Planning "Naked on Pluto" 01 June til 01 November 2010
Dave
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]
days]
immediately trip over something [1 day]
mean you could 'drop' bits of you profile around the world (just an
simple idea to start with) [1wk]
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
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
The APIs
Research the policies and rules associated with these APIs
Create and maintain a blog
Maintaining a Code repository
Maintaining a wiki for content development
Maintaining communication channels for user feedback
What languages/tools exist?
Create our own
FLOSS platform/toolkit - targeted at reuse by other artists/projects.
Realise, from the players perspective, a transparent view on what information is accessible to the game and which information it is using.
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).
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.