601 00:25:39,420 --> 00:25:40,669 in terms of the communication. 602 00:25:40,669 --> 00:25:43,180 Because as a new member of a team who 603 00:25:43,180 --> 00:25:47,330 joined the Modudice, not the original Modudice team, 604 00:25:47,330 --> 00:25:49,750 we didn't actually host an information session 605 00:25:49,750 --> 00:25:52,060 about what were the critical things about the game, 606 00:25:52,060 --> 00:25:53,840 that we made it the way we made it. 607 00:25:53,840 --> 00:25:56,640 So the new members, such as me, had difficulty 608 00:25:56,640 --> 00:26:00,850 to put in variable input, at least for the starting duration 609 00:26:00,850 --> 00:26:02,860 of the project, and then we picked up later on. 610 00:26:02,860 --> 00:26:05,789 But if we had an information session, something like that, 611 00:26:05,789 --> 00:26:06,830 it would be very helpful. 612 00:26:10,309 --> 00:26:12,297 PROFESSOR: Any questions from anybody? 613 00:26:12,297 --> 00:26:14,782 AUDIENCE: Well, [INAUDIBLE]. 614 00:26:14,782 --> 00:26:17,764 When you said that your design meetings-- this was 615 00:26:17,764 --> 00:26:19,917 all the way on your first slide, were those online? 616 00:26:19,917 --> 00:26:20,917 Or were those in person? 617 00:26:20,917 --> 00:26:22,360 PRESENTER 9: It was in person. 618 00:26:22,360 --> 00:26:24,580 But those were mostly focused, like-- so we 619 00:26:24,580 --> 00:26:27,389 had a lot of questions of how to represent the dice in 2D 620 00:26:27,389 --> 00:26:28,222 and stuff like that. 621 00:26:28,222 --> 00:26:29,675 So the design meetings were mostly 622 00:26:29,675 --> 00:26:31,543 focused on big questions like that. 623 00:26:31,543 --> 00:26:32,990 PRESENTER 11: In addition, I think 624 00:26:32,990 --> 00:26:35,744 we had [INAUDIBLE] meetings. 625 00:26:35,744 --> 00:26:38,134 And I thought that we should just have multiple smaller 626 00:26:38,134 --> 00:26:39,090 ones, [INAUDIBLE]. 627 00:26:42,440 --> 00:26:46,556 PRESENTER 9: It ended up going, like, two hours. 628 00:26:46,556 --> 00:26:47,510 PROFESSOR: Thank you. 629 00:26:47,510 --> 00:26:50,692 PRESENTER 13: So what was bad? 630 00:26:50,692 --> 00:26:52,400 We're going to start with the bad things. 631 00:26:52,400 --> 00:26:55,400 The first decision we made as a team 632 00:26:55,400 --> 00:26:58,600 was using Unity 2D, because that was just the majority vote. 633 00:26:58,600 --> 00:27:03,660 Most people had worked with Unity for the project before. 634 00:27:03,660 --> 00:27:06,520 But it ended up having too many complications. 635 00:27:06,520 --> 00:27:09,480 And it was actually a good thing that we switched 636 00:27:09,480 --> 00:27:10,945 to Phaser very early on. 637 00:27:10,945 --> 00:27:13,670 Like, two days into the project we switched to Phaser. 638 00:27:13,670 --> 00:27:15,710 So Unity [INAUDIBLE]. 639 00:27:15,710 --> 00:27:18,910 Second thing, we weren't paying too much attention 640 00:27:18,910 --> 00:27:20,310 to the assignments. 641 00:27:20,310 --> 00:27:22,300 Everyone was focusing on the game development 642 00:27:22,300 --> 00:27:24,530 and making the game look good. 643 00:27:24,530 --> 00:27:27,490 And we weren't updating the product backlog, 644 00:27:27,490 --> 00:27:29,020 and a change log [INAUDIBLE]. 645 00:27:29,020 --> 00:27:31,180 So we had to go back and remember what 646 00:27:31,180 --> 00:27:32,620 we worked on in the past week. 647 00:27:32,620 --> 00:27:36,960 And it was very asynchronized with that. 648 00:27:36,960 --> 00:27:39,940 Another thing is we put off a lot of the work until the day 649 00:27:39,940 --> 00:27:40,910 before they were due. 650 00:27:40,910 --> 00:27:43,920 Like, the last project we had a lot of things 651 00:27:43,920 --> 00:27:46,116 that could have been done during the week, 652 00:27:46,116 --> 00:27:48,440 but the night before, we always have 653 00:27:48,440 --> 00:27:50,935 hundreds of emails to sending the emails around, trying 654 00:27:50,935 --> 00:27:53,845 to get everything to actually work. 655 00:27:53,845 --> 00:27:58,140 And that was a thing that cut off on our productivity. 656 00:27:58,140 --> 00:28:01,040 Another thing is that we didn't really have a lot of meetings. 657 00:28:01,040 --> 00:28:04,830 We only had two meetings throughout the entire project, 658 00:28:04,830 --> 00:28:09,900 which had a downside that we weren't very synchronized. 659 00:28:09,900 --> 00:28:12,850 Even in some of those meetings, some of us couldn't make it. 660 00:28:12,850 --> 00:28:16,510 So we had to update whoever wasn't there with what 661 00:28:16,510 --> 00:28:19,182 happened in the meetings and things like that. 662 00:28:19,182 --> 00:28:21,140 And we definitely could have used more meetings 663 00:28:21,140 --> 00:28:24,980 to keep our work synchronized. 664 00:28:24,980 --> 00:28:26,935 The last part is CoffeeScript. 665 00:28:26,935 --> 00:28:29,300 CoffeeScript was a good and a bad thing. 666 00:28:29,300 --> 00:28:31,510 I think it was a good decision overall, 667 00:28:31,510 --> 00:28:33,380 but it definitely had bad parts to it, 668 00:28:33,380 --> 00:28:35,880 which is that we had to sort of-- there's 669 00:28:35,880 --> 00:28:39,825 a hack-ish with Phaser that had to compile CoffeeScript 670 00:28:39,825 --> 00:28:43,220 to JavaScript, which caused some problems with the 671 00:28:43,220 --> 00:28:46,273 [? gulping, ?] where it would sometimes not work. 672 00:28:46,273 --> 00:28:48,800 And we had to run it twice. 673 00:28:48,800 --> 00:28:52,770 It generated JS files which we had to not 674 00:28:52,770 --> 00:28:55,024 commit into the source control because they 675 00:28:55,024 --> 00:28:56,940 were changed when the CoffeeScript files would 676 00:28:56,940 --> 00:28:57,750 change. 677 00:28:57,750 --> 00:28:59,840 And so there was some problems with it. 678 00:28:59,840 --> 00:29:01,540 But once we had it up and running, 679 00:29:01,540 --> 00:29:04,790 it was so easy to write code and just iterate on the code. 680 00:29:04,790 --> 00:29:07,060 It was also easy to read other people's code, 681 00:29:07,060 --> 00:29:09,420 because it simplified 100 lines of JavaScript 682 00:29:09,420 --> 00:29:11,200 into two lines of CoffeeScript. 683 00:29:11,200 --> 00:29:13,090 I'm exaggerating. 684 00:29:13,090 --> 00:29:17,830 And then finally, also, it optimized the JS when compiled, 685 00:29:17,830 --> 00:29:21,750 so it would run faster. 686 00:29:21,750 --> 00:29:24,665 PRESENTER 14: So talking about now some things that went well 687 00:29:24,665 --> 00:29:26,902 in addition to finding CoffeeScript, 688 00:29:26,902 --> 00:29:29,286 we had really great group direction from the get-go. 689 00:29:29,286 --> 00:29:31,160 Even though we didn't have a lot of meetings, 690 00:29:31,160 --> 00:29:33,450 I think one way we still managed to make 691 00:29:33,450 --> 00:29:38,820 that work was we divided bigger tasks into the sub-categories 692 00:29:38,820 --> 00:29:39,988 really quickly. 693 00:29:39,988 --> 00:29:42,257 And we also set up a Google folder 694 00:29:42,257 --> 00:29:44,230 in which we kept everything. 695 00:29:44,230 --> 00:29:46,560 We didn't end up using Trello or anything like that 696 00:29:46,560 --> 00:29:49,060 because we really found that a Google folder with everything 697 00:29:49,060 --> 00:29:52,830 in it was the simplest for us-- that along with just 698 00:29:52,830 --> 00:29:56,020 one chain email where we sent everything really 699 00:29:56,020 --> 00:29:59,852 kept everything focused and everybody in communication, 700 00:29:59,852 --> 00:30:02,900 in the loop, as best as possible. 701 00:30:02,900 --> 00:30:05,579 So source control, we used Git and GitHub. 702 00:30:05,579 --> 00:30:07,620 And we actually had a great experience with that. 703 00:30:07,620 --> 00:30:09,630 I'm sorry some people didn't. 704 00:30:09,630 --> 00:30:11,530 Nothing ever broke, and we barely 705 00:30:11,530 --> 00:30:13,160 had to merge because I don't think 706 00:30:13,160 --> 00:30:16,280 we did very much branching, which is the way I think 707 00:30:16,280 --> 00:30:18,980 we avoided any problems there. 708 00:30:18,980 --> 00:30:22,450 So iteration-- we iterated our game a lot. 709 00:30:22,450 --> 00:30:24,430 We changed a lot of things, because we'd 710 00:30:24,430 --> 00:30:26,795 play it and be like, well, people keep dying, 711 00:30:26,795 --> 00:30:28,800 so how can we make that better? 712 00:30:28,800 --> 00:30:30,650 Another example is with our sprites, 713 00:30:30,650 --> 00:30:33,000 as you can see up there-- so the initial designs 714 00:30:33,000 --> 00:30:34,744 and then what we changed them to. 715 00:30:34,744 --> 00:30:36,410 We actually had a problem where somebody 716 00:30:36,410 --> 00:30:39,020 looked at our first alien design and said, 717 00:30:39,020 --> 00:30:42,520 that looks like a piece of the female anatomy. 718 00:30:42,520 --> 00:30:43,700 That is distracting. 719 00:30:43,700 --> 00:30:44,998 You need to change it. 720 00:30:44,998 --> 00:30:47,574 And we said, OK, you might have a valid point there. 721 00:30:47,574 --> 00:30:50,110 Even if we don't think so, maybe it does. 722 00:30:50,110 --> 00:30:51,100 Let's change it. 723 00:30:51,100 --> 00:30:53,504 So we iterated a lot. 724 00:30:53,504 --> 00:30:56,660 And then focus testing-- we really actually 725 00:30:56,660 --> 00:30:58,855 implemented-- talking about iteration, 726 00:30:58,855 --> 00:31:00,480 in our focus testing, the two things we 727 00:31:00,480 --> 00:31:03,520 found were that new players were dying really fast. 728 00:31:03,520 --> 00:31:06,020 It took them, like, five times before they 729 00:31:06,020 --> 00:31:07,310 realized how to play the game. 730 00:31:07,310 --> 00:31:09,590 And then, in addition to that, after five minutes, 731 00:31:09,590 --> 00:31:10,590 they were getting bored. 732 00:31:10,590 --> 00:31:12,674 So we actually took that to heart, 733 00:31:12,674 --> 00:31:15,090 and we changed one of the main premises of our game, which 734 00:31:15,090 --> 00:31:16,797 was this reloading thing, that it 735 00:31:16,797 --> 00:31:19,297 would take a couple of seconds before you could shoot again. 736 00:31:19,297 --> 00:31:21,845 And instead, we added a short term goal 737 00:31:21,845 --> 00:31:23,350 of actually picking up ammo. 738 00:31:23,350 --> 00:31:25,585 So you can see-- it's kind of hard to see. 739 00:31:25,585 --> 00:31:27,710 But the ammo-- the big thing is just the animation. 740 00:31:27,710 --> 00:31:29,165 But if you can see on the screen, there's a player, 741 00:31:29,165 --> 00:31:30,880 there's the ammo, and there's a bug. 742 00:31:30,880 --> 00:31:36,020 And basically we changed that whole way the player actually 743 00:31:36,020 --> 00:31:40,250 shot to make the game a little more difficult over time 744 00:31:40,250 --> 00:31:43,470 but also starting easier, by having everybody smaller 745 00:31:43,470 --> 00:31:45,300 and then the bugs get bigger. 746 00:31:45,300 --> 00:31:46,980 So a lot of changes and iteration 747 00:31:46,980 --> 00:31:50,670 even based on our focus testing. 748 00:31:50,670 --> 00:31:53,825 What we would change-- we'd start earlier. 749 00:31:53,825 --> 00:31:55,630 I know we talked about a lot of changes 750 00:31:55,630 --> 00:31:57,993 we made were the night before things were due. 751 00:31:57,993 --> 00:32:00,300 Pretty much all of our documents changed the night 752 00:32:00,300 --> 00:32:02,120 before they were due. 753 00:32:02,120 --> 00:32:03,869 And it's kind of frustrating, you 754 00:32:03,869 --> 00:32:06,410 know, having to stay up really late the night before it's due 755 00:32:06,410 --> 00:32:08,240 when you've had the whole week to do it. 756 00:32:08,240 --> 00:32:09,230 So just start earlier. 757 00:32:09,230 --> 00:32:12,200 I mean, we started pretty early, but finish earlier, definitely. 758 00:32:12,200 --> 00:32:14,960 Hands off for the last 12 hours, kind of thing. 759 00:32:14,960 --> 00:32:17,920 And then we also talked about this-- being 760 00:32:17,920 --> 00:32:19,930 focused on what's actually due. 761 00:32:19,930 --> 00:32:22,630 So one thing that was good about having a lot of focus 762 00:32:22,630 --> 00:32:26,565 on our game was that we had a viable product really early. 763 00:32:26,565 --> 00:32:31,230 But a lot of our other documents kind of fell by the wayside, 764 00:32:31,230 --> 00:32:33,290 and they kind of came up to one or two people 765 00:32:33,290 --> 00:32:35,830 to just fix them all the night before they were due. 766 00:32:35,830 --> 00:32:38,730 So definitely focus on those things and more accountability 767 00:32:38,730 --> 00:32:39,850 with that. 768 00:32:39,850 --> 00:32:44,330 And in conclusion, even though we had some frustrations, 769 00:32:44,330 --> 00:32:45,478 it went pretty well. 770 00:32:45,478 --> 00:32:48,374 Our game ended up pretty clean and creep and fun. 771 00:32:48,374 --> 00:32:50,714 So we really like it. 772 00:32:50,714 --> 00:32:52,702 Thanks, guys. 773 00:32:52,702 --> 00:32:55,187 [APPLAUSE] 774 00:32:56,300 --> 00:32:57,175 PROFESSOR: Questions? 775 00:32:59,649 --> 00:33:01,648 AUDIENCE: How did you stumble upon CoffeeScript? 776 00:33:01,648 --> 00:33:05,630 What was the decision when you were trying to [INAUDIBLE]? 777 00:33:05,630 --> 00:33:07,591 PRESENTER 13: Jen, you want to take this one? 778 00:33:07,591 --> 00:33:09,465 AUDIENCE: If you could come down [INAUDIBLE]. 779 00:33:18,180 --> 00:33:20,070 PRESENTER 15: I used CoffeeScript a lot 780 00:33:20,070 --> 00:33:22,279 before I was really familiar with the 781 00:33:22,279 --> 00:33:23,998 build systems and stuff. 782 00:33:23,998 --> 00:33:28,662 So I figured it'd be best to kind of set 783 00:33:28,662 --> 00:33:32,836 up a build pipeline that optimizes the [? alpha ?] 784 00:33:32,836 --> 00:33:39,250 JavaScript to make the game run faster because [INAUDIBLE]. 785 00:33:39,250 --> 00:33:43,230 PRESENTER 13: And CoffeeScript also has a lot of shortcuts. 786 00:33:43,230 --> 00:33:44,810 It's like Python. 787 00:33:44,810 --> 00:33:46,370 It's like using Python to write Java. 788 00:33:46,370 --> 00:33:48,270 It's so good. 789 00:33:48,270 --> 00:33:51,114 Like that. 790 00:33:51,114 --> 00:33:52,530 PRESENTER 14: Any other questions? 791 00:33:52,530 --> 00:33:54,590 PROFESSOR: Thanks. 792 00:33:54,590 --> 00:33:55,620 OK, feedback. 793 00:33:55,620 --> 00:33:58,330 And instructors, please feel free to jump in 794 00:33:58,330 --> 00:34:00,800 if I'm missing anything. 795 00:34:00,800 --> 00:34:02,460 Oh, and I forgot to copy all my notes. 796 00:34:02,460 --> 00:34:02,960 All right. 797 00:34:02,960 --> 00:34:04,160 So yeah, I was wrong. 798 00:34:04,160 --> 00:34:06,431 Ha, you caught me. 799 00:34:06,431 --> 00:34:08,639 Slides were intended to be required for this project, 800 00:34:08,639 --> 00:34:09,390 but they were not. 801 00:34:09,390 --> 00:34:12,172 So you're not going to get penalized for that. 802 00:34:12,172 --> 00:34:14,750 The issue for that is slides and visuals 803 00:34:14,750 --> 00:34:17,159 are recommended to help your presentations stay on topic. 804 00:34:17,159 --> 00:34:21,120 Basically, you had some issues sometimes 805 00:34:21,120 --> 00:34:23,844 with keeping track of changes. 806 00:34:23,844 --> 00:34:26,010 We had some issues with keeping track of our changes 807 00:34:26,010 --> 00:34:26,840 to our documents. 808 00:34:26,840 --> 00:34:30,909 So QA is important in everything that we do in life. 809 00:34:30,909 --> 00:34:32,850 But for project three, slides and visuals 810 00:34:32,850 --> 00:34:37,524 are recommended to help your presentations stay on topic. 811 00:34:37,524 --> 00:34:38,940 And what we saw presentation-wise, 812 00:34:38,940 --> 00:34:41,120 slide-wise, was perfect for these five minute 813 00:34:41,120 --> 00:34:42,250 presentations. 814 00:34:42,250 --> 00:34:44,540 Quick, dirty, gets the point across, 815 00:34:44,540 --> 00:34:46,719 gets the bullets across. 816 00:34:46,719 --> 00:34:49,570 Visuals, like images or something, if you need it. 817 00:34:49,570 --> 00:34:52,300 For project four, that's a 20-minute presentation. 818 00:34:52,300 --> 00:34:53,780 Visuals are more important there. 819 00:34:53,780 --> 00:34:56,400 And we'll talk about those presentation requirements 820 00:34:56,400 --> 00:34:59,640 later when we start project four. 821 00:34:59,640 --> 00:35:03,560 So discussion on meetings, things 822 00:35:03,560 --> 00:35:05,737 you should do in project three-- address 823 00:35:05,737 --> 00:35:08,070 how you're going to meet in your initial design meeting. 824 00:35:08,070 --> 00:35:09,530 The most important thing you have, 825 00:35:09,530 --> 00:35:11,360 before you even start designing your game, 826 00:35:11,360 --> 00:35:14,930 is to talk about who can meet when, what is your schedule. 827 00:35:14,930 --> 00:35:17,390 You all have syllabuses from your other classes. 828 00:35:17,390 --> 00:35:20,070 When are your PSETs due, when are your recitations, 829 00:35:20,070 --> 00:35:21,180 all that stuff. 830 00:35:21,180 --> 00:35:23,000 Put it in your high-level design document. 831 00:35:23,000 --> 00:35:26,130 It's actually one thing that we use often 832 00:35:26,130 --> 00:35:28,580 in that one section where we talk about team roles, 833 00:35:28,580 --> 00:35:31,030 is team meeting times. 834 00:35:31,030 --> 00:35:33,870 And I think I heard this team mention that, 835 00:35:33,870 --> 00:35:35,530 that you've used in previous classes. 836 00:35:35,530 --> 00:35:37,190 That's a very good tip. 837 00:35:37,190 --> 00:35:38,365 Use that. 838 00:35:38,365 --> 00:35:40,174 If others can't make it to your meetings, 839 00:35:40,174 --> 00:35:41,590 is there a way you can take video? 840 00:35:41,590 --> 00:35:43,050 Is there a way you can archive what 841 00:35:43,050 --> 00:35:46,500 happened in the meeting for those people who couldn't come? 842 00:35:49,580 --> 00:35:52,020 Here's something that I've seen some local companies do-- 843 00:35:52,020 --> 00:35:53,430 drop in IRC. 844 00:35:53,430 --> 00:35:57,010 Basically, even something as simple as keeping Skype open. 845 00:35:57,010 --> 00:35:59,320 Even better-- actually, my notes weren't put in there. 846 00:35:59,320 --> 00:36:01,840 Even better, an IRC solution that 847 00:36:01,840 --> 00:36:03,500 has some kind of archival process 848 00:36:03,500 --> 00:36:06,089 in, so all the previous chat can be saved. 849 00:36:06,089 --> 00:36:08,380 I know there are some solutions out there that actually 850 00:36:08,380 --> 00:36:12,950 hook this into your GitHub or Bitbucket or what you're using. 851 00:36:12,950 --> 00:36:14,400 Those solutions are out there. 852 00:36:14,400 --> 00:36:15,576 Try one of them. 853 00:36:15,576 --> 00:36:17,450 But again, even something as simple as having 854 00:36:17,450 --> 00:36:20,150 Skype open and online, you can always 855 00:36:20,150 --> 00:36:22,060 tell if one of your team members is online. 856 00:36:22,060 --> 00:36:24,150 You can throw a text and say, hey, 857 00:36:24,150 --> 00:36:26,300 can I get your feedback on this? 858 00:36:26,300 --> 00:36:28,519 Can you take a look at this code? 859 00:36:28,519 --> 00:36:30,560 For your daily scrum, 15 minute Hangouts probably 860 00:36:30,560 --> 00:36:32,670 is-- all you need is 15 minutes for doing 861 00:36:32,670 --> 00:36:35,620 that kind of daily scrum meeting, so trying that out. 862 00:36:40,060 --> 00:36:42,990 Problems we saw with backfilling your product management. 863 00:36:42,990 --> 00:36:45,461 Integrate your project management from the beginning. 864 00:36:45,461 --> 00:36:47,460 We know that this was a problem for this project 865 00:36:47,460 --> 00:36:50,051 because we introduced it to you midway through. 866 00:36:50,051 --> 00:36:50,550 That's OK. 867 00:36:50,550 --> 00:36:52,690 You actually did-- we mentioned this, 868 00:36:52,690 --> 00:36:57,662 you did some pretty good use of product management. 869 00:36:57,662 --> 00:36:59,120 The goal for any project management 870 00:36:59,120 --> 00:37:00,270 tool that we're teaching in this class 871 00:37:00,270 --> 00:37:01,478 is that it should be helpful. 872 00:37:01,478 --> 00:37:02,670 It shouldn't be a hindrance. 873 00:37:02,670 --> 00:37:04,890 That said, we'd like you to get some practice with it 874 00:37:04,890 --> 00:37:06,840 first before you start throwing it out. 875 00:37:06,840 --> 00:37:09,540 So for project three, please use the project management tools 876 00:37:09,540 --> 00:37:12,340 that we described as we've described them to you. 877 00:37:12,340 --> 00:37:15,750 In particular, product backlogs, sprint task lists, 878 00:37:15,750 --> 00:37:19,280 and the design change log, and the vision statements, 879 00:37:19,280 --> 00:37:21,350 those high level design documents. 880 00:37:21,350 --> 00:37:25,320 Scrum boards, mostly optional, but we found them useful. 881 00:37:25,320 --> 00:37:27,744 They might not be useful for how your team is distributed. 882 00:37:27,744 --> 00:37:29,160 It's up to you to figure that out. 883 00:37:29,160 --> 00:37:32,529 For project four, we'll give you the ability 884 00:37:32,529 --> 00:37:34,445 to create the system that works for your team, 885 00:37:34,445 --> 00:37:39,340 so long as you give us what information we're asking for. 886 00:37:39,340 --> 00:37:41,630 So you know you need this information. 887 00:37:41,630 --> 00:37:44,390 You know you need a way to manage your tasks. 888 00:37:44,390 --> 00:37:46,520 You know you need a way to manage your features 889 00:37:46,520 --> 00:37:49,220 and to prioritize your features to estimate. 890 00:37:49,220 --> 00:37:52,075 But how you actually do that and how you actually save it, 891 00:37:52,075 --> 00:37:55,150 that can be up to you for project four. 892 00:37:55,150 --> 00:37:58,339 We will want to see it actually cause some improvements. 893 00:37:58,339 --> 00:37:59,880 And if it doesn't cause improvements, 894 00:37:59,880 --> 00:38:05,120 let us know why and what kind of problems you found with that. 895 00:38:05,120 --> 00:38:06,640 And again, the design change log. 896 00:38:06,640 --> 00:38:08,190 This is a design diary. 897 00:38:08,190 --> 00:38:09,990 It's even better. 898 00:38:09,990 --> 00:38:11,740 It's your meeting minutes. 899 00:38:11,740 --> 00:38:15,307 You should be able to fill it out in five minutes. 900 00:38:15,307 --> 00:38:16,890 Along with your task list and backlog, 901 00:38:16,890 --> 00:38:18,744 it kind of shows the history of the project. 902 00:38:18,744 --> 00:38:20,660 Take the time just to spend those five minutes 903 00:38:20,660 --> 00:38:22,810 at the end of each meeting to just throw something 904 00:38:22,810 --> 00:38:26,220 quick down so you know what has changed in the past. 905 00:38:29,480 --> 00:38:31,230 Phillip, you want to chime in on this one? 906 00:38:31,230 --> 00:38:34,606 Modular code doesn't mean your tasks are actually separate. 907 00:38:34,606 --> 00:38:35,380 PHILLIP: Yeah. 908 00:38:35,380 --> 00:38:37,640 This is just something that I got 909 00:38:37,640 --> 00:38:40,530 a sense of from watching everyone's presentations today. 910 00:38:40,530 --> 00:38:43,800 A lot of folks, even the folks who mentioned that the code was 911 00:38:43,800 --> 00:38:46,756 well separated and people could code independently, 912 00:38:46,756 --> 00:38:48,650 it doesn't mean that there are no benefits 913 00:38:48,650 --> 00:38:51,380 to actually still working side by side, even if you're working 914 00:38:51,380 --> 00:38:53,008 on different parts of the code. 915 00:38:53,008 --> 00:38:54,810 And some teams mentioned that. 916 00:38:54,810 --> 00:38:58,600 So actually, again, being on Google Hangout or Skype 917 00:38:58,600 --> 00:39:01,950 or IRC or whatever, if you're working in your own rooms, 918 00:39:01,950 --> 00:39:04,155 or even better, a lot of people mentioned 919 00:39:04,155 --> 00:39:06,530 scheduling those face-to-face meetings-- it's OK for you 920 00:39:06,530 --> 00:39:08,030 to have a face-to-face meeting, even 921 00:39:08,030 --> 00:39:09,470 if you're not planning on working 922 00:39:09,470 --> 00:39:12,030 on the same batch of code. 923 00:39:12,030 --> 00:39:14,580 And you can actually still save a lot of communication time-- 924 00:39:14,580 --> 00:39:17,560 if nothing else, just to tell people what you're doing. 925 00:39:17,560 --> 00:39:19,006 So maybe it's not speeding you up, 926 00:39:19,006 --> 00:39:20,185 but it might speed everybody else up, 927 00:39:20,185 --> 00:39:21,851 and suddenly it helps the communication. 928 00:39:26,540 --> 00:39:27,940 PROFESSOR: Form strike teams. 929 00:39:27,940 --> 00:39:30,750 You've got six people, maybe seven people, and eight people 930 00:39:30,750 --> 00:39:31,650 on project four. 931 00:39:31,650 --> 00:39:33,890 Not everyone needs to be touching code. 932 00:39:33,890 --> 00:39:36,040 There are other tasks that need to get done. 933 00:39:36,040 --> 00:39:38,010 You can form up into smaller teams. 934 00:39:38,010 --> 00:39:41,370 One team might just be working on some kind of-- again, 935 00:39:41,370 --> 00:39:43,830 if it's modular, it's going to have some dependencies. 936 00:39:43,830 --> 00:39:45,670 But if you can modularize it out, great. 937 00:39:45,670 --> 00:39:48,690 But even better, especially with project four, 938 00:39:48,690 --> 00:39:53,680 when you have longer time, one team doing paper modification, 939 00:39:53,680 --> 00:39:56,990 doing UI elements, running focus tests, while another team 940 00:39:56,990 --> 00:40:00,210 is writing code. 941 00:40:00,210 --> 00:40:02,440 Think about how you can better utilize 942 00:40:02,440 --> 00:40:05,040 all the personal resources and all the man hours 943 00:40:05,040 --> 00:40:09,280 you have without requiring all these clashes 944 00:40:09,280 --> 00:40:11,209 with so many people touching the code. 945 00:40:11,209 --> 00:40:13,500 It's that too many cooks in the kitchen kind of thing-- 946 00:40:13,500 --> 00:40:16,260 not everybody needs to be doing that, need to be touching that. 947 00:40:18,957 --> 00:40:20,290 Here's another thing we noticed. 948 00:40:20,290 --> 00:40:23,357 A lot of what you asked for was basically more time-- just 949 00:40:23,357 --> 00:40:25,940 various different ways of saying you wished you had more time, 950 00:40:25,940 --> 00:40:28,300 you wished you had started earlier, 951 00:40:28,300 --> 00:40:32,309 you wish you had iterated earlier, the flu hit. 952 00:40:32,309 --> 00:40:33,850 A lot of what you're describing there 953 00:40:33,850 --> 00:40:37,270 are things you're not going to have any control over ever. 954 00:40:37,270 --> 00:40:39,390 You never have control over that stuff. 955 00:40:39,390 --> 00:40:41,250 What you need to do is focus on those things 956 00:40:41,250 --> 00:40:42,440 that you can control. 957 00:40:42,440 --> 00:40:52,210 So if you have illnesses, if you have major technical problems, 958 00:40:52,210 --> 00:40:54,044 the game is whatever you decide the game is. 959 00:40:54,044 --> 00:40:56,584 You've actually got some freedom in this class in that you've 960 00:40:56,584 --> 00:40:59,130 told us what the game is, and we're actually even telling you 961 00:40:59,130 --> 00:41:02,240 in the last week, again, tell us, what was this game actually 962 00:41:02,240 --> 00:41:04,710 supposed to be, so that when things change midway 963 00:41:04,710 --> 00:41:07,240 through the project, be flexible. 964 00:41:07,240 --> 00:41:09,500 Change what you're delivering to us. 965 00:41:09,500 --> 00:41:11,500 Make it so that whatever you're delivering to us 966 00:41:11,500 --> 00:41:15,200 runs, works, is playable. 967 00:41:15,200 --> 00:41:16,600 This isn't a design class. 968 00:41:16,600 --> 00:41:19,579 We're trying to teach you some design skills. 969 00:41:19,579 --> 00:41:20,870 But it's not focused on design. 970 00:41:20,870 --> 00:41:24,100 So if the final game isn't fun, it's sad, 971 00:41:24,100 --> 00:41:27,951 but it's OK, so long as it runs, so long as it's playable, so 972 00:41:27,951 --> 00:41:30,200 long as it fits all the requirements that we're asking 973 00:41:30,200 --> 00:41:31,283 of you from the beginning. 974 00:41:31,283 --> 00:41:32,169 I know it's weird. 975 00:41:32,169 --> 00:41:33,710 This is the only class we do this in. 976 00:41:33,710 --> 00:41:35,561 Trust me. 977 00:41:35,561 --> 00:41:36,060 All right. 978 00:41:36,060 --> 00:41:36,710 So that's it. 979 00:41:36,710 --> 00:41:39,796 Any other questions about project two? 980 00:41:39,796 --> 00:41:42,080 I think you all did really, really well. 981 00:41:42,080 --> 00:41:43,560 Really happy to see how the presentations went out. 982 00:41:43,560 --> 00:41:44,059 Yes? 983 00:41:44,059 --> 00:41:46,712 AUDIENCE: Is there any way we can see what everyone did? 984 00:41:46,712 --> 00:41:47,670 PROFESSOR: What's that? 985 00:41:47,670 --> 00:41:49,560 AUDIENCE: Is there any way we can see what everyone did? 986 00:41:49,560 --> 00:41:50,393 PROFESSOR: Oh, yeah. 987 00:41:50,393 --> 00:41:52,850 So one thing I highly suggest, somebody on your team 988 00:41:52,850 --> 00:41:55,920 email the video game mailing list. 989 00:41:55,920 --> 00:41:56,840 Video games, yeah. 990 00:41:56,840 --> 00:41:58,634 I did the plurals wrong. 991 00:41:58,634 --> 00:42:00,050 I never do that right with mailing 992 00:42:00,050 --> 00:42:02,909 lists. videogames@mit.edu-- email out a link to your game 993 00:42:02,909 --> 00:42:05,450 to your classmates if you want people to play it and give you 994 00:42:05,450 --> 00:42:06,990 feedback on it. 995 00:42:06,990 --> 00:42:08,490 At the end of every project do that. 996 00:42:08,490 --> 00:42:11,520 Actually, use that mailing list as a resource for you 997 00:42:11,520 --> 00:42:13,690 to talk to each other across teams. 998 00:42:13,690 --> 00:42:17,290 Hey, here's our game. 999 00:42:17,290 --> 00:42:19,170 We need a little bit of feedback on this. 1000 00:42:19,170 --> 00:42:20,209 My team is all sick. 1001 00:42:20,209 --> 00:42:22,500 Can somebody please play this and tell me what's wrong? 1002 00:42:22,500 --> 00:42:24,166 Can you play this on a different browser 1003 00:42:24,166 --> 00:42:25,770 and tell me if it's broken? 1004 00:42:25,770 --> 00:42:28,537 Take advantage of that mailing list. 1005 00:42:28,537 --> 00:42:29,370 Any other questions? 1006 00:42:29,370 --> 00:42:29,870 Yeah. 1007 00:42:29,870 --> 00:42:34,330 AUDIENCE: So [INAUDIBLE] postmortem, 1008 00:42:34,330 --> 00:42:37,802 will we get more feedback on project one and project two, 1009 00:42:37,802 --> 00:42:40,054 what the group grade was? 1010 00:42:40,054 --> 00:42:41,720 PROFESSOR: So there are no group grades. 1011 00:42:41,720 --> 00:42:44,000 So what you're getting is-- your grades, if you 1012 00:42:44,000 --> 00:42:48,350 look at the grading rubric, 20% of your grade is individual. 1013 00:42:48,350 --> 00:42:52,270 The other 80% percent is your group. 1014 00:42:52,270 --> 00:42:55,680 So the grade that you get is basically 1015 00:42:55,680 --> 00:42:59,039 adjusted based on the quality of the write-up. 1016 00:42:59,039 --> 00:42:59,580 AUDIENCE: OK. 1017 00:42:59,580 --> 00:43:02,460 And on project two, will we get more feedback on everything 1018 00:43:02,460 --> 00:43:04,904 we've done, so we can better plan for project four? 1019 00:43:04,904 --> 00:43:05,570 PROFESSOR: Yeah. 1020 00:43:05,570 --> 00:43:08,640 So for project two, you're going to get feedback on your design 1021 00:43:08,640 --> 00:43:09,840 change log again. 1022 00:43:09,840 --> 00:43:12,256 You're going to get feedback on your task list and product 1023 00:43:12,256 --> 00:43:12,940 backlog. 1024 00:43:12,940 --> 00:43:14,990 We just gave you feedback on the presentations 1025 00:43:14,990 --> 00:43:16,360 and on those skills. 1026 00:43:16,360 --> 00:43:18,700 You're going to do that again for project three. 1027 00:43:18,700 --> 00:43:21,100 You get your feedback on the individual write-up. 1028 00:43:21,100 --> 00:43:24,040 Is there anything I'm missing there? 1029 00:43:24,040 --> 00:43:25,856 And then game functionality-- we're 1030 00:43:25,856 --> 00:43:27,480 going to give you more feedback on game 1031 00:43:27,480 --> 00:43:30,490 functionality, because last time we did that in class. 1032 00:43:30,490 --> 00:43:32,940 This time we're actually going to play your digitally 1033 00:43:32,940 --> 00:43:33,732 released games. 1034 00:43:33,732 --> 00:43:35,190 We'll give you some design feedback 1035 00:43:35,190 --> 00:43:37,020 there for product three. 1036 00:43:37,020 --> 00:43:37,700 PHILLIP: Yeah. 1037 00:43:37,700 --> 00:43:42,930 Because we could just show the actual numerical grading 1038 00:43:42,930 --> 00:43:44,430 proclamations that we do, but that's 1039 00:43:44,430 --> 00:43:46,725 meaningless without actually explaining what it is. 1040 00:43:46,725 --> 00:43:51,030 So what we'll try to do is focus more on actual text feedback 1041 00:43:51,030 --> 00:43:53,650 on what we thought were the strengths or the weaknesses 1042 00:43:53,650 --> 00:43:57,310 of whatever you've given us. 1043 00:43:57,310 --> 00:43:58,550 PROFESSOR: That answer? 1044 00:43:58,550 --> 00:43:59,270 Cool. 1045 00:43:59,270 --> 00:44:00,561 Any other questions on grading? 1046 00:44:02,234 --> 00:44:03,650 All right, give yourselves a round 1047 00:44:03,650 --> 00:44:05,889 of applause for finalizing project two. 1048 00:44:05,889 --> 00:44:07,845 [APPLAUSE] 1049 00:44:11,270 --> 00:44:14,519 Let me double check to make sure I didn't miss a break. 1050 00:44:14,519 --> 00:44:15,560 No, we just took a break. 1051 00:44:15,560 --> 00:44:16,140 Ha, ha. 1052 00:44:16,140 --> 00:44:16,639 All right. 1053 00:44:16,639 --> 00:44:22,041 So project three, you're going to practice project management, 1054 00:44:22,041 --> 00:44:24,290 meaning you're going to use those tools that we talked 1055 00:44:24,290 --> 00:44:27,440 to you about in the middle of project two from the get-go, 1056 00:44:27,440 --> 00:44:29,000 with a slightly larger team. 1057 00:44:29,000 --> 00:44:31,790 Some of your teams were five people this time, 1058 00:44:31,790 --> 00:44:33,120 minimum is going to be six. 1059 00:44:33,120 --> 00:44:35,850 We're going to make sure we leave class today with at least 1060 00:44:35,850 --> 00:44:37,452 six people on each team. 1061 00:44:37,452 --> 00:44:39,160 And again, that's just to get used to it. 1062 00:44:39,160 --> 00:44:42,342 Project eight, your minimum is going to be eight people. 1063 00:44:42,342 --> 00:44:43,800 So with a larger team, you're going 1064 00:44:43,800 --> 00:44:47,630 to focus on design iteration to maximize usability 1065 00:44:47,630 --> 00:44:50,650 using user feedback through independent user testing. 1066 00:44:50,650 --> 00:44:54,644 So the keywords there-- users, feedback, usability. 1067 00:44:54,644 --> 00:44:56,060 Those are things we're going to be 1068 00:44:56,060 --> 00:44:58,140 looking at when we're grading the functionality 1069 00:44:58,140 --> 00:44:59,290 of your games. 1070 00:45:02,259 --> 00:45:04,300 So for project management, we mean create and use 1071 00:45:04,300 --> 00:45:06,640 a product backlog and a sprint task list. 1072 00:45:06,640 --> 00:45:08,474 There's few turn-ins for that. 1073 00:45:08,474 --> 00:45:09,890 For design iteration, you're going 1074 00:45:09,890 --> 00:45:15,990 to conduct focus testing and user testing on your own. 1075 00:45:15,990 --> 00:45:18,500 And I'll touch on this again, but basically you're 1076 00:45:18,500 --> 00:45:21,186 going to turn in two focus test reports, one of which 1077 00:45:21,186 --> 00:45:22,810 can happen in class on a scheduled day. 1078 00:45:22,810 --> 00:45:24,660 The other one must happen outside of class 1079 00:45:24,660 --> 00:45:26,810 with a group of people who are not in class. 1080 00:45:26,810 --> 00:45:30,910 So get people to test your game and report back to us on that. 1081 00:45:30,910 --> 00:45:32,956 And again, maximize usability. 1082 00:45:32,956 --> 00:45:35,080 All the iteration that we see you do on your games, 1083 00:45:35,080 --> 00:45:37,538 you should be iterating on that user interface or that user 1084 00:45:37,538 --> 00:45:38,160 experience. 1085 00:45:38,160 --> 00:45:40,960 So we are going to ask you to make a little bit 1086 00:45:40,960 --> 00:45:42,330 more complex game than before. 1087 00:45:42,330 --> 00:45:44,205 But really what we're trying to get you to do 1088 00:45:44,205 --> 00:45:47,810 is make a complex game that has a possibly problematic user 1089 00:45:47,810 --> 00:45:49,606 interface. 1090 00:45:49,606 --> 00:45:50,980 Give us an interface that's good. 1091 00:45:50,980 --> 00:45:53,550 Give us a user experience that matches the user experience 1092 00:45:53,550 --> 00:45:56,366 that you want to strive for when you're designing the game. 1093 00:45:56,366 --> 00:45:58,190 PHILLIP: Just a quick thing. 1094 00:45:58,190 --> 00:45:59,900 We do have a couple of lectures coming up 1095 00:45:59,900 --> 00:46:01,080 on designing for that. 1096 00:46:01,080 --> 00:46:03,820 But as Greg mentioned earlier, this is not actually 1097 00:46:03,820 --> 00:46:04,970 the design class. 1098 00:46:04,970 --> 00:46:07,480 There is actually a different design class that some of you 1099 00:46:07,480 --> 00:46:10,660 have taken and are going to be distributed among the teams. 1100 00:46:10,660 --> 00:46:14,110 Or you might have taken, say, Rob Miller's user interface 1101 00:46:14,110 --> 00:46:17,389 class, which also has a lot of those same sort of concepts. 1102 00:46:17,389 --> 00:46:18,930 If you've taken any of those classes, 1103 00:46:18,930 --> 00:46:21,690 you should be identifying yourself to your teams, 1104 00:46:21,690 --> 00:46:23,780 because you probably have actually 1105 00:46:23,780 --> 00:46:25,260 practiced designing for usability 1106 00:46:25,260 --> 00:46:29,100 a lot more than a lot of the other people in your group. 1107 00:46:29,100 --> 00:46:32,120 And that's what we're going to be looking for. 1108 00:46:32,120 --> 00:46:33,980 But most importantly, the testing 1109 00:46:33,980 --> 00:46:35,400 that we've been talking about, we 1110 00:46:35,400 --> 00:46:37,820 are expecting you to be able to do that. 1111 00:46:37,820 --> 00:46:39,620 And that anyone of you have already 1112 00:46:39,620 --> 00:46:43,690 got the basic foundation of. 1113 00:46:43,690 --> 00:46:46,900 PROFESSOR: So our design constraint-- we're leveling up 1114 00:46:46,900 --> 00:46:48,490 from planning for randomness. 1115 00:46:48,490 --> 00:46:51,390 We want to see trade-offs in decision making. 1116 00:46:51,390 --> 00:46:53,340 So every decision made by the player 1117 00:46:53,340 --> 00:46:56,040 must have a positive and negative outcome 1118 00:46:56,040 --> 00:46:58,090 in their play state. 1119 00:46:58,090 --> 00:47:00,276 So first off, what does that mean to you? 1120 00:47:00,276 --> 00:47:01,730 What do you think that means? 1121 00:47:04,740 --> 00:47:05,730 Jenny? 1122 00:47:05,730 --> 00:47:07,638 AUDIENCE: Good things and bad things 1123 00:47:07,638 --> 00:47:09,546 happen when you take steps. 1124 00:47:09,546 --> 00:47:12,408 So you have to decide whether the good things outweigh 1125 00:47:12,408 --> 00:47:14,810 the bad things at your current point in time? 1126 00:47:14,810 --> 00:47:15,820 PROFESSOR: Yep. 1127 00:47:15,820 --> 00:47:18,600 Basically it-- opportunity costs. 1128 00:47:18,600 --> 00:47:21,812 Risk management, future risks, unknown risks. 1129 00:47:21,812 --> 00:47:23,770 There should be some unknowns and knowns there. 1130 00:47:23,770 --> 00:47:26,590 So while the players should know that there's 1131 00:47:26,590 --> 00:47:28,690 going to be some positive and some negative, 1132 00:47:28,690 --> 00:47:31,231 they might not know the values of those positive and negative 1133 00:47:31,231 --> 00:47:31,817 outcomes. 1134 00:47:31,817 --> 00:47:33,650 So there's some kind of uncertainty going on 1135 00:47:33,650 --> 00:47:34,732 in the game there. 1136 00:47:34,732 --> 00:47:36,190 And then some of the side effects-- 1137 00:47:36,190 --> 00:47:38,640 sometimes when you make a decision, 1138 00:47:38,640 --> 00:47:41,506 there's going to be an immediate change in player state. 1139 00:47:41,506 --> 00:47:43,130 Sometimes it's going to be a long term. 1140 00:47:43,130 --> 00:47:48,080 It's going to chain or combo up from previous decisions, 1141 00:47:48,080 --> 00:47:49,606 causing problems in later things. 1142 00:47:49,606 --> 00:47:51,230 So easy way to think about this, again, 1143 00:47:51,230 --> 00:47:52,650 is of course strategy games. 1144 00:47:52,650 --> 00:47:55,860 But you're also welcome to apply this to any genre 1145 00:47:55,860 --> 00:47:57,740 that you might like to experiment 1146 00:47:57,740 --> 00:47:59,130 with in this project. 1147 00:48:02,020 --> 00:48:03,520 So here's some suggested goals. 1148 00:48:03,520 --> 00:48:05,377 Think of project-- yeah, go ahead. 1149 00:48:05,377 --> 00:48:07,662 AUDIENCE: Do we still have to use planning 1150 00:48:07,662 --> 00:48:09,514 for randomness in this game? 1151 00:48:09,514 --> 00:48:10,180 PROFESSOR: Yeah. 1152 00:48:10,180 --> 00:48:14,330 So there should be some amount of randomness in this game. 1153 00:48:14,330 --> 00:48:15,727 So it's building onto it. 1154 00:48:15,727 --> 00:48:17,560 So there should be some kind of uncertainty. 1155 00:48:17,560 --> 00:48:19,180 It's not the focus of it anymore. 1156 00:48:19,180 --> 00:48:22,690 So project two and project one were focusing 1157 00:48:22,690 --> 00:48:24,044 on just that randomness. 1158 00:48:24,044 --> 00:48:26,460 Project three should have some of the randomness in there. 1159 00:48:26,460 --> 00:48:29,200 But really, what we want you to focus on is trade-offs. 1160 00:48:29,200 --> 00:48:31,260 So that's a tool in your toolbox. 1161 00:48:31,260 --> 00:48:31,910 Try it out. 1162 00:48:31,910 --> 00:48:34,243 If it doesn't work, if there's a reason it doesn't work, 1163 00:48:34,243 --> 00:48:35,400 then don't use it. 1164 00:48:35,400 --> 00:48:38,420 But there should be some uncertainty there. 1165 00:48:38,420 --> 00:48:42,342 And again, all this is building up to project four. 1166 00:48:42,342 --> 00:48:44,300 So things you should try out in project three-- 1167 00:48:44,300 --> 00:48:45,327 work with new people. 1168 00:48:45,327 --> 00:48:47,410 The method we're going to have to put you in teams 1169 00:48:47,410 --> 00:48:48,926 is going to try to do that. 1170 00:48:48,926 --> 00:48:50,550 So you'll be working in different teams 1171 00:48:50,550 --> 00:48:51,480 with different people. 1172 00:48:51,480 --> 00:48:54,330 These are basically auditions for project four. 1173 00:48:54,330 --> 00:48:55,630 Use a new game engine. 1174 00:48:55,630 --> 00:48:57,800 Did everybody use Phaser? 1175 00:48:57,800 --> 00:48:58,810 Yeah. 1176 00:48:58,810 --> 00:49:01,960 You're not using Phaser for project three. 1177 00:49:01,960 --> 00:49:04,460 So we're going to basically want you to go back to that game 1178 00:49:04,460 --> 00:49:06,620 engine tutorial, think about the other game engines 1179 00:49:06,620 --> 00:49:07,550 you have available. 1180 00:49:07,550 --> 00:49:09,575 We had one team to use Unity, and they had some issues 1181 00:49:09,575 --> 00:49:10,810 why they wouldn't use Unity. 1182 00:49:10,810 --> 00:49:12,840 And actually, those issues will probably 1183 00:49:12,840 --> 00:49:14,490 apply for project three as well. 1184 00:49:14,490 --> 00:49:16,170 Maybe you don't want to use Unity. 1185 00:49:16,170 --> 00:49:17,510 Maybe it's too scary. 1186 00:49:17,510 --> 00:49:18,610 Maybe it's a challenge. 1187 00:49:18,610 --> 00:49:20,485 Figure it out. 1188 00:49:20,485 --> 00:49:27,520 And the last one-- I posted this to Stellar. 1189 00:49:27,520 --> 00:49:29,400 It's a light read. 1190 00:49:29,400 --> 00:49:31,250 Games For a New Climate is basically 1191 00:49:31,250 --> 00:49:33,650 our handbook for project four. 1192 00:49:33,650 --> 00:49:36,230 Our client presented us with this information. 1193 00:49:36,230 --> 00:49:40,610 This is basically how games are used 1194 00:49:40,610 --> 00:49:42,470 for game based learning, for climate change, 1195 00:49:42,470 --> 00:49:47,160 for talking about planning for future risks, the complexity 1196 00:49:47,160 --> 00:49:48,360 of future risks. 1197 00:49:48,360 --> 00:49:50,290 Take a flip through the book. 1198 00:49:50,290 --> 00:49:51,070 Read it now. 1199 00:49:51,070 --> 00:49:52,120 Start it now. 1200 00:49:52,120 --> 00:49:54,209 Have it read by project four. 1201 00:49:54,209 --> 00:49:56,000 Again, we don't have required reading here, 1202 00:49:56,000 --> 00:49:57,645 but you'll have a better game, you'll 1203 00:49:57,645 --> 00:49:58,700 have a better product if you take 1204 00:49:58,700 --> 00:50:01,150 a look at this and maybe even do a little bit of research 1205 00:50:01,150 --> 00:50:02,730 on your own, which is actually going 1206 00:50:02,730 --> 00:50:03,854 to be part of project four. 1207 00:50:03,854 --> 00:50:05,200 We'll talk about that later. 1208 00:50:05,200 --> 00:50:08,077 But if you want to make a game that does this, you can. 1209 00:50:08,077 --> 00:50:09,910 If you want to make a game for project three 1210 00:50:09,910 --> 00:50:13,050 that is a game to help a policymaker understand the need 1211 00:50:13,050 --> 00:50:14,900 to spend money, time, or resources 1212 00:50:14,900 --> 00:50:18,710 on disaster preparedness as a result of climate change, 1213 00:50:18,710 --> 00:50:21,026 feel free. 1214 00:50:21,026 --> 00:50:22,650 Part of that trade-off design challenge 1215 00:50:22,650 --> 00:50:24,510 is actually inside of that statement. 1216 00:50:24,510 --> 00:50:26,565 The uncertainty is inside of that statement. 1217 00:50:26,565 --> 00:50:27,940 Project three actually would turn 1218 00:50:27,940 --> 00:50:30,280 into a possible springboard and a way 1219 00:50:30,280 --> 00:50:32,605 to recruit people for project four. 1220 00:50:32,605 --> 00:50:33,980 But again, you're not necessarily 1221 00:50:33,980 --> 00:50:35,190 going to have the same group. 1222 00:50:35,190 --> 00:50:37,610 So it's up to you to figure out if that's 1223 00:50:37,610 --> 00:50:41,340 going to be useful for you on this team or not. 1224 00:50:41,340 --> 00:50:43,100 All right. 1225 00:50:43,100 --> 00:50:44,730 And then the hard requirements-- please 1226 00:50:44,730 --> 00:50:46,230 read this handout on Stellar. 1227 00:50:46,230 --> 00:50:48,563 I'll actually read the handout on Stellar too this time. 1228 00:50:48,563 --> 00:50:49,950 Sorry about that. 1229 00:50:49,950 --> 00:50:51,970 Maximum play length, again, is five minutes. 1230 00:50:51,970 --> 00:50:54,920 Again, single player game. 1231 00:50:54,920 --> 00:50:57,310 User interface tested for legibility and usability. 1232 00:50:57,310 --> 00:51:01,320 It must use and play audio for the player. 1233 00:51:01,320 --> 00:51:03,167 And then, like previously, players 1234 00:51:03,167 --> 00:51:04,750 can pick up and start playing the game 1235 00:51:04,750 --> 00:51:06,090 with no external instructions. 1236 00:51:06,090 --> 00:51:08,280 So if there are instructions, which there can be, 1237 00:51:08,280 --> 00:51:10,279 it must be inside of the game or at least inside 1238 00:51:10,279 --> 00:51:12,690 of the frame of the web page that you 1239 00:51:12,690 --> 00:51:15,055 are using as a link for us to play within. 1240 00:51:15,055 --> 00:51:17,430 And then, of course, must be delivered as a browser game, 1241 00:51:17,430 --> 00:51:19,240 running on Chrome. 1242 00:51:19,240 --> 00:51:26,920 And also, only in those engines that w e used in the tutorial. 1243 00:51:26,920 --> 00:51:31,550 Deliverables-- so actually, this is Monday the 29th. 1244 00:51:31,550 --> 00:51:32,750 Wednesday is the 1st. 1245 00:51:32,750 --> 00:51:35,083 On Wednesday the 1st, we have a guest lecture coming in. 1246 00:51:35,083 --> 00:51:38,444 Swery65 is coming in to talk to us about his new game. 1247 00:51:38,444 --> 00:51:40,610 His lecture is probably going to last about an hour. 1248 00:51:40,610 --> 00:51:44,580 That means you're going to have two hours in class on Wednesday 1249 00:51:44,580 --> 00:51:47,220 to work in teams and create a low fidelity prototype. 1250 00:51:47,220 --> 00:51:50,120 It is not something you're required to turn in. 1251 00:51:50,120 --> 00:51:54,240 We are asking you to have a playable game on Monday, 1252 00:51:54,240 --> 00:51:55,170 the 6th. 1253 00:51:55,170 --> 00:51:57,880 Whether that's digital or paper is up to you, but we highly, 1254 00:51:57,880 --> 00:52:01,640 highly, highly recommend making a quick, low fidelity prototype 1255 00:52:01,640 --> 00:52:04,296 on Wednesday in the two hours you have, and then 1256 00:52:04,296 --> 00:52:06,420 based on that prototype create the product backlog. 1257 00:52:06,420 --> 00:52:08,878 It's the best way that I've found to make product backlogs. 1258 00:52:08,878 --> 00:52:10,220 You might find a different way. 1259 00:52:10,220 --> 00:52:12,740 That's OK, as long as you make one. 1260 00:52:12,740 --> 00:52:15,300 But on Monday, on the 6th, turn in the Stellar, 1261 00:52:15,300 --> 00:52:18,190 your high level design doc, and what your product backlog is. 1262 00:52:18,190 --> 00:52:20,040 So what are all the features that 1263 00:52:20,040 --> 00:52:24,052 have been estimated, that have been put in priority order? 1264 00:52:24,052 --> 00:52:26,010 In class, you're going to give a really quick-- 1265 00:52:26,010 --> 00:52:26,860 AUDIENCE: Next slide. 1266 00:52:26,860 --> 00:52:27,380 PROFESSOR: What's up? 1267 00:52:27,380 --> 00:52:29,010 AUDIENCE: You're talking about stuff on the next one. 1268 00:52:29,010 --> 00:52:29,070 PROFESSOR: Oh, wow. 1269 00:52:29,070 --> 00:52:30,736 I'm talking about stuff on the next one. 1270 00:52:30,736 --> 00:52:31,552 Thank you. 1271 00:52:31,552 --> 00:52:33,500 That's weird. 1272 00:52:33,500 --> 00:52:36,207 In class, two minute presentations. 1273 00:52:36,207 --> 00:52:38,290 Basically, just the core of your game design idea. 1274 00:52:38,290 --> 00:52:39,900 Let us know what you're making. 1275 00:52:39,900 --> 00:52:41,858 And then we'll be able to test your prototypes. 1276 00:52:44,450 --> 00:52:47,176 I think-- let me look ahead. 1277 00:52:47,176 --> 00:52:50,180 Yeah, so testing prototype is not required on the 6th. 1278 00:52:50,180 --> 00:52:53,980 But if you do it, please we'll test them then. 1279 00:52:53,980 --> 00:52:55,820 We will also test on-- and this is 1280 00:52:55,820 --> 00:52:57,610 where we actually do want you to have 1281 00:52:57,610 --> 00:52:58,920 a playable, digital version. 1282 00:52:58,920 --> 00:53:02,300 Basically, let us know that you have a playable game by October 1283 00:53:02,300 --> 00:53:03,700 8. 1284 00:53:03,700 --> 00:53:06,350 And turn in via Stellar your sprint task list-- 1285 00:53:06,350 --> 00:53:09,150 basically all the tasks with time estimates 1286 00:53:09,150 --> 00:53:12,300 that are going to happen between Wednesday, October 1287 00:53:12,300 --> 00:53:15,385 8 and Monday, October 15. 1288 00:53:15,385 --> 00:53:17,260 And the project due is the same kind of stuff 1289 00:53:17,260 --> 00:53:20,540 that we did for this project-- your game prototype 1290 00:53:20,540 --> 00:53:22,520 builds, your post mortems, your design change 1291 00:53:22,520 --> 00:53:25,610 log, updated design document if you have an updated design 1292 00:53:25,610 --> 00:53:26,360 document. 1293 00:53:26,360 --> 00:53:29,870 And again, two focus test reports this time. 1294 00:53:29,870 --> 00:53:32,361 One can be created in class on either the 6th or the 8th. 1295 00:53:32,361 --> 00:53:34,360 The other one should be created outside of class 1296 00:53:34,360 --> 00:53:35,670 with external testers. 1297 00:53:38,419 --> 00:53:39,210 AUDIENCE: Question. 1298 00:53:39,210 --> 00:53:41,195 PROFESSOR: Yes? 1299 00:53:41,195 --> 00:53:45,192 AUDIENCE: Is that Monday the 13th or Wednesday the 15th? 1300 00:53:45,192 --> 00:53:46,150 PROFESSOR: Oh, my lord. 1301 00:53:46,150 --> 00:53:47,441 Did I really make that mistake? 1302 00:53:50,324 --> 00:53:51,865 Can somebody check on Stellar for me? 1303 00:53:57,600 --> 00:53:59,292 So it should be Monday the 13th, right? 1304 00:53:59,292 --> 00:54:00,650 AUDIENCE: No, we think it's Wednesday. 1305 00:54:00,650 --> 00:54:01,930 PROFESSOR: Wednesday the 15th is when we're 1306 00:54:01,930 --> 00:54:03,096 having people turn stuff in? 1307 00:54:03,096 --> 00:54:03,695 AUDIENCE: Yep. 1308 00:54:03,695 --> 00:54:05,520 PROFESSOR: All right, holiday. 1309 00:54:05,520 --> 00:54:06,070 Right? 1310 00:54:06,070 --> 00:54:07,666 Is there a holiday that week? 1311 00:54:07,666 --> 00:54:08,500 AUDIENCE: Yeah. 1312 00:54:08,500 --> 00:54:09,200 PROFESSOR: OK. 1313 00:54:09,200 --> 00:54:11,700 Stellar is the right place, and I will update these slides 1314 00:54:11,700 --> 00:54:13,426 before I post them to Stellar. 1315 00:54:13,426 --> 00:54:16,618 AUDIENCE: Let me check on the big schedule. 1316 00:54:16,618 --> 00:54:17,990 It's Columbus Day. 1317 00:54:17,990 --> 00:54:19,579 So Monday, there is no class. 1318 00:54:19,579 --> 00:54:20,870 PROFESSOR: So Monday, no class. 1319 00:54:20,870 --> 00:54:23,787 So Wednesday, the 15th. 1320 00:54:23,787 --> 00:54:25,370 So you got a little bit of extra time. 1321 00:54:25,370 --> 00:54:27,661 But it's a holiday, so maybe you don't have extra time. 1322 00:54:27,661 --> 00:54:30,218 PHILLIP: But if you get it done by Monday, 1323 00:54:30,218 --> 00:54:34,162 then you can let your code soak a little bit [INAUDIBLE]. 1324 00:54:39,006 --> 00:54:39,880 PROFESSOR: All right. 1325 00:54:39,880 --> 00:54:41,947 So we are going to do brainstorming, 1326 00:54:41,947 --> 00:54:44,280 and we're going to brainstorm in groups that you are not 1327 00:54:44,280 --> 00:54:47,180 currently working with, so you can meet new people. 1328 00:54:47,180 --> 00:54:49,024 You're going to get a card. 1329 00:54:49,024 --> 00:54:52,700 It's going to have a number on it-- one, two, three, five, 1330 00:54:52,700 --> 00:54:55,580 eight, or 13. 1331 00:54:55,580 --> 00:54:58,130 I'll hand out the cards really quickly. 1332 00:54:58,130 --> 00:55:01,154 Go to one of these stations, erase whatever's on the board 1333 00:55:01,154 --> 00:55:02,570 if you need to erase on the board. 1334 00:55:02,570 --> 00:55:04,210 If you're in five, eight, or 13, you're 1335 00:55:04,210 --> 00:55:07,340 going to have these easel pads. 1336 00:55:07,340 --> 00:55:10,180 We are going to give you two timed quick brainstorming 1337 00:55:10,180 --> 00:55:10,680 sessions. 1338 00:55:13,440 --> 00:55:19,020 Five minutes, small break, another five minutes. 1339 00:55:19,020 --> 00:55:21,590 When we break, change whoever's writing things down 1340 00:55:21,590 --> 00:55:24,550 so everybody has a chance to speak. 1341 00:55:24,550 --> 00:55:27,650 After this, each brainstorm group 1342 00:55:27,650 --> 00:55:30,890 is going to be allowed to make two pitches to the larger 1343 00:55:30,890 --> 00:55:31,475 class. 1344 00:55:31,475 --> 00:55:32,850 What we're going to ask you to do 1345 00:55:32,850 --> 00:55:38,070 is write a title for the game on a large Post-It, 1346 00:55:38,070 --> 00:55:39,500 and we'll hand these out. 1347 00:55:39,500 --> 00:55:40,500 One of these, yeah. 1348 00:55:40,500 --> 00:55:43,650 We'll hand these out when we get there. 1349 00:55:43,650 --> 00:55:45,510 In your elevator pitch, make sure to address 1350 00:55:45,510 --> 00:55:48,220 the core mechanic of the game and how it's applied 1351 00:55:48,220 --> 00:55:50,360 to the design constraints. 1352 00:55:50,360 --> 00:55:53,180 Games from project one that were not selected for project two 1353 00:55:53,180 --> 00:55:55,204 can be pitched if your brainstorming group says 1354 00:55:55,204 --> 00:55:56,745 that was actually a pretty cool idea. 1355 00:55:56,745 --> 00:55:58,400 Let's pitch that too. 1356 00:55:58,400 --> 00:56:01,910 But it must be altered for design constraints. 1357 00:56:01,910 --> 00:56:04,780 And I'll give you a break after that second brainstorming 1358 00:56:04,780 --> 00:56:07,500 session to come up with these pitches-- about 10 minutes, 1359 00:56:07,500 --> 00:56:09,670 I think. 1360 00:56:09,670 --> 00:56:12,520 Any questions about this? 1361 00:56:12,520 --> 00:56:13,020 Psyched? 1362 00:56:13,020 --> 00:56:14,080 Pumped? 1363 00:56:14,080 --> 00:56:16,138 All right, I'm going to hand these out. 1364 00:56:16,138 --> 00:56:19,126 [SIDE CONVERSATION] 1365 00:56:42,532 --> 00:56:46,975 PROFESSOR: Team one, pitch one, come on down. 1366 00:56:50,480 --> 00:56:53,130 And just like before, you've got about a minute. 1367 00:56:53,130 --> 00:56:55,050 Describe-- oops, wrong ones. 1368 00:57:01,720 --> 00:57:05,380 Give us the name of the pitch, the core mechanic, 1369 00:57:05,380 --> 00:57:09,380 and how this pitch approaches the design constraint. 1370 00:57:09,380 --> 00:57:10,330 Pitch, go. 1371 00:57:15,775 --> 00:57:19,460 PRESENTER 16: So our first pitch is called Dragon's Lair. 1372 00:57:19,460 --> 00:57:23,390 It bears no relation to the previous Dragon's Lair idea. 1373 00:57:23,390 --> 00:57:26,850 The idea we came up with is that as a dragon, when you're 1374 00:57:26,850 --> 00:57:28,780 acquiring gold, the more gold you have, 1375 00:57:28,780 --> 00:57:31,765 the more heroes want to come in and mess you up 1376 00:57:31,765 --> 00:57:33,450 to try and steal your stuff. 1377 00:57:33,450 --> 00:57:35,850 So we thought that there's a fun trade-off there 1378 00:57:35,850 --> 00:57:38,180 between acquiring more gold and becoming 1379 00:57:38,180 --> 00:57:41,281 a more powerful dragon, but at the same time 1380 00:57:41,281 --> 00:57:42,982 having more and more heroes wanting 1381 00:57:42,982 --> 00:57:44,930 to come in and attack you. 1382 00:57:44,930 --> 00:57:50,380 We also thought that just in that, in itself, 1383 00:57:50,380 --> 00:57:52,790 you don't quite get the idea of meaningful decisions, 1384 00:57:52,790 --> 00:57:54,373 because everybody's just going to want 1385 00:57:54,373 --> 00:57:56,997 to be a more powerful dragon and prove themselves as, oh, I can 1386 00:57:56,997 --> 00:57:58,320 handle more and more knights. 1387 00:57:58,320 --> 00:58:00,028 So we thought it'd be interesting to have 1388 00:58:00,028 --> 00:58:03,096 this idea of not just being an enemy to everyone. 1389 00:58:03,096 --> 00:58:06,270 You can actually ally with some of the villages in the game 1390 00:58:06,270 --> 00:58:09,437 so you'll be making less money, but then you'd 1391 00:58:09,437 --> 00:58:12,240 have more people on your side to help you defend. 1392 00:58:12,240 --> 00:58:16,150 So the trade-off here is between being nice to people 1393 00:58:16,150 --> 00:58:20,230 in order to get more defense or slaughtering them 1394 00:58:20,230 --> 00:58:24,158 or just steal their money. 1395 00:58:24,158 --> 00:58:26,113 PROFESSOR: Nice pitch. 1396 00:58:26,113 --> 00:58:26,613 Number two. 1397 00:58:32,996 --> 00:58:35,730 PRESENTER 17: All right, so our second game 1398 00:58:35,730 --> 00:58:37,850 is called caffeine worker. 1399 00:58:37,850 --> 00:58:44,640 And it's based on the idea that caffeine will pretty much 1400 00:58:44,640 --> 00:58:47,880 simulate your [INAUDIBLE] where you can actually 1401 00:58:47,880 --> 00:58:53,620 get more work done under less amount of sleep. 1402 00:58:53,620 --> 00:58:56,240 But it also tends to have side effects. 1403 00:58:56,240 --> 00:59:00,069 So our game pretty much revolves around you are a worker, 1404 00:59:00,069 --> 00:59:01,610 and you want to get these tasks done. 1405 00:59:01,610 --> 00:59:06,320 And you want to get these done as efficiently as possible. 1406 00:59:06,320 --> 00:59:09,434 So we're going to have something like a 24 hour clock. 1407 00:59:09,434 --> 00:59:10,850 We're going to have night and day. 1408 00:59:10,850 --> 00:59:14,710 We're going to have a lot of different sort of actions 1409 00:59:14,710 --> 00:59:20,010 that you can sort of, like, decide on executing, such 1410 00:59:20,010 --> 00:59:22,810 as you can figure out how many hours you want to sleep, 1411 00:59:22,810 --> 00:59:26,240 how much caffeine you want to take, 1412 00:59:26,240 --> 00:59:35,270 and also you can also figure out your eating schedule as well. 1413 00:59:35,270 --> 00:59:37,810 So we don't really have the nitty-gritty details, 1414 00:59:37,810 --> 00:59:40,000 but we imagine that this game will involve 1415 00:59:40,000 --> 00:59:46,010 a lot of scheduling, a lot of sort of-- I don't know, 1416 00:59:46,010 --> 00:59:52,390 the trade-offs between sleeping and eating and drinking coffee. 1417 00:59:52,390 --> 00:59:54,590 But in the end, I think what we want 1418 00:59:54,590 --> 00:59:57,470 to do is that we want to make this game 1419 00:59:57,470 --> 01:00:00,120 sort of like a platformer, where you are actual in control 1420 01:00:00,120 --> 01:00:04,833 of the character and for [INAUDIBLE] 1421 01:00:04,833 --> 01:00:08,580 your tasks, something you need to go from point A to point B. 1422 01:00:08,580 --> 01:00:11,967 But these different sort of attributes, how much caffeine 1423 01:00:11,967 --> 01:00:14,090 you have over time, how much sleep you 1424 01:00:14,090 --> 01:00:16,675 have, whether you're eating enough, whether you're happy 1425 01:00:16,675 --> 01:00:19,940 or not-- those sort of effect your motor skills 1426 01:00:19,940 --> 01:00:24,320 as well as some other implementations 1427 01:00:24,320 --> 01:00:26,292 that we have yet to figure out. 1428 01:00:26,292 --> 01:00:27,271 PROFESSOR: All right. 1429 01:00:27,271 --> 01:00:27,771 Thank you. 1430 01:00:27,771 --> 01:00:28,757 Thank you group one. 1431 01:00:33,194 --> 01:00:34,673 Group two. 1432 01:00:34,673 --> 01:00:43,310 Pitch one, category A. Remember, it's one-minute pitches. 1433 01:00:54,477 --> 01:00:56,310 PRESENTER 18: All right, so here's the idea. 1434 01:00:56,310 --> 01:00:58,310 You are an administrator at MIT. 1435 01:00:58,310 --> 01:01:02,810 And your goal is the management of MIT and promote MIT's ideals 1436 01:01:02,810 --> 01:01:04,810 and maximize their endowment and all that. 1437 01:01:04,810 --> 01:01:08,570 And your goal is to carefully trade-off the short-term 1438 01:01:08,570 --> 01:01:09,740 versus long-term policy. 1439 01:01:09,740 --> 01:01:11,726 For example, you've got this plot of land. 1440 01:01:11,726 --> 01:01:14,440 You could lease it to Pfizer for 60 years and get 2 billion 1441 01:01:14,440 --> 01:01:15,710 straight to the endowment. 1442 01:01:15,710 --> 01:01:18,036 But then you can't expand it till later. 1443 01:01:18,036 --> 01:01:20,880 And do you want to appease the students to get more 1444 01:01:20,880 --> 01:01:21,380 in tuition? 1445 01:01:21,380 --> 01:01:23,540 But maybe you need that money, so you raise tuition, 1446 01:01:23,540 --> 01:01:25,623 but you also get rid of your unpopular flag policy 1447 01:01:25,623 --> 01:01:26,745 at the same time. 1448 01:01:26,745 --> 01:01:28,786 So you can play as many different administrators. 1449 01:01:28,786 --> 01:01:31,400 You can play as, like, Dean Colombo. 1450 01:01:31,400 --> 01:01:34,630 You can play as Kevin Kraft from the Office 1451 01:01:34,630 --> 01:01:35,730 of Student Citizenship. 1452 01:01:35,730 --> 01:01:38,381 You can play as the shady MIT corporation 1453 01:01:38,381 --> 01:01:40,960 with this weird board of self-voting members 1454 01:01:40,960 --> 01:01:43,435 that no one really understands. 1455 01:01:43,435 --> 01:01:46,900 That's our pitch one. 1456 01:01:46,900 --> 01:01:49,375 [APPLAUSE] 1457 01:01:51,215 --> 01:01:52,840 PROFESSOR: What's the name of that one? 1458 01:01:52,840 --> 01:02:04,720 PRESENTER 18: MIT Simulator 2015. 1459 01:02:04,720 --> 01:02:06,700 PRESENTER 19: Our second idea is build a car. 1460 01:02:06,700 --> 01:02:08,431 And we thought that you could start out 1461 01:02:08,431 --> 01:02:10,660 with a limited amount of money, and we 1462 01:02:10,660 --> 01:02:13,135 will send the car you build after a turn 1463 01:02:13,135 --> 01:02:14,620 through a simulator. 1464 01:02:14,620 --> 01:02:19,075 And so you don't exactly know which maze it's going to get. 1465 01:02:19,075 --> 01:02:21,055 So depending on the result of that, 1466 01:02:21,055 --> 01:02:23,530 you have trade-offs of how to spend your money, 1467 01:02:23,530 --> 01:02:26,782 what parts to buy, and build a car. 1468 01:02:26,782 --> 01:02:27,490 PROFESSOR: Great. 1469 01:02:33,363 --> 01:02:34,349 Group three. 1470 01:02:52,451 --> 01:02:53,576 PRESENTER 20: Hi, everyone. 1471 01:02:53,576 --> 01:02:56,287 I'm going to tell you about Fight or Flight, which 1472 01:02:56,287 --> 01:02:59,492 is from our first project. 1473 01:02:59,492 --> 01:03:03,377 And if anyone played the paper prototype, 1474 01:03:03,377 --> 01:03:04,960 it's going to be completely different. 1475 01:03:04,960 --> 01:03:08,990 So the idea is that you're playing this platformer, which 1476 01:03:08,990 --> 01:03:13,534 is a map that has a bunch of separate little rooms. 1477 01:03:13,534 --> 01:03:16,462 So any given little room might have four or five platforms. 1478 01:03:16,462 --> 01:03:17,450 It's not really big. 1479 01:03:17,450 --> 01:03:20,750 And so this whole big map has a bunch 1480 01:03:20,750 --> 01:03:22,340 of these little rooms, all connected 1481 01:03:22,340 --> 01:03:23,675 by different passageways. 1482 01:03:23,675 --> 01:03:26,650 And you can get from different places to different places. 1483 01:03:26,650 --> 01:03:30,760 And all of these rooms are potentially exploding. 1484 01:03:30,760 --> 01:03:35,035 So this is some sort of spaceship, 1485 01:03:35,035 --> 01:03:36,460 and there's a meltdown. 1486 01:03:36,460 --> 01:03:39,310 Or, I don't know, this is, like, the tavern. 1487 01:03:39,310 --> 01:03:41,910 And near a volcano, things are filling 1488 01:03:41,910 --> 01:03:44,390 with lava, or something. 1489 01:03:44,390 --> 01:03:45,726 However you want to skin it. 1490 01:03:48,510 --> 01:03:50,135 So each of the rooms will give you 1491 01:03:50,135 --> 01:03:51,843 some sort of warning about whether or not 1492 01:03:51,843 --> 01:03:53,196 it's about to explode. 1493 01:03:53,196 --> 01:03:56,210 And then some time after the warning starts, it explodes. 1494 01:03:56,210 --> 01:03:58,270 And then if you're in there, you're in trouble. 1495 01:03:58,270 --> 01:04:00,570 So the trade-offs in this game are 1496 01:04:00,570 --> 01:04:04,670 that-- so the overall goal is to get somewhere, is to get out, 1497 01:04:04,670 --> 01:04:08,440 is to get from one side of the map to the other. 1498 01:04:08,440 --> 01:04:12,245 And in between, there's a whole bunch of other people 1499 01:04:12,245 --> 01:04:16,580 who want to fight you, just for the heck of it. 1500 01:04:16,580 --> 01:04:18,810 So they want to fight you, you want to fight them. 1501 01:04:18,810 --> 01:04:22,970 But the more you fight, the more tired you get. 1502 01:04:22,970 --> 01:04:25,260 And the more tired you get, the slower you move. 1503 01:04:25,260 --> 01:04:28,220 And the more slowly you move, the harder 1504 01:04:28,220 --> 01:04:31,130 it is to escape a room once it starts exploding. 1505 01:04:31,130 --> 01:04:33,370 So you can choose to fight, and you're probably 1506 01:04:33,370 --> 01:04:35,420 going to kill them, you could kill the enemies 1507 01:04:35,420 --> 01:04:39,026 because they're AI written by people in this class. 1508 01:04:42,498 --> 01:04:45,970 Versus, like, the player who can actually just implement 1509 01:04:45,970 --> 01:04:47,460 strategies and things. 1510 01:04:47,460 --> 01:04:51,990 But if you do go and have fun and try to kick everyone's ass 1511 01:04:51,990 --> 01:04:55,380 and you succeed at that, well, then you're 1512 01:04:55,380 --> 01:04:57,870 panting in the middle of a room that's about to explode. 1513 01:04:57,870 --> 01:04:59,364 So fight or flight everyone. 1514 01:05:11,320 --> 01:05:13,310 PRESENTER 21: The second one is Jigsaw World, 1515 01:05:13,310 --> 01:05:16,600 another platformer where you are inside a jigsaw puzzle, where 1516 01:05:16,600 --> 01:05:19,969 every time you get to the end of a block section 1517 01:05:19,969 --> 01:05:22,344 square thing-- they're oddly shaped because it's a jigsaw 1518 01:05:22,344 --> 01:05:25,059 puzzle-- you get a choice of a new set of tiles 1519 01:05:25,059 --> 01:05:27,184 to put on the end of the one you've already gotten. 1520 01:05:27,184 --> 01:05:29,059 Sometimes you have to go back and pick one up 1521 01:05:29,059 --> 01:05:32,024 off the beginning of your puzzle and put it at the end. 1522 01:05:32,024 --> 01:05:34,850 And various power-ups make certain ones incompatible, 1523 01:05:34,850 --> 01:05:36,870 like being able to fly. 1524 01:05:36,870 --> 01:05:38,285 That means you can't swim. 1525 01:05:38,285 --> 01:05:40,020 Being able to swim means you can't jump-- 1526 01:05:40,020 --> 01:05:41,250 all those kinds of things. 1527 01:05:41,250 --> 01:05:43,660 You're kind of creating your own world that you then 1528 01:05:43,660 --> 01:05:47,448 have to navigate differently. 1529 01:05:51,312 --> 01:05:52,278 Oh, yeah. 1530 01:05:52,278 --> 01:05:53,740 And deconstruct it. 1531 01:05:53,740 --> 01:05:56,185 You never get to see the whole thing at once 1532 01:05:56,185 --> 01:06:02,054 because it's falling apart as you're taking it and moving it 1533 01:06:02,054 --> 01:06:03,536 somewhere. 1534 01:06:03,536 --> 01:06:04,524 PROFESSOR: Thank you. 1535 01:06:09,464 --> 01:06:10,452 Group five. 1536 01:06:28,730 --> 01:06:30,545 PRESENTER 22: So our first idea is 1537 01:06:30,545 --> 01:06:32,510 a game called The Gun Wars, in which you're 1538 01:06:32,510 --> 01:06:33,900 managing a defense company. 1539 01:06:33,900 --> 01:06:36,170 And you're trading off who you're 1540 01:06:36,170 --> 01:06:37,860 going to sell your product to amidst 1541 01:06:37,860 --> 01:06:39,240 a bunch of different clients. 1542 01:06:39,240 --> 01:06:40,906 So you could have somebody go up to you, 1543 01:06:40,906 --> 01:06:43,040 you get some information on who they are, say, hey, 1544 01:06:43,040 --> 01:06:44,095 this is James, seems like an OK guy, 1545 01:06:44,095 --> 01:06:45,995 and he wants to buy, like, 10,000 missiles, 1546 01:06:45,995 --> 01:06:47,751 air-to-surface missiles or something. 1547 01:06:47,751 --> 01:06:49,736 You have to surmise him, figure out 1548 01:06:49,736 --> 01:06:51,360 if that's somebody you want to sell to, 1549 01:06:51,360 --> 01:06:53,110 figure out at what price you want to sell. 1550 01:06:53,110 --> 01:06:55,151 And then there may be some consequences for that. 1551 01:06:55,151 --> 01:06:56,670 Maybe you sell to Jimmy, and then he 1552 01:06:56,670 --> 01:07:00,162 launches an attack on some country you like or don't like. 1553 01:07:00,162 --> 01:07:01,620 But more importantly, maybe he does 1554 01:07:01,620 --> 01:07:04,120 something your other clients like or don't like. 1555 01:07:04,120 --> 01:07:05,490 And so you lose other business. 1556 01:07:05,490 --> 01:07:08,084 Or you get new business from people that are Jimmy's friends 1557 01:07:08,084 --> 01:07:10,086 and realize they can buy weapons from you. 1558 01:07:10,086 --> 01:07:11,960 So it's sort of a social responsibility game. 1559 01:07:11,960 --> 01:07:13,340 You're a defense contractor. 1560 01:07:13,340 --> 01:07:15,776 You're managing some pool of money, trying 1561 01:07:15,776 --> 01:07:17,772 to make money off of contracts. 1562 01:07:17,772 --> 01:07:19,740 And the trade-offs come with who you're 1563 01:07:19,740 --> 01:07:21,216 deciding to buy and sell from. 1564 01:07:29,580 --> 01:07:32,250 PRESENTER 23: Our second idea for the game is Bullet Craft. 1565 01:07:32,250 --> 01:07:35,680 Bullet Craft is a fast-paced, top-down shooter game 1566 01:07:35,680 --> 01:07:38,164 that follows the simple formula, the classic formula, 1567 01:07:38,164 --> 01:07:41,290 that the player controls the ship, moves around, 1568 01:07:41,290 --> 01:07:43,346 [INAUDIBLE] that's coming at him, 1569 01:07:43,346 --> 01:07:46,340 and shoots the enemies that spawns 1570 01:07:46,340 --> 01:07:48,360 from the top of the screen. 1571 01:07:48,360 --> 01:07:50,820 Well, you might ask, where does trade-offs come 1572 01:07:50,820 --> 01:07:52,260 into play for Bullet Craft? 1573 01:07:52,260 --> 01:07:54,980 So there are actually various ways 1574 01:07:54,980 --> 01:07:56,805 we can augment the game play so that we 1575 01:07:56,805 --> 01:07:58,252 will incorporate trade-offs. 1576 01:07:58,252 --> 01:07:59,710 For example, on the micro level, we 1577 01:07:59,710 --> 01:08:03,610 can have ammo limits or overheating guns. 1578 01:08:03,610 --> 01:08:08,090 And we can have a fuel limit which if the player moves, 1579 01:08:08,090 --> 01:08:11,630 he consumes fuel which pollutes the environment, 1580 01:08:11,630 --> 01:08:14,390 and the enemies become stronger because of that pollution. 1581 01:08:14,390 --> 01:08:16,527 At the macro level, we could also 1582 01:08:16,527 --> 01:08:18,748 have the player choosing different types of weapons, 1583 01:08:18,748 --> 01:08:20,748 spending their money on different types of ships 1584 01:08:20,748 --> 01:08:22,160 and even a crew. 1585 01:08:22,160 --> 01:08:25,249 What I like about Bullet Craft is 1586 01:08:25,249 --> 01:08:29,209 it is very easy to implement, and it's guaranteed to be fun, 1587 01:08:29,209 --> 01:08:32,475 so that if we make Bullet Craft, we 1588 01:08:32,475 --> 01:08:35,183 are sure that we will be able to make a successful game. 1589 01:08:40,182 --> 01:08:41,140 PROFESSOR: Group eight. 1590 01:09:05,665 --> 01:09:09,300 PRESENTER 24: So the first idea we had is Daydream Inc. 1591 01:09:09,300 --> 01:09:12,620 So in this game, you're like a regular office worker. 1592 01:09:12,620 --> 01:09:15,569 And you have to try and not get fired. 1593 01:09:15,569 --> 01:09:19,580 But the goal of the game is to succeed in your daydreams. 1594 01:09:19,580 --> 01:09:22,560 So there's basically two mini-games within the game. 1595 01:09:22,560 --> 01:09:24,036 There's surviving the office life, 1596 01:09:24,036 --> 01:09:25,535 and then there's also your daydreams 1597 01:09:25,535 --> 01:09:27,819 where you're fighting your boss or something. 1598 01:09:27,819 --> 01:09:30,500 And it's interesting because you use tools 1599 01:09:30,500 --> 01:09:32,860 from the office to build weapons for your daydreams. 1600 01:09:32,860 --> 01:09:35,360 So you might get a stapler and a rubber band 1601 01:09:35,360 --> 01:09:38,276 and make a staple gun or something for your daydreams. 1602 01:09:38,276 --> 01:09:43,170 So you have to spend both time and research from the office 1603 01:09:43,170 --> 01:09:45,509 life in the daydreams without getting fired, 1604 01:09:45,509 --> 01:09:47,172 so you can eventually win the game. 1605 01:09:47,172 --> 01:09:48,963 Also, if you become CEO in the office life, 1606 01:09:48,963 --> 01:09:50,838 so if you do really well there too, you lose. 1607 01:09:54,002 --> 01:09:56,400 PRESENTER 25: So our second idea was Score High. 1608 01:09:56,400 --> 01:09:59,530 So basically, you're an MIT student. 1609 01:09:59,530 --> 01:10:01,860 And you have a list of maybe three classes. 1610 01:10:01,860 --> 01:10:04,471 And you have some stats-- like, your food, sleep, happiness, 1611 01:10:04,471 --> 01:10:04,971 health. 1612 01:10:04,971 --> 01:10:08,447 And the thing is, each of your classes has PSETs and tests. 1613 01:10:08,447 --> 01:10:10,660 And you have to get to the tests on time, 1614 01:10:10,660 --> 01:10:13,490 and you also have to turn in your PSETs on time. 1615 01:10:13,490 --> 01:10:15,402 And so how do you do that? 1616 01:10:15,402 --> 01:10:16,995 So you run around the maze, and you 1617 01:10:16,995 --> 01:10:18,540 have to get to the right building at the right time. 1618 01:10:18,540 --> 01:10:19,695 But you also, when you're there, actually 1619 01:10:19,695 --> 01:10:21,060 have to take the tests. 1620 01:10:21,060 --> 01:10:24,150 And depending on-- you pick up different items. 1621 01:10:24,150 --> 01:10:27,332 And say you drink 10 cups of coffee, you're really jittery. 1622 01:10:27,332 --> 01:10:30,724 Instead of seeing all of the options for the multiple choice 1623 01:10:30,724 --> 01:10:33,054 question, suddenly you can't look at it, 1624 01:10:33,054 --> 01:10:34,340 and you only see one question. 1625 01:10:34,340 --> 01:10:36,200 And somehow you miss the back of the page. 1626 01:10:36,200 --> 01:10:38,525 So you fail the test, right? 1627 01:10:38,525 --> 01:10:40,780 So the whole game is about choosing-- you know, 1628 01:10:40,780 --> 01:10:42,113 when am I going to drink coffee? 1629 01:10:42,113 --> 01:10:43,886 Or maybe I'll buy my friend coffee, 1630 01:10:43,886 --> 01:10:45,424 and he'll give me the PSET answers 1631 01:10:45,424 --> 01:10:48,735 so I don't have to spend five minutes doing the PSET. 1632 01:10:48,735 --> 01:10:51,000 And managing those trade-offs while also 1633 01:10:51,000 --> 01:10:53,244 running around this maze and getting 1634 01:10:53,244 --> 01:10:54,244 everything done on time. 1635 01:10:54,244 --> 01:10:57,220 And if you fail any of your classes, you lose. 1636 01:11:04,180 --> 01:11:06,368 PROFESSOR: Group 13, come on down. 1637 01:11:45,789 --> 01:11:49,200 PRESENTER 26: Our first idea is Ghost Face. 1638 01:11:49,200 --> 01:11:52,322 The title's a working title. 1639 01:11:52,322 --> 01:11:55,570 The idea is you're in a maze, actually a maze. 1640 01:11:55,570 --> 01:11:57,490 And you have very limited visibility. 1641 01:11:57,490 --> 01:11:59,890 You can only see a certain radius 1642 01:11:59,890 --> 01:12:03,920 that is much smaller than the actual size of the maze. 1643 01:12:03,920 --> 01:12:07,380 And there's ghosts coming at you. 1644 01:12:07,380 --> 01:12:10,035 And basically the idea is to get to the other side of the maze, 1645 01:12:10,035 --> 01:12:12,463 solving the maze, but you only have limited disability. 1646 01:12:12,463 --> 01:12:15,523 So you have to explore the maze and remember which path was 1647 01:12:15,523 --> 01:12:17,214 a good decision and which path wasn't. 1648 01:12:17,214 --> 01:12:18,975 So you have to trace back a lot. 1649 01:12:18,975 --> 01:12:21,500 You can also add in more things. 1650 01:12:21,500 --> 01:12:24,020 Like, you may have a certain number 1651 01:12:24,020 --> 01:12:26,120 of beacons, light beacons, that you 1652 01:12:26,120 --> 01:12:29,030 can place in different areas, but a limited number of them. 1653 01:12:29,030 --> 01:12:32,640 So you want to be-- you want to make a decision as to what 1654 01:12:32,640 --> 01:12:36,940 would be a strategically good place to place a beacon 1655 01:12:36,940 --> 01:12:43,520 and reveal an important and critical part of the maze 1656 01:12:43,520 --> 01:12:48,050 so that you can see more of the maze. 1657 01:12:48,050 --> 01:12:52,990 So that's our first idea. 1658 01:12:52,990 --> 01:12:56,420 PRESENTER 27: So our second idea revolves around DNA. 1659 01:12:56,420 --> 01:12:58,900 We haven't found a good title for it. 1660 01:12:58,900 --> 01:13:00,884 But the idea is, let's say there's an organism. 1661 01:13:00,884 --> 01:13:02,868 And you have a certain set of diseases 1662 01:13:02,868 --> 01:13:04,356 that you want to try to get rid of. 1663 01:13:04,356 --> 01:13:09,812 And your goal is to somehow go around finding other organisms 1664 01:13:09,812 --> 01:13:12,292 that have their set of traits. 1665 01:13:12,292 --> 01:13:14,772 What's the diseases that you don't have, 1666 01:13:14,772 --> 01:13:17,252 some other diseases that you have. 1667 01:13:17,252 --> 01:13:19,732 And play a game of chance-- so whether it's 1668 01:13:19,732 --> 01:13:22,590 worth it to spend your time and energy eating 1669 01:13:22,590 --> 01:13:24,530 or mating with the other organism 1670 01:13:24,530 --> 01:13:28,775 and seeing if those genes come across to your [INAUDIBLE]. 1671 01:13:28,775 --> 01:13:32,545 And the trade-off is-- the trade-off is, 1672 01:13:32,545 --> 01:13:35,657 do you want to mate with this organism or not? 1673 01:13:35,657 --> 01:13:37,448 We're still working on the details of this, 1674 01:13:37,448 --> 01:13:41,964 but the idea is this gene competition [INAUDIBLE]. 1675 01:13:41,964 --> 01:13:43,380 PRESENTER 28: And random mutation. 1676 01:13:43,380 --> 01:13:45,389 PRESENTER 27: Yeah, random mutations [INAUDIBLE] 1677 01:13:45,389 --> 01:13:46,531 PROFESSOR: OK. 1678 01:13:46,531 --> 01:13:47,030 Thank you. 1679 01:13:51,060 --> 01:13:52,366 All right. 1680 01:13:52,366 --> 01:13:54,160 We're actually really good on time today, 1681 01:13:54,160 --> 01:13:56,780 so you'll actually have some time to work in your teams 1682 01:13:56,780 --> 01:13:59,550 after we get you all sorted out. 1683 01:13:59,550 --> 01:14:07,820 So we heard about Dragon's Lair, Caffeine Worker, MIT Simulator, 1684 01:14:07,820 --> 01:14:13,240 Build a Car, Fight or Flight, Jigsaw World, The Gun Wars, 1685 01:14:13,240 --> 01:14:18,240 Bullet Craft, Daydream Inc., Score High, Ghost Maze, 1686 01:14:18,240 --> 01:14:19,800 and DNA. 1687 01:14:19,800 --> 01:14:21,440 12 ideas-- actually, a few of them 1688 01:14:21,440 --> 01:14:23,273 could probably combine pretty well together. 1689 01:14:23,273 --> 01:14:25,610 So we're not really throwing the ideas away. 1690 01:14:25,610 --> 01:14:28,090 We're really just trying to get together into groups of six 1691 01:14:28,090 --> 01:14:30,347 around a base idea we can start with. 1692 01:14:30,347 --> 01:14:32,430 So if you've got a game that you're really, really 1693 01:14:32,430 --> 01:14:34,480 excited about working on, come right down 1694 01:14:34,480 --> 01:14:35,540 and put your name on it. 1695 01:14:35,540 --> 01:14:40,230 And make sure your Post-It has your name and the game 1696 01:14:40,230 --> 01:14:42,063 engine you used in the tutorial assignments. 1697 01:14:46,584 --> 01:14:47,500 Let's see what we got. 1698 01:14:50,307 --> 01:14:52,140 All right, raise your hand if you still have 1699 01:14:52,140 --> 01:14:54,080 your name tag, your Post-It. 1700 01:14:54,080 --> 01:14:58,070 One, two, three, four. 1701 01:14:58,070 --> 01:15:00,430 All right. 1702 01:15:00,430 --> 01:15:03,700 We have Caffeine Worker only has one person on. 1703 01:15:07,010 --> 01:15:09,985 [? Zigamantias ?], you have your name tag back. 1704 01:15:14,005 --> 01:15:15,570 Nope, sit down. 1705 01:15:15,570 --> 01:15:16,770 Just sit down. 1706 01:15:16,770 --> 01:15:18,830 Jigsaw World. 1707 01:15:18,830 --> 01:15:19,545 Sorry, Kathleen. 1708 01:15:25,010 --> 01:15:25,510 All right. 1709 01:15:29,810 --> 01:15:33,860 We've got one, two, three, four, five, six. 1710 01:15:33,860 --> 01:15:35,370 DNA is done. 1711 01:15:35,370 --> 01:15:43,100 So DNA is Derek, Eduardo, Ava, Harry, Trisha, and Lauren. 1712 01:15:43,100 --> 01:15:44,560 One, two, three for Ghost Maze. 1713 01:15:44,560 --> 01:15:45,510 Three for Score High. 1714 01:15:45,510 --> 01:15:47,510 Two for Daydream. 1715 01:15:47,510 --> 01:15:48,895 None for Gun Wars. 1716 01:15:48,895 --> 01:15:49,770 Two for Bullet Craft. 1717 01:15:49,770 --> 01:15:51,075 Three for Fight or Flight. 1718 01:15:51,075 --> 01:15:53,615 One, two, three, four for Build a Car. 1719 01:15:53,615 --> 01:15:54,975 Two, three, four, five, six. 1720 01:15:54,975 --> 01:15:55,910 Oh, cool. 1721 01:15:55,910 --> 01:15:57,076 MIT Simulator. 1722 01:15:57,076 --> 01:15:58,075 Don't get me in trouble. 1723 01:16:00,670 --> 01:16:05,530 Norman, Jordan, James, Peter, [? Szeun, ?] and Sam. 1724 01:16:14,980 --> 01:16:18,440 Bullet Craft and Daydream-- first off, 1725 01:16:18,440 --> 01:16:20,470 does anybody who has their name tag on them, 1726 01:16:20,470 --> 01:16:25,672 are they all excited about either of these two games? 1727 01:16:25,672 --> 01:16:26,439 AUDIENCE: I am. 1728 01:16:26,439 --> 01:16:27,230 PROFESSOR: You are? 1729 01:16:27,230 --> 01:16:30,390 Is your name-- do you have your name tag in your hand? 1730 01:16:30,390 --> 01:16:34,010 OK, raise your hand if you have your name tag in your hand. 1731 01:16:34,010 --> 01:16:36,260 All right, come down here and put your name on a game. 1732 01:16:44,917 --> 01:16:46,000 I'm going to get them all. 1733 01:16:46,000 --> 01:16:48,000 I think we have enough to get every game to six. 1734 01:17:01,205 --> 01:17:06,570 10, nine, eight, seven, six-- hey, five. 1735 01:17:06,570 --> 01:17:07,070 Cool. 1736 01:17:07,070 --> 01:17:07,870 Thank you. 1737 01:17:07,870 --> 01:17:14,240 All right, Fight or Flight, Bullet Craft, 1738 01:17:14,240 --> 01:17:19,120 Daydream I think are all either going 1739 01:17:19,120 --> 01:17:22,380 to go away or combine somehow. 1740 01:17:22,380 --> 01:17:24,565 Score High, one, two, three, four. 1741 01:17:24,565 --> 01:17:27,260 One, two, three, four, five on Ghost Maze. 1742 01:17:27,260 --> 01:17:28,910 Just needs one more person. 1743 01:17:28,910 --> 01:17:30,050 Five on Build a Car. 1744 01:17:30,050 --> 01:17:32,500 Just needs one more person. 1745 01:17:32,500 --> 01:17:34,200 Four on Dragon's Lair. 1746 01:17:34,200 --> 01:17:39,680 One, two, three, four, five, six. 1747 01:17:39,680 --> 01:17:40,440 OK. 1748 01:17:40,440 --> 01:17:42,130 Daydream is gone, Bullet Craft is gone, 1749 01:17:42,130 --> 01:17:44,210 Fight or Flight is gone. 1750 01:17:44,210 --> 01:17:45,460 Move yourself to another team. 1751 01:17:53,940 --> 01:17:55,940 All right, Ghost Maze has six and is done. 1752 01:18:00,840 --> 01:18:02,700 Score High has five, six. 1753 01:18:02,700 --> 01:18:03,200 Done. 1754 01:18:09,835 --> 01:18:11,460 AUDIENCE: Everything is full, isn't it? 1755 01:18:11,460 --> 01:18:12,085 PROFESSOR: Yes. 1756 01:18:12,085 --> 01:18:14,634 So put yourself on one, two, three, four, five, six. 1757 01:18:14,634 --> 01:18:15,800 Put yourself on any of them. 1758 01:18:24,780 --> 01:18:30,490 Five, four, three, two-- thank you. 1759 01:18:30,490 --> 01:18:32,640 So here are our final teams. 1760 01:18:32,640 --> 01:18:35,930 We're going to do one last shuffle. 1761 01:18:35,930 --> 01:18:39,000 If anyone is like, I don't want to really be on that one, 1762 01:18:39,000 --> 01:18:40,180 they can move to another. 1763 01:18:45,760 --> 01:18:51,400 For Dragon's Lair, we have Roy, [? Mikael, ?] Liz, Zigamantis, 1764 01:18:51,400 --> 01:18:54,950 Devon, Caleb, and Kathleen. 1765 01:18:54,950 --> 01:18:57,820 You have a good mix of Unity and Flixel, 1766 01:18:57,820 --> 01:19:00,730 so I imagine you might use Unity or Flixel. 1767 01:19:00,730 --> 01:19:05,330 Build a Car, we have Rodrigo, Anderson, Matt, [? Taj ?], 1768 01:19:05,330 --> 01:19:06,750 Jeremy, and [INAUDIBLE]. 1769 01:19:06,750 --> 01:19:12,000 We have Unity, Unity, Unity-- three Unity, three Phaser. 1770 01:19:12,000 --> 01:19:14,220 I wonder what you're going to use. 1771 01:19:14,220 --> 01:19:17,120 Score High, six. 1772 01:19:17,120 --> 01:19:21,940 Miriam, [? Sen ?], Megan, Kevin, Sabrina, and [? Zinue ?]. 1773 01:19:21,940 --> 01:19:23,905 And we have Haxe, Haxe, Flixel. 1774 01:19:23,905 --> 01:19:25,430 Oh, wow, lots of Flixel. 1775 01:19:25,430 --> 01:19:26,160 And two Unity. 1776 01:19:26,160 --> 01:19:27,710 So maybe one of those. 1777 01:19:27,710 --> 01:19:32,030 Ghost Maze, [? Jutoshka ?], [? Salaam ?], Daniel, Kevin, 1778 01:19:32,030 --> 01:19:33,950 Justin, and Rachel. 1779 01:19:33,950 --> 01:19:36,590 And Unity, Unity, HaxeFlixel. 1780 01:19:36,590 --> 01:19:38,090 Ooh, it's going to be kind of tough. 1781 01:19:38,090 --> 01:19:40,970 We've got three Phaser, two Unity, and one HaxeFlixel, 1782 01:19:40,970 --> 01:19:43,280 so that's going to be a hard decision to make. 1783 01:19:43,280 --> 01:19:47,240 DNA, we've got seven-- Jenny, Lauren, Ava, Tricia, Harry, 1784 01:19:47,240 --> 01:19:48,890 Eduardo, Derek. 1785 01:19:48,890 --> 01:19:51,610 HaxeFlixel, HaxeFlixel, HaxeFlixel, Flixel, and one 1786 01:19:51,610 --> 01:19:52,110 Unity. 1787 01:19:52,110 --> 01:19:54,114 So probably one of the Flixels. 1788 01:19:54,114 --> 01:19:56,050 [GROANING] 1789 01:19:58,450 --> 01:20:00,170 You decide. 1790 01:20:00,170 --> 01:20:04,610 MIT Simulator has Unity, Unity, Unity, Unity, Unity, Unity, 1791 01:20:04,610 --> 01:20:05,907 Unity. 1792 01:20:05,907 --> 01:20:07,865 Four Unitys and two Phasers, so probably Unity. 1793 01:20:07,865 --> 01:20:10,200 And that is Norman, Jordan, James, Peter, 1794 01:20:10,200 --> 01:20:12,870 Sam, and [? Szeun. ?] We have how many students are not 1795 01:20:12,870 --> 01:20:15,250 in class today? 1796 01:20:15,250 --> 01:20:18,700 Five or six students not in class today. 1797 01:20:18,700 --> 01:20:20,920 They are going to have to-- what's up? 1798 01:20:20,920 --> 01:20:22,420 AUDIENCE: Make them a team. 1799 01:20:25,329 --> 01:20:27,120 AUDIENCE: Game to learn how not to be late. 1800 01:20:27,120 --> 01:20:29,445 PROFESSOR: That's a good question. 1801 01:20:29,445 --> 01:20:31,980 PHILLIP: [INAUDIBLE] simultaneously on Wednesday, 1802 01:20:31,980 --> 01:20:32,940 that might be possible. 1803 01:20:32,940 --> 01:20:35,030 But if a few of them don't come back on Wednesday, 1804 01:20:35,030 --> 01:20:35,779 that may not work. 1805 01:20:35,779 --> 01:20:39,690 PROFESSOR: So teams will be finalized on Wednesday. 1806 01:20:39,690 --> 01:20:43,110 These are the teams as they stand right now. 1807 01:20:43,110 --> 01:20:44,830 You have 40 minutes to meet as a team 1808 01:20:44,830 --> 01:20:47,700 to figure out if you all match schedules, 1809 01:20:47,700 --> 01:20:50,770 to talk about the idea you just pitched, 1810 01:20:50,770 --> 01:20:53,220 and make a really quick lo-fi prototype, 1811 01:20:53,220 --> 01:20:56,100 or write down that page that you just said out loud 1812 01:20:56,100 --> 01:20:57,270 on the spur of the moment. 1813 01:20:57,270 --> 01:20:59,270 Figure out what is that game that you're making. 1814 01:20:59,270 --> 01:21:01,850 Work on that vision statement. 1815 01:21:01,850 --> 01:21:04,300 And feel free to grab your things 1816 01:21:04,300 --> 01:21:08,150 and put your names on it if you like.