====== 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.