Planning "Naked on Pluto" 01 June til 01 November 2010
Dave
- June - No
- July: 1 - 18
- August: 2 - 8 or 27 onwards
- September: ok
- October: ok except 5 - 7
Marloes&Aymeric
- June: -
- July: -
- August: -
- September: -
- October: -
Start up (01 June - 1st sprint)
- Build infrastructure: set-up blog, server to host app, code repository
- Make persistent (so people can see objects/places that other people
have added) [~1wk]
- Add concept of users (and therefore ownership of the data created) [2
days]
- Read up properly on facebook app privacy policy, so we don't
immediately trip over something [1 day]
- Integrate with facebook, add personal data to inventory - this would
mean you could 'drop' bits of you profile around the world (just an simple idea to start with) [1wk]
- …
- First sketch ready
Test workshop 1 Testing the first sketch with 5 (local) participants and gathering feedback for the first sprint (1 day)
Sprint 1: Piksel (June/July)
+-14 days
Test workshop 2
Sprint 2: NIMk (September)
+-14 days
Expert meeting: game developers
Test workshop 3
Sprint 3: BALTAN (October)
+-14 days
Expert meeting: remote collaboration and physical spaces/labs
Research and Development
- Story writing
- Development of the game world
- Development of the game script (quests, characters, interactions with items, interactions with bots, possible interactions with other players)
- Development of a “storyboard” script
- Research on Facebook and other social gaming platforms
- The APIs
- Research the policies and rules associated with these APIs
- Document the research and development process
- Create and maintain a blog
- Maintaining a Code repository
- Maintaining a wiki for content development
- Maintaining communication channels for user feedback
- Developing and researching the frameworks needed
- What languages/tools exist?
- Create our own FLOSS platform/toolkit - targeted at reuse by other artists/projects.
- Visualisation of the information gathered inside the game:
- Realise, from the players perspective, a transparent view on what information is accessible to the game and which information it is using.
- Bots
- Research the AI element
- Researching how we can create confusion about whether or not a player is dealing with a bot or a person (ELIZA effect1).
- Fitting this into a game world
- Researching text games
- Building or reusing a text based game engine
- Playtesting2, making the feedback loop as short as possible: releasing often, collecting feedback, making sure it is easy to add new content, try out new ideas and change things.